- the eight heaviest UI feeds — spellbook, party, character, bags, talents, units, pet, player — rebuild only when an input moved instead of every frame: 216 → 12 µs a frame parked - the character window's cost settles once it closes: enchant countdowns feed by the second instead of firing an inventory event into all 20 slots every frame, the paper-doll booth parks with its camera, and a window hidden under the cursor fires OnLeave so its tooltip goes with it — the reference's hover-hide law - the walk stops paying for finished work: the loading-screen tally's per-placement walk latches off once the world is ready, the settled placement spawner is one integer compare, and billboards stop dirtying every card's transform - never-rendering hierarchy nodes — rig anchors, joints, doodad hosts — keep the hide chain but leave the per-camera visibility sweep: 25,198 → 18,026 swept entities at Goldshire Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
194 lines
10 KiB
Rust
194 lines
10 KiB
Rust
//! The host runtime loop — an `impl UiScript` block beside its concern (the `layout.rs` pattern):
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//! the event fan-out to registered frames ([`UiScript::fire_event`]), the per-frame advance
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//! ([`UiScript::tick`]: OnUpdate + the engine-side fades/cooldowns), and the FrameXML session clock
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//! ([`UiScript::now`]). The low-level handler-firing these drive lives in [`super::event`].
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use crate::widget::FrameHandle;
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use super::{editbox, event, tooltip, ScriptValue, UiScript};
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impl UiScript {
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/// Fire an event to every frame registered for it, invoking their `OnEvent` handlers (RF-0025):
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/// both the legacy `this`/`event`/`arg1..argN` globals *and* the modern `(self, event, ...)`
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/// arguments. Events reach registered frames regardless of visibility, **in registration
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/// order** — the client's `SignalEvent 0x703e50` walks the per-event listener list head-first
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/// (tail-append insert `0x7052d0`, wow-re `event-dispatch-order.md`: FIFO, first-registered
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/// fires first). Cross-frame order is a LAW consumers depend on: both ZoneText frames write
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/// `PVPInfoTextString` on one event — the last writer decides. Handler errors are collected
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/// into [`UiScript::errors`], never panicking.
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///
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/// **The walk steps by a next-listener SAVED BEFORE the handler runs** (`0x703ee8: mov
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/// edi,[eax+0x4]` — "save the next node before firing"; decision 1324), never by list index.
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/// That is what makes a handler that UNREGISTERS ITSELF mid-dispatch unable to rob its
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/// successor — and it is load-bearing in the wild: AceEvent-2.0 treats `PLAYER_LOGIN` /
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/// `VARIABLES_LOADED` as fire-once events and unregisters its frame *inside* the handler, so
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/// an index walk skipped whichever addon registered right after AceEvent (Bagnon_Forever's
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/// saved-bag DB never initialized — the director's `SaveBagData:76` error dialogs). A frame
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/// registered mid-dispatch tail-appends and is still visited; a handler that unregisters the
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/// walk's SAVED next stops the dispatch there (the reference frees the node and walks into
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/// its zeroed links — memory-accident territory we render as a deterministic stop, a knowing
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/// divergence from an accident, not from a mechanism).
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pub fn fire_event(&mut self, event: &str, args: Vec<ScriptValue>) {
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let mut at = {
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let model = self.model_mut();
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model
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.event_to_frames
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.get(event)
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.and_then(|l| l.first().copied())
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};
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while let Some(h) = at {
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let mut model = self.model_mut();
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// The saved handle must still be registered — its removal (by the previous handler)
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// ends the walk, per the doc above.
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let Some(pos) = model
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.event_to_frames
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.get(event)
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.and_then(|l| l.iter().position(|&x| x == h))
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else {
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break;
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};
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let next = model
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.event_to_frames
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.get(event)
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.and_then(|l| l.get(pos + 1).copied());
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let id = model.frame_id(h);
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drop(model);
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if let Err(e) = event::fire_event_handler(&self.lua, id, event, &args) {
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self.push_error(e);
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}
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at = next;
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}
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}
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/// Advance time: run `OnUpdate(self, elapsed)` on every *effectively-visible* frame that has one
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/// (RF-0025: OnUpdate → `this` + `arg1 = elapsed`). Errors collected, never panicking.
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/// Also advances the `GetTime()` clock — the FrameXML session clock (seconds, monotonic,
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/// arbitrary epoch like the real client's), kept as the `__benilla_now` global so the stdlib
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/// binding reads it without a host round-trip. Reference FrameXML (CastingBarFrame & co.)
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/// anchors durations on GetTime; the clock advancing in the same call that fires OnUpdate
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/// keeps the two views of time consistent within a frame.
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/// The current `GetTime()` value (`__benilla_now`, seconds) — the FrameXML session clock. The app
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/// reads it to stamp an absolute expiry into the clock a Lua countdown reads (the aura feed's
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/// `expirationTime`, decision 0257); it is the same value `GetTime()` returns inside the VM.
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pub fn now(&self) -> f64 {
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self.lua.globals().get("__benilla_now").unwrap_or(0.0)
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}
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pub fn tick(&mut self, elapsed: f32) {
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let clock = {
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let g = self.lua.globals();
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let now: f64 = g.get("__benilla_now").unwrap_or(0.0);
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g.set("__benilla_now", now + f64::from(elapsed))
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};
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if let Err(e) = clock {
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self.push_error(e);
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}
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// The focused edit box's caret blink (`0x77a790` runs on the client's frame tick).
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editbox::tick_blink(&self.lua, elapsed);
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// Events queued by Lua bindings last tick (`Model::pending_events` — e.g. `SetMapZoom` →
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// `WORLD_MAP_UPDATE`; the cursor arc's `CURSOR_UPDATE`/`ITEM_LOCK_CHANGED`/
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// `DELETE_ITEM_CONFIRM`, decision 0216) fire first, so handlers see them before this
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// frame's OnUpdate runs.
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let pending = std::mem::take(&mut self.model_mut().pending_events);
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for (event, args) in pending {
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self.fire_event(&event, args);
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}
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let ids: Vec<u32> = {
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let mut model = self.model_mut();
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let frames: Vec<FrameHandle> = model
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.scripts
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.iter()
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.filter(|(_, kinds)| kinds.contains("OnUpdate"))
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.map(|(&h, _)| h)
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.filter(|&h| model.arena.frame(h).is_some_and(|f| f.effective_visible))
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.collect();
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let mut ids: Vec<u32> = frames.into_iter().map(|h| model.frame_id(h)).collect();
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// **Deterministic order, by frame id — i.e. creation order.**
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//
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// `model.scripts` is a hash map, so this sweep used to fire OnUpdate in an order that
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// varied per process. That was invisible for as long as every geometry getter answered
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// from the PREVIOUS frame's resolve: each handler saw the same stale world regardless
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// of when it ran. The moment the getters began settling on demand (so a handler can
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// observe work an earlier handler did this same sweep), the order became load-bearing
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// and the macro window's tab width started flipping 164/167 run to run.
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//
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// Random order was always wrong — the reference sweeps a defined order — the staleness
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// was merely hiding it. Creation order is stable, matches FrameXML declaration order,
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// and is what a handler reading a sibling's geometry should see.
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ids.sort_unstable();
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ids
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};
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for id in ids {
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if let Err(e) = event::fire_update_handler(&self.lua, id, elapsed) {
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self.push_error(e);
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}
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}
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// Advance every ScrollingMessageFrame's per-line fade (the client's OnUpdate `0x788460`).
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// Independent of the frame's own OnUpdate script — the fade is C++ behavior, not Lua. The
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// AtBottom freeze gate lives inside `ScrollingMessageState::tick`.
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let now = self.now();
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let mut model = self.model_mut();
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// The sibling class's OnUpdate (`0x786200`): the same two-phase fade with no scroll gate,
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// plus the capacity law that is this class's stand-in for `maxLines` — the cap is what fits
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// vertically, so it needs the frame's resolved rect and is collected first (the arena walk
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// below holds a mutable borrow that cannot also read `model.resolved`).
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let message_frames: Vec<(FrameHandle, usize)> = model
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.arena
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.iter_frames()
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.filter(|(_, f)| matches!(f.kind_state, crate::widget::KindState::Message(_)))
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.map(|(h, _)| h)
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.collect::<Vec<_>>()
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.into_iter()
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.map(|h| (h, Self::message_viewport_rows(&model, h)))
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.collect();
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for (h, viewport_rows) in message_frames {
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if let Some(crate::widget::KindState::Message(mf)) =
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model.arena.frame_mut(h).map(|f| &mut f.kind_state)
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{
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mf.tick(elapsed);
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mf.trim_to_viewport(viewport_rows);
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}
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}
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let mut finished_cooldowns: Vec<FrameHandle> = Vec::new();
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for (h, frame) in model.arena.iter_frames_mut() {
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if let crate::widget::KindState::ScrollingMessage(smf) = &mut frame.kind_state {
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smf.tick(elapsed);
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}
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// A Cooldown whose flash has finished hides itself — the reference machine's
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// `OnAnimFinished` → `Hide()` edge (`Cooldown.lua`), modeled engine-side like the
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// message fade above (C++-equivalent behavior, not Lua).
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if let crate::widget::KindState::Cooldown(cd) = &frame.kind_state {
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if frame.shown && cd.duration > 0.0 && now >= cd.finished_at() {
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finished_cooldowns.push(h);
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}
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}
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}
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for h in finished_cooldowns {
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model.arena.set_shown(h, false);
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}
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drop(model);
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// Advance fading tooltips (FadeOut's ramp + end-of-ramp hide) — engine behavior like the
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// message fade above, decision 0274.
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tooltip::tick_fades(&self.lua);
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// The hover RE-PICK ([`Model::hover_repick`]): the world under a stationary cursor
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// changed this tick (the hovered frame hid, or a frame was shown over the cursor), so
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// re-run the hover walk at the SAVED cursor position — the reference's own pump tail
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// (`0x765650` → `0x7660d0` with the saved event, didn't-move coalesce bypassed).
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// `mouse_move` at the unchanged point is exactly that walk: the hidden frame's OnLeave
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// already fired at hide time and `mouseover` is clear, so only the new winner's
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// boundary fires — no second OnLeave, `OnEnter` with no physical mouse move.
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let repick = {
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let mut model = self.model_mut();
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let due = model.hover_repick;
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model.hover_repick = false;
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due.then_some(model.cursor_pos)
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};
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if let Some((x, y)) = repick {
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self.mouse_move(x, y);
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}
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// `WOW_UI_HANDLERS=<secs>` — who spent the frame (decision 1395). Last, so a report covers
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// everything this tick fired; a no-op unless the instrument is armed.
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self.report_handler_profile(elapsed);
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}
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}
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