tooltip: SetOwner hides the plate, so a rebuild gives the addon its OnShow back

Reported from play with a video: hovering a bag item draws the enhanced tooltip
— MasterTradeSkills' recipe block, AdvancedTradeSkillWindow2's Bags/Bank/Total
— for about nine frames of sixty, then the plate falls back to the bare one and
stays bare while the cursor sits still.

The loop is stock. `ContainerFrameItemButton_OnUpdate` re-enters `..._OnEnter`
every `TOOLTIP_UPDATE_TIME` (`ContainerFrame.lua:693` in his own patch-4.mpq;
pfUI's bag slots are `ContainerFrameItemButtonTemplate`, so they run it too),
and each turn is `SetOwner` + `SetBagItem` — a clear that wipes every line an
addon appended. What puts them back in the reference is a hide/show pair, and
we had neither half: the `SetOwner` binding hides the plate before it even reads
the owner argument (`0x531179` zeroes the content gate at `+0xd0`, `0x531183`
calls `[vtable+0x84]` = `0x530a60`, which is the `SetOwner(NULL)` core plus the
base hide `0x76ad50`), and the content `Set*` re-shows it through the tooltip's
own Show override (`0x530a80`). So every rebuild raises `OnHide` then `OnShow`.
Ours cleared in place, and the base show early-outs on an already-visible frame
(`0x76ae3b`), so the plate never hid and the `OnShow` never came.

That is why exactly two addons lost their lines while others kept theirs:
`LibItemTooltip-1.0`, the tooltip contract of MasterTradeSkills and
Gromissingcrafts, hangs entirely on a scratch child frame of `GameTooltip`
listening for `OnShow`, where pfUI's ItemID and sell-price lines hook the `Set*`
methods themselves and so re-run on every refresh.

The reference also clears twice per `SetOwner` (once inside the hide, once in
the core) and so fires `OnTooltipCleared` twice; that falls out of calling the
same hide, and the existing lifecycle test already allowed for it.

Addresses read off the player's own `WoW.exe` with objdump, not from memory.
The new test is the hover loop in miniature — three turns of `SetOwner` + a
content `Set*` under a `LibItemTooltip`-shaped child probe — and fails on the
old behaviour with one `OnShow` instead of three.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
This commit is contained in:
2026-10-17 15:38:36 -06:00
co-authored by Claude Opus 5
parent 1287c328e0
commit ed92574cea
3 changed files with 70 additions and 0 deletions
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@@ -413,3 +413,4 @@ with the load checked after each.
| `GameTooltip:SetHyperlinkCompareItem` | **built** | 12 raises in one session, from pfUI's equipment-compare tooltips (`modules/eqcompare.lua:21,24,72`). Not 1.12 — it is in ClassicAPI's surface, so the same family as `UnitSpellHaste` and `C_ChatBubbles`. The earlier note here guessed at a shim (`GetItemInfo`'s `itemEquipLoc` → `GetInventorySlotInfo` → `SetInventoryItem`) and called the equip-location table "real work" — but **that table already existed**: `tooltip_item/mod.rs`'s `equip_slots_for` was written for 1.12's own `SetMerchantCompareItem`/`SetAuctionCompareItem`, and its two-seat rows (finger → 11,12; trinket → 13,14; one-hand → 16,17) are exactly what `index` is for. So the verb is `compare_against_worn` — the same shopping-tooltip body, the same `CURRENTLY_EQUIPPED` latch — reached from a link rather than a list row, registered in `compat/classic_api/tooltip.rs`. `index` is 1-based over the *candidate* slots, so an empty second seat is not a candidate and index 2 answers nothing. Arguments 3 and 4 (`shift`, `comparisonTooltip`) are accepted and ignored: that module has already made the shift decision before calling (its merchant path passes `1` with no key held) and does its own `SetOwner`/`SetPoint` for the anchoring |
| SuperWoW's `LootSparkle` sparkled nothing | **fixed** — the decision was right, the switch feeding it was never on | Reported from play: *"Loot sparkle not working on a mining ore I'm looking at"*, with the unit arm visibly working on lootable mobs — which is the shape of the bug, since only the GameObject arm reads the switch. `LootSparkleMode` derived `Default`, so it booted `false` while its row registered `"1"`. A boot fires `CvarChanged` only for rows `config.toml` actually carries, and writing `"1"` over a value already `"1"` is a no-op that fires nothing either, so **nothing could ever tell the resource its real default** — not the boot, not the player toggling it. `vplates.rs`'s `VPlateMode::default` carries that warning in as many words, from `NameplateOcclusion` shipping inert the same way, and this is the same mistake one feature later. Fixed with a hand-written `Default` and the twin test `the_loot_sparkle_default_agrees_with_its_registered_cvar`, which reads the registered row rather than restating it. Swept the rest: of the 32 resources a `CvarChanged` observer writes, 6 derive `Default` (`AssistAttack`, `AuraCastFeed`, `AutoSelfCast`, `BlockTrades`, `FpsJournalSetting`, `GuildMemberNotify`) and **every one of their rows registers `"0"`**, so `LootSparkle` was the only one of this shape |
| `PlayerModel:SetUnit` tracked the token instead of holding the unit | **fixed** | unitscan's alert reads `SetUnit'target'` on the rare it just found by name, and the addon restores the player's own target on the next line — so a pane that re-resolved `"target"` per paint showed the card for one frame and then emptied. Reported the moment the by-name targeting stopped leaving the target on the rare: *"unitscan is not targetting anymore, very nice, but now it only shows the 3d model when I do target"*. The reference resolves the token in `SetUnit`'s own rebuild worker (`0x505b50`, the one `RefreshUnit` also runs) and nothing re-resolves it per paint — which is why FrameXML re-issues `SetUnit` from `PaperDollFrame_OnShow` and on `UNIT_MODEL_CHANGED`, and why pfUI can detect a portrait change with **no event at all** by pinning a scratch pane and comparing `GetModel` against the shown one (`api/unitframes.lua:2069`), a test that only says anything if a pane holds what it was given. `ModelState::unit_guid` is that pin, resolved at the call and read by one helper (`Model::unit_pane_subject`) for both the paint gate and the extract. A pane seated **before** its unit streamed in keeps re-reading its token, since our subject arrives asynchronously where the reference's is already in the object manager; `RefreshUnit` re-pins, as its worker does. Test: `a_unit_pane_keeps_the_unit_it_was_given_when_the_token_moves_on`. Still true and still not built: `GetModel()` answers nil on a unit pane here, so pfUI's eventless detection leg can never fire — its event leg does, and that is what draws its portraits |
| An item tooltip's rebuild was silent, so an addon's lines lasted one refresh | **fixed** | Reported from play with a video: hovering a bag item draws the enhanced tooltip — MasterTradeSkills' recipe block, AdvancedTradeSkillWindow2's `Bags/Bank/Total` — for about nine frames of sixty, and then the plate reverts to the bare one and stays bare while the cursor sits still. The loop behind it is stock: `ContainerFrameItemButton_OnUpdate` re-enters `..._OnEnter` every `TOOLTIP_UPDATE_TIME` (`ContainerFrame.lua:693` in the player's own `patch-4.mpq`, and pfUI's bag slots are `ContainerFrameItemButtonTemplate`, so they run it too), and each turn is `SetOwner` + `SetBagItem` — a clear that wipes every line an addon appended. What puts them back in the reference is a **hide/show pair**: the `SetOwner` binding hides the plate before it even reads the owner argument (`0x531179` zeroes the content gate at `+0xd0`, `0x531183` calls `[vtable+0x84]` = `0x530a60`, which is the `SetOwner(NULL)` core plus the base hide `0x76ad50`), and the content `Set*` re-shows it through the tooltip's own Show override (`0x530a80`), so every rebuild raises `OnHide` then `OnShow`. Ours cleared in place, and the base show early-outs on an already-visible frame (`0x76ae3b`), so the plate never hid and the `OnShow` never came. `LibItemTooltip-1.0` — the tooltip contract of MasterTradeSkills and Gromissingcrafts — hangs entirely on a scratch child frame of `GameTooltip` listening for `OnShow`, which is why exactly those two addons' lines vanished while pfUI's `ItemID` and sell-price lines, hooked on the `Set*` methods themselves, survived every refresh. All addresses read off the player's own `WoW.exe` |