Two orderings let the inspect window re-show itself on a creature and then raise inside
`InspectPaperDollFrame_SetLevel`, where TurtleWoW's three-spec `PLAYER_LEVEL` meets a creature's
nil `UnitRace`.
`feed_unit_reach` now runs ahead of `feed_units`, not behind it. `fire_event` dispatches into Lua
synchronously, so a handler of `PLAYER_TARGET_CHANGED` that asks `CanInspect("target")` was being
answered off the previous frame's reach map — the old player target, in range and inspectable — and
`InspectFrame_Show` showed the window for the creature that had just replaced it.
And `PLAYER_TARGET_CHANGED` now leads the token `UNIT_*` fan-out. The reference has no token diff at
all: re-pointing `"target"` writes no descriptor field, so its watches stay silent and this is the
only event a new target raises. Behind the fan-out, `InspectPaperDollFrame_OnEvent`'s `UNIT_LEVEL`
arm ran against an `InspectFrame.unit` the next event was about to clear. Every snapshot is pushed
before either fires, so a handler reads the new target either way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
benilla loads `assets/ui/benilla.toc`, not the player's `Interface\FrameXML\FrameXML.toc`, so a row
the chain carries and the manifest omits is silently absent — no read, no warning, just a missing
global or template surfacing as somebody else's error. Diffing the two found 29 such rows.
Six of them land here. `Turtle_ArenaUI\Turtle_ArenaUITemplates.xml` is the one that was costing
four errors per inspect: `Blizzard_InspectUI\InspectArenaFrame.xml` inherits `ArenaTeamTemplate`
from it and then reads `$parentText`, `$parentDetails` and nine `$parentDetails*` children by name,
so all three team-button OnLoads and `InspectArenaFrame_OnShow` raised on nil. `Globals.lua`
publishes `print`, `TURTLE_WOW_VERSION`, `TW_CLASS_TOKEN`, `Turtle_AvailableChallenges`,
`GAME_YELLOW` and the realm's three `ADDON_MSG_*_DELIMITER`s. `Overrides.lua` is Turtle's
two-continent map. `Hooks.lua` is the realm's tooltip layer: the guild line, the shift-click hint
and `FixSetInspect`. `ChronoboonTimers.lua` and `SpellChatLinks.lua` are self-contained.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
"note that they are not corpses but actual grave stones from hardcore deaths,
custom twow stuff" — so the corpse plate was never the path, and the three
corpse legs added last commit cannot see this at all. A hardcore gravestone is
one of the server's own GameObjects, which reaches a plate through
`go_inputs.templates` and a mesh pick, not through `CORPSE_FIELD_OWNER`.
Two lines, one per failure shape, each said once:
- a display id that names no model (`entities::display`, built once per id and
cached). This is the quiet one: a GameObject with no model draws nothing
*and* cannot be hovered, because the pick set is built from its mesh parts —
so a custom display whose `GameObjectDisplayInfo` row this chain's DBC does
not carry has no tooltip for exactly the reason it has no art.
- a hovered object with no template yet (`ui_tooltip`), the plate's only
silent exit. A line with no sequel means the
`SMSG_GAMEOBJECT_QUERY_RESPONSE` never came, and a server's own entry is
where that is most likely.
Neither line on the next grave he walks past would mean the object is picked and
named, and the fault is in the plate itself rather than upstream of it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
"then we gotta fix bettercharacterpanel, that one is driving me nuts."
BetterCharacterPanel is built on five nampower getters and had none of them.
`GetEquippedItem` was 8 raises in one session of his log; the other four failed
inside the addon's own `pcall`s, so its item-level column, quality colours,
missing-enchant warning and two-hand test were all dead at once. DoiteAuras
reads the same getter in six places.
The spec is the installed `nampower.dll` itself rather than inference, which is
what unblocked this — the earlier note here said to find the upstream spec
first, and the DLL *is* the spec:
- its usage strings give the signatures,
- "Slot must be a number between 1 and 19" gives the band, so the slots are
1.12's own `GetInventoryItemLink` numbering and `NampowerAPI.lua`'s
`slot - 1` in `IsItemInSlot` is that shim's bug, not the contract,
- its string pool gives the key names in order, and
- "Item not found in DBCache" is a raise, which is exactly why the addon
`pcall`s these three and calls `GetEquippedItem` bare.
`itemLevel` is the one field 1.12 cannot reach at all: `GetItemInfo`'s fourth
value is the *required* level, and later clients are the ones that insert
`itemLevel` there — so the panel's item-level column had no possible source
before this. The cache row now carries it, with `buyPrice` and `displayInfoID`
beside it, and an equipped item carries the raw descriptor numbers the tooltip's
resolved enchant lines could not answer (an id whose `SpellItemEnchantment` row
hides its name is still an id).
Fields left absent rather than guessed are listed in code and in
`docs/ADDON_COMPAT.md`; nothing installed reads any of them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
The SH-probe table is 13 tag bits wide and nothing can widen it — the probe
field is the last of the u32 — so a dense interior can ask for more slots than
exist. His session hit it (`live 8192, peak 8192`), and every prop that missed
out was then tagged as plain exterior: furniture lit by the sky, which in a Dun
Morogh snowstorm reads as the weather coming indoors.
A prop that misses a slot is still *indoors*, and saying so costs no bits.
`PropSeat` names the three states a spawner can be in — `Exterior`, `Probe(slot)`
and `Matte` — and `Matte` is the exterior payload with `MATTE_INDOOR_BIT` and a
saturated lane: the room's day/night law, which is exactly what
`interior::AppliedLaw::Matte` already gives an entity whose classification finds
the table full. A dim room instead of a sunlit one.
The seat also replaces the bare `Option<u16>` the assembler took, so a caller
now says which of the three it means rather than leaving `None` to stand for
both "sky-lit" and "wanted a probe and lost".
Still true: the table can fill, and the props past it lose their room's *baked*
light. Lowering that demand (sharing by a quantized fold, or scoping the
allocation) is the next lever and wants a measurement first.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
He hovered a grave for the instrumentation and the log has **no** corpse line at
all — which, as the earlier note said, means the question is now a different
one: either no corpse object arrived, or the pick never landed on it, or the
plate refused it silently.
Two of those were still silent. The bone-pile refusal now logs too, though it is
the reference's own answer (`0x5d76d0`: bones with `CORPSE_FIELD_DYNAMIC_FLAGS`
bit 0 clear shows no name) — from the player's chair it looks identical to a
miss, and it is the likeliest shape for a grave. A picked corpse with no fields
logs as well.
`log_new_corpses` is the third leg: one line per corpse object the server sends,
with its flags, owner and chosen model, on `Added<ObjectStore>` so it touches
only the frame's new arrivals. It answers whether the grave he hovered was a
body or a bone pile without asking him to hover anything, and separates "nothing
arrived" from the two plate-side misses.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
WIM sets this script on every window it builds — the history frame at load, then
one per correspondent (six whisper windows in one session of his log) — and we
refused the name by raise, which killed the rest of the builder function each
time, not just the handler.
It was on the deliberate "real 1.12 kinds nothing fires raise rather than
silently accept" list. That rule is right and this was the wrong side of it: the
slot now fires, from the ScrollingMessageFrame's own scroll verbs when a scroll
actually moves the view, which is what a chat addon hangs its scroll-down arrow
on. A scroll refused at either end moves nothing and says nothing; whether the
reference fires one there is untraced.
The raise list keeps its rule and its test — `OnInputLanguageChanged` and the
movie frame's are still raises, and a name leaves that list only when something
fires it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Decursive raised `attempt to call method 'AddMessage' (a nil value)` on every
login (`Decursive.lua:1393`). It keeps its output window in its own saved table
and guards the reload with `if Dcr_Saved.Dcr_OutputWindow == nil or not ...`
(`:1245`) — which a non-nil *data* table passes.
Our writer walked the frame like any other table: his `Decursive.lua` came back
holding ChatFrame1's own fields (`buttonSide`, `channelList`, `editBox`, …),
twice the size of the real client's file and with no methods on it at all.
The reference tests the value's `T[0]` identity before its fields —
`lua_rawgeti(v, 0)` then `lua_touserdata`, `0x704613`-`0x704628`, reading the
lightuserdata `0x701bd0` wrote — and never walks a widget. A named one writes as
its **bare global name**, a Lua expression, so the reloaded chunk's own lookup
hands the live object back; an anonymous one as `nil --[[ unnamed object ]]`
(`0x872e0c`). His own real-client file is the proof:
["Dcr_OutputWindow"] = ChatFrame1,
Deviation: a name that is no Lua identifier writes as an anonymous object, where
the reference writes it raw and would leave a file that will not parse.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Reported from play: "ore vein is still not sparkling" — so the switch fix
landed and the sparkle still was not there.
Reproduced offline in the `fxview` GameObject lane (`WOW_CAPTURE=fxview
WOW_FX_GO=310 WOW_FX_GO_TYPE=3`, a copper mining node), which runs the real
chain. Everything upstream works: the gate fires, `attach_spell_fx` spawns the
instance (`kit spawn … Particles\LootFX.mdl`), and `WOW_PARTICLE_CENSUS` finds
all four of LootFX's emitters at the node's position, live, ungated and drawn —
while the captured frame is byte-identical to one taken with the sparkle gated
off. Nothing was missing; nothing was visible.
The attach cascade's last rung is the host's origin, and for a unit that is
right: `0x13` is attachment 19, Base, which creature models author at the ground
point under the feet, and the loot sparkle is a ground twinkle. A 1.12
GameObject model authors no attachment points at all (`copper_Miningnode_01.m2`:
0 — `benilla-m2`'s `dump_attach`), so the cascade fell through to the node's
pivot, which is inside the rock: that model's own 397 vertices run y ∈ [-3.83,
+2.73], and `Particles\LootFX.m2` is a ~1 yd twinkle (four emitters, 0.06–0.14
yd particles, ~0.9 yd reach) with nowhere to go.
So a host with no attachment point seats the effect at the top centre of its own
box. Not its middle — a node is modelled around its pivot, not above it, and
this one's box centre is 0.55 yd underground, which capture-tested as invisible
too, as did half the box height. At the box top the capture differs from the
gated-off one; a peacebloom, whose model is small, already showed at the pivot.
The placement is ours and says so: SuperWoW publishes no source and the
reference has no object arm to copy. It stays subtle by design — row 14 of
`SpellVisualEffectName` scales 1.0 — so it reads as a few twinkles over the node,
not a beacon. If that is not what the real client shows him, the next lever is
the effect's scale, and that one wants his eyes, not mine.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
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
Reported from play: no sparkle on a mining vein, while lootable mobs sparkled
fine. That split is the diagnosis — 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, and not the player toggling the CVar. The feature was inert for
everyone who had never written that row.
`vplates.rs`'s `VPlateMode::default` carries this warning in as many words,
from `NameplateOcclusion` shipping inert the same way, and this is the same
mistake one feature later. So: a hand-written `Default`, and the twin of that
module's test, reading the registered row rather than restating it. Swept the
rest — of the 32 resources a `CvarChanged` observer writes, 6 derive `Default`
and every one of their rows registers `"0"`, so this was the only one.
The doc row kept two stale claims and both are corrected: the test has had two
arms (the activate bit *or* `GAMEOBJECT_TYPE_CHEST`) since it was widened, and
`FxStage` is immaterial here — `Particles\LootFX.m2`, the `"HARDCODED Loot Art"`
row's own model, holds one 2400 ms sequence with `flags = 0`, and bit 0 clear
loops, so `FxAnimLife::arm` repeats it whatever the stage says.
Still unverified in world: whether veins, herbs and chests sparkle, and whether
anything sparkles that should not.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`SetUnit` resolved nothing: it stored the token and the extract re-read it
every paint. unitscan's alert is the live consumer — it `SetUnit'target'`s the
rare it just found by name, and the addon restores the player's own target on
the very next line — so the card showed the rare for one frame and then went
empty. It only looked right while our by-name targeting was leaving the target
on the rare, which is the accident the previous commit removed.
The reference resolves the token in `SetUnit`'s own rebuild worker (`0x505b50`,
the one `RefreshUnit` also runs) and nothing re-resolves it per paint. Three
things say so independently: FrameXML re-issues `SetUnit` from
`PaperDollFrame_OnShow` and on `UNIT_MODEL_CHANGED`, which would be pointless
against a live token; `RefreshUnit` exists at all; and pfUI detects a portrait
change with *no event* by pinning a scratch pane and comparing `GetModel`
against the shown one (`api/unitframes.lua:2069`), a test that says nothing
unless a pane holds what it was given.
`ModelState::unit_guid` is that pin, read through one helper
(`Model::unit_pane_subject`) so the paint gate and the extract cannot disagree
about whether a pane has a subject. A pane seated *before* its unit streamed in
keeps re-reading its token — ours arrives asynchronously where the reference's
is already in the object manager — and `RefreshUnit` re-pins, as its worker
does.
`modelframe.rs`'s own extract test passed only because its `SetUnit` ran with no
target; its comment claimed the general rule, so it now states the real one and
pins both halves.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
"Mousing over player graves provides no tooltip" could have been any of three
silent `return`s on a path a player can see, and the log said nothing at all.
Each now reports itself once per corpse and reason: an empty
`CORPSE_FIELD_OWNER`, an owner name that has not answered its `CMSG_NAME_QUERY`,
or a missing `CORPSE_TOOLTIP` global.
The third is already ruled out by probe — `CORPSE_TOOLTIP` reads "Corpse of %s"
on this chain — and the gate above them is correct for a grave
(`corpse_mouseover_eligible`: a body always, a bone pile only while lootable, and
a grave is not bones). So this is the measurement, not the fix: a hover with no
`corpse plate:` line at all would mean the pick is not landing on the corpse,
which is a different bug in a different file.
The name case is normally transient, the query being a round trip away, and is
logged anyway: if it never answers, that one line is the whole diagnosis.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
1.12 sparkles a lootable corpse and nothing else — a chest, a herb, a vein or a
quest object is found by eye. Sparkling those arrived in 2.3.0 ("interactable
game objects sparkle and display their names") and SuperWoW backports it as
`LootSparkle`, which upstream describes as "the sparkling effect on lootable
treasure". So on this install the sparkle appears on mobs and not on objects,
which is what was reported.
`arm_loot_fx` grows a GameObject arm beside its unit and corpse ones, hanging the
same "HARDCODED Loot Art" row (0x13) at the same tag, driven by the same field
edges. The three-way decision is a named predicate with a test, because a corpse
falling into the unit arm would read its CORPSE_* bytes as a live unit's, and
because the switch being off has to answer *exactly* 1.12 rather than
approximately it.
The object test has two arms, because the mod's own phrase is "lootable treasure"
and neither arm alone is that:
- `GO_DYNFLAG_LO_ACTIVATE`, the server's per-viewer bit, documented on its own
field reader as "the sparkle". But vmangos raises it through
`GameObject::ActivateToQuest`, so on a chest it means *quest* loot: an ordinary
chest, herb or vein need never carry it, and keying on it alone risks lighting
up nothing but quest objects.
- `GAMEOBJECT_TYPE_CHEST`, which is exactly chests, herbs and mining nodes —
treasure by construction, and a type the client reads without the server's
help. Excluded when `GO_FLAG_IN_USE` or `NO_INTERACT` is set, so an emptied or
disabled chest stops sparkling.
Both arms are a judgement about what the mod does rather than a trace of it —
there is no source and no published default — so they are written to be read and
corrected, and the predicate's own doc says which symptom indicts which arm: only
quest objects lighting up means the first is doing all the work, doors and signs
lighting up means the second is too wide.
Defaulted on: upstream publishes no default, and the sparkle is present on this
install with SuperWoW loaded, which is what "as if its own default config loaded"
means for this compat layer. `SetCVar("LootSparkle", "0")` is stock 1.12.
**Not verified in world.** The harness has no scene, so the test covers the
decision and not the rendering.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`SetVerticalScroll`'s own note here already said it: `0x786db0` stores the offset,
**re-anchors the child (0x787100)** and fires its event, "all only on a change".
0x787100 passes the offsets to `SetPoint` — so the engine writes the child's
TOPLEFT once, when the scroll state changes. This applied it instead as a layout
override, recomputed every frame, which is a different thing: it made the
engine's anchor permanent and unoverridable.
That is why AI_VoiceOver's options could be opened and read but not scrolled.
AceGUI-3.0 scrolls by moving the child **itself** — `SetScroll` is
`content:ClearAllPoints()` then `content:SetPoint("TOPLEFT", 0, offset)`
(AceGUIContainer-ScrollFrame.lua:62-77) and it never calls `SetVerticalScroll` at
all — so the override put the content back at the top on every frame. Measured
through the harness: `SetScroll(1000)` computes offset 170 (content 549 − view
379) and the content's top now moves 563 → 733 where before it did not move.
`SetScrollChild` and both offset setters now write the merged TOPLEFT through
`layout_methods::write_anchor`, which is the commit `SetPoint` itself uses, so
the merge rule is shared rather than reimplemented and a child authored
TOPLEFT/TOPRIGHT keeps the TOPRIGHT that gives it its width. The whole override
path goes away with it: no third element on the layout plan, no override in the
node hash, no special case in the edge walk or in `retarget`, and
`LayoutSolver::set_frame_anchored` is gone.
One behaviour genuinely changes and the test says so now: `SetScrollChild(nil)`
no longer restores the child's authored anchor, because the authored TOPLEFT was
replaced the first time the frame took the child. Nothing was ever saved to
restore — that expectation was an artefact of the override model, not a trace.
The child keeps where the last scroll left it, and its own `SetPoint` wins from
there.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
unitscan probes for a watched rare by targeting its name, reading the name back,
and calling TargetLastTarget to put the old target back — but only
`if prevTarget ~= foundTarget` (unitscan.lua:112-130). Two things had to be true
inside that one Lua frame and neither was, so the restore never fired and every
scan kept your target. TargetLastTarget itself was fine and was never even
reached.
**The read after the call.** `TargetByName 0x489d60` runs the resolver and
selects before it returns, so the next line sees the pick. Ours queued a request
the app drained later in the frame, and the token snapshots had been pushed
*before* Lua ran — so the probing frame saw no change at all, and by the frame
that did see the mob, `prevTarget` had already been re-read as the mob.
The app now keeps each query a script has asked for resolved a frame ahead
(`by_name::feed_named_targets`, one candidate walk for the whole asked set, and
nothing walked at all when no script uses the verb). With the unit already in
hand the binding answers `"target"` for the rest of the Lua frame and queues the
selection *by GUID*, so the optimistic answer and the committed selection cannot
name different units. The override is dropped at the top of the next tick. A
query asked for the very first time keeps the old one-frame-late path, and that
ask is what starts it being resolved.
**The order of two selection verbs in one frame.** `TargetLastTarget`'s memory
was sampled once a frame, so mid-frame it still named whatever preceded the
*previous* selection: the restore would have landed on the wrong unit even with a
synchronous read. The reference stamps inside the selection itself, so its memory
is always the thing being left behind; `selection_requests` now calls
`LastTarget::note` per request, and the per-frame sampler stays as the catch-all
for selection changes that are not requests (a stream-out, a death clear, a
click-off). The two compose: the test walks the whole probe-and-restore sequence
and checks both the mid-frame pick and the memory the frame ends with.
Fixes the `/target X` then `UnitName("target")` macro idiom generally, not just
unitscan — SuperCleveRoidMacros is built on it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Four benilla-ui tests were red and had been since the commits that changed what
they pin. They were missed because the round's gate was run as `cargo test -p
benilla-app -p benilla-ui` through a grep that only showed benilla-app's results;
scripts/check.sh is the gate that scopes this correctly.
- SetRaidTarget's third argument became a flag rather than the literal word
"local" (7098d642), so the test asserting the word is the only form now
states the contract it replaced: any truthy value is the local mark, which is
what SoloRaidTargetIcons passes.
- GetStringHeight is installed deliberately (75f04b4f), so the regions surface
check that asserted its absence had to flip.
- The LOCALIZED_CLASS_NAMES pair (0a907955) was published only once class data
was fed, leaving the globals absent on a bare VM — which the
allowed-beyond-1.12 list said we exposed and the creature_info test asserted
we did not, while its own comment described the behaviour we wanted. Both
tables are now seeded empty at install, as ClassicAPI publishes them at load:
tInvert(nil) raises where tInvert({}) is an empty map, and pfUI inverts one in
its own file scope.
- The AceGUI label test's Lua used a one-argument SetPoint, which 1.12 correctly
raises Usage: on (LUA_TNONE is not LUA_TNIL — script/tests/anchors.rs pins it,
and the 1.12 AceGUI backport had every one-argument call rewritten for exactly
that reason).
And a correction in docs/ADDON_COMPAT.md that the last of those turned up:
GetStringHeight was credited with the empty VoiceOver options, on the strength of
AceGUIWidget-Label.lua's call site and a probe showing every Label at 624x1.
Both were wrong. AI_VoiceOver ships four copies of AceGUI and its TOC loads
1.12\embeds.xml — and the 1.12 tree reads label:GetHeight(), never
GetStringHeight. The 624x1 was the harness's own missing text measurer, the trap
its notes already warn about. The method stays as ClassicAPI parity surface with
the claim corrected; the real cause of that symptom is the scroll-child anchor,
fixed in 75432f7d. The lesson, written into the row: an addon shipping several
library copies has to be read through its own TOC chain before any call site in
it is evidence.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
The target frame's debuff icons had no countdown. libdebuff was tracking fine —
the probe run said `libdebuff guids: 2` after a fight, and the AURA_CAST_ON_OTHER
events carried the right lengths (spell 772 Rend, dur 9000) — because the timers
pfUI-for-ClassicAPI draws do not come through libdebuff at all. Its unit frames
read duration/expirationTime straight off C_UnitAuras.UnitAuraBySlot
(api/unitframes.lua:1680,1788), and libdebuff's own header says the plumbing
"now runs on ClassicAPI's C_UnitAuras (which provides sourceUnit/sourceGUID and
non-player expirationTime)". So the number came from us, and we answered 0 for
every unit but the player.
There is no packet to answer from: SMSG_UPDATE_AURA_DURATION is self-only, and
SMSG_SET_EXTRA_AURA_INFO — which carries a caster's durations on others — is a
2.0 opcode this protocol does not have. Hence every vanilla duration addon
keeping its own table. This is that table, kept client-side instead, because
this client *is* the client: SMSG_SPELL_GO names the spell and its hit list, so
the apply instant is the packet's own arrival rather than a combat-log line
somebody has to parse, and every reader of the aura lists gets the timer at once
instead of each inventing a tracker.
Keyed by (guid, spell) so a re-cast refreshes in place and a recycled slot
cannot inherit a stale stamp. Length comes from the same
ui_cast_events::aura_duration_ms behind nampower's arg8 and GetSpellDuration, so
the three cannot disagree, and its 0 — permanent, no SpellDuration.dbc row, or a
combo-point/level-scaled one — stamps nothing: a timerless icon beats one
counting to the wrong moment. The join is driven by the unit's own
UNIT_FIELD_AURA, so a stamp for an aura the target resisted is never read, and a
run-out stamp reports nothing rather than a negative remainder.
Not covered, by construction: an aura already on a unit before we streamed it,
and one applied out of our range. No GO, no timer — which is what the mods this
stands in for also do.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
The paint that fires OnUpdateModel is gated on [widget+0x318] != 0 (0x76d24c) —
the pane's loaded model. This read that as "has a file path", and a SetUnit pane
keeps no path at all: its subject resolves per render, app-side, so SetUnit
writes `unit` and nils `path`. Every unit pane's OnUpdateModel was therefore
permanently inert.
Not cosmetic. unitscan's alert model is made visible *only* from inside its own
OnUpdateModel: reset() sets alpha 0 and arms the handler with a ten-paint settle
delay, and the eleventh call is what sets alpha back to 1
(unitscan.lua:268-292). With the handler never firing, the alert drew a
correctly placed, correctly sized, fully transparent model and the horn played
over an empty card. The layout probe that said the model frame was a healthy
200x120 was right; it was just invisible.
A unit token that names nothing still fires nothing, which is the "!= 0" half of
the gate. Nothing in stock FrameXML or pfUI is woken by this: probed, none of
CharacterModelFrame, DressUpModel, TabardModel or PetModelFrame registers an
OnUpdateModel at all, and the stock consumer (Cooldown.lua) is file-backed and
was already firing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
A live ScrollFrame re-points its child's TOPLEFT to the frame's own TOPLEFT at
the scroll offsets, which the reference does by calling SetPoint on the child
(0x787100). This replaced the child's whole anchor list instead — and 1.12's
SetPoint merges a point into the list, it does not clear it.
The difference is not academic. AceGUI's scroll child is authored TOPLEFT *and*
TOPRIGHT to its parent with an explicit height and no width
(AceGUIContainer-ScrollFrame.lua:192-195), so the corner pair is where its width
comes from. Dropping TOPRIGHT left it with one corner and no width, so it
resolved to no rect at all — and with no rect for the child, nothing below it
resolved either.
That is what drew AI_VoiceOver's options window as chrome and tabs over an empty
content area. The whole widget tree was there the entire time: probed through
addon_harness, the panel builds TabGroup → ScrollFrame → four InlineGroups of
CheckBoxes, Dropdowns, Sliders and Buttons, every one sized and IsVisible() true
— and every one from the scroll child down answering GetLeft() == nil. After
this, the same probe reads the scroll child at L=190 T=563 and its first
checkbox at L=200 T=530 B=506, inside the viewport.
The override's edges now include the authored anchors' targets as well, since the
merge means the child reads both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
grom asked for the name and level over every rabbit to be gone. pfUI cannot do it: its option is
"Hide Healthbar On Critters", and the branch it takes is `level:Show() name:Show() health:Hide()`
— bar hidden, name and level kept, a label floating in empty space.
The reason it shows up here and not on his real client is our own compat. That pfUI branch needs
`UnitCreatureTypeID` on a plate GUID, which needs the `NAME_PLATE_UNIT_ADDED` → `C_NamePlate` →
`UnitGUID` chain; stock 1.12 has none of it, so the check returns nil there and a critter gets an
ordinary plate nobody notices. We answer all three, so the feature wakes up and strips the bar.
So the gate goes where the plate is decided. It keys on `CreatureType.dbc`'s **no-TAB flag**
rather than on the id 8: that bit is the client's own mark for a creature the player does not
mean to interact with, it is set on Critter alone in the 1.12 data, and `target::scan`'s TAB
gate already reads it — one notion of "critter", from the data, with two consumers. An
unresolved type keeps its plate, as the scan treats an out-of-range index as targetable.
A deviation, and `nameplateShowCritters` says so: the reference's ladder (`0x60f600`) has no
creature-type test at all. Off by default, because the floating name is the thing nobody wants;
`SetCVar("nameplateShowCritters", "1")` restores vanilla. Removing the plate leaves nothing
behind — the overhead-name path gates a creature on `UnitNameNPC`, which is "0".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
One `WOW_BOOTH_LOG` run with Tmog open printed every term, so the factor is arithmetic now rather
than a fit:
- The cards draw through the paper-doll camera, logged `eye=(0.003, 1.103, -2.919)`, and the same
run logged the dwarf's `head_y=1.364`.
- Tmog's browse cards frame on the slot being browsed, so its per-race **head** row is a request
to put that race's head on the camera's axis. The dwarf row's vertical is `-1.2`.
- Centring the head needs `1.364 - 1.103 = 0.261` model units against a request of `1.2`:
**0.2175**, rounded to 0.22.
The same run confirmed the whole chain end to end: the logged pose inverted back to
`(3.72, 0, 0.489)` at facing 3.2, and `Tmog.lua:332` reads `{ 3.8, 0, 0.5, 3.2 }` — the small gap
is the previous factor, `G48` at grom's actual aspect.
It cross-checks on depth: the head row's `6.3` then moves the model 1.37 of its 2.92 standoff,
leaving it 1.55 out — a view about 0.75 units tall around a head of roughly 0.35. The two earlier
values are what make the arithmetic worth trusting: 1.0 put every card *behind* its camera and the
grid drew empty; `G48` ≈ 0.49 left them 1.06 out, the extreme close-up in the screenshot.
Still a measurement of an addon's table against this client rather than of the reference's own
root, and the constant says so.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
unitscan's rare alert was reported as silent. The binding and the loose-file read were both
already right: kira was built without the `ogg` container and `vorbis` codec features, so
`sfx_from_bytes` returned an error for every Vorbis file and `sound/ui.rs` logged it at `debug!`.
A silent alert with nothing in the log to say why.
It is not one horn. **75 `.ogg` files ship with the installed addons** — DoiteAuras 57, BigWigs
11, unitscan 3, HCWarn 2, TWThreat and Cleanup one each — so every alert any of them raises by
`PlaySoundFile` was dead, HCWarn's hardcore death warnings included. AI_VoiceOver ships `.mp3`
and always played, which is exactly what made this look like an addon-specific fault rather than
a missing decoder.
Stock 1.12 plays wav and mp3 only. The deviation is from 1.12 and toward the client the player
actually runs: these are Turtle/OctoWoW addons shipping ogg because that client plays it.
`docs/ADDON_COMPAT.md` carries the row.
The test decodes a real `.ogg` out of the player's own addon folder and skips when there is none,
the same gate the chain-backed tests use for a WoW install — rather than carrying someone else's
audio into the tree as a fixture.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Half this pair was already here. `ClassInfo::class_file`'s own doc says the token is what
FrameXML keys `RAID_CLASS_COLORS` and `LOCALIZED_CLASS_NAMES_MALE` on, and
`compat/classic_api/lua_ext.rs`'s `tInvert` names pfUI's `pfUI.lua:227` as the reason it exists —
the line that inverts exactly this table. The table itself was never published, so that line
inverted `nil`.
Measured against the live chain: `pfUI.env.L["class"]` holds **0 entries**, and
`L["class"]["Warrior"]` is nil. Every lookup through it then finds no class and skips, silently,
because the consumer tests `if class then` — so the guild roster lost its name colours and class
icons (`modules/socialmod.lua:18`), the friends list lost the same, and `modules/panel.lua:359`
fell back to white. Chat stayed coloured throughout, which is what made it look like a pfUI
setting rather than a missing global.
Published from the class table the app already feeds for `C_CreatureInfo.GetClassInfo`, at that
same feed, so there is one source for the names and no second reader of the DBC. Both tables
carry the same string: 1.12's `ChrClasses.dbc` has one name column, so the gendered pair later
clients ship cannot be derived from this data — a copy is what it honestly supports, and omitting
`_FEMALE` would hand a caller nil where its sibling answers. A run that never feeds the table
leaves both absent rather than empty.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`SuperCleveRoidMacros/ClassicAPI.lua:267` calls it unguarded, so its absence was a raise a
session. It is not a second spelling of `GetSpellMechanicByID`, which this tree already answers:
that one reads `Spell.dbc`'s spell-level `Mechanic`, and vanilla stores some mechanics on an
*effect* instead. The consumer's own comment names the case — Rake's bleed is effect-level, so
the spell-level column says 0 while this answers `{0, 15, 0}` — and a macro conditional asking
whether its target is bleeding gets the wrong answer from the spell-level field alone.
`SpellDisplay::effect_mechanic` was already parsed for the cast-immunity scan, so this is a field
on the probe payload and a reader, not a new lookup. The three-way answer is its sibling's, for
the sibling's reason: nothing at all for an id no spell owns, three zeros for a real spell that
carries no mechanic anywhere, the ids otherwise — collapsing those two would reclassify crowd
control as ordinary damage, which is the hand-kept table this function exists to replace.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`TargetLastTarget` is in the reference's global table (`reference/1.12-globals.tsv:17678`, beside
`TargetLastEnemy`) and was simply missing. unitscan is what noticed: it probes for a watched rare
by targeting the name and reading `UnitName("target")` back, then calls this to put the old target
back (`unitscan.lua:84`). With the global absent the probe's target just stayed — which looks
exactly like the addon stealing your target every scan tick, and is what it was reported as.
Its memory is the selection held **before** the current one, any unit rather than only an
attackable one, so it is a separate stamp from `TargetLastEnemy`'s `[0xb4e2e8]` — sampled per
frame for the reason that one is, so that every writer is covered including the ones that are not
`SetSelection` calls here. The latch lives in the resource rather than a system `Local`: it is
part of the memory, and a `Local` is unreachable from a test that drives the system directly.
An empty or stale memory **deselects**. That is the one arm on this queue that does — the
reference's `0x489b00` reaches `0x493540(0, 0)` where `TargetLastEnemy`'s shim tests nothing and
returns, a difference `click.rs` already had written down — and it is what makes the verb a
toggle: probe something with nothing selected, and this puts you back to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`GetTrainerServiceSkillLine` answered the group header text. At a class trainer the two are one
string, so nothing showed; at a tradeskill trainer they are not. Every group there is labelled from
`TRADESKILL_SERVICE_STEP`/`_LEARN` (`0x4d7786`), and `TRADESKILL_SERVICE_STEP` is the string
"Development Skills" — so standing at the mining trainer, the stock confirmation dialog, which
formats this return straight into `PROFESSION_CONFIRMATION2` (`Blizzard_TrainerUI.lua:28`), asked
whether to learn **Development Skills** as a second profession.
`TrainerService` now carries the taught spell's own line beside the group label, resolved through
the same `SkillLineAbility` lookup the group key uses, and the getter prefers it. The header row is
left alone: "Development Skills" there is the client's own label for a skill-stepping tradeskill
group, not a lookup that went wrong.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
SuperWoW's extra argument marks the icon local-only, and its callers disagree on how to spell it:
the wiki writes `SetRaidTarget(unit, i, "local")`, while SoloRaidTargetIcons passes the boolean
`IsSuperWoWLoaded() and not IsPlayerInPartyOrRaid()` (`main.lua:51`). Typing the parameter as a
`String` raised on that boolean — "bad argument #3: error converting Lua boolean to String", five
times in one session's log — and it raised *only while solo*, which is the one case that addon
exists for. So marking a target outside a group did nothing at all.
Lua truthiness takes both spellings, which is what a flag means in this language.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Shipping one model unit per `SetPosition` unit put Tmog's browse cards behind their own cameras
and the grid drew empty: its per-slot table asks for depths of 3.8 (gnome) to 11.8 (night elf)
against authored cameras that stand about 2 to 6 units off. That table is itself the measurement —
each row has to land that race's head in a card — and across gnome, dwarf, human and night elf the
displacement they need sits at 0.45–0.55 of what they ask for. `G48`, the client's own
`1/√(a²+1)` at `[0x832a48]`, is 0.50 on a 16:9-ish panel and 0.6 at 4:3, and it is the constant
`Model::layout_unit` already inverts for the orthographic leg. So the translate is `pos · G48`.
Fitted, not traced, and the extract's arm says so: a capture of the reference's root would settle
it, and the wheel zoom this landed for in the first place works at either value because the player
drives it by hand.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
A LoadOnDemand addon can already be in memory when the walk reaches its row, because an addon
ahead of it loaded it from its own `ADDON_LOADED` — which is how every AI_VoiceOver data module
actually arrives: 224 ms of Lua inside AI_VoiceOver's handler, before the walk gets to the
`AI_VoiceOverData_*` rows at all. The line was printed unconditionally, so it went on saying "no
LoadAddOn() yet" about addons that had loaded. That reads as a bug and is not one; it cost a
session chasing a missing `GetAddOnEnableState` that was never the problem. Gated on a new
`UiScript::addon_is_loaded`.
`docs/ADDON_COMPAT.md` now records why that global stays unbuilt, since the evidence was gathered
anyway: upstream ClassicAPI's own `docs/API.md` does not define it either, and AI_VoiceOver gates a
modern-shaped `GetAddOnInfo` on the same `if not GetAddOnEnableState`, so defining it would leave
`VoiceOver.lua:84` reading `loadable` where it means `reason` and pop the "delete your old folder"
dialog on every login.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
1.12 registers no `GetStringHeight` (`script/button.rs`: `0x782390` reads the label's height
instead) and ClassicAPI backports it, so `compat/classic_api/frame.rs` is its home. That file had
it on its own not-built list under "needs per-line layout facts the host measurer is not asked for
today" — true of `GetNumLines` and `GetWrappedWidth`, and not of this one: the whole-string height
is the other half of the number `GetStringWidth` already reads. `measure::current_measure` now owns
the staleness rule for both, so the two cannot disagree about when a measure has gone stale, and a
changed string still reads 0 rather than the previous string's height.
It is not cosmetic. AceGUI-3.0 calls it **unguarded** — `AceGUIWidget-Label.lua:54` is
`height = label:GetStringHeight()` and `AceGUIWidget-CheckBox.lua:90` is
`self:SetHeight(28 + self.desc:GetStringHeight())` — so every Ace options panel on this install
drew its labels and checkbox descriptions at the library's own "avoid zero-height labels" fallback
of one pixel: a window with all of its prose invisible. `addon_harness --probe AI_VoiceOver` builds
that panel's full 32-widget tree with zero errors and every `Label` at `624x1`, which is what
"can't see the actual options in VoiceOver" was.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`SetPosition` is the widget's model-root translate and the extract spent it only on the file-pane
path. The booth path dropped the value and posed `R(yaw) · S(s)` alone, so Tmog's wheel zoom, its
right-drag pan and the per-slot framing of every browse card moved nothing at all.
It shows on a `<PlayerModel>` and not on a plain `<Model>` for one reason: this widget's camera is
frozen (`0x7acf10`) where `<Model>`'s perspective leg republishes its authored camera through the
very root being moved (`0x718960`), which cancels. `capture::probe_model_camera`'s `position` leg
pins that half; this is the other.
The extract publishes the translate in bevy's axes into a new `PanePositions`, keyed by slot so the
four stock window panes and the stock dressing room are served by the same channel rather than a
second path; a slot that is not drawn keeps the translation it has rather than snapping back to the
origin. The booths apply it as one `RootPose { yaw, scale, pos }`, latched together — keyed on
`(yaw, scale)` alone a position-only change compares equal and writes nothing, so a wheel would
zoom once and then stop. `WOW_BOOTH_LOG` gains `pane pose slot=… yaw=… scale=… pos=[…]`, one line
per change.
One model unit per `SetPosition` unit, and deliberately not the reference's `pos · layoutScale`:
that factor belongs to the group the reference's root scales with it, and this booth's root carries
only the renormalizer (`framing::pane_root_scale_at` drops `modelScale` and `layoutScale` both), so
taking the translate's share alone would move a `scale="4"` pane's model four times its own size.
The magnitude is the one part nothing in the tree pins — the only two calibrated `SetPosition`
sites are the ortho leg's pixel ladder and the `<Model>` leg where it cancels — and the extract's
arm says what to revisit if a wheel notch turns out to zoom too hard.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`GetTrainerServiceInfo`'s second return was nil whenever the spell had no
rank. The client reads that field out of the spell record's string block,
where an absent rank is the empty string at offset 0 rather than a null, so
it is always a string — and the stock window depends on that: it formats the
subtext unguarded at `Blizzard_TrainerUI.lua:275`, twenty lines before its
own `not serviceSubText` fallback.
So a nil raised inside `ClassTrainer_SelectFirstLearnableSkill`, which
`ClassTrainerFrame_Show` calls on the line above `ClassTrainerFrame_Update`
(l.48-49). The update never ran, so the list came up with no rows at all,
and `SelectTrainerService` (l.277) never ran, so the Train button had
nothing to act on. A trainer window that shows nothing and trains nothing,
from one nil.
Every rank-less service reaches that line: every profession recipe, and
class abilities like Parry.
The name beside it stays optional, because the stock window says so itself —
it tests `serviceName` before using it as a header's (l.209) and falls back
to `UNKNOWN` for a service's (l.287).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
A booth pane's render target is resized between 256 and 512 as the pane it
is lent to changes size, and `GpuImage::prepare_asset` builds a brand-new
texture and view every time it runs. Nothing re-prepares a material because
an image it names changed — `PreparedMaterial2d` prepares from its own asset
events alone — so the UI's cached quad material went on holding the dead
view and sampled a texture nothing rendered into any more.
That is what "the preview is frozen" was: the first window to claim a slot
bound a live texture and every later one bound a corpse, while the camera
kept rendering and the bakes kept restaging into the texture that was no
longer on screen. The cards never froze because a 256 card never resizes
its slot; the big previews, which are the only panes that ask for 512, froze
every time.
`rebuild_ui_mesh` already hears the image stream for removals. It now also
hears `Modified` and touches every cached material naming that image, which
re-extracts it and rebuilds the bind group against the image's current view.
Only the two resize sites emit this event, so a steady frame does no work.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`Booth::staged` records which pane's bake a booth holds, and only
`stage_pane_look` ever wrote it. Nothing cleared it, so a booth that fell
back to mirroring the live unit still claimed to hold the pane's bake.
That is a stale latch with a delay fuse. A pane's bake lives as long as its
room, and every pane numbers its own bakes from 1, so a window that closes
and reopens brings the same pane back at revision 1 — meeting a latch that
still said `(that pane, 1)` from its previous life. `needs_restage` read
that as "already current" and the window came back showing whatever the
mirror had left in the booth. It was the same shape as the pane-to-pane
collision the latch already guards, one lifetime further out.
Clearing on the way through the mirror can only cost one extra restage.
Also adds `[booth] pane geom`, a `WOW_BOOTH_LOG` line per pooled slot
whenever the aspect its camera is framed through, the square bake it
renders into, or the square the UI samples changes — the three numbers
that decide whether a pane is drawn un-stretched, and the ones a pane
whose content and framing both check out must be disagreeing on.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
`build_pane_previews` assembles one pane a frame and chose the first stale
one. A pane that cannot be assembled — an item model that never resolves —
is stale by definition, so it was chosen again every frame and gave the
frame up every time: every pane behind it in slot order waited on it
forever and stayed on the mirrored live player, which looks exactly like
the per-pane dress-up never having run. The shop's Smoky Wooden Torch was
doing this to its page.
The choice now offers every stale pane in slot order and the caller takes
the first it can actually make, so a pane that cannot be assembled costs
its own turn and nothing else. Walking past one is free: every `assemble`
bail is a lookup, all of them before the skin composite.
Also adds `[booth] pane source`, a `WOW_BOOTH_LOG` line per pooled slot
whenever where its character comes from changes — its own bake, or the
mirror because the room is closed, the bake has no parts, or its rig is
still loading. Those three look identical on screen and were the reason
this took a second run to see.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Tmog's full-body preview is ~500 physical pixels tall and was drawn from a
256² bake, so it read soft beside its own grid of cards — which 256²
oversamples. One size cannot serve both. A pane larger than its bake now steps
up to 512², so a page of fifteen cards plus one large preview pays for a single
upgrade rather than sixteen.
This is the second attempt. The first widened `BoothPanes`' value type, which
`sync_body_booth` and the dressing room read to frame their cameras: a change
meant for resolution reached into the path deciding what a pane *shows*, and a
page of previews stopped showing their own looks. The size now travels in
`PaneBakeSizes`, written by the extract and read by `resize_pane_targets`
alone. Nothing on the content path sees it.
The first attempt also called `Assets::get_mut` to *read* a target's size. That
marks the asset modified, and a modified `Image` is re-uploaded from its CPU
pixels — the zero-fill it was created with — silently erasing whatever the
booth had just rendered. The size is now probed read-only and `get_mut` is
reached for only when it must change, pinned by
`a_target_already_the_right_size_is_not_touched`.
An absent entry means "not drawn this frame", never "wants the default", so a
paced pane cannot shrink its own target between renders.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.
Today's work, which is the reason a baseline exists at all:
- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
characters were entering the sun's shadow cascades, so every skinned-rig
shadow specialization compiled live mid-frame; the hitch detector logged
"main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
frame-cost reading no longer pays 2.7 ms a frame for it.
Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
Same fork policy: upstream structure wins, local-unique re-instated.
Cargo.toml unions both measured dev-profile philosophies (codegen-units=1 +
lto=off from samwhosung, debug=line-tables-only + split-debuginfo from the
fork's disk measurements).
glue_booth.rs takes samwhosung's typed GlueScene (token/of_race/from_model_path)
and re-adds the fork's TurtleWoW races (Goblin=9, BloodElf=10) as variants;
their glue fog stays on Human's row, exactly as the fork's scene_fog fallback did.
ui script takes samwhosung's mouseover/hyperlink rework (world_mouseover,
minimap_blip, hyperlink.rs) over the fork's inline hover_link/span_at/pointer
path — the rework covers the same OnHyperlinkEnter/Leave behaviour.
game_plugins.rs keeps the fork's re-measured ceilings (466 / 5,509); mail.rs
keeps the explicit 13-tuple with a float daysLeft; MAP.md takes the superset.
Fork policy (docs/METHOD.md): upstream structure wins; local-unique work
re-applied on top. This commit is the upstream half of the reconciliation.
Upstream is the same program at a rewritten history (884dff77 == 4e0e89cb
tree), so the merge base was replaced to keep a real three-way diff. The
large conflicts are upstream moving first: the UI manifest (benilla.toc ->
the binary LAYER_MANIFEST/layer.toc split), the CVar table (cvars.rs ->
cvars/{mod,table}.rs, +24 video rows), the editbox flush model, the
host-side GetTime, the Options* -> BenillaOptions* rename, expanded
ui_unit.rs, and a rebuilt volumetric_light.rs.
Local-unique pieces re-instated on the upstream structure:
- OptionsFrame.xml: the 1.12 OptionsFrameSliders table restored under the
Benilla rename, with the TurtleWoW deviation note (patch-4 replaces
OptionsFrame.lua).
- layer.toc: CharacterFrameAdapters.xml (the sixth TurtleWoW character tab).
- ui script: wipe/sizeof, BenillaGetMerchantItemStats, and the attach/mount
teardown re-walk all survive.
- game_plugins.rs keeps UPDATE_ACTIONABLE_CEILING=5_509 (re-measure pending).
The LFT/Turtle_TransmogUI rows benilla.toc named off the player's install
now come from the chain's own FrameXML.toc via the new core loader.
A light whose whole candidacy sphere (the shader's own reach, the interior fill
dome included) sits off-screen leaves the packed table, so a city's torches
behind the player stop padding the per-vertex walk. The packer also reuses one
scratch buffer and tests the cheap camera distance before the portal walk.
A trap is proximity-triggered and never clicked, so its interaction predicate
\+0xc is constant false like the transports'. Arathi Basin's visual-only aura
GameObjects (180100-180102, type 6, faction 114 hostile-to-all) otherwise stay
eligible through the inverted TRAP term and take the pick from the banner.
A parent-side add_child panics against an entity a same-frame teardown already
despawned; spawn with ChildOf on the child and use try_insert/try_remove/
try_despawn so the same-frame churn warns instead of aborting.
The stock login's Breaking News box (`WOW_GLUE_STOCK=1`):
- At glue init, as `0x46a400` does, the client reads the Lua global `SERVER_ALERT_URL`, which the player's own GlueStrings or a server's patch sets. It fetches the URL once on a background thread: plain HTTP, 5 s timeouts, redirects followed.
- The body builds the reference's buffer (`0x46a580`: 0x7ff cap, appended chunks). A case-insensitive `SERVERALERT:` prefix fires `SHOW_SERVER_ALERT` once from the update (`0x46b939`). Every failure is silent.
- `LaunchURL` opens the browser only for URLs that pass the reference's gate (`0x5abc10`): `http://`, a strict charset and the 10-host whitelist. An over-long host is refused rather than cut.
- No fetch or browser ever runs in a test, capture or unattended run.
Tests run against a local fake server: prefix, 404, redirects, chunked, timeouts, caps, and the frame shown end to end.
Part of #1026🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Part 4b of the stock GlueXML (`WOW_GLUE_STOCK=1`): the stock screens' ModelFFX scenes now go through the glue booth instead of the model-tile path, which drew them black.
- The scene, look and facing come from the glue VM. `SetCharSelectBackground` runs the frame's own SetModel and swaps its fill callback (`0x472128`, `0x472144`), so the select scene fogs until a character sets its stage.
- An ModelFFX pane draws the booth's scene at its own bucket's ARTWORK layer (`0x46fa90`), framed at the pane's aspect with the diagonal law (`0x7ada40`, `0x5c3cc0`). The native box Deviation now holds for the native screens only.
- Each SetModel restarts the stage. The select glow holds through an empty roster until the screen shows again.
- An empty roster shows the Orc scene fogged, and after the last delete the last stage stays, as `CharacterSelect.lua` leaves them.
Part of #856Fixes#978🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The cursor now runs on the client's two primitives. `ClearCursor(a,b)` (`0x495190`) cancels an armed gift wrap, then runs the payload's arm (an item's unlock fires `ITEM_LOCK_CHANGED`; coins fire `PLAYER_MONEY`), then the grid hide and `CURSOR_UPDATE`. Each setter runs that clear first, then its own tail (`0x494b60`, `0x4950f0`, `0x494d20`, `0x494f80`, `0x494e20`, `0x495010`). Every pickup, place, split, sale, trade, mail and auction path goes through them. So a `CURSOR_UPDATE` handler reads the emptied cursor, and `PickupSpell`/`PickupMacro`/`PickupPetAction`/`SplitContainerItem` clear what is held instead of refusing.
An item attached to mail or an auction stays locked until it leaves the slot (`0x4adef0`). Attaching to an occupied slot puts the old item back on the cursor.
Event-order tests cover each setter, the coin clear, and the attach lock and swap.
Fixes#1011Fixes#1012Fixes#1006Fixes#1007
Part of #156🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>