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https://github.com/brues-code/pfUI.git
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libunitscan: cache levels only, classes come from C_PlayerCache
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+45
-66
@@ -2,20 +2,17 @@
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setfenv(1, pfUI:GetEnvironment())
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--[[ libunitscan ]]--
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-- A pfUI library that remembers the class, level and guild of every player it
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-- sees: in the friends, guild, raid and party rosters, in /who results, and as
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-- target, mouseover or nameplate. The data is persisted within pfUI_playerDB,
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-- for the places that only have a player's name, such as chat links and
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-- offline friends. Anything with a unit reads the unit itself instead.
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-- A pfUI library that remembers the level of every player it sees: in the
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-- friends, guild, raid and party rosters, in /who results, and as target,
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-- mouseover or nameplate. The levels are persisted within pfUI_playerDB, for
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-- the places that only have a player's name, such as chat links and offline
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-- friends. Anything with a unit reads the unit itself instead. A player's
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-- class comes from C_PlayerCache.GetPlayerInfoByName, not from here.
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--
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-- External functions:
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-- GetUnitInfo(name)
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-- Returns information of the given player name. Returns nil if the player
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-- was never seen.
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--
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-- class[String] - The class of the player
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-- level[Number] - The level of the player
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-- guild[String] - The guild name of the player
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-- GetPlayerLevel(name)
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-- Returns the last seen level of the given player name, or nil if it was
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-- never seen.
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--
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-- return instantly when another libunitscan is already active
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@@ -23,33 +20,33 @@ if pfUI.api.libunitscan then return end
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local players = {}
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-- Feed (guid, name, classToken) into ClassicAPI's persistent name
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-- cache when the unit's GUID is resolvable. Roster-style packets
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-- (party / raid / inspect on glance) carry class inline, so the
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-- engine often doesn't issue a separate name query and the DLL's
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-- NameCache hook never fires for them — this is where we close that gap.
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local function RememberByUnit(unit, name, class)
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if not (name and class) then return end
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-- Feed a unit into ClassicAPI's persistent name cache. Roster-style packets
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-- (party / raid / inspect on glance) carry class inline, so the engine often
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-- doesn't issue a separate name query and the DLL's NameCache hook never
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-- fires for them — this is where we close that gap.
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local function RememberByUnit(unit)
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local guid = UnitGUID(unit)
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if not guid then return end
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C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
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local _, race = UnitRace(unit)
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C_PlayerCache.RememberPlayer(guid, UnitName(unit), UnitClassBase(unit), race, UnitSex(unit) - 2)
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end
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function GetUnitInfo(name)
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local ret = players[name]
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if ret then
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return ret.class, ret.level, ret.guild
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function GetPlayerLevel(name)
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local entry = players[name]
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return entry and entry.level
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end
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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local function AddLevel(name, level)
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if not name or not level or level <= 0 then return end
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local entry = players[name]
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if entry then
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entry.level = level
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else
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players[name] = { level = level }
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end
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end
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local function AddData(name, class, level, guild)
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if not name then return end
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players[name] = players[name] or {}
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players[name].class = class or players[name].class
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players[name].level = level or players[name].level
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players[name].guild = guild or players[name].guild
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end
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local libunitscan = CreateFrame("Frame", "pfUnitScan", UIParent)
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libunitscan:RegisterEvent("PLAYER_ENTERING_WORLD")
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libunitscan:RegisterEvent("FRIENDLIST_UPDATE")
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@@ -68,58 +65,45 @@ libunitscan:SetScript("OnEvent", function()
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players = pfUI_playerDB
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-- update own character details
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local name = UnitName("player")
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local class = UnitClassBase("player")
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local level = UnitLevel("player")
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local guild = GetGuildInfo("player")
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AddData(name, class, level, guild)
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RememberByUnit("player", name, class)
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AddLevel(UnitName("player"), UnitLevel("player"))
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RememberByUnit("player")
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elseif event == "FRIENDLIST_UPDATE" then
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for i = 1, GetNumFriends() do
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local info = C_FriendList.GetFriendInfoByIndex(i)
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if info then
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local level = info.level > 0 and info.level or nil
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AddData(info.name, info.classFilename, level)
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AddLevel(info.name, info.level)
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end
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end
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elseif event == "GUILD_ROSTER_UPDATE" then
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local guild = GetGuildInfo("player")
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local name, class, level, _
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local name, level, _
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for i = 1, GetNumGuildMembers() do
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name, _, _, level, class = GetGuildRosterInfo(i)
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class = L["class"][class] or nil
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AddData(name, class, level, guild)
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name, _, _, level = GetGuildRosterInfo(i)
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AddLevel(name, level)
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end
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elseif event == "RAID_ROSTER_UPDATE" then
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local name, class, level, unit, _
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local name, level, _
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for i = 1, GetNumRaidMembers() do
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unit = "raid" .. i
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name, _, _, level, class = GetRaidRosterInfo(i)
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class = L["class"][class] or nil
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AddData(name, class, level)
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RememberByUnit(unit, name, class)
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name, _, _, level = GetRaidRosterInfo(i)
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AddLevel(name, level)
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RememberByUnit("raid" .. i)
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end
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elseif event == "PARTY_MEMBERS_CHANGED" then
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local name, class, level, unit, guild
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local unit
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for i = 1, GetNumPartyMembers() do
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unit = "party" .. i
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class = UnitClassBase(unit)
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name = UnitName(unit)
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level = UnitLevel(unit)
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guild = GetGuildInfo(unit)
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AddData(name, class, level, guild)
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RememberByUnit(unit, name, class)
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AddLevel(UnitName(unit), UnitLevel(unit))
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RememberByUnit(unit)
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end
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elseif event == "WHO_LIST_UPDATE" or event == "CHAT_MSG_SYSTEM" then
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for i = 1, C_FriendList.GetNumWhoResults() do
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local info = C_FriendList.GetWhoInfo(i)
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if info then
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AddData(info.fullName, info.filename, info.level, info.fullGuildName)
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AddLevel(info.fullName, info.level)
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end
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end
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@@ -128,13 +112,8 @@ libunitscan:SetScript("OnEvent", function()
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or event == "NAME_PLATE_UNIT_ADDED" and arg1
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or "mouseover"
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if UnitIsPlayer(scan) then
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local name = UnitName(scan)
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local class = UnitClassBase(scan)
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-- UnitLevel returns -1 for unknown levels, don't overwrite known values
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local level = UnitLevel(scan)
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level = level > 0 and level or nil
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AddData(name, class, level, GetGuildInfo(scan))
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RememberByUnit(scan, name, class)
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AddLevel(UnitName(scan), UnitLevel(scan))
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RememberByUnit(scan)
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end
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end
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end)
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