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https://github.com/brues-code/pfUI.git
synced 2026-10-15 17:50:48 +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.
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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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