mirror of
https://github.com/brues-code/pfUI.git
synced 2026-10-07 14:10:01 +00:00
auras: scan through GetAuraSlots instead of by-index loops
Every aura scan loop (unit frame buffs/debuffs, dispel indicators, buff and custom indicators, player buff frame, buffwatch bars, tooltip buff row) now enumerates a unit's auras once with C_UnitAuras.GetAuraSlots and reads each aura by slot id via the positional C_UnitAuras.UnitAuraBySlot. The by-index getters re-walk the aura array from slot 0 on every call, so a per-button loop over them was quadratic in the aura count; one enumeration plus a by-slot read per aura is linear. pfUI.api.ScanAuraSlots(unit, filter, buf, max) wraps GetAuraSlots' fill-a- table form (table as the 5th argument) so no vararg Lua frame is involved: Lua 5.0 allocates an `arg` table for every vararg call, which showed up as nameplate OnUpdate/OnEvent memory growth in the first cut of this change. Single by-index reads in tooltip and click handlers are unchanged (one call each, and SetUnitAura takes the same index). Requires the ClassicAPI build that adds GetAuraSlots' fill form; on an older DLL the 5th argument is ignored and ScanAuraSlots would read the first slot id as the count.
This commit is contained in:
+20
@@ -204,6 +204,26 @@ function pfUI.api.UnitHasBuff(unit, name)
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return C_UnitAuras.GetAuraDataBySpellName(unit, name, "HELPFUL") ~= nil or nil
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end
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-- [ ScanAuraSlots ]
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-- Fills `buf` with the slot ids of the auras on `unit` that match `filter` and
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-- returns how many (buf[1..n]; entries past n are cleared), so a module can
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-- keep one buffer and refill it every refresh. Read each aura with
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-- C_UnitAuras.UnitAuraBySlot(unit, buf[i]) (positional, no table) or
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-- GetAuraDataBySlot. One enumeration walks the aura array once, where a
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-- by-index loop (UnitAura(unit, i)) re-walks it from the start for every i.
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-- Uses GetAuraSlots' fill-a-table form (table as the 5th argument) instead of
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-- its vararg return: Lua 5.0 builds an `arg` table for every vararg call, so
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-- collecting the returns in a Lua helper would allocate once per scan.
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-- unit [string] unit token
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-- filter [string] aura filter ("HELPFUL", "HARMFUL|PLAYER", ...)
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-- buf [table] reusable buffer, filled in place
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-- max [number] optional cap on the slot count (nil = all)
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-- return: [number] count of slot ids written to buf
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function pfUI.api.ScanAuraSlots(unit, filter, buf, max)
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local _, n = C_UnitAuras.GetAuraSlots(unit, filter, max, nil, buf)
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return n
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end
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-- [ IsPlayerGuid ]
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-- Returns whether a GUID or unit token refers to the local player.
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-- guid [string] A unit GUID (or unitID) to test.
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+32
-21
@@ -4,6 +4,12 @@ setfenv(1, pfUI:GetEnvironment())
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pfUI.uf = CreateFrame("Frame", nil, UIParent)
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pfUI.uf.frames = {}
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-- Reusable buffer for C_UnitAuras.GetAuraSlots slot ids (filled by
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-- ScanAuraSlots, api.lua). Each aura scan in RefreshUnit fills it once, then
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-- reads every aura by slot id: one array walk per scan instead of one per index.
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-- Scans run back to back and consume the buffer before the next refill.
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local auraSlots = {}
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-- ============================================================================
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-- GUID-based Roster Tracking for Smart Updates
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-- Only updates frames where the unit actually changed, not ALL 40 frames
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@@ -1635,11 +1641,13 @@ function pfUI.uf:RefreshUnit(unit, component)
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-- buffs
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if unit.buffs and ( component == "all" or component == "aura" ) then
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-- one GetAuraSlots enumeration per refresh, then a positional read per
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-- slot id: allocates nothing and never re-walks the aura array per icon
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ScanAuraSlots(unitstr, "HELPFUL", auraSlots, unit.config.bufflimit)
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for i=1, unit.config.bufflimit do
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if not unit.buffs[i] then break end
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-- positional UnitBuff allocates nothing (vs a table per icon per refresh)
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local name, icon, count, _, duration, expirationTime, _, _, _, spellId = C_UnitAuras.UnitBuff(unitstr, i)
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local name, icon, count, _, duration, expirationTime, _, _, _, spellId = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if name then
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unit.buffs[i].texture:SetTexture(icon)
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@@ -1723,6 +1731,13 @@ function pfUI.uf:RefreshUnit(unit, component)
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reposition = true
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end
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-- selfdebuff narrows to player-cast harmful auras via the PLAYER filter.
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-- Player-frame debuffs aren't gated on it (it'd hide most party-applied
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-- effects on you). One GetAuraSlots enumeration per refresh; the i-th slot
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-- is the i-th aura of the filtered list, so `i` stays the tooltip index.
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local filter = (unit.label ~= "player" and selfdebuff == "1") and "HARMFUL|PLAYER" or "HARMFUL"
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ScanAuraSlots(unitstr, filter, auraSlots, unit.config.debufflimit)
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for i=1, unit.config.debufflimit do
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if not unit.debuffs[i] then break end
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@@ -1739,12 +1754,8 @@ function pfUI.uf:RefreshUnit(unit, component)
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invert_h * ((row+buffrow)*(multiply*default_border + unit.config.debuffsize + 1) + (multiply*default_border + 1)))
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end
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-- selfdebuff narrows to player-cast harmful auras via the PLAYER filter.
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-- Player-frame debuffs aren't gated on it (it'd hide most party-applied
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-- effects on you).
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-- positional UnitDebuff allocates nothing; PLAYER predicate honored for selfdebuff
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local filter = (unit.label ~= "player" and selfdebuff == "1") and "PLAYER" or nil
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local name, icon, count, dispelType, duration, expirationTime = C_UnitAuras.UnitDebuff(unitstr, i, filter)
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-- positional read by slot id allocates nothing
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local name, icon, count, dispelType, duration, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if name then
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texture, stacks, dtype = icon, count, dispelType
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else
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@@ -1834,8 +1845,9 @@ function pfUI.uf:RefreshUnit(unit, component)
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local present = pfUI.uf.dispelPresent or {}
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pfUI.uf.dispelPresent = present
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for k in pairs(present) do present[k] = nil end
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for i=1,16 do
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local name, _, _, dispelType = C_UnitAuras.UnitDebuff(unitstr, i)
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local n = ScanAuraSlots(unitstr, "HARMFUL", auraSlots)
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for i=1,n do
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local name, _, _, dispelType = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if name and dispelType and dispelType ~= "" then present[dispelType] = true end
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end
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@@ -1925,9 +1937,9 @@ function pfUI.uf:RefreshUnit(unit, component)
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local pos = 1
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if table.getn(unit.indicators) > 0 then
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local i = 1
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while true do
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitBuff(unitstr, i)
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local n = ScanAuraSlots(unitstr, "HELPFUL", auraSlots)
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for i=1,n do
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if not name then break end
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local texLower = string.lower(icon)
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local timeleft = expirationTime > 0 and (expirationTime - GetTime()) or nil
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@@ -1948,14 +1960,13 @@ function pfUI.uf:RefreshUnit(unit, component)
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break
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end
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end
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i = i + 1
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end
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end
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if table.getn(unit.indicator_custom) > 0 then
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local ai = 1
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while true do
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitBuff(unitstr, ai)
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local n = ScanAuraSlots(unitstr, "HELPFUL", auraSlots)
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for i=1,n do
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if not name then break end
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local timeleft = expirationTime > 0 and (expirationTime - GetTime()) or nil
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local lowerName = string.lower(name)
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@@ -1966,12 +1977,12 @@ function pfUI.uf:RefreshUnit(unit, component)
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break
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end
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end
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ai = ai + 1
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end
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local debuffFilter = unit.config.selfdebuff == "1" and "PLAYER" or nil
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for i=1,16 do -- scan for custom debuffs
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitDebuff(unitstr, i, debuffFilter)
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local debuffFilter = unit.config.selfdebuff == "1" and "HARMFUL|PLAYER" or "HARMFUL"
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n = ScanAuraSlots(unitstr, debuffFilter, auraSlots)
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for i=1,n do -- scan for custom debuffs
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local name, icon, count, _, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if name then
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local timeleft = expirationTime > 0 and (expirationTime - GetTime()) or nil
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for _, filter in pairs(unit.indicator_custom) do
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+16
-1
@@ -7,6 +7,15 @@ pfUI:RegisterModule("buff", function ()
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local br, bg, bb, ba = GetStringColor(pfUI_config.appearance.border.color)
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-- Player aura slot ids, enumerated once per refresh pass (ScanPlayerAuraSlots)
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-- and read per button by its aura index: one GetAuraSlots walk per range
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-- instead of a by-index walk per button.
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local helpfulSlots, harmfulSlots = {}, {}
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local function ScanPlayerAuraSlots()
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ScanAuraSlots("player", "HELPFUL", helpfulSlots, 32)
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ScanAuraSlots("player", "HARMFUL", harmfulSlots, 16)
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end
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local function RefreshBuffButton(buff)
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if buff.btype == "HELPFUL" then
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if C.buffs.separateweapons == "1" then
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@@ -23,7 +32,8 @@ pfUI:RegisterModule("buff", function ()
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CreateBackdropShadow(buff)
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end
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local name, icon, count, dispelType, _, expirationTime, _, _, _, spellId = C_UnitAuras.UnitAura("player", buff.id, buff.btype)
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local slots = buff.btype == "HELPFUL" and helpfulSlots or harmfulSlots
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local name, icon, count, dispelType, _, expirationTime, _, _, _, spellId = C_UnitAuras.UnitAuraBySlot("player", slots[buff.id])
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--detect weapon buffs
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if buff.btype == "HELPFUL" and ((C.buffs.separateweapons == "0" and buff.gid <= pfUI.buff.wepbuffs.count) or (pfUI.buff.wepbuffs.count > 0 and buff.weapon ~= nil)) then
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@@ -166,6 +176,8 @@ pfUI:RegisterModule("buff", function ()
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pfUI.buff.wepbuffs.count = 0
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end
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ScanPlayerAuraSlots()
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for i=1,32 do
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RefreshBuffButton(pfUI.buff.buffs.buttons[i])
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end
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@@ -246,6 +258,9 @@ pfUI:RegisterModule("buff", function ()
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end
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end)
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-- CreateBuffButton refreshes each new button from the slot buffers
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ScanPlayerAuraSlots()
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-- Weapon Buffs
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pfUI.buff.wepbuffs = CreateFrame("Frame", "pfWepBuffFrame", UIParent)
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pfUI.buff.wepbuffs.count = 0
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+13
-4
@@ -73,9 +73,12 @@ pfUI:RegisterModule("buffwatch", function ()
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return anchor
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end
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local function GetBuffData(unit, id, type, selfdebuff)
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local filter = (selfdebuff and type == "HARMFUL") and "HARMFUL|PLAYER" or type
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local name, icon, count, dispelType, _, expirationTime = C_UnitAuras.UnitAura(unit, id, filter)
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-- reusable GetAuraSlots buffer, filled once per RefreshBuffBarFrame
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local auraSlots = {}
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-- Reads one aura by the slot id GetAuraSlots returned (nil slot -> nil).
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local function GetBuffData(unit, slot)
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local name, icon, count, dispelType, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unit, slot)
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if not name then return end
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local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0
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return remaining, icon, name, count, dispelType
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@@ -234,9 +237,15 @@ pfUI:RegisterModule("buffwatch", function ()
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local function RefreshBuffBarFrame(frame)
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-- reinitialize all active buffs
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local selfdebuff = frame.config.selfdebuff == "1"
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local filter = (selfdebuff and frame.type == "HARMFUL") and "HARMFUL|PLAYER" or frame.type
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-- one GetAuraSlots enumeration per refresh instead of a by-index walk per
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-- bar; the i-th slot is the i-th aura of the filtered list, so `i` stays
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-- the index the tooltip / cancel handlers pass to the by-index API
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ScanAuraSlots(frame.unit, filter, auraSlots, 32)
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for i=1,32 do
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local timeleft, texture, name, stacks, dtype = GetBuffData(frame.unit, i, frame.type, selfdebuff)
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local timeleft, texture, name, stacks, dtype = GetBuffData(frame.unit, auraSlots[i])
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timeleft = timeleft or 0
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if texture and name and name ~= "" and BuffIsVisible(frame.config, name) then
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@@ -116,6 +116,7 @@ pfUI:RegisterModule("nameplates", function ()
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-- Reusable per-plate debuff display buffer (avoid GC churn from per-call table creation)
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local debuffDisplayBuf = {} -- [i] = { effect, texture, stacks, dtype, duration, timeleft }
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for i = 1, 16 do debuffDisplayBuf[i] = {} end
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local auraSlots = {} -- reusable GetAuraSlots buffer for the per-plate aura scan
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local threatMemory = {} -- guid -> true if mob had player targeted
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-- local debuffSeen = {} -- reusable table for debuff tracking (avoid GC churn)
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@@ -1312,11 +1313,12 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
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if unitstr then
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local filter = cfg.owndebuffs and "HARMFUL|PLAYER" or "HARMFUL"
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local now = GetTime()
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-- positional UnitAura writes straight into the reusable buffer, so the
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-- per-plate scan allocates nothing (no per-aura table, no result array)
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local i = 1
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while debuffCount < 16 do
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local aname, icon, count, dispelType, duration, expirationTime = C_UnitAuras.UnitAura(unitstr, i, filter)
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-- one GetAuraSlots enumeration, then positional by-slot reads straight
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-- into the reusable buffer: the per-plate scan allocates nothing (no
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-- per-aura table, no result array) and walks the aura array once
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local n = ScanAuraSlots(unitstr, filter, auraSlots, 16)
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for i = 1, n do
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local aname, icon, count, dispelType, duration, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
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if not aname then break end
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debuffCount = debuffCount + 1
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local b = debuffDisplayBuf[debuffCount]
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@@ -1326,7 +1328,6 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
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b.dtype = dispelType
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b.duration = duration
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b.timeleft = (expirationTime and expirationTime > 0) and (expirationTime - now) or nil
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i = i + 1
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end
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end
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for i = 1, 16 do
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+11
-7
@@ -189,6 +189,7 @@ pfUI:RegisterModule("tooltip", function ()
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-- Icons come from a ClassicAPI object pool: ReleaseAll hides the whole
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-- set each refresh, then we Acquire and re-anchor left-to-right.
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local BUFF_SIZE, BUFF_SPACING, BUFF_MAX = 20, 2, 32
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local auraSlots = {} -- reusable GetAuraSlots buffer for UpdateBuffs
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pfUI.tooltip.buffs = CreateFrame("Frame", "pfTooltipBuffs", GameTooltip)
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pfUI.tooltip.buffs:SetPoint("BOTTOMLEFT", GameTooltipStatusBar, "TOPLEFT", 0, default_border + 2)
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pfUI.tooltip.buffs:SetHeight(BUFF_SIZE)
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@@ -239,17 +240,20 @@ pfUI:RegisterModule("tooltip", function ()
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end
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local prev, count = nil, 0
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for i = 1, BUFF_MAX do
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local aura = C_UnitAuras.GetBuffDataByIndex(unit, i)
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if not aura then break end
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-- one GetAuraSlots enumeration + positional by-slot reads: no per-aura
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-- table and no per-index re-walk of the aura array
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local n = ScanAuraSlots(unit, "HELPFUL", auraSlots, BUFF_MAX)
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for i = 1, n do
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local name, texture, applications, _, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unit, auraSlots[i])
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if not name then break end
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count = count + 1
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local icon = pfUI.tooltip.buffpool:Acquire()
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icon.texture:SetTexture(aura.icon)
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icon.stacks:SetText(aura.applications and aura.applications > 1 and aura.applications or "")
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icon.texture:SetTexture(texture)
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icon.stacks:SetText(applications and applications > 1 and applications or "")
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icon.expirationTime = aura.expirationTime
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local timeleft = aura.expirationTime and aura.expirationTime > 0 and (aura.expirationTime - GetTime()) or 0
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icon.expirationTime = expirationTime
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local timeleft = expirationTime and expirationTime > 0 and (expirationTime - GetTime()) or 0
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icon.timer:SetText(timeleft > 0 and GetColoredTimeString(timeleft) or "")
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if prev then
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Reference in New Issue
Block a user