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
81 lines
3.5 KiB
XML
81 lines
3.5 KiB
XML
<!--
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Adapters over the stock ContainerFrame.xml and .lua; loaded after them, so these win.
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Deviation: our keyring is a container (id -2), not inventory slots as in the reference, so its
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tooltip comes from `SetBagItem`; the stock fork (ContainerFrame.lua:615-620) reads the slots.
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A full keyring prints an empty error line as the reference does: `PutKeyInKeyRing` reads
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`NO_EMPTY_KEYRING_SLOTS`, which 1.12 does not ship.
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-->
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<Ui xmlns="http://www.blizzard.com/wow/ui/">
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<Script><![CDATA[
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-- The stock body, captured before it is shadowed; nil when no client data was sourced.
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local refItemButtonOnEnter = ContainerFrameItemButton_OnEnter
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function ContainerFrameItemButton_OnEnter(button)
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if not button then
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button = this
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end
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if not button then return end
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-- The stock bag-slot path, not its inventory-slot keyring detour.
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if button:GetParent():GetID() == KEYRING_CONTAINER then
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if (button:GetRight() or 0) >= (GetScreenWidth() / 2) then
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GameTooltip:SetOwner(button, "ANCHOR_LEFT")
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else
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GameTooltip:SetOwner(button, "ANCHOR_RIGHT")
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end
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GameTooltip:SetBagItem(KEYRING_CONTAINER, button:GetID())
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ResetCursor()
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return
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end
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if not refItemButtonOnEnter then
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message("benilla: Interface\\FrameXML\\ContainerFrame.lua was not sourced from the "
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.. "game data, so bag-slot tooltips cannot work. Check the client data path.")
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return
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end
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refItemButtonOnEnter(button)
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end
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-- ══ The three bag verbs benilla answers differently ═══════════════════════════════════
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-- Deviation: `OpenBackpack` opens every equipped bag, not only the backpack, so the vendor,
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-- bank, mail and trade windows that call it bring up every bag to sell or deposit from.
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-- The was-open memory is keyed by bag id: `ContainerFrame1..12` are recycled across bags.
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BENILLA_BAG_WAS_OPEN = {}
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-- Ignores the was-open memory and covers the bank bags, as ContainerFrame.lua:702-707 does.
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function BenillaCloseAllBags()
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for bagId = 0, (NUM_CONTAINER_FRAMES or -1) do
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CloseBag(bagId)
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end
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end
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-- The reference's `backpackWasOpen`, one entry per bag: CloseBackpack leaves those open.
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function BenillaOpenBackpack()
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for bagId = 0, (NUM_BAG_FRAMES or -1) do
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-- OpenBag's own test, repeated so the memory agrees with it.
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if bagId == 0 or GetContainerNumSlots(bagId) > 0 then
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if IsBagOpen(bagId) then
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BENILLA_BAG_WAS_OPEN[bagId] = 1
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else
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BENILLA_BAG_WAS_OPEN[bagId] = nil
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OpenBag(bagId)
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end
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end
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end
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end
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function BenillaCloseBackpack()
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for bagId = 0, (NUM_BAG_FRAMES or -1) do
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if not BENILLA_BAG_WAS_OPEN[bagId] then
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CloseBag(bagId)
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end
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end
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end
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-- After the stock ContainerFrame.lua has loaded, so its callers reach these.
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OpenBackpack = BenillaOpenBackpack
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CloseBackpack = BenillaCloseBackpack
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CloseAllBags = BenillaCloseAllBags
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]]></Script>
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</Ui>
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