2 Commits

Author SHA1 Message Date
Brues 004eebc9f7 Coalesce macro/spell rebuilds to cut the login event storm
UPDATE_MACROS and SPELLS_CHANGED each did a full spell + talent + pet +
120-slot action-bar rebuild inline, and both fire several times during
login as the spellbook and macros populate - so the rebuild ran 4-6
times in the first ~2s, most of it duplicated work fanning 120 button
updates out to Blizzard/pfUI/Bongos each pass.

Defer the rebuild instead: UPDATE_MACROS, SPELLS_CHANGED and PLAYER_LOGIN
arm a 0.3s debounce (macroRebuildTime); the update loop runs RebuildMacros
once when the burst settles. RebuildMacros skips the action-bar pass until
`ready` (GetAction early-returns before then, and the +1.5s init timer
builds the bars once anyway), and BAG_UPDATE_DELAYED's bar rebuild is
gated on `ready` too. Net: IndexActionBars runs once at login (the
suppressed init-timer pass) instead of 4-6 times, IndexSpells ~2x instead
of ~5x. Runtime macro edits and bag changes still do a full unsuppressed
rebuild, just debounced.
2026-08-21 21:39:11 -05:00
Brues 63b484b1ea Replace WDB tooltip warmup with GET_ITEM_INFO_RECEIVED handler
ClassicAPI hooks the global GetItemInfo to auto-warm the item cache on a
miss and fires GET_ITEM_INFO_RECEIVED when the async fill lands, so the
tooltip-scan warmup is obsolete: IndexItems's own GetItemInfo calls
already trigger the same warmup, and owned items (bags + equipped) are
priority-prefetched by the engine. The old warmup also assumed the fill
was synchronous, which no longer holds.

Drop DoWDBWarmup and its login scheduling; instead listen for
GET_ITEM_INFO_RECEIVED and run a debounced re-index. IndexItems records
owned itemIDs it could not resolve into pendingItemInfo, and the handler
ignores any fill not in that set (quest DB scans, AH sweeps, chat-link
hovers, inspects) in O(1) so unrelated bursts do not cause reindex churn.
2026-08-21 21:02:59 -05:00
2 changed files with 93 additions and 71 deletions
+79 -71
View File
@@ -3904,6 +3904,17 @@ function CleveRoids.OnUpdate(self)
-- PERFORMANCE: Single GetTime() call per frame
local time = GetTime()
-- Coalesced macro/spell/action-bar rebuild (armed by UPDATE_MACROS,
-- SPELLS_CHANGED and PLAYER_LOGIN). Debounced so the login burst -
-- SPELLS_CHANGED fires several times as the spellbook populates - collapses
-- into a single rebuild. Runs even before `ready` so spells/talents are
-- indexed before the init timer's first action-bar pass; RebuildMacros
-- itself skips the 120-slot action-bar rebuild until ready.
if CR.macroRebuildTime and time >= CR.macroRebuildTime then
CR.macroRebuildTime = nil
CR.RebuildMacros()
end
-- PERFORMANCE: Early exit if not ready (before any other checks)
if not CR.ready then
-- Handle initialization timer only when not ready
@@ -3942,10 +3953,21 @@ function CleveRoids.OnUpdate(self)
return
end
-- PERFORMANCE: Delayed WDB warmup after login (ensures GetItemInfo works after WDB clear)
if CR.wdbWarmupTime and time >= CR.wdbWarmupTime then
CR.wdbWarmupTime = nil
CR.DoWDBWarmup()
-- Coalesced re-index after async item data arrives (GET_ITEM_INFO_RECEIVED).
-- ClassicAPI warms the item cache asynchronously, so items that were still
-- uncached during an earlier index pass land here once their
-- SMSG_ITEM_QUERY_SINGLE response resolves. Bursts are debounced into one
-- re-index via CR.itemInfoReindexTime (armed by the event handler).
if CR.itemInfoReindexTime and time >= CR.itemInfoReindexTime then
CR.itemInfoReindexTime = nil
-- In combat: drop it; PLAYER_LEAVE_COMBAT does a full re-index once safe.
if not UnitAffectingCombat("player") then
CR.lastItemIndexTime = GetTime()
CR.IndexItems()
CR.Actions = {}
CR.Macros = {}
CR.IndexActionBars()
end
end
-- PERFORMANCE: Cache refresh rate calculation (avoid per-frame division)
@@ -4824,6 +4846,7 @@ CleveRoids.Frame:RegisterEvent("UPDATE_MACROS")
CleveRoids.Frame:RegisterEvent("SPELLS_CHANGED")
CleveRoids.Frame:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
CleveRoids.Frame:RegisterEvent("BAG_UPDATE_DELAYED")
CleveRoids.Frame:RegisterEvent("GET_ITEM_INFO_RECEIVED")
CleveRoids.Frame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED")
CleveRoids.Frame:RegisterEvent("UNIT_PET")
@@ -4962,59 +4985,13 @@ function CleveRoids.Frame:PLAYER_LOGIN()
CleveRoids.IndexPetSpells()
CleveRoids.initializationTimer = GetTime() + 1.5
-- Guarantee a full index (talents + macros + action bars) even if
-- UPDATE_MACROS / SPELLS_CHANGED happen not to fire before the init timer.
-- Coalesces with those events' arming; RebuildMacros runs once for the burst.
CleveRoids.macroRebuildTime = GetTime() + 0.3
-- PERFORMANCE: Initialize event-driven cache states
CleveRoids._cachedPlayerInCombat = UnitAffectingCombat("player") and true or false
-- Schedule delayed WDB warmup (loads items into client cache via tooltip scan)
-- This ensures GetItemInfo() works for all inventory items after a WDB clear
CleveRoids.wdbWarmupTime = GetTime() + 3.0 -- 3 second delay after login
end
-- PERFORMANCE: WDB warmup - tooltip scan all bag items to ensure they're cached
-- This prevents GetItemInfo() returning nil for items after a WDB clear
function CleveRoids.DoWDBWarmup()
if CleveRoids.wdbWarmupDone then return end
CleveRoids.wdbWarmupDone = true
-- Create a hidden tooltip for scanning if it doesn't exist
local tip = CleveRoidsWDBTip
if not tip then
tip = CreateFrame("GameTooltip", "CleveRoidsWDBTip", UIParent, "GameTooltipTemplate")
tip:SetOwner(WorldFrame, "ANCHOR_NONE")
end
local scanned = 0
-- Scan all bag slots
for bag = 0, 4 do
local slots = GetContainerNumSlots(bag) or 0
for slot = 1, slots do
if C_Container.GetContainerItemID(bag, slot) then
-- Tooltip scan loads the item into WDB
tip:ClearLines()
tip:SetBagItem(bag, slot)
scanned = scanned + 1
end
end
end
-- Scan equipped items
for slot = 1, 19 do
if GetInventoryItemID("player", slot) then
tip:ClearLines()
tip:SetInventoryItem("player", slot)
scanned = scanned + 1
end
end
-- Now trigger a full item index to populate the cache with valid data
if CleveRoids.IndexItems then
CleveRoids.IndexItems()
end
if CleveRoids.debug then
CleveRoids.Print("|cff88ff88[WDB Warmup]|r Scanned " .. scanned .. " items into cache")
end
end
function CleveRoids.Frame:ADDON_LOADED(addon)
@@ -5651,35 +5628,44 @@ function CleveRoids.Frame:PLAYER_TARGET_CHANGED()
end
end
function CleveRoids.Frame:UPDATE_MACROS()
-- Full rebuild of the macro/spell/talent/action-bar index. Invoked from the
-- update loop when macroRebuildTime elapses (armed by UPDATE_MACROS /
-- SPELLS_CHANGED / PLAYER_LOGIN), never inline from an event - so a burst of
-- those events collapses into one rebuild.
function CleveRoids.RebuildMacros()
CleveRoids.currentSequence = nil
-- Explicitly nil tables before re-assignment
CleveRoids.ParsedMsg = nil;
CleveRoids.ParsedMsg = {}
CleveRoids.Macros = nil;
CleveRoids.Macros = {}
CleveRoids.Actions = nil;
CleveRoids.Actions = {}
CleveRoids.Sequences = nil;
CleveRoids.Sequences = {}
CleveRoids.IndexSpells()
CleveRoids.IndexTalents()
CleveRoids.IndexPetSpells()
CleveRoids.IndexActionBars()
-- Action-bar indexing is wasted before `ready` (GetAction early-returns
-- while not ready), and the +1.5s init timer rebuilds the bars once anyway.
-- Skipping it here keeps the pre-ready login rebuilds from fanning 120 slot
-- updates out to Blizzard/pfUI/Bongos buttons.
if CleveRoids.ready then
CleveRoids.IndexActionBars()
end
if CleveRoidMacros.realtime == 0 then
CleveRoids.QueueActionUpdate()
end
end
function CleveRoids.Frame:UPDATE_MACROS()
-- Debounce: collapse bursts (login, rapid macro edits) into one rebuild.
CleveRoids.macroRebuildTime = GetTime() + 0.3
end
function CleveRoids.Frame:SPELLS_CHANGED()
-- PERFORMANCE: Clear spell caches when spells change (learn new ranks, etc.)
-- Clear spell caches immediately (cheap); defer the heavy rebuild.
CleveRoids.spellIdCache = {}
CleveRoids.spellNameCache = {}
CleveRoids.Frame:UPDATE_MACROS()
CleveRoids.macroRebuildTime = GetTime() + 0.3
end
function CleveRoids.Frame:ACTIONBAR_SLOT_CHANGED()
@@ -5690,6 +5676,23 @@ function CleveRoids.Frame:ACTIONBAR_SLOT_CHANGED()
end
end
-- ClassicAPI fires GET_ITEM_INFO_RECEIVED when an async item-cache fill lands
-- (the hooked GetItemInfo auto-warms on a miss). It fires for EVERY fill in the
-- game though - quest DB scans, AH sweeps, chat-link hovers, inspects - so we
-- ignore anything not in pendingItemInfo (items we own that missed the last
-- index pass). That check is O(1) and keeps unrelated bursts free.
function CleveRoids.Frame:GET_ITEM_INFO_RECEIVED()
local pending = CleveRoids.pendingItemInfo
if not (pending and pending[arg1]) then return end
-- Skip during combat; PLAYER_LEAVE_COMBAT re-indexes once it's safe.
if UnitAffectingCombat("player") then return end
-- Arm once per burst; the update loop clears it after re-indexing. Later
-- arrivals re-arm it, guaranteeing the final resolved state is captured.
if not CleveRoids.itemInfoReindexTime then
CleveRoids.itemInfoReindexTime = GetTime() + 0.5
end
end
function CleveRoids.Frame:BAG_UPDATE_DELAYED()
-- In combat: Skip expensive indexing but still queue icon update
-- so conditionals like [inbag] re-evaluate (they use live bag APIs)
@@ -5706,10 +5709,15 @@ function CleveRoids.Frame:BAG_UPDATE_DELAYED()
CleveRoids.lastItemIndexTime = now
CleveRoids.IndexItems()
-- Directly clear all relevant caches and force a UI refresh for all buttons.
CleveRoids.Actions = {}
CleveRoids.Macros = {}
CleveRoids.IndexActionBars()
-- Rebuild action bars so item-dependent macro resolution refreshes.
-- Skipped before `ready` (GetAction early-returns; the +1.5s init timer
-- builds the bars), which keeps bag-fill events during login from firing
-- a full 120-slot rebuild each time.
if CleveRoids.ready then
CleveRoids.Actions = {}
CleveRoids.Macros = {}
CleveRoids.IndexActionBars()
end
end
-- Always queue icon update so conditionals like [inbag] re-evaluate
+14
View File
@@ -238,6 +238,14 @@ function CleveRoids.IndexItems()
local items = {}
local NUM_BAG_SLOTS = NUM_BAG_SLOTS -- Upvalue for bag constant
-- Rebuilt each pass: itemIDs the player owns that GetItemInfo couldn't
-- resolve yet (cold cache under ClassicAPI's async warmup). The
-- GET_ITEM_INFO_RECEIVED handler consults this so it only re-indexes for
-- our own uncached items and ignores the flood of unrelated fills (quest
-- DB scans, AH, chat-link hovers, inspects) in O(1).
local pendingItemInfo = {}
CleveRoids.pendingItemInfo = pendingItemInfo
-- PERFORMANCE: Local function references
local GetContainerNumSlots = GetContainerNumSlots
local GetContainerItemInfo = GetContainerItemInfo
@@ -281,6 +289,9 @@ function CleveRoids.IndexItems()
if lowerName ~= name then
items[lowerName] = name
end
else
-- Owned but not cached yet; wait for GET_ITEM_INFO_RECEIVED.
pendingItemInfo[itemID] = true
end
end
end
@@ -318,6 +329,9 @@ function CleveRoids.IndexItems()
if lowerName ~= name then
items[lowerName] = name
end
else
-- Owned but not cached yet; wait for GET_ITEM_INFO_RECEIVED.
pendingItemInfo[itemID] = true
end
end
end