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
164 lines
8.8 KiB
Rust
164 lines
8.8 KiB
Rust
//! The integration tests' interface loader: integration tests cannot reach
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//! `ui_script::test_ui::load_ui`, which is `#[cfg(test)]`. A bare filename is a file we ship
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//! under `assets/ui`, a path is the reference's own off the installed chain, and `<Script file>`
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//! includes resolve through the same provider. A test that names a chain entry opens with
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//! `benilla_formats::wow_data_or_skip!()`.
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use benilla_ui::script::UiScript;
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/// Load one manifest entry into `script`, panicking on any loader error. A `.lua` entry runs as a
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/// chunk of raw bytes, as `GlobalStrings.lua` does in the real manifest; only XML is decoded.
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pub fn load_ui(script: &UiScript, entry: &str) {
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let dir = std::path::Path::new(env!("CARGO_MANIFEST_DIR")).join("assets/ui");
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let chain = |req: &str| -> Option<Vec<u8>> {
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let data = benilla_formats::wow_data()?;
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benilla_formats::open_chain(&data).ok()?.read(req).ok()
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};
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let read = |req: &str| -> Option<Vec<u8>> {
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if req.contains('\\') || req.contains('/') {
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return chain(req);
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}
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std::fs::read(dir.join(req)).ok()
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};
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let bytes = read(entry).unwrap_or_else(|| panic!("{entry}: not found"));
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if entry.to_ascii_lowercase().ends_with(".lua") {
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script
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.run_chunk_named(&bytes, &format!("@{entry}"))
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.unwrap_or_else(|e| panic!("{entry}: {e}"));
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return;
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}
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let doc = benilla_ui::framexml::parse(&benilla_ui::source::decode(&bytes))
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.unwrap_or_else(|e| panic!("{entry}: {e}"));
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let report = benilla_ui::loader::load_in(script, &doc, &entry.replace('\\', "/"), &read);
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assert!(
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report.errors.is_empty(),
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"{entry}: loader errors: {:#?}",
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report.errors
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);
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let leaf = entry.rsplit(['\\', '/']).next().unwrap_or("");
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if leaf.eq_ignore_ascii_case("MainMenuBarMicroButtons.xml") {
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script
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.run(MICRO_BUTTON_STAND_INS)
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.expect("the micro-button stand-ins");
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}
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if leaf.eq_ignore_ascii_case("UIParent.xml") && entry.contains('\\') {
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script
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.run(UIPARENT_STAND_INS)
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.expect("the UIParent stand-ins");
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}
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}
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/// The stock `UIParent.xml`'s unguarded callees, stood in for at load; the copy of
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/// `ui_script::test_ui::UIPARENT_STAND_INS`.
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const UIPARENT_STAND_INS: &str = r#"
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-- Callees of the stock UIParent.xml's <OnUpdate> and of UIParent_OnEvent's arms that live in
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-- files a kit may stop short of, plus the bag verbs the stock ShowUIPanel calls and the two
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-- container constants its window walks read: no-op stand-ins, each overwritten by the real
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-- definition when its file loads (a chunk's `function X()` is a plain global write, unlike a
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-- frame's non-overwriting publish — which is why the FRAMES below are seated on first use).
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FCF_OnUpdate = FCF_OnUpdate or function() end
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FCF_DockUpdate = FCF_DockUpdate or function() end
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UnitPopup_OnUpdate = UnitPopup_OnUpdate or function() end
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BattlefieldFrame_OnUpdate = BattlefieldFrame_OnUpdate or function() end
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MultiActionBar_Update = MultiActionBar_Update or function() end
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RaidOptionsFrame_UpdatePartyFrames = RaidOptionsFrame_UpdatePartyFrames or function() end
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LocalizeFrames = LocalizeFrames or function() end
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updateContainerFrameAnchors = updateContainerFrameAnchors or function() end
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-- 1.12 keeps UpdateNameplates in UIOptionsFrame.lua, which a kit reaches only at manifest
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-- l.21; our own OptionsFrame.xml re-declares it below that. Both are plain
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-- `function X()` writes, so a full kit ends on ours and a short one keeps this no-op.
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UpdateNameplates = UpdateNameplates or function() end
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CloseAllBags = CloseAllBags or function() end
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OpenBackpack = OpenBackpack or function() end
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CloseBackpack = CloseBackpack or function() end
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NUM_CONTAINER_FRAMES = NUM_CONTAINER_FRAMES or 0
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-- The reference's own initial values (`ContainerFrame.lua:11-12`), not zeroes: the tooltip's
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-- default corner is `-CONTAINER_OFFSET_X - 13, CONTAINER_OFFSET_Y`, so a kit reading zero here
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-- would seat every default-anchored plate 70 units low.
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CONTAINER_OFFSET_X = CONTAINER_OFFSET_X or 0
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CONTAINER_OFFSET_Y = CONTAINER_OFFSET_Y or 70
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BATTLEFIELD_TAB_OFFSET_Y = BATTLEFIELD_TAB_OFFSET_Y or 210
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-- The pass writes its `isVar` rows with `setglobal`, but only for a name that already reads
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-- non-nil (`frame = getglobal(index); if frame then`), so an unseeded one is never written at
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-- all. These four are the reference's own seeds, from the files that declare them
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-- (ContainerFrame.lua, PetActionBarFrame.lua, WorldStateFrame.lua).
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PETACTIONBAR_YPOS = PETACTIONBAR_YPOS or 98
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PETACTIONBAR_XPOS = PETACTIONBAR_XPOS or 36
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-- The frames these three read UNGUARDED, seated on the call rather than at load: a frame's
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-- publish to _G is non-overwriting (0x701bd0), so a stand-in seated before the real file loads
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-- would shadow the real window for good.
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local function benilla_seat(names)
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for _, name in ipairs(names) do
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if not getglobal(name) then local f = CreateFrame("Frame") f:Hide() setglobal(name, f) end
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end
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end
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local real_manage = UIParent_ManageFramePositions
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function UIParent_ManageFramePositions()
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benilla_seat({ "MainMenuBar", "MultiBarLeft", "MultiBarRight", "MultiBarBottomLeft",
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"PetActionBarFrame", "ShapeshiftBarFrame", "ReputationWatchBar", "MainMenuExpBar",
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"MainMenuBarMaxLevelBar", "CastingBarFrame", "QuestTimerFrame", "QuestWatchFrame",
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"DurabilityFrame", "DurabilityShield", "DurabilityOffWeapon", "DurabilityRanged",
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"MinimapCluster", "ChatFrame1", "ChatFrame2", "ShapeshiftBarLeft",
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"ShapeshiftBarMiddle", "ShapeshiftBarRight", "BattlefieldMinimapTab" })
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-- …and every FRAME the managed table itself names (`frame:IsObjectType` on a nil is what
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-- a kit missing one raises) — read off the table, so a row added there needs nothing here.
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-- The `isVar` rows are skipped: those keys are global NUMBERS the pass writes
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-- (CONTAINER_OFFSET_X/Y, PETACTIONBAR_YPOS…), and a frame seated under one of those names
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-- would be arithmetic's problem two files later.
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local named = {}
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for name, row in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
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if not row.isVar then table.insert(named, name) end
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end
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benilla_seat(named)
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for _, name in ipairs({ "SlidingActionBarTexture0", "SlidingActionBarTexture1" }) do
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if not getglobal(name) then setglobal(name, UIParent:CreateTexture()) end
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end
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return real_manage()
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end
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-- The four options/menu windows `IsOptionFrameOpen` (l.997) and `ToggleGameMenu` (l.1467)
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-- index unguarded. `IsOptionFrameOpen` is on the path of every window close, so a kit that
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-- loads no options window raised on the first bag click. In the shipped manifest all four
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-- names are real, and all three options windows are the REFERENCE's own files,
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-- loaded hidden — including `OptionsFrame`, the video window, which used to be our own
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-- window's name. Ours is `BenillaOptionsFrame` now and is not in this list: it is not a name
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-- the reference indexes, and the wrappers in `GameMenuFrame.xml` are what tell these two
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-- functions about it. A KIT is a prefix of the manifest and may load none of the four, which
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-- is what these stand-ins are for.
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local function benilla_seat_options()
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benilla_seat({ "GameMenuFrame", "OptionsFrame", "UIOptionsFrame", "SoundOptionsFrame" })
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if not OptionsFrameCancel then
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OptionsFrameCancel = CreateFrame("Button")
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OptionsFrameCancel:Hide()
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end
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end
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local real_option_open = IsOptionFrameOpen
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function IsOptionFrameOpen()
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benilla_seat_options()
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return real_option_open()
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end
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local real_toggle_menu = ToggleGameMenu
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function ToggleGameMenu(clicked)
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benilla_seat_options()
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return real_toggle_menu(clicked)
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end
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"#;
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/// The stock micro-button row's unguarded reads, stood in for on the row's first call; the copy of
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/// `ui_script::test_ui::MICRO_BUTTON_STAND_INS`.
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const MICRO_BUTTON_STAND_INS: &str = r#"
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local real = UpdateMicroButtons
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function UpdateMicroButtons()
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for _, name in ipairs({ "CharacterFrame", "SpellBookFrame", "QuestLogFrame", "GameMenuFrame",
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"OptionsFrame", "SoundOptionsFrame", "UIOptionsFrame", "FriendsFrame", "WorldMapFrame",
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"HelpFrame" }) do
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if not getglobal(name) then local f = CreateFrame("Frame") f:Hide() setglobal(name, f) end
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end
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if not KeyRingButton then KeyRingButton = CreateFrame("Button") KeyRingButton:Hide() end
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if not KEYRING_CONTAINER then KEYRING_CONTAINER = -2 end
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if not IsBagOpen then function IsBagOpen() return nil end end
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return real()
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end
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"#;
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