Files
benilla-octo/crates/benilla-ui/src/script/tick.rs
T
SamandClaude Fable 5 5360a44f89 event-driven UI feeds, and the character window's cost lets go
- 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>
2026-08-20 19:01:11 +07:00

194 lines
10 KiB
Rust

//! 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<ScriptValue>) {
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<u32> = {
let mut model = self.model_mut();
let frames: Vec<FrameHandle> = 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<u32> = 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::<Vec<_>>()
.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<FrameHandle> = 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=<secs>` — 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);
}
}