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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.
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+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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