Chat bubbles were quads drawn straight into an overlay with no widget behind them, so `WorldFrame:GetChildren()` never returned them and bubble-skinning addons such as pfUI's found nothing.
In the reference, a bubble is an anonymous Frame under WorldFrame from a reused pool: eleven regions (the nine backdrop pieces, the tail, the text in the `NAMEPLATE_FONT` global), the text's bottom on the speaker's projected point, its own fade, and an OnShow on each reuse. It fades out and hides when the speaker is out of range or was not drawn last frame.
Bubbles are now built that way, fed by the app and drawn by the frame pass; the overlay path is gone. Item links show their bare names, and a speaker behind the camera fades out.
Tests cover the child, its regions, a pfUI-style skin, reuse and the fades.
Fixes#884
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Button release un-pushed the button before `OnMouseUp` and `OnClick` ran, so both read NORMAL. A plain click on a floating chat tab then took the pick-up branch and left the window following the cursor.
In the reference, the mouse-up handler fires `OnMouseUp` first, then reads the state: a PUSHED button with the cursor inside it and the Up registration fires `OnDoubleClick` or `OnClick`, and only then is it set NORMAL, unless locked. A failed gate still un-pushes; an `OnMouseUp` that un-pushes cancels the click.
The release now runs that order after `OnMouseUp`, with the started-drag skip kept.
Tests read the state inside each handler and drive the stock chat tab.
Fixes#699
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The tick ran the OnUpdate walk without resolving the layout around it, so a resize made in an event handler fired `OnSizeChanged` after the walk, and some walk slots resolved on their own to compensate. Separately, `OnSizeChanged` gated on 2⁻²² in benilla's units, and an emptied FontString kept its old measured box in the incremental layout.
In the reference, the pump drains the layout queue before the walk and again after it, each drain firing `OnSizeChanged`, then re-picks the hover. ApplyRect compares sizes against 2⁻²² in its own units, where the screen diagonal is 1.
The tick now drains before and after the walk and drops the stand-in resolves. Size gates scale 2⁻²² by the layout unit, and a FontString's text going empty or back names it on the layout when its node changes.
Tests pin each.
Fixes#912Fixes#741Fixes#914Fixes#911
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Button state texture's visibility was kept apart from its region's shown bit, so a script `Show()` on a non-current state texture drew nothing. The bar, thumb and ColorSelect setters took a colour form and accepted arguments the reference rejects, the loader built their textures from `file=` or `<Color>` alone, and a bar texture answered nil to `GetTexCoordModifiesRect`.
In the reference, a region has one shown bit that `Show`, `Hide` and the state switch all write. The setters fork on object, path, nil or usage. The loader builds each widget texture as a full Texture element, and installing a bar texture sets its texcoord flag and gives it all points.
All of these now match: one shown bit, the reference's argument forms, full-element textures with their names and texcoords, and no tint without a bar.
Tests pin each.
Fixes#909Fixes#908Fixes#575
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Any write that changed the layout graph's roster (a frame or region created, freed, re-owned or re-pointed) made the next resolve derive the whole graph: about 1.35 ms for one `CreateTexture` or `CreateFrame` on the stock UI, against 0.05 ms for a no-op.
A write now names the nodes it touched, and the resolve re-derives just those in the cached graph: a joining node is added with its edges, a leaving one is removed and its dependents seeded, a staying one has its edges and inputs re-synced. The full derivation stays the fallback. A region's owner and an art change are now layout inputs that name their region. Verify now also compares the graph itself.
A randomized test checks rects and graph against a scratch solve after every batch of creates, frees, re-owns and re-anchors. `CreateTexture` now costs 0.14 ms, `CreateFrame` 0.15 ms, a backdrop rebuild 0.22 ms.
Fixes#903
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hidden chat frames kept fading their lines, a scroll frame recomputed its range on every read and fired `OnScrollRangeChanged` on every `UpdateScrollChildRect`, hidden or not, and `OnUpdateModel` fired for panes with no size or off screen.
In the reference, each of these runs in the frame's own update slot, only while shown: message frames trim and fade there; a scroll frame recomputes a range its writers marked, stores it and notifies only on a real move. The model paint fires only for a resolved rect whose screen-clamped viewport has size.
Message frames and scroll frames are now walk kinds, the range is stored and marked, and the paint applies the rect and viewport gates. benilla's options scroll measures its body's own overhang.
Tests pin the hidden fades, the stored range and its notify, and the paint gates.
Fixes#182Fixes#175Fixes#892
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A texture object handed to a widget's texture setter stayed on its old frame and layer: Button and CheckButton slots only stored it, and StatusBar, Slider and ColorSelect ignored a texture object altogether.
In the reference, each setter deletes the slot's old texture and re-links the new one into the widget: Button states on ARTWORK, the highlight on HIGHLIGHT with its blend, checked textures, thumbs and markers on OVERLAY, the bar on the given layer. The link writes the texture's shown bit, and the old parent's removal hook runs. Thumbs and markers lose their anchors.
All these setters now go through one install that re-links through the region owner path and writes the shown bit; a non-current state texture answers `IsShown()` nil until its state comes, and the raise texts are the client's.
Tests cover each setter, both shown-bit directions and the backdrop teardown.
Fixes#902
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
GameTooltip's lifecycle took shortcuts the reference does not: a 0.5 s linear fade armed once, a fade cancelled by new lines, cursor-anchored plates that faded instead of hiding, a SetOwner that never hid first, the last anchor kept after a hide, and a health bar shown and hidden without its handlers.
In the reference, FadeOut re-arms a 2 s countdown that holds full alpha for half and then ramps, or hides at once at the cursor anchor. Only the owner core, the show and FadeOut write the fade. SetOwner runs the tooltip's own hide first. The un-own leaves ANCHOR_NONE. The clear hides the bar through its own transition.
Every builder, verb and world or minimap seat now goes through these functions; an uncached item hides and un-owns as in the reference.
Tests pin each of these.
Fixes#889Fixes#134Fixes#896Fixes#893Fixes#895Fixes#843
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A raise's level compaction counted and packed every level any frame of the stratum held, hidden or shown, so a frame given a high level while hidden was pulled down and later showed under a dialog it should cover.
In the reference, each stratum keeps a level bound that grows only when a visible frame links into a level, and the compaction examines and moves only the levels below it, then sets the bound to its count, which the raised frame takes. A frame above the bound keeps its level.
The arena now keeps that bound per stratum, grown on every visible link and set by the compaction, which packs only below it.
Tests cover the hidden frame above the bound and a high show raising the bound for the next raise.
Fixes#885
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A backdrop was data drawn in the frame's own slot, so `GetRegions` and `GetNumRegions` never saw its pieces, and addons that skin by walking a frame's regions missed them.
In the reference, installing a backdrop creates nine Texture regions on the frame: the background on BACKGROUND, then eight border pieces on BORDER, linked into its region list in that order. A resize re-runs their texcoords and colours, and the colour setters tint the background or the border alone.
The pieces are now real regions, drawn through the region path, so edges draw over another frame's BACKGROUND at the same level. `<Layers>` and `<Backdrop>` load in document order. A region leaving its parent empties any Button, CheckButton, StatusBar, Slider or ColorSelect slot holding it, and a dead layout node now seeds only its dependents.
Tests pin the order, colours, resize, teardown and stock quads.
Fixes#883
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fourteen bindings answered Lua `true`/`false` where 1.12.1 pushes the number 1 or nil: the loot slot, resurrect and distance predicates, the talent flags (`isExceptional` read 0, which is true, for every ordinary talent), the cursor predicates, and `GetLootRollItemInfo`'s bind flag, whose count also echoed the stack size where the reference answers 1. `GetRepairAllCost` returned two values with no vendor open, and `GetLootRollItemInfo` a sixth value.
The reference pushes 1 or nil for each and returns exactly the values its catalogue row records.
All of them now answer through `binding_abi::flag`, and `GetRepairAllCost` answers the one value 0 unless a repairing merchant is open. The boolean gate, which missed these, now probes every row whose kinds are nil or number whatever its name or arity confidence, over seeded talent and roll state.
The widened gate fails on the parent for all fourteen.
Fixes#159Fixes#900
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
`EnableMouse(false)` only flipped the bit, so a frame disabled while pressed still got OnMouseUp and OnDragStart, and a hovered one kept its hover. A second mouse button pressed while one was held fired on the frame under the cursor rather than the held one.
In the reference, a mouse disable on a visible frame runs the same removal a hide does: the capture and the press drop, the hover ends with OnLeave at once. The down handler takes the held capture first and fires there, and a Button clicks on release only while PUSHED and with the cursor inside its own rect.
`EnableMouse` now runs that shared removal, the drag arm included. Presses go to the capture when one is held, and the Button release tests pushed and inside rather than topmost.
Tests cover a disable while pressed or hovered, chorded presses and the release gate.
Fixes#886Fixes#887
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The tooltip fade, a model's animation clock and its OnAnimFinished ran after the whole OnUpdate walk, and OnUpdateModel fired in creation order. A tooltip hidden through its parent also kept its owner and fade.
In the reference, the walk makes one call per frame: its OnUpdate, then its kind's engine update (a tooltip's fade step, a model pane's clock and completion test). OnUpdateModel fires later, from the paint, in draw order. A tooltip's own hide and show run from any caller, its parent's cascade included: the hide un-owns and clears it; the show needs an owner.
The walk now runs a per-kind update in each frame's slot, OnUpdateModel fires per stratum in draw order after the hover re-pick, and show and hide dispatch to a kind's override. CharacterModelBase's override is left for #890.
Tests pin each order and a parent's hide and show.
Fixes#861Fixes#863Fixes#864
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A ScrollFrame built its `<ScrollChild>` after its `<Frames>` children and so after their OnLoads: under a scroll frame template, the template's scroll bar loaded before the instance's scroll child, and an OnLoad that read the other frame saw it unbuilt.
In the reference, the ScrollFrame's load runs the base load, then builds the scroll child with its whole lifecycle and its own OnLoad, then stores it as the scroll child, all before the post-load hook builds `<Frames>` and fires the ScrollFrame's OnLoad. A template's scroll child is built at the template's level, ahead of the instance's, which wins.
The loader now builds `<ScrollChild>` in that place, on the one path XML and `CreateFrame` share, and only for a ScrollFrame.
Tests cover the order directly, through a template, and with a scroll child in both template and instance.
Fixes#846
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Raising an overlapped toplevel frame compacts its stratum's levels, and benilla wrote the new levels directly, so the moved frames kept their old link order: which of two frames on one level draws on top, takes the click and runs its OnUpdate first did not change as in 1.12.1.
The reference's compaction moves each frame of a shifted level through the non-propagating level setter, levels from the bottom and each in creation order, and the setter relinks a visible frame at its level's tail. So a shifted level's visible frames end in creation order.
Compaction now moves each frame through `set_frame_level` the same way, in that order; frames carry a creation stamp, since arena order is not creation order once a slot is reused.
Tests cover the relink order, the swapped draw and hit order after a raise, and a mid-walk raise.
Fixes#862
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A frame hidden while a button was pressed on it still got OnMouseUp on the release, and its stale capture aimed the next chorded press at it. And showing any frame, even one that takes no mouse input, scheduled a hover re-pick, so a still cursor could fire OnEnter or OnLeave a tick early.
In the reference, the hide's input-index removal clears the capture slot when it holds the hidden frame, and the release goes only to the capture, so it reaches no one. The hover re-pick is armed only when a show inserts a frame into the mouse index.
The hide now drops the capture and the pressed frame; the release then runs nothing, no world click either. A show arms the re-pick only for a frame that takes the mouse.
Tests cover hides while pressed and shows with and without mouse input.
Fixes#844Fixes#845
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
`cargo test` stops at the first test binary that fails, so a red `scripts/check.sh` or gate run showed one crate's failures and hid the rest: the next run found more. Both scripts now pass `--no-fail-fast`, so one run reports every failing test across the workspace. The exit status is unchanged: any failure still fails the step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
OnUpdate ran in frame-creation order, from a list built before the walk, so a frame hidden by an earlier handler still updated, and strata and level played no part.
The reference's update walk `0x765650` goes through the nine strata from the bottom, each stratum's levels from 0, and each level's list oldest link first. It saves the next frame before each call, so a hide skips a frame before its turn. A frame linked into the level being walked waits a tick; one linked into a level still ahead runs there.
The walk now follows that order, using the link stamps shows and level changes already keep. It checks each frame at its turn and places frames linked or given an `OnUpdate` mid-walk. An EditBox still flushes right after its own `OnUpdate`.
Tests cover the order, mid-walk hides and shows, and a box's flush.
Fixes#742
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Script errors reached the Lua error handler as mlua's display text: a `runtime error: ` word and a `stack traceback:` block, which overflow the stock `ScriptErrors` dialog. And a raise in a `CreateFrame` template's OnLoad was logged as a warning and never reached the handler at all.
In the reference, handlers run under `lua_pcall` with the error function `0x703b40`, which calls the `seterrorhandler` function with the bare message. `CreateFrame` builds its template through the XML instantiator `0x6ee280`, whose OnLoad runs under that same function (`0x704d50`).
Now every caught error records two texts: the decorated one for benilla's log and the bare message for the handler. A load report pairs the two per row, and `CreateFrame` records its template's errors as script errors.
Tests: the handler hears bare messages from handlers, and a template OnLoad raise reaches it.
Fixes#697Fixes#859
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
An addon's Lua and XML files were read with the exact case its `.toc` or `<Script file>` spelt. On a case-sensitive filesystem, Linux's, a file named in another case never loaded: Questie 3.7.1 lists `Astrolabe\Astrolabe.lua` from a folder shipped as `astrolabe`, so `Astrolabe` stayed nil and its OnUpdate raised every frame.
The reference is a Windows client, and every path it opens matches without regard to case. Addon textures and sounds already resolved that way through `loose_addon_file`; addon scripts, XML and `Bindings.xml` now go through the same resolver, and the second, case-sensitive one is gone. The shared resolver also refuses a component the host reads as more than a plain name (a Windows `C:`), so it still cannot leave the AddOns root.
Test: a file asked for in three spellings resolves to the one on disk; it fails without the change on a case-sensitive volume.
Fixes#851
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A target whose faction template the server swaps live (35 to 14, neither naming a faction group) kept its friendly plate colour: `UNIT_FACTION` fired only when the pvp, FFA, faction-group or tapped state moved.
The reference's per-field watch fires `UNIT_FACTION` on any change of `UNIT_FIELD_FACTIONTEMPLATE`, as it fires `UNIT_FLAGS` for that field. `fire_transitions` now also fires it on the faction template's edge.
Test: `a_live_faction_template_change_recolours_the_target_plate`.
From #855 by @kalistoking, landed here because the fork refuses maintainer pushes.
Co-authored-by: kalistoking <148718830+kalistoking@users.noreply.github.com>
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Add bevy/dynamic_linking feature forward for benilla-app for faster dev builds
- bevy_dynamic_linking says the binary starts only through cargo run
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
An incremental rebuild of `benilla-app` spent most of its time in ThinLTO: above opt-level 0 rustc runs it over a crate's own codegen units by default, and incremental compilation redoes it whole. `cargo play` already turns it off, which left its dependencies without cross-unit inlining.
`[profile.dev]` now sets `lto = "off"`, and dev and play build dependencies as one codegen unit each.
Measured on an M4 Max, one-constant edit in `benilla-app`, cpu_ms at the leg pin:
| | before | after |
|---|---|---|
| `cargo build -p benilla` | 24.4 s, 5.2 GB | 5.6 s, 2.7 GB |
| `cargo test -p benilla-app --lib --no-run` | 25.8 s, 7.0 GB | 8.3 s, 4.0 GB |
| cold dev build | 5:19 | 4:06 |
| dev cpu_ms | 11.06 | 11.71 |
| play cpu_ms (release: 10.1) | 11.74 | 10.63 |
Release and ship are unchanged.
Fixes#852.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Show and hide propagated a whole subtree first, then fired from a snapshot, parent first: a parent's `OnShow` ran before its children's, and a child hidden by an earlier handler still got its `OnShow`. A frame visible at the end of its load got no `OnShow` at all.
In 1.12.1 show `0x76ae10` and hide `0x76ad50` mark the frame, walk the live child list re-checking each child's gate, and fire the frame's own handler last (`0x76aef5`, `0x76adfd`). The post-load hook fires `OnShow` after `OnLoad` for a visible frame (`0x76a3b3`), from XML and `CreateFrame` alike.
Now handlers run inside a live post-order walk, and the post-load `OnShow` fires. Tests cover the order, a sibling hidden mid-walk, and one or two `OnShow`s after a load; they fail without the fix. Four existing tests' expected orders flip to the reference's.
Fixes#350Fixes#59🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The UI scale was folded into the pixel seam, with the root and `UIParent` at scale 1. Frames outside `UIParent` (dropdown menus, need/greed rolls, the world map) shrank with it, `UIParent:GetScale()` answered 1, and `GetCursorPosition()` was off by the scale.
In 1.12.1 the scale is `UIParent`'s own frame scale (`0x494550` → `0x76ac10`, floored at 0.64) over a 768-unit root. `GetScreenWidth`/`GetScreenHeight` divide by it (`0x494590`), and `GetCursorPosition` (`0x48b820`) does not.
Now the seam is `height/768`, and the scale is applied to `UIParent` at the load's end and on a resize. The nameplates' compensation is gone. Backdrops, hit insets and minimap pings now follow a frame's own scale (`0x76b580`, `0x77e8d0`); tooltips at the cursor and `OnCursorChanged` divide by it (`0x530b20`, `0x77db23`). Tests cover each, and a stock-UI comparison shows nothing inside `UIParent` moves.
Fixes#172🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`PLAYER_LOGIN` fired at the end of the UI load, before the player existed: its handlers saw `UnitExists("player")` nil and level, health and XP 0, at every login and `/reload`. Ace2's `OnEnable` runs there.
In 1.12.1 the load only arms a one-shot (`0x49011d`). The world-enter cascade fires `PLAYER_LOGIN` if armed (`0x49094b`), then `PLAYER_ENTERING_WORLD` (`0x49096a`), inside a sound-suppression bracket (`0x4908d5`–`0x490a56`). It runs from the player's own create (`0x5deb60`), or on `/reload` from the load (`0x490168`) with the player still in the world. A worldport re-arms nothing.
Now the load arms it, and the unit feed fires both, silenced, once the player is seated. A `/reload` loads under the live player and no longer plays the target-select sound. Tests cover login, worldport and reload; they fail without the fix.
Fixes#189Fixes#191🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An instance with no `name=` took its template's name: `framexml::merge` laid the instance's attributes over the template's, so `name` and `id` carried through. Stock `UIOptionsFrame.xml`'s unnamed `<Button inherits="UIPanelCloseButton">` became the global `UIPanelCloseButton`, with `GetName()` answering it, and any unnamed addon frame did the same to its template's name.
In 1.12.1, `PreLoadXML` (`0x769770`) reads `name` and `id` from the instance node before `LoadXML` walks the templates (`0x76985c`). The texture and font string factories also read `name` once, outside that walk (`0x6f2751`, `0x6f27e1`). So neither is ever inherited.
The merge now drops the template's `name` and `id`. Tests cover an unnamed frame, a named frame (no template id), an unnamed texture and `CreateFrame` with a nil name. All four fail without the fix.
Fixes#394🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reopening the world map after zooming out showed the old map for a frame before the current zone.
In 1.12.1, every Lua verb that moves the map selection (`SetMapZoom`, `SetMapToCurrentZone`, a `ProcessMapClick` hit) goes through the setter `0x4a67a0`. The setter stores the selection, rebuilds the landmark list, then fires `WORLD_MAP_UPDATE` in place before returning (`0x4a6ce4`). So `WorldMapFrame`'s OnShow repaints the tiles before the first draw.
benilla queued the event to the next tick, so the first frame painted the previous map. The three verbs now run the setter whole. The landmark list is projected from per-row sources inside the setter, so the new tiles never show the old map's markers. The engine's own pushes still queue, as a narrowed deviation.
Tests replay the report's steps on the stock UI and check the event fires inside the verb with landmarks rebuilt first; they fail before the fix.
Fixes#811
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In a free-for-all area such as the Gurubashi battle ring, your own overhead name and selection ring turned red.
1.12.1 colours a player's name and ring through `0x605960` by mutual attackability: `CanAttack` (`0x606980`) in both directions. Both true reads red, only theirs soft blue, only yours yellow. Neither splits on PvP: yourself green or blue, a party member pale, others green or blue. `UnitReaction` (`0x6061e0`) answers friendly for a unit toward itself before the FFA rung (`0x606200`), so you can never attack yourself.
benilla stood in a reaction-rank threshold for that matrix, and its reaction lacked the identity rung. The selector is now the reference's four-arm matrix, `CanAttack` runs in both directions, and a unit is friendly to itself. `UnitReaction`, `UnitCanAttack` and the cursor follow for yourself.
Tests pin each arm and yourself in FFA, on the shipped faction templates too; they fail before the fix.
Fixes#814
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Escape on the realm list closed the list and then also quit the game from the login screen, or went back to login from character select.
1.12.1 walks the keyboard frames once per press, strata high to low, and stops at the first handler that takes it (`0x765f10`, leaving at `0x765f64`/`0x765f86`). The realm list is DIALOG strata (`RealmList.xml:246`), so its Escape never reaches the screen beneath, even though it hides itself.
benilla's list and screens read the keys in no fixed order. A screen only checked whether the list was still shown, and the list's own Escape had just hidden it. Who owns a frame's keys is now decided once, before any of them runs (`Realms::owns_input`, set in `PreUpdate`).
Tests run the real list and screen systems in both orders, and fail before the fix with the reported symptoms.
Fixes#817
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PvE realm, zone names were still coloured friendly, hostile or contested.
In 1.12.1, `GetZonePVPInfo` (`0x48d540`) answers a type only when its display gate is open (`0x48d5c2`/`0x48d5cc`). The gate opens on the realm's PvP flag or in a zone with Flags `0x10`, which is the six capitals. The realm flag is read from `Cfg_Configs.dbc` for the selected realm's type and stored once per world entry (`0x4015de`). A type with no row skips the store. Otherwise the type is nil, so the stock zone splash shows cream and the minimap zone text gold.
benilla now reads `Cfg_Configs.dbc` instead of a transcription that stopped at type 8, so realm type 10 lists as PvP. It latches the realm flag at world entry and applies the gate.
Tests cover the gate, the six capitals and every shipped Cfg_Configs row; each failed before the fix.
Fixes#816
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The quest log never showed the `[n]` count of party members on a quest, because `IsUnitOnQuest` was a stub that always answered nil.
1.12.1 (`0x4dfe10`) checks both arguments first. It reads the row's quest id (`0x4df150`; a header or out-of-range row answers nil before the unit is resolved), resolves the token, and admits only you or one of the four party slots, by guid (`0x4e7f70`). It then needs the unit held as a player and scans the 20 `PLAYER_QUEST_LOG` ids for that quest. The answer is 1 or nil. The ids reach party members on the wire. `UNIT_QUEST_LOG_CHANGED` (`0x51bc63` → `0x51bd90`) fires once whenever any slot of a unit's window changes, so an open log recounts.
Unit snapshots now carry the window, the binding follows those steps, and the event fires. Tests cover each path and run the stock `QuestLogFrame.xml` to a `[2]` row; they fail against the stub.
Fixes#818
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- capture: trainer scenarios shoot the service description field (#793)
- fix: trainer services show their spell's description, as 1.12.1 does (#793)
- review: reuse the caster closure, cut repeated comments, pin the profession rows
- trainer: the pet's skill value is the tooltip's one helper, not a copy
- trainer: the recipe row's real-data test reads a product that has text
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
The meeting-stone status query (`CMSG 0x296`) and its text reset ran once per UI VM, and the text drop only on leaving the world. So after a cross-map worldport benilla kept the old text and never asked again.
In 1.12.1 the world-enter cascade's meeting-stone init (`0x490a14` → `0x4c9f40`) resets the text to `UNKNOWN` and sends `0x296`, right after the battlefield init, on every pass: login, every cross-map worldport and every `/reload`. The leave-world sweep `0x490a80` drops the text (`0x490b2f` → `0x4c9f80`) on a worldport, a `/reload` and leaving the world.
The enter leg now runs on the world-enter cascade after the battlefield status. The sweep is one edge, written whenever its latch is spent, and the drop reads it. Tests cover the cascade, a worldport, a reload and the schedule order; a live trace shows `0x296` after `0x2D3` and its reply at login, on `ReloadUI()` and after `.tele`.
Fixes#99
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A crate built on benilla through `run_with` has its own `benilla-config/`, but could not ask where it is: `local_state::home` is crate-private. A crate that ships an addon has to write it into that folder's `AddOns/`, where benilla discovers addons and resolves their art and fonts, so without the path it needed a fork.
- `benilla_app::config_dir()` answers `local_state::home()`, asked from `run_with` on, since a dev build resolves it from the launcher's folder set there.
- CONTRIBUTING's "Building on top" says a crate's files and addons go there, and names `run_with` and this folder as the two seams opened for crates alone.
- The example launcher logs its `AddOns/` folder through it, so the example, which clippy and the tests build, is the outside caller that keeps it public.
No 1.12.1 behaviour changes.
Fixes#807🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The `out` trace tag logged only what the long-lived writer sent, drained after each command. Everything the session sends before the reader and writer split never reached it: `CMSG_AUTH_SESSION`, `CMSG_CHAR_ENUM`, `CMSG_PLAYER_LOGIN`, character create and delete, the cinematic ack and logout. So a login trace could not show where `CMSG_PLAYER_LOGIN` sits against `SMSG_LOGIN_VERIFY_WORLD`, which wire-timing work needs.
The world socket has one write path, `send_packet`. It now reports each packet to an observer right after the write, and the app installs the trace there only when the `out` tag is on. The writer's sent-log and its drains are gone; the line format is unchanged.
A protocol test over the fake server checks that the handshake, a pre-split send and a writer send are all observed, in order. A live login trace now opens with `CMSG_AUTH_SESSION`, `CMSG_CHAR_ENUM` and `CMSG_PLAYER_LOGIN`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At login benilla sent `CMSG_SET_ACTIVE_MOVER`, `CMSG_QUERY_TIME`, `MSG_QUERY_NEXT_MAIL_TIME` and `CMSG_BATTLEFIELD_STATUS` right after `CMSG_PLAYER_LOGIN`, before the server had seated the player. cmangos drops them; after a worldport or `/reload` the time and mail queries never went again.
In 1.12.1 all four follow the local player's own create (`0x5dea50`): `SetActiveMover` (`0x6006e0`), then the world-enter cascade (`0x5deb60 call 0x4908c0`), whose inits send `0x1CE`, `0x284` and `0x2D3` in that order. A cross-map worldport re-creates the player and takes the same route; `/reload` re-enters the cascade alone (`0x490168`).
The four now ride the self create, in that order, and `/reload` re-sends the three. Tests cover login, the create, a worldport, the schedule order and the reload; a live trace shows the order at login, after `.tele` and on `ReloadUI()`.
Fixes#789Fixes#100
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Elias Miettinen <eliaspmiettinen@gmail.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
A unit tooltip's title read the bare name where 1.12.1 decorates it.
The tooltip calls the name builder `0x609370` itself (`0x52a1ab`, or `0x52a1db` when there is no second part) with the decoration flag a literal `1`, the same call `UnitPVPName` makes, so no CVar gates it. With the flag on, a ranked player reads `UNIT_PVP_NAME` of the gendered `PVP_RANK_<rank>_<team>` and the name, a city protector's `PVP_MEDAL<n>` follows on a second line (`0x6093ef`), and a civilian kill (`0x612550`) reads the `PVP_RANK_CIVILIAN` prefix (`0x609461`).
The title now runs the builder `UnitPVPName` already uses. The test covers rank, gender, medal, civilian, an unranked player and a creature; an on-demand `ui-tooltip-rank` capture shows a ranked player's tooltip.
Fixes#794
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
`TargetUnit("npc")`, `AssistUnit("npc")` and `SpellTargetUnit("npc")` did nothing with a merchant, gossip or quest window open: the app's unit-token resolver answered nobody for `npc`.
In 1.12.1 the resolver (`0x515970`) matches `npc` as a whole token (`0x515bec`, an unbounded compare, so `npctarget` stays unknown) and takes the interaction NPC's guid `[0xb4e2d0]`, which `0x4930d0` writes when the window opens.
`npc` now resolves to the held unit `InteractNpc` names. Tests cover the three verbs, a closed window and a streamed-out NPC, and `/script TargetUnit("npc")` typed into the stock chat box.
Fixes#707
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- capture: a name-rank scenario shoots a ranked player's overhead name line
- Overhead names carry the player's PvP title under UnitNamePlayerPVPTitle, as 1.12.1 does (#550)
- review: bundle the rank-title inputs; doc the snapshot and rank-19 limits
- nameplates: read rank strings per VM; test the composed name line
- pvp: correct the rank-title docs; convert the credit team without a cast
- Fix the titles row comment; name-rank reuses WOLF_POS, cites :900
- rank strings: the honor feed reads them off the VM; nameplates only reads the value
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- Change `LevelUpInfo` to signed to match vanilla behavior
- Add parse test for negative values in SMSG_LEVELUP_INFO, update comments
- grammar
- level-up gains: cite the %d fire and vmangos's wrapped deltas; pin the reported line
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- A loot right-click while moving does nothing, as in 1.12.1 (#760)
- loot gate: name the emitter's drain and write the landing deviation
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- spell text: $g/$G take the active player's gender and the chosen form is space-trimmed, so a female character reads "her" (0x508180, 0x508214)
- spell text: trim the $g docs, drop the colon-less $g pin
- spell tooltips: $g reads the view's player store; nets cover gender
- item tooltips: re-substitute $-texts when the gender byte moves
- tests: share one real-spells loader beside Spells
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
- A loot window that opens while you move closes, as in 1.12.1 (#782)
- Set auto_loot in the LootConfig initializer (clippy field_reassign_with_default)
- Close a window opened on the move in the feed's pass, so it never paints
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
With Click to Move on, benilla walked only to things you interact with. In 1.12.1 a right-click on the ground walks to the point (`0x5e0378` → `0x6102b0`, 0.5 yd short, speed-scaled, no leash, held in a deck's frame). A right-click on the sky with an empty cursor walks along the ray (`0x492dca` → `0x610100`), pitching while swimming. An attack on an enemy out of melee walks to where it stood (`0x60c22b` → `0x60fcc0`, mode 10): the stop is about 1.9 yd because the arm names the player's own guid, the radii are unscaled, and the 80 yd leash says ERR_AUTOFOLLOW_TOO_FAR. Inside melee the player turns to face it.
Deviations, each written where it lives: the melee point keeps the enemy's height, does not snap to the reference's fixed arrival heading, and rides the deck it was armed on.
Tests: the router, the steering, the gates, the leash and the deck frames.
Fixes#758
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-authored-by: Mathih13 <15229325+Mathih13@users.noreply.github.com>
Co-Authored-By: Sam <samuv.eth@gmail.com>
In 1.12.1 the `SMSG_LOOT_RESPONSE` handler selects a looted unit before it opens the window (`0x5ebc35` → `0x48f3a0`, SetSelection at `0x48f3be`). benilla opened the window without selecting it. So a Tab pressed during a Click-to-Move walk to a corpse left the Tab target selected when the loot opened.
The handler now admits the response and arms the latch, then selects a unit through the one SetSelection path, then opens the window. A refusal, a chest or an item selects nothing. SetSelection's re-swing now uses StartAttack's target gate (alive, then CanAttack, `0x5ecc16`), so switching to a body mid-swing never swings at it.
Tests: the handler's select, dedup, refusals, teardown order and swing stop, a hostile body looted mid-swing, and the stock TargetFrame naming the looted body.
Fixes#763
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Use binding_abi::flag for SpellIsTargeting and SpellCanTargetUnit so addons
can compare their results with 1, as in 1.12.1. Keep nil for false.
Verified on Windows with Rust 1.98.1: three regression failures before
the fix, all 35 focused spell tests passing after it, formatting and
render-pass lint clean. The full UI run passed 1677 tests, with one
ignored and one traceback-name failure reproduced on untouched main.
Fixes#711
Three ways the one-shot emote player differed from 1.12.1.
- **LiftOff and Land were refused in combat.** `0x5fcd20` exempts AnimIDs 192 and 200 from its combat test only (`0x5fcd5f`-`0x5fcd92`), so a dragon's take-off and landing now play mid-fight.
- **An emote could restart a clip already armed.** The player skips an id already armed on the key bone or bone 0 (`0x5fcd56`, `0x5fdb50`). It compares the requested id, which op4 stores at `+0xf8` (`0x71252f`), not the fallback that plays.
- **Your own emote waited for the server.** `DoEmote` plays it locally while a direction key is held (`0x5fd680`, called at `0x5ef660`), so a moving `/wave` shows at once and its echo is skipped.
Tests cover the exemption, the armed test (including on a rider), each local-play gate, and the skipped echo.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Two ways the emote-state base pick differed from 1.12.1.
- A blacksmith kept hammering while you used his vendor window. The resolver `0x5fd770` passes over a state whose `Emotes.dbc` flags have `0x2000` (work, mining, ready, dance) while the unit is the interact NPC (`0x5fd7e2`-`0x5fd7fd`). `SetInteractNPC` re-picks on open (`0x493198`) and on close (`0x493219`, before the name clears at `0x49334b`), never for a player. So the NPC stands, and the loop resumes at its next re-pick.
- A set state outranks the idle fallbacks: `0x5fd770` runs before `0x5fd830`, and a row with AnimID 0 claims Stand. After `/stand` (state 26), a swimmer at rest shows Stand until it moves.
Tests cover the open, the close hold, players, a pose under a one-shot, and the precedence order.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>