//! The host runtime loop — an `impl UiScript` block beside its concern (the `layout.rs` pattern): //! the event fan-out to registered frames ([`UiScript::fire_event`]), the per-frame advance //! ([`UiScript::tick`]: OnUpdate + the engine-side fades/cooldowns), and the FrameXML session clock //! ([`UiScript::now`]). The low-level handler-firing these drive lives in [`super::event`]. use crate::widget::FrameHandle; use super::{editbox, event, tooltip, ScriptValue, UiScript}; impl UiScript { /// Fire an event to every frame registered for it, invoking their `OnEvent` handlers (RF-0025): /// both the legacy `this`/`event`/`arg1..argN` globals *and* the modern `(self, event, ...)` /// arguments. Events reach registered frames regardless of visibility, **in registration /// order** — the client's `SignalEvent 0x703e50` walks the per-event listener list head-first /// (tail-append insert `0x7052d0`, wow-re `event-dispatch-order.md`: FIFO, first-registered /// fires first). Cross-frame order is a LAW consumers depend on: both ZoneText frames write /// `PVPInfoTextString` on one event — the last writer decides. Handler errors are collected /// into [`UiScript::errors`], never panicking. /// /// **The walk steps by a next-listener SAVED BEFORE the handler runs** (`0x703ee8: mov /// edi,[eax+0x4]` — "save the next node before firing"; decision 1324), never by list index. /// That is what makes a handler that UNREGISTERS ITSELF mid-dispatch unable to rob its /// successor — and it is load-bearing in the wild: AceEvent-2.0 treats `PLAYER_LOGIN` / /// `VARIABLES_LOADED` as fire-once events and unregisters its frame *inside* the handler, so /// an index walk skipped whichever addon registered right after AceEvent (Bagnon_Forever's /// saved-bag DB never initialized — the director's `SaveBagData:76` error dialogs). A frame /// registered mid-dispatch tail-appends and is still visited; a handler that unregisters the /// walk's SAVED next stops the dispatch there (the reference frees the node and walks into /// its zeroed links — memory-accident territory we render as a deterministic stop, a knowing /// divergence from an accident, not from a mechanism). pub fn fire_event(&mut self, event: &str, args: Vec) { let mut at = { let model = self.model_mut(); model .event_to_frames .get(event) .and_then(|l| l.first().copied()) }; while let Some(h) = at { let mut model = self.model_mut(); // The saved handle must still be registered — its removal (by the previous handler) // ends the walk, per the doc above. let Some(pos) = model .event_to_frames .get(event) .and_then(|l| l.iter().position(|&x| x == h)) else { break; }; let next = model .event_to_frames .get(event) .and_then(|l| l.get(pos + 1).copied()); let id = model.frame_id(h); drop(model); if let Err(e) = event::fire_event_handler(&self.lua, id, event, &args) { self.push_error(e); } at = next; } } /// Advance time: run `OnUpdate(self, elapsed)` on every *effectively-visible* frame that has one /// (RF-0025: OnUpdate → `this` + `arg1 = elapsed`). Errors collected, never panicking. /// Also advances the `GetTime()` clock — the FrameXML session clock (seconds, monotonic, /// arbitrary epoch like the real client's), kept as the `__benilla_now` global so the stdlib /// binding reads it without a host round-trip. Reference FrameXML (CastingBarFrame & co.) /// anchors durations on GetTime; the clock advancing in the same call that fires OnUpdate /// keeps the two views of time consistent within a frame. /// The current `GetTime()` value (`__benilla_now`, seconds) — the FrameXML session clock. The app /// reads it to stamp an absolute expiry into the clock a Lua countdown reads (the aura feed's /// `expirationTime`, decision 0257); it is the same value `GetTime()` returns inside the VM. pub fn now(&self) -> f64 { self.lua.globals().get("__benilla_now").unwrap_or(0.0) } pub fn tick(&mut self, elapsed: f32) { let clock = { let g = self.lua.globals(); let now: f64 = g.get("__benilla_now").unwrap_or(0.0); g.set("__benilla_now", now + f64::from(elapsed)) }; if let Err(e) = clock { self.push_error(e); } // The focused edit box's caret blink (`0x77a790` runs on the client's frame tick). editbox::tick_blink(&self.lua, elapsed); // Events queued by Lua bindings last tick (`Model::pending_events` — e.g. `SetMapZoom` → // `WORLD_MAP_UPDATE`; the cursor arc's `CURSOR_UPDATE`/`ITEM_LOCK_CHANGED`/ // `DELETE_ITEM_CONFIRM`, decision 0216) fire first, so handlers see them before this // frame's OnUpdate runs. let pending = std::mem::take(&mut self.model_mut().pending_events); for (event, args) in pending { self.fire_event(&event, args); } let ids: Vec = { let mut model = self.model_mut(); let frames: Vec = model .scripts .iter() .filter(|(_, kinds)| kinds.contains("OnUpdate")) .map(|(&h, _)| h) .filter(|&h| model.arena.frame(h).is_some_and(|f| f.effective_visible)) .collect(); let mut ids: Vec = frames.into_iter().map(|h| model.frame_id(h)).collect(); // **Deterministic order, by frame id — i.e. creation order.** // // `model.scripts` is a hash map, so this sweep used to fire OnUpdate in an order that // varied per process. That was invisible for as long as every geometry getter answered // from the PREVIOUS frame's resolve: each handler saw the same stale world regardless // of when it ran. The moment the getters began settling on demand (so a handler can // observe work an earlier handler did this same sweep), the order became load-bearing // and the macro window's tab width started flipping 164/167 run to run. // // Random order was always wrong — the reference sweeps a defined order — the staleness // was merely hiding it. Creation order is stable, matches FrameXML declaration order, // and is what a handler reading a sibling's geometry should see. ids.sort_unstable(); ids }; for id in ids { if let Err(e) = event::fire_update_handler(&self.lua, id, elapsed) { self.push_error(e); } } // Advance every ScrollingMessageFrame's per-line fade (the client's OnUpdate `0x788460`). // Independent of the frame's own OnUpdate script — the fade is C++ behavior, not Lua. The // AtBottom freeze gate lives inside `ScrollingMessageState::tick`. let now = self.now(); let mut model = self.model_mut(); // The sibling class's OnUpdate (`0x786200`): the same two-phase fade with no scroll gate, // plus the capacity law that is this class's stand-in for `maxLines` — the cap is what fits // vertically, so it needs the frame's resolved rect and is collected first (the arena walk // below holds a mutable borrow that cannot also read `model.resolved`). let message_frames: Vec<(FrameHandle, usize)> = model .arena .iter_frames() .filter(|(_, f)| matches!(f.kind_state, crate::widget::KindState::Message(_))) .map(|(h, _)| h) .collect::>() .into_iter() .map(|h| (h, Self::message_viewport_rows(&model, h))) .collect(); for (h, viewport_rows) in message_frames { if let Some(crate::widget::KindState::Message(mf)) = model.arena.frame_mut(h).map(|f| &mut f.kind_state) { mf.tick(elapsed); mf.trim_to_viewport(viewport_rows); } } let mut finished_cooldowns: Vec = Vec::new(); for (h, frame) in model.arena.iter_frames_mut() { if let crate::widget::KindState::ScrollingMessage(smf) = &mut frame.kind_state { smf.tick(elapsed); } // A Cooldown whose flash has finished hides itself — the reference machine's // `OnAnimFinished` → `Hide()` edge (`Cooldown.lua`), modeled engine-side like the // message fade above (C++-equivalent behavior, not Lua). if let crate::widget::KindState::Cooldown(cd) = &frame.kind_state { if frame.shown && cd.duration > 0.0 && now >= cd.finished_at() { finished_cooldowns.push(h); } } } for h in finished_cooldowns { model.arena.set_shown(h, false); } drop(model); // Advance fading tooltips (FadeOut's ramp + end-of-ramp hide) — engine behavior like the // message fade above, decision 0274. tooltip::tick_fades(&self.lua); // The hover RE-PICK ([`Model::hover_repick`]): the world under a stationary cursor // changed this tick (the hovered frame hid, or a frame was shown over the cursor), so // re-run the hover walk at the SAVED cursor position — the reference's own pump tail // (`0x765650` → `0x7660d0` with the saved event, didn't-move coalesce bypassed). // `mouse_move` at the unchanged point is exactly that walk: the hidden frame's OnLeave // already fired at hide time and `mouseover` is clear, so only the new winner's // boundary fires — no second OnLeave, `OnEnter` with no physical mouse move. let repick = { let mut model = self.model_mut(); let due = model.hover_repick; model.hover_repick = false; due.then_some(model.cursor_pos) }; if let Some((x, y)) = repick { self.mouse_move(x, y); } // `WOW_UI_HANDLERS=` — who spent the frame (decision 1395). Last, so a report covers // everything this tick fired; a no-op unless the instrument is armed. self.report_handler_profile(elapsed); } }