mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-29 18:56:02 +00:00
Drop Nampower stats system and polling from unit frames
GetUnitStats now reads health/power straight from UnitHealth/UnitPower (the descriptor fields the server broadcasts) -- for a real unit token GetUnitField read nothing different, so the whole Nampower-vs-fallback apparatus was measuring a distinction that no longer exists. Removed: - The stats system: pfUI.uf.stats, pfUIStatsFrame + UpdateStatsDisplay, the lastUnitStats change-cache, the /pfuistats slash command, and every counter increment (event/heartbeat/earlyReturn/throttledSkip/nampower/fallback). - All GetUnitField health reads (GetUnitStats, heal-prediction, health-gradient color) -- collapsed to the UnitHealth/UnitHealthMax they already fell back to. - The heartbeat-polling backstop and its fallbackThrottle/lastEventUpdate deps. Frames now refresh on events only; eventless frames still use their own tick, and range/aggro still run in the eventless-actions block.
This commit is contained in:
+30
-407
@@ -126,75 +126,16 @@ visibilityscan:SetScript("OnUpdate", function()
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end)
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-- ============================================================================
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-- GetUnitStats - Nampower Integration for Health + Power
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-- GetUnitStats - health + power for a unit token.
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-- Returns: hp, maxHp, power, maxPower, powerType
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-- IMPORTANT: Uses _G.UnitExists directly to avoid conflicts with Nampower's
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-- use UnitGUID(unit) for GUID lookup (Nampower 3.0.0+)
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-- ============================================================================
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-- Cache für Stats-Tracking (nur Änderungen zählen)
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pfUI.api.lastUnitStats = pfUI.api.lastUnitStats or {}
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function pfUI.api.GetUnitStats(unitstr, trackStats)
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local hp, maxHp, power, maxPower, powerType
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local usedNampower = false
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powerType = UnitPowerType(unitstr) or 0
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power = UnitPower(unitstr, powerType)
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maxPower = UnitPowerMax(unitstr, powerType)
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-- Try GetUnitField first if available (for all units: players, pets, NPCs)
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if GetUnitField then
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-- Use the standard check first, then get guid separately
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local exists = _G.UnitExists(unitstr)
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if exists then
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local guid = _G.UnitGUID(unitstr)
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hp = GetUnitField(guid, "health")
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maxHp = GetUnitField(guid, "maxHealth")
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-- Check if Nampower gave valid health data
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if hp and hp > 0 and maxHp and maxHp > 0 then
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usedNampower = true
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-- Track Nampower success - NUR bei echten Änderungen
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if trackStats and pfUI.uf and pfUI.uf.stats and pfUI.uf.stats.enabled then
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local lastStats = pfUI.api.lastUnitStats[unitstr]
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if not lastStats or lastStats.hp ~= hp or lastStats.maxHp ~= maxHp or
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lastStats.power ~= power or lastStats.maxPower ~= maxPower then
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pfUI.uf.stats.nampowerUsed = (pfUI.uf.stats.nampowerUsed or 0) + 1
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pfUI.api.lastUnitStats[unitstr] = {
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hp = hp,
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maxHp = maxHp,
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power = power,
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maxPower = maxPower
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}
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end
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end
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return hp, maxHp, power or 0, maxPower or 1, powerType
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end
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end
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end
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-- Fallback to standard API (for players when Nampower fails)
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hp = UnitHealth(unitstr) or 0
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maxHp = UnitHealthMax(unitstr) or 1
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-- Track Fallback usage - NUR bei echten Änderungen
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if trackStats and not usedNampower then
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if pfUI.uf and pfUI.uf.stats and pfUI.uf.stats.enabled then
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local lastStats = pfUI.api.lastUnitStats[unitstr]
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if not lastStats or lastStats.hp ~= hp or lastStats.maxHp ~= maxHp or
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lastStats.power ~= power or lastStats.maxPower ~= maxPower then
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pfUI.uf.stats.fallbackUsed = (pfUI.uf.stats.fallbackUsed or 0) + 1
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pfUI.api.lastUnitStats[unitstr] = {
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hp = hp,
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maxHp = maxHp,
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power = power,
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maxPower = maxPower
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}
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end
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end
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end
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return hp, maxHp, power, maxPower, powerType
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function pfUI.api.GetUnitStats(unitstr)
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local powerType = UnitPowerType(unitstr) or 0
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return UnitHealth(unitstr) or 0,
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UnitHealthMax(unitstr) or 1,
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UnitPower(unitstr, powerType) or 0,
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UnitPowerMax(unitstr, powerType) or 1,
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powerType
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end
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local aggrodata = { }
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@@ -378,19 +319,16 @@ function pfUI.uf:UpdateFrameSize()
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if self.config.portrait == "left" or self.config.portrait == "right" then
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if ptwidth == "-1" and ptheight == "-1" then
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-- align portrait size to frame
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self.portrait:SetWidth(real_height)
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self.portrait:SetHeight(real_height)
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self.portrait:SetSize(real_height, real_height)
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portrait = real_height + spacing + 2*default_border
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else
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-- use custom portrait size
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self.portrait:SetWidth(ptwidth)
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self.portrait:SetHeight(ptheight)
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self.portrait:SetSize(ptwidth, ptheight)
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portrait = ptwidth + spacing + 2*default_border
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end
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end
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self:SetWidth(width + portrait)
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self:SetHeight(real_height)
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self:SetSize(width + portrait, real_height)
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end
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function pfUI.uf:UpdateConfig()
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@@ -427,8 +365,7 @@ function pfUI.uf:UpdateConfig()
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f.glow:SetScript("OnUpdate", pfUI.uf.glow.UpdateGlowAnimation)
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f.glow:Hide()
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f.combat:SetWidth(tonumber(f.config.squaresize))
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f.combat:SetHeight(tonumber(f.config.squaresize))
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f.combat:SetSize(tonumber(f.config.squaresize), tonumber(f.config.squaresize))
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f.combat:ClearAllPoints()
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f.combat:SetPoint(f.config.squarepos, 0, 0)
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f.combat:Hide()
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@@ -436,8 +373,7 @@ function pfUI.uf:UpdateConfig()
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f.hp:ClearAllPoints()
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f.hp:SetPoint("TOP", 0, 0)
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f.hp:SetWidth(f.config.width)
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f.hp:SetHeight(f.config.height)
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f.hp:SetSize(f.config.width, f.config.height)
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if tonumber(f.config.height) < 0 then f.hp:Hide() end
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pfUI.api.CreateBackdrop(f.hp, default_border)
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@@ -589,11 +525,7 @@ function pfUI.uf:UpdateConfig()
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end
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if f.group then
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if f.config.raidgrouplabel == "1" then
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f.group:Show()
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else
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f.group:Hide()
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end
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f.group:SetShown(f.config.raidgrouplabel == "1")
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local xoff = tonumber(f.config.grouplabelxoff) or 0
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local yoff = tonumber(f.config.grouplabelyoff) or 8
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@@ -662,8 +594,7 @@ function pfUI.uf:UpdateConfig()
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f.powerCenterText:SetPoint("TOPLEFT",f.power.bar, "TOPLEFT", f.config.txtpowercenteroffx, 1 + tonumber(f.config.txtpowercenteroffy))
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f.powerCenterText:SetPoint("BOTTOMRIGHT",f.power.bar, "BOTTOMRIGHT", f.config.txtpowercenteroffx, f.config.txtpowercenteroffy)
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f.incHeal:SetHeight(f.config.height)
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f.incHeal:SetWidth(f.config.width)
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f.incHeal:SetSize(f.config.width, f.config.height)
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f.incHeal.texture:SetTexture(pfUI.media["img:bar"])
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local cr, cg, cb, ca = GetStringColor(f.config.healcolor)
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cr, cg, cb, ca = tonumber(cr), tonumber(cg), tonumber(cb), tonumber(ca)
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@@ -679,53 +610,46 @@ function pfUI.uf:UpdateConfig()
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end
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f.ressIcon:SetFrameLevel(16)
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f.ressIcon:SetWidth(32)
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f.ressIcon:SetHeight(32)
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f.ressIcon:SetSize(32, 32)
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f.ressIcon:SetPoint("CENTER", f, "CENTER", 0, 4)
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f.ressIcon.texture:SetTexture(pfUI.media["img:ress"])
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f.ressIcon.texture:SetAllPoints(f.ressIcon)
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f.ressIcon:Hide()
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f.leaderIcon:SetWidth(10)
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f.leaderIcon:SetHeight(10)
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f.leaderIcon:SetSize(10, 10)
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f.leaderIcon:SetPoint("CENTER", f, "TOPLEFT", 0, 0)
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f.leaderIcon.texture:SetTexture("Interface\\GROUPFRAME\\UI-Group-LeaderIcon")
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f.leaderIcon.texture:SetAllPoints(f.leaderIcon)
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f.leaderIcon:Hide()
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f.lootIcon:SetWidth(10)
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f.lootIcon:SetHeight(10)
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f.lootIcon:SetSize(10, 10)
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f.lootIcon:SetPoint("CENTER", f, "LEFT", 0, 0)
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f.lootIcon.texture:SetTexture("Interface\\GROUPFRAME\\UI-Group-MasterLooter")
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f.lootIcon.texture:SetAllPoints(f.lootIcon)
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f.lootIcon:Hide()
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f.pvpIcon:SetWidth(f.config.pvpiconsize)
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f.pvpIcon:SetHeight(f.config.pvpiconsize)
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f.pvpIcon:SetSize(f.config.pvpiconsize, f.config.pvpiconsize)
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f.pvpIcon:SetPoint(f.config.pvpiconalign, f, f.config.pvpiconalign, f.config.pvpiconoffx, f.config.pvpiconoffy)
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f.pvpIcon.texture:SetTexture(pfUI.media["img:pvp"])
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f.pvpIcon.texture:SetAllPoints(f.pvpIcon)
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f.pvpIcon.texture:SetVertexColor(1,1,1,.5)
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f.pvpIcon:Hide()
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f.raidIcon:SetWidth(f.config.raidiconsize)
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f.raidIcon:SetHeight(f.config.raidiconsize)
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f.raidIcon:SetSize(f.config.raidiconsize, f.config.raidiconsize)
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f.raidIcon:SetPoint("CENTER", f, f.config.raidiconalign, f.config.raidiconoffx, f.config.raidiconoffy)
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local raidIconTex = C.unitframes.blizzard_raidicons == "1" and "Interface\\TargetingFrame\\UI-RaidTargetingIcons" or pfUI.media["img:raidicons"]
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f.raidIcon.texture:SetTexture(raidIconTex)
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f.raidIcon.texture:SetAllPoints(f.raidIcon)
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f.raidIcon:Hide()
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f.restIcon:SetWidth(16)
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f.restIcon:SetHeight(16)
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f.restIcon:SetSize(16, 16)
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f.restIcon:SetPoint("TOP", f, "TOPLEFT", 0, -1)
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f.restIcon.texture:SetTexture("Interface\\CharacterFrame\\UI-StateIcon", true)
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f.restIcon.texture:SetTexCoord(0, .5, 0, .421875)
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f.restIcon.texture:SetAllPoints(f.restIcon)
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f.restIcon:Hide()
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f.happinessIcon:SetWidth(tonumber(C.unitframes.pet.happinesssize))
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f.happinessIcon:SetHeight(tonumber(C.unitframes.pet.happinesssize))
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f.happinessIcon:SetSize(tonumber(C.unitframes.pet.happinesssize), tonumber(C.unitframes.pet.happinesssize))
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f.happinessIcon:SetPoint("CENTER", f, "TOPLEFT", default_border, -default_border)
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f.happinessIcon.texture:SetTexture(pfUI.media["img:neutral"])
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f.happinessIcon.texture:SetAllPoints(f.happinessIcon)
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@@ -896,11 +820,7 @@ function pfUI.uf:UpdateConfig()
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-- immediately show/hide existing cooldown text
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if f.debuffs[i].cd.pfCooldownText then
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if cooldown_text == 1 then
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f.debuffs[i].cd.pfCooldownText:Show()
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else
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f.debuffs[i].cd.pfCooldownText:Hide()
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end
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f.debuffs[i].cd.pfCooldownText:SetShown(cooldown_text == 1)
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end
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f.debuffs[i].id = i
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@@ -1030,8 +950,6 @@ function pfUI.uf.OnEvent()
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this.update_full = true
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-- UNIT_XXX Events
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elseif arg1 and (arg1 == this.label .. this.id or (UnitGUID and arg1 == UnitGUID(this.label .. this.id))) then
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this.lastEventUpdate = GetTime()
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if event == "UNIT_PORTRAIT_UPDATE" or event == "UNIT_MODEL_CHANGED" then
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this.update_portrait = true
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elseif event == "UNIT_AURA" then
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@@ -1053,154 +971,19 @@ local _GetTime = GetTime
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pfUI.uf.now = 0
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-- ============================================================================
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-- GLOBAL FALLBACK THROTTLE - Limits total fallback updates across ALL frames
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-- ============================================================================
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pfUI.uf.fallbackThrottle = {
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lastUpdate = 0,
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interval = 0.1, -- 10 updates per second total (not per frame!)
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updatesThisInterval = 0,
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maxUpdatesPerInterval = 5 -- Max 5 frames can update per interval
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}
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-- ============================================================================
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-- STATS SYSTEM - Performance tracking for Nampower vs Fallback
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-- ============================================================================
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pfUI.uf.stats = {
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eventUpdates = 0,
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heartbeatUpdates = 0,
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earlyReturns = 0,
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nampowerUsed = 0,
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fallbackUsed = 0,
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throttledSkips = 0,
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startTime = 0,
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enabled = true
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}
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-- Stats Frame (Live Display)
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pfUI.uf.statsFrame = CreateFrame("Frame", "pfUIStatsFrame", UIParent)
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pfUI.uf.statsFrame:SetWidth(200)
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pfUI.uf.statsFrame:SetHeight(220)
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pfUI.uf.statsFrame:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", -10, -200)
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pfUI.uf.statsFrame:SetBackdrop({
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bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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tile = true, tileSize = 16, edgeSize = 8,
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insets = { left = 3, right = 3, top = 3, bottom = 3 }
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})
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pfUI.uf.statsFrame:SetBackdropColor(0, 0, 0, 0.8)
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pfUI.uf.statsFrame:EnableMouse(true)
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pfUI.uf.statsFrame:SetMovable(true)
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pfUI.uf.statsFrame:SetClampedToScreen(true)
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pfUI.uf.statsFrame:RegisterForDrag("LeftButton")
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pfUI.uf.statsFrame:SetScript("OnDragStart", function() this:StartMoving() end)
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pfUI.uf.statsFrame:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
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pfUI.uf.statsFrame:Hide()
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-- Stats Title
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pfUI.uf.statsFrame.title = pfUI.uf.statsFrame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
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pfUI.uf.statsFrame.title:SetPoint("TOP", pfUI.uf.statsFrame, "TOP", 0, -8)
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pfUI.uf.statsFrame.title:SetText("Performance")
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-- Stats Text (multi-line)
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pfUI.uf.statsFrame.text = pfUI.uf.statsFrame:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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pfUI.uf.statsFrame.text:SetPoint("TOPLEFT", pfUI.uf.statsFrame, "TOPLEFT", 10, -30)
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pfUI.uf.statsFrame.text:SetWidth(180)
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pfUI.uf.statsFrame.text:SetHeight(180)
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pfUI.uf.statsFrame.text:SetJustifyH("LEFT")
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pfUI.uf.statsFrame.text:SetJustifyV("TOP")
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pfUI.uf.statsFrame.text:SetText("Initializing...")
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-- Update function for stats display
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pfUI.uf.UpdateStatsDisplay = function()
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local elapsed = GetTime() - pfUI.uf.stats.startTime
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if elapsed < 0.1 then return end
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local eventRate = pfUI.uf.stats.eventUpdates / elapsed
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local heartbeatRate = pfUI.uf.stats.heartbeatUpdates / elapsed
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local totalFrameUpdates = eventRate + heartbeatRate
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-- Calculate Nampower vs Fallback percentages (ONLY counts actual data changes!)
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local totalDataChanges = pfUI.uf.stats.nampowerUsed + pfUI.uf.stats.fallbackUsed
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local nampowerPct = totalDataChanges > 0 and math.floor((pfUI.uf.stats.nampowerUsed / totalDataChanges) * 100) or 0
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local fallbackPct = totalDataChanges > 0 and math.floor((pfUI.uf.stats.fallbackUsed / totalDataChanges) * 100) or 0
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-- Calculate data change rate (how often HP/Mana actually changes)
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local dataChangeRate = totalDataChanges / elapsed
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local statsText = string.format(
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"Time: %.1fs\n" ..
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"|cffaaaaaa--- Frame Updates ---|r\n" ..
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"Event: %.1f/s (%d)\n" ..
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"Heartbeat: %.1f/s (%d)\n" ..
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"Total: %.1f/s\n" ..
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"\n" ..
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"|cffaaaaaa--- Data Changes ---|r\n" ..
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"Rate: %.1f/s (%d)\n" ..
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"|cff00ff00NP: %d%% (%d)|r\n" ..
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"|cffff8800FB: %d%% (%d)|r",
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elapsed,
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eventRate,
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pfUI.uf.stats.eventUpdates,
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heartbeatRate,
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pfUI.uf.stats.heartbeatUpdates,
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totalFrameUpdates,
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dataChangeRate,
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totalDataChanges,
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nampowerPct,
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pfUI.uf.stats.nampowerUsed,
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fallbackPct,
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pfUI.uf.stats.fallbackUsed
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)
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pfUI.uf.statsFrame.text:SetText(statsText)
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end
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-- Stats update timer
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pfUI.uf.statsUpdateTimer = 0
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-- Cache cleanup timer (clean lastUnitStats every 30s to prevent memory leak)
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pfUI.uf.cacheCleanupTimer = 0
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-- ============================================================================
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-- OnUpdate with Heartbeat Polling and Fallback
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-- OnUpdate - eventless per-frame work (range check, aggro glow) and draining
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-- the event-set update flags. Frames refresh on events only; no polling.
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-- ============================================================================
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function pfUI.uf.OnUpdate()
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local now = _GetTime()
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pfUI.uf.now = now
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-- Update stats display (throttled to 0.2s)
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if pfUI.uf.statsFrame and pfUI.uf.statsFrame:IsShown() then
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if (pfUI.uf.statsUpdateTimer or 0) <= now then
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pfUI.uf.statsUpdateTimer = now + 0.2
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if pfUI.uf.stats.startTime > 0 then
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pfUI.uf.UpdateStatsDisplay()
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end
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end
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end
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-- Cleanup lastUnitStats cache every 30 seconds to prevent memory leak
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if (pfUI.uf.cacheCleanupTimer or 0) <= now then
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pfUI.uf.cacheCleanupTimer = now + 30
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-- Only keep cache for units that currently exist
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if pfUI.api.lastUnitStats then
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for unitstr in pairs(pfUI.api.lastUnitStats) do
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if not _G.UnitExists(unitstr) then
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pfUI.api.lastUnitStats[unitstr] = nil
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end
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end
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end
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end
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|
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|
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-- update combat feedback (no throttle - needs immediate feedback)
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if this.feedbackText then CombatFeedback_OnUpdate(arg1) end
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-- Throttle raid/party frames for performance
|
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if this.label == "raid" or this.label == "party" then
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if (this.throttleTick or 0) > now then
|
||||
if pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.throttledSkips = pfUI.uf.stats.throttledSkips + 1
|
||||
end
|
||||
return
|
||||
end
|
||||
this.throttleTick = now + 0.1 -- Default: 10 FPS
|
||||
@@ -1284,19 +1067,7 @@ function pfUI.uf.OnUpdate()
|
||||
local unit = this.label .. this.id
|
||||
local heal = libpredict:UnitGetIncomingHeals(unit)
|
||||
|
||||
-- O(1) Nampower lookup via GUID (same pattern as nameplates.lua)
|
||||
local health, maxHealth
|
||||
if GetUnitField then
|
||||
local guid = UnitGUID(unit)
|
||||
if guid then
|
||||
health = GetUnitField(guid, "health")
|
||||
maxHealth = GetUnitField(guid, "maxHealth")
|
||||
end
|
||||
end
|
||||
-- Fallback to standard API
|
||||
if not health or not maxHealth or maxHealth == 0 then
|
||||
health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
|
||||
end
|
||||
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
|
||||
|
||||
if heal - health - maxHealth ~= this.predictstate then
|
||||
local overhealperc = tonumber(this.config.overhealperc)
|
||||
@@ -1353,86 +1124,6 @@ function pfUI.uf.OnUpdate()
|
||||
-- EVENT-BASED UPDATES (Health, Mana, Auras, etc.)
|
||||
-- ============================================================================
|
||||
|
||||
-- Check if we have pending updates from events
|
||||
local hasUpdates = this.update_full or this.update_base or
|
||||
this.update_aura or this.update_portrait or
|
||||
this.update_pvp or this.update_indicators
|
||||
|
||||
-- Track event-triggered updates (not API calls, just frame updates)
|
||||
if hasUpdates and pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.eventUpdates = pfUI.uf.stats.eventUpdates + 1
|
||||
end
|
||||
|
||||
-- Heartbeat Polling: If no events pending, check if we need fallback
|
||||
if not hasUpdates then
|
||||
local timeSinceEvent = this.lastEventUpdate and (now - this.lastEventUpdate) or 999
|
||||
|
||||
-- If >0.5s since last event and unit exists, try heartbeat
|
||||
if timeSinceEvent > 0.5 and this.label and _G.UnitExists(this.label .. this.id) then
|
||||
local needsFallback = false
|
||||
|
||||
-- Check if Nampower can provide data
|
||||
if GetUnitField then
|
||||
-- Use _G.UnitExists to avoid conflicts with range checking
|
||||
local unitstr = this.label .. this.id
|
||||
local exists = _G.UnitExists(unitstr)
|
||||
if exists then
|
||||
local _, guid = _G.UnitExists(unitstr)
|
||||
if guid then
|
||||
local hp = GetUnitField(guid, "health")
|
||||
if not hp or hp == 0 then
|
||||
needsFallback = true
|
||||
end
|
||||
else
|
||||
needsFallback = true
|
||||
end
|
||||
else
|
||||
needsFallback = true
|
||||
end
|
||||
else
|
||||
needsFallback = true
|
||||
end
|
||||
|
||||
if needsFallback then
|
||||
-- GLOBAL Throttle: Limit fallback updates across ALL frames
|
||||
local throttle = pfUI.uf.fallbackThrottle
|
||||
|
||||
-- Reset counter each interval
|
||||
if now - throttle.lastUpdate > throttle.interval then
|
||||
throttle.lastUpdate = now
|
||||
throttle.updatesThisInterval = 0
|
||||
end
|
||||
|
||||
-- Check if we've exceeded max updates this interval
|
||||
if throttle.updatesThisInterval >= throttle.maxUpdatesPerInterval then
|
||||
if pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.earlyReturns = pfUI.uf.stats.earlyReturns + 1
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
throttle.updatesThisInterval = throttle.updatesThisInterval + 1
|
||||
|
||||
-- Nampower not available or no data - trigger fallback update
|
||||
this.update_base = true
|
||||
if pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.heartbeatUpdates = pfUI.uf.stats.heartbeatUpdates + 1
|
||||
end
|
||||
else
|
||||
-- Nampower working fine, no update needed
|
||||
if pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.earlyReturns = pfUI.uf.stats.earlyReturns + 1
|
||||
end
|
||||
return
|
||||
end
|
||||
else
|
||||
-- Too soon or unit doesn't exist
|
||||
if pfUI.uf.stats and pfUI.uf.stats.enabled then
|
||||
pfUI.uf.stats.earlyReturns = pfUI.uf.stats.earlyReturns + 1
|
||||
end
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- process indicator update events
|
||||
if this.update_indicators then
|
||||
@@ -2316,7 +2007,7 @@ function pfUI.uf:RefreshUnit(unit, component)
|
||||
-- base frame
|
||||
if component == "all" or component == "base" then
|
||||
-- Unit HP/MP with Nampower Integration
|
||||
local hp, hpmax, power, powermax, powerType = pfUI.api.GetUnitStats(unitstr, true)
|
||||
local hp, hpmax, power, powermax, powerType = pfUI.api.GetUnitStats(unitstr)
|
||||
|
||||
-- Store original values for color calculations (before invert_healthbar modifies hp)
|
||||
local hp_orig, hpmax_orig = hp, hpmax
|
||||
@@ -2891,7 +2582,7 @@ function pfUI.uf:GetStatusValue(unit, pos)
|
||||
end
|
||||
|
||||
-- Get stats with Nampower Integration
|
||||
local hp, hpmax, mp, mpmax, powerType = pfUI.api.GetUnitStats(unitstr, true)
|
||||
local hp, hpmax, mp, mpmax, powerType = pfUI.api.GetUnitStats(unitstr)
|
||||
local rhp, rhpmax = hp, hpmax
|
||||
|
||||
-- Use libhealth for mob health estimation (overrides Nampower/Standard)
|
||||
@@ -3047,19 +2738,7 @@ function pfUI.uf.GetColor(self, preset)
|
||||
r, g, b = color.r, color.g, color.b
|
||||
|
||||
elseif preset == "health" and config["healthcolor"] == "1" then
|
||||
-- O(1) Nampower lookup for health gradient color
|
||||
local hp, hpmax
|
||||
if GetUnitField then
|
||||
local guid = UnitGUID(unitstr)
|
||||
if guid then
|
||||
hp = GetUnitField(guid, "health")
|
||||
hpmax = GetUnitField(guid, "maxHealth")
|
||||
end
|
||||
end
|
||||
-- Fallback to standard API
|
||||
if not hp or not hpmax then
|
||||
hp, hpmax = UnitHealth(unitstr), UnitHealthMax(unitstr)
|
||||
end
|
||||
local hp, hpmax = UnitHealth(unitstr), UnitHealthMax(unitstr)
|
||||
if hpmax and hpmax > 0 then
|
||||
r, g, b = GetColorGradient(hp / hpmax)
|
||||
else
|
||||
@@ -3081,59 +2760,3 @@ function pfUI.uf.GetColor(self, preset)
|
||||
return rgbhex(r,g,b)
|
||||
end
|
||||
|
||||
-- ============================================================================
|
||||
-- Slash Commands for Stats Frame
|
||||
-- ============================================================================
|
||||
pfUI.api.RegisterSlashCommand("PFUISTATS", { "/pfuistats", "/ufstats" }, function(msg)
|
||||
msg = string.lower(msg or "")
|
||||
|
||||
if not pfUI.uf.stats then
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cffff0000ERROR:|r Stats not initialized!")
|
||||
return
|
||||
end
|
||||
|
||||
-- Initialize startTime on first use
|
||||
if pfUI.uf.stats.startTime == 0 then
|
||||
pfUI.uf.stats.startTime = GetTime()
|
||||
end
|
||||
|
||||
if msg == "reset" then
|
||||
pfUI.uf.stats.eventUpdates = 0
|
||||
pfUI.uf.stats.heartbeatUpdates = 0
|
||||
pfUI.uf.stats.earlyReturns = 0
|
||||
pfUI.uf.stats.nampowerUsed = 0
|
||||
pfUI.uf.stats.fallbackUsed = 0
|
||||
pfUI.uf.stats.throttledSkips = 0
|
||||
pfUI.uf.stats.startTime = GetTime()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Reset!")
|
||||
|
||||
elseif msg == "toggle" then
|
||||
pfUI.uf.stats.enabled = not pfUI.uf.stats.enabled
|
||||
local status = pfUI.uf.stats.enabled and "|cff00ff00ON|r" or "|cffff0000OFF|r"
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Tracking: " .. status)
|
||||
|
||||
elseif msg == "show" then
|
||||
if pfUI.uf.statsFrame then
|
||||
pfUI.uf.statsFrame:Show()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Frame shown")
|
||||
end
|
||||
|
||||
elseif msg == "hide" then
|
||||
if pfUI.uf.statsFrame then
|
||||
pfUI.uf.statsFrame:Hide()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Frame hidden")
|
||||
end
|
||||
|
||||
else
|
||||
-- Toggle frame (default action)
|
||||
if pfUI.uf.statsFrame then
|
||||
if pfUI.uf.statsFrame:IsShown() then
|
||||
pfUI.uf.statsFrame:Hide()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Frame hidden")
|
||||
else
|
||||
pfUI.uf.statsFrame:Show()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00pfUI Stats:|r Frame shown")
|
||||
end
|
||||
end
|
||||
end
|
||||
end, true)
|
||||
Reference in New Issue
Block a user