Cut per-call allocations in the event and publish paths; merge SPELL_CAST_EVENT

Chasing high memory churn (~188 kb/s with pfUI). Four allocation sources and one
correctness bug found along the way.

The recurring cause: in 1.12's Lua 5.0 a function declared `function(...)` builds
a fresh `arg` table on every call. Three handlers were declared that way and none
of them read the vararg.

- Compatibility/pfUI.lua: the registered action handler. This was the dominant
  one. UpdateAllManagedCooldowns fans ACTIONBAR_UPDATE_COOLDOWN across every
  managed slot (up to 120) on each SPELL_UPDATE_COOLDOWN, so every GCD and
  cooldown tick allocated ~120 tables that the handler then discarded, because
  its whole body only ever applied to ACTIONBAR_SLOT_CHANGED. Dropped the vararg
  and added an early return before any work. Bongos' and UltimaMacros' handlers
  were already vararg-free.

- Core.lua SendEventForAction: dropped the vararg (every caller passes exactly
  one extra value) and replaced the inline "arg" .. i concatenations -- 30 per
  call across three loops -- with a prebuilt name table. The eight-branch arg.n
  fan-out collapses to one loop.

- Core.lua Frame OnEvent dispatcher: dropped the vararg. It fires for all ~48
  registered events, including the UNIT_HEALTH / UNIT_AURA / UNIT_*_GUID streams.

PublishDisplay now skips no-op publishes. Publishing is not free: the client
repaints holders of the macro through its own notifier, which returns as
ACTIONBAR_SLOT_CHANGED -> ClearAction + IndexActionSlot -> TestForActiveAction ->
publish. Publishing an unchanged value therefore tore down and re-resolved slots
for nothing and fed itself, since GetAction and IndexActionSlot both publish on
paths that fire constantly. This was the C_Macro.SetMacroDisplay regression.

Also merges the two same-named SPELL_CAST_EVENT handlers. Lua assigns in file
order, so the later definition silently replaced the earlier one and its half
never ran: channel-start detection, spell_tracking cleanup, and cast-sequence
advancement. AdvanceSequence has only two callers and the other is inside
UNIT_CASTEVENT, which is registered only under SuperWoW -- so /castsequence had
no way to advance on a successful cast for Nampower-only users.
This commit is contained in:
Brues
2026-09-10 14:40:16 -05:00
parent 4dd5326172
commit f296425c94
2 changed files with 156 additions and 140 deletions
+24 -16
View File
@@ -429,7 +429,17 @@ function Extension.RegisterPfUIActionEventHandler()
-- Register a handler that will be called whenever CleveRoids updates macro states
if CleveRoids.RegisterActionEventHandler then
Extension.DLOG("Registering pfUI action event handler")
CleveRoids.RegisterActionEventHandler(function(slot, event, ...)
-- Declared without `...` on purpose: in 1.12's Lua 5.0 a vararg function
-- allocates an `arg` table on every call, and this handler never read it.
-- That mattered because UpdateAllManagedCooldowns fans
-- ACTIONBAR_UPDATE_COOLDOWN out across every managed slot -- up to 120 calls
-- -- on each SPELL_UPDATE_COOLDOWN, which fires on every GCD and cooldown
-- tick. Those calls all allocated a table and then did nothing, because the
-- whole body only ever applied to ACTIONBAR_SLOT_CHANGED. Hence the early
-- return before any work.
CleveRoids.RegisterActionEventHandler(function(slot, event)
if event ~= "ACTIONBAR_SLOT_CHANGED" then return end
local button = pfUI.bars and pfUI.bars.buttons and pfUI.bars.buttons[slot]
if Extension.Debug then
@@ -441,23 +451,21 @@ function Extension.RegisterPfUIActionEventHandler()
))
end
-- For slot change events, do a full button update so the icon,
-- cooldown, and tooltip refresh through CleveRoids' hooked
-- GetActionTexture / GetActionCooldown / GameTooltip:SetAction.
-- Full button update so the icon, cooldown and tooltip refresh.
-- pfUI's ButtonMacroScan defers to us for managed macros (leaves
-- spellslot nil), so its ButtonFullUpdate routes through those hooks
-- and follows the active conditional — no manual cooldown override
-- needed.
if event == "ACTIONBAR_SLOT_CHANGED" then
-- Mark the slot for update in pfUI's cache (processed next OnUpdate)
if pfUI.bars and pfUI.bars.update then
pfUI.bars.update[slot] = true
end
-- spellslot nil), so ButtonFullUpdate reads the stock action-bar
-- functions -- which now resolve through the value we publish with
-- C_Macro.SetMacroDisplay, rather than the Lua overrides this addon
-- used to install.
-- Also directly call ButtonFullUpdate if the button exists
if button and pfUI.bars.ButtonFullUpdate then
pfUI.bars.ButtonFullUpdate(button)
end
-- Mark the slot for update in pfUI's cache (processed next OnUpdate)
if pfUI.bars and pfUI.bars.update then
pfUI.bars.update[slot] = true
end
-- Also directly call ButtonFullUpdate if the button exists
if button and pfUI.bars.ButtonFullUpdate then
pfUI.bars.ButtonFullUpdate(button)
end
end)