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pfUI/modules/energytick.lua
Brues f497c71523 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.
2026-09-11 00:10:51 -05:00

262 lines
9.4 KiB
Lua

-- One server clock drives every power: Player::RegenerateAll fires every
-- REGEN_TIME_FULL (2s), re-arms with `+=`, and is never reset by casting. The
-- five-second rule (SetLastManaUse on any mana-costing cast) changes what a tick
-- pays, never when it lands; mp5 and the player's MOD_MANA_REGEN_INTERRUPT share
-- still come in. That share can't be computed here -- item sources are equip
-- auras absent from the buff list and m_modManaRegenInterrupt is never sent --
-- so the spark shows it instead: dim through the window until a tick lands.
--
-- The sweep free-runs on that clock and phase-locks to observed gains. A gain
-- mid-sweep (Illumination, Judgement of Wisdom, potions, a Mana Spring totem on
-- its own phase) is not the tick and never moves it.
local FIVE_SECOND_RULE = 5
-- gains farther than this from the predicted boundary are not the tick
local TICK_TOLERANCE = .25
-- arrival jitter; a tick inside this band confirms the sweep rather than
-- re-anchoring it, or the spark hitches at every wrap
local TICK_JITTER = .08
-- Player::RegenerateAll:
-- mod = GetTotalAuraModifier(SPELL_AURA_MOD_ENERGY_REGEN_TIME)
-- if mod > 0 then mod = mod * agility / 10 end
-- m_regenTimer += max(1, REGEN_TIME_FULL - mod) -- milliseconds
local REGEN_TIME_FULL = 2
local ENERGY_REGEN_TIME_AURA = 217 -- SPELL_AURA_MOD_ENERGY_REGEN_TIME
-- fixed magnitude is basePoints + baseDice (stored 11 -> 12); a die above 1 is
-- a roll the client can't know, so it counts as nothing rather than a guess
local amountCache = {}
local function auraAmount(spellID)
local amount = amountCache[spellID]
if amount then return amount end
amount = 0
local effects = C_Spell.GetSpellEffectInfo(spellID) -- nil for an id with no record
if effects then
for i = 1, 3 do
local fx = effects[i]
if fx.auraName == ENERGY_REGEN_TIME_AURA and fx.dieSides <= 1 then
amount = fx.basePoints + fx.baseDice
break
end
end
end
amountCache[spellID] = amount
return amount
end
-- A passive is in effect exactly while known (current rank only, never in the
-- buff list); anything castable or cast on us counts only while it is up.
local function getEnergyRegenTimeMod()
local sum = 0
for _, spellID in ipairs(C_SpellBook.GetPlayerSpellsByAura(ENERGY_REGEN_TIME_AURA)) do
if C_Spell.IsSpellPassive(spellID) then
sum = sum + auraAmount(spellID)
end
end
for i = 1, 32 do
local spellID = select(10, C_UnitAuras.UnitAura("player", i, "HELPFUL"))
if not spellID then break end
sum = sum + auraAmount(spellID)
end
return sum
end
-- cleared on SPELLS_CHANGED (passives) and PLAYER_AURAS_CHANGED (buffs), and
-- recomputed by the next tick that asks. Agility stays live: it's one call.
local energyRegenTimeMod
local function getAdjustedTickTimer()
if not energyRegenTimeMod then
energyRegenTimeMod = getEnergyRegenTimeMod()
end
if energyRegenTimeMod == 0 then return REGEN_TIME_FULL end
-- ms on the server, seconds here; the 1ms floor is the server's and this is a divisor
local reduction = energyRegenTimeMod * UnitStat("player", 2) / 10000
return math.max(0.001, REGEN_TIME_FULL - reduction)
end
pfUI:RegisterModule("energytick", function()
if not pfUI.uf or not pfUI.uf.player then
return
end
-- inside the module body on purpose: C is on pfUI.env, not _G
local function getBarWidth()
return C.unitframes.player.pwidth ~= "-1" and C.unitframes.player.pwidth or C.unitframes.player.width
end
-- was this gain the regen tick? if so, re-anchor the sweep on it
local function lockTick(frame)
local now, period = GetTime(), getAdjustedTickTimer()
if frame.start then
-- signed distance to the nearest predicted boundary
local err = mod(now - frame.start, period)
if err > period / 2 then err = err - period end
if math.abs(err) <= TICK_TOLERANCE then
-- correct only what lies beyond normal jitter
if err > TICK_JITTER then
frame.start = frame.start + (err - TICK_JITTER)
elseif err < -TICK_JITTER then
frame.start = frame.start + (err + TICK_JITTER)
end
frame.max, frame.rejected = period, nil
return true
end
-- two rejected gains one period apart are the real clock: relock to it
local periodic = frame.rejected and math.abs(now - frame.rejected - period) <= TICK_TOLERANCE
if not periodic then
frame.rejected = now
return false
end
end
frame.start, frame.max, frame.rejected = now, period, nil
return true
end
local energytick = CreateFrame("Frame", nil, pfUI.uf.player.power.bar)
energytick:SetAllPoints(pfUI.uf.player.power.bar)
energytick:RegisterEvent("PLAYER_ENTERING_WORLD")
energytick:RegisterUnitEvent("UNIT_DISPLAYPOWER", "player")
energytick:RegisterUnitEvent("UNIT_ENERGY", "player")
energytick:RegisterUnitEvent("UNIT_MANA", "player")
energytick:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
energytick:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", "player")
energytick:RegisterEvent("SPELLS_CHANGED")
energytick:RegisterEvent("PLAYER_AURAS_CHANGED")
energytick:SetScript("OnEvent", function()
if UnitPowerType("player") == Enum.PowerType.Mana and C.unitframes.player.manatick == "1" then
this.mode = "MANA"
this:Show()
elseif UnitPowerType("player") == Enum.PowerType.Energy and C.unitframes.player.energy == "1" then
this.mode = "ENERGY"
this:Show()
else
this:Hide()
end
if event == "SPELLS_CHANGED" or event == "PLAYER_AURAS_CHANGED" then
energyRegenTimeMod = nil
return
end
if event == "PLAYER_ENTERING_WORLD" then
this.lastPower = UnitPower("player")
end
-- the rule arms on the cast (Spell::TakePower: mana powerType, cost > 0),
-- not on a mana drop -- Mana Burn lowers mana without arming it
if event == "UNIT_SPELLCAST_SUCCEEDED" and arg1 == "player" then
local cost = C_Spell.GetSpellPowerCost(arg3)
cost = cost and cost[1]
if cost and cost.type == Enum.PowerType.Mana and cost.cost > 0 then
this.fsrSpell, this.fsrEnd = arg3, GetTime() + FIVE_SECOND_RULE
this.fsrGain = nil
end
return
end
-- Unit::Update won't expire the rule while the spending spell still channels
if event == "UNIT_SPELLCAST_CHANNEL_STOP" and arg1 == "player" then
if this.fsrSpell and this.fsrSpell == arg3 then
this.fsrEnd, this.fsrGain = GetTime() + FIVE_SECOND_RULE, nil
end
return
end
if (event == "UNIT_MANA" or event == "UNIT_ENERGY") and arg1 == "player" then
local power = UnitPower("player")
local diff = this.lastPower and (power - this.lastPower) or 0
this.lastPower = power
-- only a gain can be the tick; a spend never touches the phase
if diff > 0 and lockTick(this) then
-- a tick inside the window proves regen continues through it
if this.fsrEnd and this.fsrEnd > GetTime() then
this.fsrGain = true
end
end
-- phase is kept while hidden; OnUpdate catches up by whole periods
if this.mode == "MANA" and power >= UnitPowerMax("player") then
this:Hide()
end
end
end)
energytick:SetScript("OnUpdate", function()
-- Throttle for performance
if (this.tick or 0) > GetTime() then
return
end
this.tick = GetTime() + 0.020 -- ~50 FPS
-- five-second rule drains to nothing
local remaining = this.fsrEnd and (this.fsrEnd - GetTime()) or 0
if this.mode == "MANA" and remaining > 0 then
this.fsrbar:SetWidth(getBarWidth() * remaining / FIVE_SECOND_RULE)
this.fsrbar:Show()
else
this.fsrSpell, this.fsrEnd, this.fsrGain = nil, nil, nil
this.fsrbar:Hide()
end
if not this.start then
this.spark:SetAlpha(0)
return
end
if this.mode == "MANA" and UnitPower("player") >= UnitPowerMax("player") then
this.spark:SetAlpha(0)
return
end
this.current = GetTime() - this.start
-- roll over by whole periods, not from now: restarting bakes frame
-- overshoot into the phase as drift the lock then has to chase
if this.current > this.max then
this.start = this.start + this.max * math.floor(this.current / this.max)
this.max = getAdjustedTickTimer()
this.current = GetTime() - this.start
end
-- dim while the rule is up and nothing has ticked inside it yet
this.spark:SetAlpha((remaining > 0 and not this.fsrGain) and .4 or 1)
if not C.unitframes.player.pheight then
return
end
local pos = getBarWidth() * (this.current / this.max)
this.spark:SetPoint("LEFT", pos - ((C.unitframes.player.pheight + 5) / 2), 0)
end)
energytick.fsrbar = energytick:CreateTexture(nil, "ARTWORK")
energytick.fsrbar:SetTexture(1, 1, 1, .15)
energytick.fsrbar:SetPoint("TOPLEFT", 0, 0)
energytick.fsrbar:SetPoint("BOTTOMLEFT", 0, 0)
energytick.fsrbar:Hide()
energytick.spark = energytick:CreateTexture(nil, "OVERLAY")
energytick.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
energytick.spark:SetBlendMode("ADD")
local hookUpdateConfig = pfUI.uf.player.UpdateConfig
function pfUI.uf.player.UpdateConfig()
energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
hookUpdateConfig(pfUI.uf.player)
end
end)