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Filter unit events to their units, rework energytick, drop macrotweak
Eight commits off classicapi_next. ClassicAPI's RegisterUnitEvent registers for an event but only delivers it when arg1 is one of the given units, so a handler for one unit stops waking for every other one in the world. The 26 registrations whose unit set is fixed at registration time now name it. The rule throughout is register the superset and keep the handler's own check -- the filter narrows what arrives, it does not decide what to act on. Guards that look unreachable stay put: the filter applies only when arg1 is a string, so an event that fires with a number or no argument is delivered as if plainly registered. Frames whose unit changes at runtime own their subscriptions instead of sorting events out per event. unitframes points them at the unitstr UpdateVisibility already computes -- replacing a string concat, and on a miss a second concat plus a UnitGUID call, for every frame on every unit event in the world -- and a frame that is not in use drops its unit events entirely. nameplates registers per plate against the plate's own token, which is also the only workable shape: slots have no cap, so any nameplate1..N list would have been a guess that fails in exactly the crowded scenes where plates matter. marktracking names mark1 through mark8. A registration keeps its kind, so none of these can be plain-registered first. Both teardown paths PLAYER_LOGOUT guards -- the crash 132 -- now cover the per-frame subscriptions: plates tear down rather than dispatching through logout, and a unit frame takes itself off the visibility scan so it cannot re-register what it just dropped. marktracking also drops its once-a-second full rebuild, which ran for the whole session whether or not a marker existed anywhere. The ticker is created and cancelled with group membership. It is deliberately not keyed on a mark being visible -- a marker on an out-of-range unit shows no row, and that is the case the poll exists to catch. nameplates gates the per-plate update against the floor across all four throttle categories before classifying it, instead of running a GetAlpha, a castbar IsShown, a cast lookup and up to two libthrottle:Get resolutions on plates throttled to 10fps that were going to return anyway. Nothing that would have updated can be turned away by a floor. The four throttles resolve in CacheConfig, where config changes already land. energytick sweeps the clock the server actually runs. There is one regen timer for every power, re-armed every 2s by Player::RegenerateAll and never touched by casting; the five-second rule changes what a tick pays, not when it lands. The sweep is a free-running phase lock on that clock, so Illumination refunds, potions and a Mana Spring totem on its own phase no longer snap the spark mid-cycle, and an 80ms band keeps a correct tick from hitching it at the wrap. The FSR window shades rather than predicting a share of spirit the client cannot compute -- the Casting Regen item ladder is equip auras absent from the buff list. The energy period is summed from SPELL_AURA_MOD_ENERGY_REGEN_TIME across the spellbook and buffs, so Blade Rush is found without GetTalentInfo(2, 16), an ordinal that does not fail when the tree changes but reads another talent's rank. macrotweak is gone -- ClassicAPI 1.15 covers it -- with its config entry, its GUI block, its translations in all eight locales, and actionbar's ButtonMacroScan, the #showtooltip scanner that fed it.
This commit is contained in:
+78
-19
@@ -314,7 +314,8 @@ function pfUI.uf:UpdateVisibility()
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end
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local unitstr = ("%s%s"):format(self.label or "", self.id or "")
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self:SetAttribute("unit", unitstr ~= "" and unitstr or nil)
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self.unitstr = unitstr ~= "" and unitstr or nil
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self:SetAttribute("unit", self.unitstr)
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local visibility = ("[target=%s,exists] show; hide"):format(unitstr)
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-- Group frames are redundant when the group is already shown as a raid grid:
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@@ -344,6 +345,15 @@ function pfUI.uf:UpdateVisibility()
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self.visible = nil
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end
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-- This is the single place a frame's unit is ever assigned, so it is also the
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-- place its subscriptions follow it to: the engine then delivers only this
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-- unit's events, and OnEvent compares against the cached string instead of
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-- rebuilding label..id -- and calling UnitGUID -- for every unit event fired
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-- by anything, anywhere. A frame that is not in use drops them entirely; the
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-- roster events that would bring it back are registered plainly, and
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-- visibilityscan re-runs this every 0.2s regardless, so it recovers on its own.
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self:RegisterUnitEvents(visibility ~= "hide" and self.unitstr or nil)
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-- vanilla visibility
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if self.unitname then
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self:Show()
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@@ -624,11 +634,14 @@ function pfUI.uf:UpdateConfig()
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f.feedbackText:ClearAllPoints()
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f.feedbackText:SetPoint("CENTER", f.portrait, "CENTER")
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end
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f:RegisterEvent("UNIT_COMBAT")
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f.combatfeedback = true
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else
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f.feedbackText:Hide()
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f:UnregisterEvent("UNIT_COMBAT")
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f.combatfeedback = nil
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end
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-- RegisterUnitEvents owns UNIT_COMBAT; clearing the cached unit makes the
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-- next UpdateVisibility re-run it against the new combatfeedback state.
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f.eventunit = nil
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f.hpLeftText:SetFontObject(GameFontWhite)
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f.hpLeftText:SetFont(fontname, fontsize, fontstyle)
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@@ -918,6 +931,9 @@ function pfUI.uf:UpdateConfig()
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f:UpdateFrameSize()
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else
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f:UnregisterAllEvents()
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-- that dropped the unit filters along with the registrations, so the cache
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-- has to go too or the next UpdateVisibility believes they are still set
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f.eventunit = nil
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f:Hide()
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end
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end
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@@ -959,6 +975,10 @@ function pfUI.uf.OnEvent()
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this:UnregisterAllEvents()
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this:SetScript("OnEvent", nil)
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this:SetScript("OnUpdate", nil)
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-- visibilityscan is a separate frame and keeps ticking, so leaving this one
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-- on its list would have UpdateVisibility re-register the unit events we
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-- just dropped -- straight back into the crash 132 this branch prevents
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visibilityscan.frames[this] = nil
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return
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end
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@@ -1025,8 +1045,12 @@ function pfUI.uf.OnEvent()
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this.update_aura = true
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elseif this.label == "pet" and event == "UNIT_HAPPINESS" then
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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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-- UNIT_XXX Events. RegisterUnitEvents means arg1 can only be this frame's own
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-- unit; the compare is kept for the case the filter sits out, which is when
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-- arg1 is not a string. The old GUID alternative is gone: these events fire
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-- once per token that resolves to the unit AND once with the raw GUID, so the
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-- token form always arrives and the GUID form was only ever a duplicate wake.
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elseif arg1 and arg1 == this.unitstr then
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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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@@ -1251,25 +1275,56 @@ function pfUI.uf.OnUpdate()
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end
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end
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-- The unit events whose arg1 is the frame's OWN unit -- everything the OnEvent
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-- routes through its "UNIT_XXX Events" branch. These are not registered here:
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-- UpdateVisibility owns them, because it owns the frame's unit (below).
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--
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-- UNIT_PET and UNIT_HAPPINESS are deliberately absent. Their branches key on
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-- the frame's label, and UNIT_PET's arg1 is the pet's OWNER ("player" for a
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-- "pet" frame), so filtering them by the frame's own unit would drop them.
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local UNIT_EVENTS = {
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"UNIT_DISPLAYPOWER",
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"UNIT_HEALTH", "UNIT_MAXHEALTH",
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"UNIT_MANA", "UNIT_MAXMANA",
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"UNIT_RAGE", "UNIT_MAXRAGE",
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"UNIT_ENERGY", "UNIT_MAXENERGY",
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"UNIT_FOCUS",
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"UNIT_PORTRAIT_UPDATE", "UNIT_MODEL_CHANGED",
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"UNIT_FACTION",
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"UNIT_AURA", -- frame=buff, frame=debuff
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}
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-- Point this frame's unit-event subscriptions at `unitstr`, or drop them when
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-- the frame has no unit. Cheap to call repeatedly: it no-ops unless the unit
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-- actually changed, which matters because visibilityscan runs UpdateVisibility
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-- for every frame five times a second.
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function pfUI.uf:RegisterUnitEvents(unitstr)
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if self.eventunit == unitstr then return end
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self.eventunit = unitstr
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for i = 1, table.getn(UNIT_EVENTS) do
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if unitstr then
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self:RegisterUnitEvent(UNIT_EVENTS[i], unitstr)
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else
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self:UnregisterEvent(UNIT_EVENTS[i])
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end
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end
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-- UNIT_COMBAT rides along only while the frame draws combat feedback text.
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-- UpdateConfig clears eventunit when it toggles that, so the next
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-- UpdateVisibility re-runs this.
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if unitstr and self.combatfeedback then
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self:RegisterUnitEvent("UNIT_COMBAT", unitstr)
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else
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self:UnregisterEvent("UNIT_COMBAT")
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end
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end
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function pfUI.uf:EnableEvents()
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local f = self
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f:RegisterEvent("PLAYER_ENTERING_WORLD")
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f:RegisterEvent("PLAYER_LOGOUT")
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f:RegisterEvent("UNIT_DISPLAYPOWER")
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f:RegisterEvent("UNIT_HEALTH")
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f:RegisterEvent("UNIT_MAXHEALTH")
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f:RegisterEvent("UNIT_MANA")
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f:RegisterEvent("UNIT_MAXMANA")
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f:RegisterEvent("UNIT_RAGE")
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f:RegisterEvent("UNIT_MAXRAGE")
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f:RegisterEvent("UNIT_ENERGY")
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f:RegisterEvent("UNIT_MAXENERGY")
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f:RegisterEvent("UNIT_FOCUS")
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f:RegisterEvent("UNIT_PORTRAIT_UPDATE")
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f:RegisterEvent("UNIT_MODEL_CHANGED")
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f:RegisterEvent("UNIT_FACTION")
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f:RegisterEvent("UNIT_AURA") -- frame=buff, frame=debuff
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f:RegisterEvent("PLAYER_AURAS_CHANGED") -- label=player && frame=buff
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f:RegisterEvent("PLAYER_EQUIPMENT_CHANGED") -- label=player && frame=buff (ClassicAPI: weapon-enchant buffs)
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f:RegisterEvent("PARTY_MEMBERS_CHANGED") -- label=party, frame=leaderIcon
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@@ -1387,6 +1442,7 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
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f.UpdateConfig = pfUI.uf.UpdateConfig
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f.EnableScripts = pfUI.uf.EnableScripts
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f.EnableEvents = pfUI.uf.EnableEvents
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f.RegisterUnitEvents = pfUI.uf.RegisterUnitEvents
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f.EnableClickCast = pfUI.uf.EnableClickCast
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f.GetColor = pfUI.uf.GetColor
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@@ -1503,6 +1559,9 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
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f:UpdateFrameSize()
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else
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f:UnregisterAllEvents()
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-- that dropped the unit filters along with the registrations, so the cache
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-- has to go too or the next UpdateVisibility believes they are still set
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f.eventunit = nil
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f:Hide()
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end
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