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marktracking: filter to the mark tokens and idle when solo
UNIT_HEALTH/UNIT_MAXHEALTH register through RegisterUnitEvent for mark1 through mark8, so the scanner stops waking for every unit in the world. Eight tokens is past the four other clients accept; ClassicAPI takes as many as it is given, so this file is fork-only. That makes arg1 always one of eight known strings, so the handler looks the row index up in a table built alongside markerTokens, instead of running string.match + tonumber -- which allocated a capture and parsed it on every health tick of every marked unit. The fallback poll was the larger cost and the filtering did not touch it: a full eight-row rebuild once a second for the whole session, whether or not a marker existed anywhere. Raid markers are a group feature, so the scanner now watches PARTY_MEMBERS_CHANGED / RAID_ROSTER_UPDATE and creates or cancels the ticker with group membership -- outside a group no timer is queued at all, rather than one waking every second to return early. It is deliberately not keyed on a mark being visible: a marker set on a unit that is out of range shows no row, and that is precisely the case the poll exists to catch. The mark-token capability probe at the top goes too. ClassicAPI is a hard dependency, so the tokens are always there to resolve.
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+38
-18
@@ -1,12 +1,9 @@
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pfUI:RegisterModule("marktracking", function ()
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if not UnitExists("mark1") and not UnitExists("mark8") then
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if not pcall(function() UnitExists("mark1") end) then return end
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end
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local rawborder, border = GetBorderSize()
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local markerOrder = { 8, 7, 6, 5, 4, 3, 2, 1 } -- skull, cross, square, moon, triangle, diamond, circle, star
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local markerTokens = {}
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local markerTokens = {} -- [i] = "markN"
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local markerIndex = {} -- ["markN"] = i, for the event handler's arg1
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local markerConfigKeys = {
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"raidmarkercolor_star",
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@@ -22,6 +19,7 @@ pfUI:RegisterModule("marktracking", function ()
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local markerColors = {}
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for i, markKey in ipairs(markerConfigKeys) do
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markerTokens[i] = "mark" .. i
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markerIndex[markerTokens[i]] = i
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local r, g, b, a = GetStringColor(C.unitframes[markKey])
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markerColors[i] = { tonumber(r), tonumber(g), tonumber(b), tonumber(a) }
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end
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@@ -73,8 +71,7 @@ pfUI.marktracking = CreateFrame("Frame", "pfMarkTracking", UIParent)
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else
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pfUI.marktracking:SetPoint("TOP", UIParent, "CENTER", 0, 0)
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end
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pfUI.marktracking:SetWidth(TOTAL_ROW_WIDTH)
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pfUI.marktracking:SetHeight(8 * (ROW_HEIGHT + 1) + border * 2 - 1)
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pfUI.marktracking:SetSize(TOTAL_ROW_WIDTH, 8 * (ROW_HEIGHT + 1) + border * 2 - 1)
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pfUI.marktracking:Hide()
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CreateBackdrop(pfUI.marktracking)
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@@ -284,27 +281,50 @@ pfUI.marktracking = CreateFrame("Frame", "pfMarkTracking", UIParent)
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-- Event-driven scanner frame
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local scanner = CreateFrame("Frame")
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-- Fallback poll: catches units that come into range AFTER a marker was set
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-- (no event fires for that case, so we need this safety net). UpdateDisplay
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-- is a full eight-row rebuild, so it exists only while grouped -- raid markers
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-- are a group feature and there is nothing to discover alone. The group events
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-- below start and cancel it, so outside a group there is no timer queued at
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-- all rather than one waking every second to return early.
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--
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-- Deliberately NOT keyed on a mark being visible: a marker set on a unit that
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-- is out of range shows no row, and that is exactly what this poll catches.
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local poll
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local function UpdatePoll()
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local grouped = IsInGroup()
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if grouped and not poll then
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poll = C_Timer.NewTicker(FALLBACK_INTERVAL, UpdateDisplay)
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elseif not grouped and poll then
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poll:Cancel()
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poll = nil
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end
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end
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-- RAID_TARGET_UPDATE: a raid marker was set/cleared -> full refresh
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-- PLAYER_ENTERING_WORLD: login/reload/zone -> full refresh
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-- UNIT_HEALTH/UNIT_MAXHEALTH: ClassicAPI fires these per token; with the mark
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-- tokens observed they arrive as arg1 == "markN", so we refresh just that
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-- one row (UpdateRow) instead of rescanning all eight.
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-- PARTY_MEMBERS_CHANGED/RAID_ROSTER_UPDATE: joined or left a group -> the rows
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-- can change, and the fallback poll starts or stops with it
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-- UNIT_HEALTH/UNIT_MAXHEALTH: filtered to the eight mark tokens, so arg1 is
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-- always "markN" and we refresh just that row (UpdateRow) instead of
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-- rescanning all eight.
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scanner:RegisterEvent("RAID_TARGET_UPDATE")
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scanner:RegisterEvent("PLAYER_ENTERING_WORLD")
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scanner:RegisterEvent("UNIT_HEALTH")
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scanner:RegisterEvent("UNIT_MAXHEALTH")
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scanner:RegisterEvent("PARTY_MEMBERS_CHANGED")
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scanner:RegisterEvent("RAID_ROSTER_UPDATE")
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scanner:RegisterUnitEvent("UNIT_HEALTH", "mark1", "mark2", "mark3", "mark4", "mark5", "mark6", "mark7", "mark8")
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scanner:RegisterUnitEvent("UNIT_MAXHEALTH", "mark1", "mark2", "mark3", "mark4", "mark5", "mark6", "mark7", "mark8")
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scanner:SetScript("OnEvent", function()
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if event == "UNIT_HEALTH" or event == "UNIT_MAXHEALTH" then
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-- arg1 is the token; "markN" -> N, nil for any non-mark token.
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local i = arg1 and tonumber(string.match(arg1, "^mark(%d)"))
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-- arg1 is one of the eight tokens we registered for, so this is a lookup
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-- rather than a parse -- string.match would allocate a capture and
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-- tonumber would parse it, on every health tick of every marked unit.
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local i = arg1 and markerIndex[arg1]
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if i then UpdateRow(i) end
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return
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end
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if event ~= "RAID_TARGET_UPDATE" then UpdatePoll() end
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UpdateDisplay()
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end)
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-- Fallback poll: catches units that come into range AFTER a marker was set
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-- (no event fires for that case, so we need this safety net)
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C_Timer.NewTicker(FALLBACK_INTERVAL, UpdateDisplay)
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end)
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