Drive questitem off QUEST_ACCEPTED/QUEST_REMOVED instead of rescanning

The item->quest map only changes when a quest enters or leaves the log,
not on progress, yet it was fully rebuilt on every QUEST_LOG_UPDATE burst
(a whole log walk + GetQuestDetails per quest). Maintain it incrementally
from ClassicAPI's QUEST_ACCEPTED / QUEST_REMOVED, keyed on the stable
questID with title/level cached at add time (the old log index shifted on
any add/remove). QUEST_LOG_UPDATE now only drives a one-time login seed
until the detail cache warms, since QUEST_ACCEPTED is suppressed for the
bulk sync; afterward it's a no-op and questing does no rebuilds.
This commit is contained in:
Brues
2026-07-19 02:25:23 -05:00
parent 650bcda001
commit 3deddf2b08
+57 -36
View File
@@ -1,8 +1,43 @@
pfUI:RegisterModule("questitem", function ()
-- [itemID] = { index = questLogIndex, count = requiredCount }. Rebuilt
-- on QUEST_LOG_UPDATE from ClassicAPI's per-quest cached requirements.
local requiredItems = {}
local function AddQuest(questID)
local details = C_QuestLog.GetQuestDetails(questID)
if not details then return false end
if details.requirements then
for _, req in ipairs(details.requirements) do
if req.kind == "item" and req.id and req.id > 0 then
requiredItems[req.id] = {
questID = questID,
title = details.title,
level = details.level,
count = req.count,
}
end
end
end
return true
end
local function RemoveQuest(questID)
for itemID, entry in pairs(requiredItems) do
if entry.questID == questID then requiredItems[itemID] = nil end
end
end
local function Seed()
for k in pairs(requiredItems) do requiredItems[k] = nil end
local complete = true
local i = 1
while true do
local questID = C_QuestLog.GetQuestIDForLogIndex(i)
if questID == nil then break end
if questID > 0 and not AddQuest(questID) then complete = false end
i = i + 1
end
return complete
end
local function AddTooltip(frame, itemID)
if not itemID then return end
if C.tooltip.questitem.showquest ~= "1" then return end
@@ -19,7 +54,7 @@ pfUI:RegisterModule("questitem", function ()
if not entry and not replace then return end
local quest, level = UNKNOWN, 255
if entry then quest, level = GetQuestLogTitle(entry.index) end
if entry then quest, level = entry.title, entry.level end
if not quest then return end
local color = GetDifficultyColor(level)
@@ -42,48 +77,37 @@ pfUI:RegisterModule("questitem", function ()
pfUI.questitem = CreateFrame("Frame", "pfQuestItemScanner", UIParent)
pfUI.questitem:RegisterEvent("PLAYER_ENTERING_WORLD")
pfUI.questitem:RegisterEvent("QUEST_LOG_UPDATE")
pfUI.questitem:RegisterEvent("QUEST_ACCEPTED")
pfUI.questitem:RegisterEvent("QUEST_REMOVED")
pfUI.questitem:SetScript("OnEvent", function()
-- debounce rebuilds — QUEST_LOG_UPDATE fires in bursts
this.run = GetTime() + .5
if C.tooltip.questitem.showquest ~= "1" then return end
if event == "QUEST_ACCEPTED" then -- arg1 = logIndex, arg2 = questID
if not AddQuest(arg2) then -- cache cold (rare) -> reseed
this.seeding = true
this.run = GetTime() + .5
end
elseif event == "QUEST_REMOVED" then -- arg1 = questID
RemoveQuest(arg1)
elseif event == "PLAYER_ENTERING_WORLD" then
this.seeding = true -- seed pre-existing quests
this.run = GetTime() + .5
elseif event == "QUEST_LOG_UPDATE" and this.seeding then
this.run = GetTime() + .5 -- keep retrying while cache warms
end
end)
pfUI.questitem:SetScript("OnUpdate", function()
if C.tooltip.questitem.showquest ~= "1" then return end
if not this.run or GetTime() < this.run then return end
for k in pairs(requiredItems) do requiredItems[k] = nil end
-- GetQuestIDForLogIndex returns nil past the end, 0 for headers, else
-- the questID. GetQuestDetails reads the engine's static-info cache —
-- nil if not yet populated; we'll catch it on the next refresh.
local i = 1
while true do
local questID = C_QuestLog.GetQuestIDForLogIndex(i)
if questID == nil then break end
if questID > 0 then
local details = C_QuestLog.GetQuestDetails(questID)
if details and details.requirements then
for _, req in ipairs(details.requirements) do
if req.kind == "item" and req.id and req.id > 0 then
requiredItems[req.id] = { index = i, count = req.count }
end
end
end
end
i = i + 1
end
this.run = nil
if Seed() then this.seeding = nil end
end)
-- reload quest entries on config change
pfUI.questitem.UpdateConfig = function()
if C.tooltip.questitem.showquest ~= "1" then return end
pfUI.questitem.seeding = true
pfUI.questitem.run = GetTime() + .5
end
-- regular tooltip: catch every Show via a child frame's OnShow, then ask
-- the tooltip directly for the item it's displaying. Replaces a libtooltip
-- indirection that did the same query with extra caching layers.
pfUI.questitem.tooltip = CreateFrame("Frame", "pfQuestItems", GameTooltip)
pfUI.questitem.tooltip:SetScript("OnShow", function()
if GameTooltip:HasItem() then
@@ -92,9 +116,6 @@ pfUI:RegisterModule("questitem", function ()
end
end)
-- itemref tooltip (chat link clicks): hooksecurefunc runs after SetItemRef
-- populates ItemRefTooltip, so we just read the item back out of the tooltip
-- instead of re-parsing the "item:NNN" out of the link string.
hooksecurefunc("SetItemRef", function()
if IsModifierKeyDown() then return end
if ItemRefTooltip:HasItem() then