Replace equipment cache with C_Item.IsEquippedItem

HasGearEquipped now wraps ClassicAPI's native slot-walk, which
short-circuits on first match. Removes BuildEquipmentCache, the
_equipped* cache tables/invalidation, and the InvalidateEquipmentCache
call from PLAYER_EQUIPMENT_CHANGED. [equipped] reads live engine state,
so no cache staleness surface remains; also gains item-link support.
This commit is contained in:
Brues
2026-07-30 20:35:39 -05:00
parent 8d86389a03
commit fcd206756d
2 changed files with 8 additions and 123 deletions
+5 -115
View File
@@ -197,102 +197,6 @@ local function IsSharedDebuffByIdOrName(lib, spellID, debuffName)
return false
end
-- PERFORMANCE: Equipment cache for HasGearEquipped (avoids 19-slot scan per call)
-- Invalidated on UNIT_INVENTORY_CHANGED via CleveRoids.InvalidateEquipmentCache()
-- Enhanced with Nampower v2.18+ GetEquippedItems when available
local _equippedItemIDs = {} -- [slot] = itemID (number)
local _equippedItemNames = {} -- [slot] = itemName (lowercase string)
local _equipmentCacheValid = false
-- Track if we've warned about GetEquippedItems errors (warn once per session)
local _getEquippedItemsErrorWarned = false
local function BuildEquipmentCache()
if _equipmentCacheValid then return end
_equipmentCacheValid = true
-- Clear old data
for i = 1, 19 do
_equippedItemIDs[i] = nil
_equippedItemNames[i] = nil
end
local string_find = string.find
local string_lower = string.lower
-- Try Nampower GetEquippedItems for faster enumeration
-- Requires v2.22+ because earlier versions (e.g., v2.19.1) have internal bug
local API = CleveRoids.NampowerAPI
local hasValidNampower = API and API.HasMinimumVersion and API.HasMinimumVersion(2, 22, 0)
if hasValidNampower and GetEquippedItems then
-- Use pcall to catch any internal Nampower errors and fall back gracefully
local success, result = pcall(GetEquippedItems, "player")
if not success then
-- Log the error once per session for debugging
if not _getEquippedItemsErrorWarned then
_getEquippedItemsErrorWarned = true
local errMsg = tostring(result)
if CleveRoids.Print then
CleveRoids.Print("|cffff6600Warning:|r GetEquippedItems failed: " .. errMsg)
CleveRoids.Print("Using fallback equipment detection. Consider updating Nampower.")
end
end
-- Fall through to manual enumeration
elseif result and type(result) == "table" then
local usedNampower = false
for nampowerSlot, itemInfo in pairs(result) do
-- Nampower uses 0-indexed slots, WoW API uses 1-indexed
-- tonumber() handles both string and numeric keys from different Nampower versions
-- Skip non-numeric keys (metadata fields, etc.)
local slotNum = tonumber(nampowerSlot)
if slotNum and type(itemInfo) == "table" and itemInfo.itemId then
local slot = slotNum + 1
-- itemInfo must be a table to access .itemId (userdata from some Nampower versions is not indexable)
if slot >= 1 and slot <= 19 then
_equippedItemIDs[slot] = itemInfo.itemId
usedNampower = true
-- Get item name via Nampower API or GetItemInfo
local itemName = API and API.GetItemName and API.GetItemName(itemInfo.itemId)
if not itemName then
itemName = GetItemInfo(itemInfo.itemId)
end
if itemName then
_equippedItemNames[slot] = string_lower(itemName)
end
end
end
end
if usedNampower then
return -- Done with Nampower path
end
-- Fall through to manual enumeration if Nampower returned userdata items
end
end
-- Fallback: manual slot enumeration via ClassicAPI (id + decorated name),
-- no link string built. C_Item.GetItemName carries random-suffix decoration
-- and falls back to the base name internally, so it replaces the old
-- bracket-name / GetItemInfo two-step in a single call.
for slot = 1, 19 do
local id = GetInventoryItemID("player", slot)
if id then
_equippedItemIDs[slot] = id
local name = C_Item.GetItemName({ equipmentSlotIndex = slot })
if name then
_equippedItemNames[slot] = string_lower(name)
end
end
end
end
-- Invalidate equipment cache (call on UNIT_INVENTORY_CHANGED)
function CleveRoids.InvalidateEquipmentCache()
_equipmentCacheValid = false
end
-- ============================================================================
-- PERFORMANCE: Unified item location lookup using CleveRoids.Items cache
-- Returns: { type="inventory"|"bag", inventoryID=N } or { type="bag", bag=N, slot=N }
@@ -2060,26 +1964,12 @@ function CleveRoids.CancelAura(auraName)
return false
end
-- ClassicAPI's C_Item.IsEquippedItem walks the 19 equipment slots natively and
-- short-circuits on the first match, so it replaces the old Lua-side equipment
-- cache entirely -- no per-call scan, no invalidation. Accepts itemID, item
-- link, or (case-insensitive, decorated) name.
function CleveRoids.HasGearEquipped(gearId)
if not gearId then return false end
-- PERFORMANCE: Build/refresh equipment cache if needed
BuildEquipmentCache()
-- Handle both numeric IDs and string IDs like "5196"
local wantId = tonumber(gearId)
local wantName = (type(gearId) == "string" and not wantId) and string.lower(gearId) or nil
-- PERFORMANCE: Use cached data instead of scanning all slots
for slot = 1, 19 do
if wantId and _equippedItemIDs[slot] == wantId then
return true
end
if wantName and _equippedItemNames[slot] == wantName then
return true
end
end
return false
return (gearId and C_Item.IsEquippedItem(gearId)) or false
end
+3 -8
View File
@@ -5724,14 +5724,9 @@ function CleveRoids.Frame:PLAYER_EQUIPMENT_CHANGED()
-- arg1 = inventory slot that changed, arg2 = hasCurrent (slot now holds an item)
local slot, hasCurrent = arg1, arg2
-- [equipped]/HasGearEquipped runs off its own live-rebuilt cache; invalidating
-- it is all that conditional needs.
if CleveRoids.InvalidateEquipmentCache then
CleveRoids.InvalidateEquipmentCache()
end
-- In combat: Skip indexing - EquipBagItem already handles cache invalidation
-- at the call site. This eliminates lag during rapid gear swapping.
-- In combat: skip the slot reindex to avoid lag during rapid gear swapping.
-- [equipped] reads live engine state (C_Item.IsEquippedItem) so it stays
-- correct regardless; the Items table self-heals on the next BAG_UPDATE.
if UnitAffectingCombat("player") then
return
end