Item cache: hook response handler instead of racing the engine

`Item:CreateFromItemID(X):ContinueOnItemLoad(cb)` was leaving items
permanently uncached when pfQuest called it at addon-load /
PLAYER_ENTERING_WORLD against an empty WDB. Three intertwined bugs:

1. `GetItemInfoInstant` returned no values for uncached items, so
   `ItemMixin:GetItemID()` returned nil and `AddCallback(nil, cb)`
   crashed with "table index is nil".
2. `DoesItemExistByID` returned false for uncached items, which made
   `IsItemEmpty()` return true and erroneously gated `ContinueOnItemLoad`
   on cache state — modern semantic is "is this a valid ID", independent
   of cache.
3. Our `RequestLoadItemData` path eagerly called `CacheFetch` with our
   own callback at addon-load. That created a cache entry before the
   engine's natural inventory prefetch had a chance to run; the engine
   then saw the entry already existed and skipped its own SMSG, leaving
   the entry permanently pending. `GetItemInfo` retries didn't help —
   subsequent `_GetRecord` calls just appended callbacks to the dead
   list, no new query was sent.

Fixes:

- `GetItemInfoInstant` always pushes the itemID (echoed from input) and
  the remaining 6 fields when cached / nils when not. No cache touch.
- `DoesItemExistByID` returns `itemID > 0`. No cache touch.
- `RequestLoadItemData` tracks itemIDs in a pending set without touching
  the cache. We hook `FUN_ITEMSTATS_CACHE_RESPONSE` (the engine's
  `SMSG_ITEM_QUERY_SINGLE_RESPONSE` handler at `0x0055BDB0`) and sweep
  pending after the engine fills entries — observing the natural
  prefetch instead of racing it. `WorldTick` only handles escalation
  (after ~60 ticks, kick a query for items the engine doesn't prefetch
  itself, e.g. quest rewards) and the hard timeout.

Also fix the truthiness bug in modern (id, success) events:
`Event::Custom::Fire("%d%d", id, success)` was pushing `success` as a
Lua number — both 0 and 1 are truthy, so `if success then` fired the
success branch on failed loads. New `Event::Custom::FireIdSuccess`
pushes `1` for success and `nil` for failure (via the engine's
`lua_pushstring(NULL) → lua_pushnil` tail-jump). `ITEM_DATA_LOAD_RESULT`,
`GET_ITEM_INFO_RECEIVED`, and `QUEST_DATA_LOAD_RESULT` now all use this.
This commit is contained in:
Brues
2026-06-04 13:15:59 -05:00
parent 999a5846c4
commit ad13440743
6 changed files with 225 additions and 71 deletions
+20
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@@ -1068,6 +1068,26 @@ enum Offsets {
// With `requestIfMissing=false`, returns NULL if not in cache (no server
// round-trip) — exactly the "instant" semantics we want.
FUN_DBCACHE_ITEMSTATS_GET_RECORD = 0x0055BA30,
// Item-cache response handler — the function called from
// `0x00555140` (success path for `SMSG_ITEM_QUERY_SINGLE_RESPONSE`)
// and `0x00555160` (failure path). Parses one or more itemIDs out
// of the packet, looks up (or creates) the cache entry per ID,
// copies the item data block via `FUN_007c9640` to `entry+0x18`,
// sets `[entry+0x1F0]=1` (the loaded byte), then walks the entry's
// pending callback list at `[entry+0x1FC]` and invokes each with
// `(userData, success)`. High-bit-on itemID in the packet signals
// a per-item failure for the batch.
//
// We hook this to observe any item-cache fill the engine performs
// — covers the engine's natural inventory prefetch and any
// addon-triggered queries without having to register our own
// engine callbacks. Lets `RequestLoadItemData` be purely passive:
// we track itemIDs, the engine (or whoever) issues the query, we
// see the fill via this hook and fire `ITEM_DATA_LOAD_RESULT`.
//
// Signature: `__thiscall(void *cache, void *packetReader, int flag)`.
// `cache` is the same `VAR_ITEMDB_CACHE` we already use.
FUN_ITEMSTATS_CACHE_RESPONSE = 0x0055BDB0,
// ItemStats_C field offsets we read. Full struct layout in
// VanillaHelpers's `Game.h` (`struct ItemStats_C`); we only need these.
OFF_ITEMSTATS_CLASS = 0x00,
+16
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@@ -74,6 +74,22 @@ inline void Fire(int eventID, const char *format, Args... args) {
fn(eventID, format, args...);
}
// Convenience for the modern WoW `(id: number, success: bool)` event
// shape (ITEM_DATA_LOAD_RESULT, GET_ITEM_INFO_RECEIVED,
// QUEST_DATA_LOAD_RESULT, …). The engine's printf-style dispatcher has
// no `%b`, so a naive `%d%d` with `0` for failure surfaces `arg2 = 0` —
// truthy in Lua, breaking the canonical `if success then` branch. We
// push `1` for success and `nil` for failure instead, leaning on the
// engine's `lua_pushstring(L, NULL) → lua_pushnil` tail-jump so the
// dispatcher itself emits the nil without any pre-staging. Lua handlers
// can then use the natural idiom: nil is falsy, `1` is truthy.
inline void FireIdSuccess(int eventID, int id, bool success) {
if (success)
Fire(eventID, "%d%d", id, 1);
else
Fire(eventID, "%d%s", id, static_cast<const char *>(nullptr));
}
// Internal: try to claim a slot for every reservation that's still
// unclaimed (`slot < 0`). Called from the `Frame::RegisterEvent` hook
// in DllMain — every time Lua calls `frame:RegisterEvent(...)`, we
+143 -28
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@@ -17,6 +17,7 @@
#include "item/Arg.h"
#include "item/Data.h"
#include "item/Location.h"
#include "tick/WorldTick.h"
#include <cstdint>
@@ -52,16 +53,14 @@ static constexpr const char *kGetItemInfoReceived = "GET_ITEM_INFO_RECEIVED";
static const Event::Custom::AutoReserve _reserveItemDataLoadResult{kItemDataLoadResult};
static const Event::Custom::AutoReserve _reserveGetItemInfoReceived{kGetItemInfoReceived};
static void FireGetItemInfoReceived(int itemID, int success) {
const int slot = Event::Custom::Lookup(kGetItemInfoReceived);
if (slot >= 0)
Event::Custom::Fire(slot, "%d%d", itemID, success);
static void FireGetItemInfoReceived(int itemID, bool success) {
Event::Custom::FireIdSuccess(Event::Custom::Lookup(kGetItemInfoReceived),
itemID, success);
}
static void FireItemDataLoadResult(int itemID, int success) {
const int slot = Event::Custom::Lookup(kItemDataLoadResult);
if (slot >= 0)
Event::Custom::Fire(slot, "%d%d", itemID, success);
static void FireItemDataLoadResult(int itemID, bool success) {
Event::Custom::FireIdSuccess(Event::Custom::Lookup(kItemDataLoadResult),
itemID, success);
}
// Engine callback for **implicit** cache fills (transparent warmup
@@ -76,16 +75,7 @@ static void FireItemDataLoadResult(int itemID, int success) {
// callback would crash the engine, so stdcall is verified by induction.
static void __stdcall ItemLoadCallback_Implicit(void *userData, int success) {
const auto itemID = static_cast<int>(reinterpret_cast<uintptr_t>(userData));
FireGetItemInfoReceived(itemID, static_cast<int>(success != 0));
}
// Engine callback for **explicit** cache fills (player-side
// `C_Item.RequestLoadItemData(ByID)` calls). Fires ITEM_DATA_LOAD_RESULT
// only — the implicit GET_ITEM_INFO_RECEIVED path is for ambient cache
// fills, not for callers who explicitly asked.
static void __stdcall ItemLoadCallback_Explicit(void *userData, int success) {
const auto itemID = static_cast<int>(reinterpret_cast<uintptr_t>(userData));
FireItemDataLoadResult(itemID, static_cast<int>(success != 0));
FireGetItemInfoReceived(itemID, success != 0);
}
using ItemLoadCallback_t = void(__stdcall *)(void *userData, int success);
@@ -148,18 +138,143 @@ static int __fastcall Script_IsItemDataCached(void *L) {
return 1;
}
// Explicit-request path: kicks off the cache fill via the explicit
// callback (which fires ITEM_DATA_LOAD_RESULT). If the item is already
// cached, the engine won't invoke our callback — synthesize the event
// so addons get the same notification regardless of cache state,
// matching modern `C_Item.RequestLoadItemData(ByID)` semantics.
static void RequestAndMaybeNotify(uint32_t itemID) {
const bool wasCached = (CacheFetch(itemID, nullptr) != nullptr);
CacheFetch(itemID, &ItemLoadCallback_Explicit);
if (wasCached)
FireItemDataLoadResult(static_cast<int>(itemID), 1);
// Pending explicit-request tracking. We deliberately do NOT eagerly
// create cache entries when an addon calls `C_Item.RequestLoadItemData`
// at addon-load / PLAYER_ENTERING_WORLD time — empirically (pfQuest),
// pre-creating the entry blocks the engine's natural prefetch path
// from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The entry stays in a
// permanently-pending state because nothing ever sends the query.
//
// Instead we hook the engine's item-cache response handler at
// `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that fills cache
// entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`). After the engine
// finishes filling any entries and walking its own callback lists,
// we sweep our pending set and fire `ITEM_DATA_LOAD_RESULT(itemID, 1)`
// for any tracked items that now resolve. The engine's natural
// prefetch (for player-inventory items) takes care of the actual
// `SMSG_ITEM_QUERY_SINGLE` for us.
//
// For items the engine *doesn't* naturally prefetch (e.g. quest
// reward IDs the player has never owned), we escalate after
// `kEscalateTicks` by issuing our own `CacheFetch` with a no-op
// callback — that creates the entry and queues the query, and the
// response handler hook still fires our event when the data lands.
// `kMaxWaitTicks` is the hard timeout that gives up and fires
// `ITEM_DATA_LOAD_RESULT(itemID, nil)`.
struct Pending {
uint32_t itemID;
int ticksWaiting;
bool requestIssued;
};
constexpr int kMaxPending = 64;
constexpr int kEscalateTicks = 60;
constexpr int kMaxWaitTicks = 1200;
static Pending g_pending[kMaxPending];
static int g_pendingCount = 0;
static int FindPending(uint32_t itemID) {
for (int i = 0; i < g_pendingCount; ++i) {
if (g_pending[i].itemID == itemID)
return i;
}
return -1;
}
static void RemovePendingAt(int idx) {
--g_pendingCount;
if (idx != g_pendingCount)
g_pending[idx] = g_pending[g_pendingCount];
}
// No-op callback for the escalation path — we just need a non-null
// callback pointer so the engine's `_GetRecord` queues the query.
// The response handler hook will detect the fill and fire the event;
// this callback doesn't need to do anything.
static void __stdcall ItemLoadCallback_NoOp(void * /*userData*/, int /*success*/) {}
static void RequestAndMaybeNotify(uint32_t itemID) {
// Already loaded — fire success synchronously.
if (CacheFetch(itemID, nullptr) != nullptr) {
FireItemDataLoadResult(static_cast<int>(itemID), true);
return;
}
// Already tracking — second request just dedups.
if (FindPending(itemID) >= 0)
return;
if (g_pendingCount >= kMaxPending)
return;
g_pending[g_pendingCount].itemID = itemID;
g_pending[g_pendingCount].ticksWaiting = 0;
g_pending[g_pendingCount].requestIssued = false;
++g_pendingCount;
}
// Response handler hook. After the engine fills cache entries from
// `SMSG_ITEM_QUERY_SINGLE_RESPONSE` and walks the per-entry callback
// lists, we sweep `g_pending` for anything now-loaded and fire the
// event. This is the engine-aligned alternative to per-tick polling:
// we observe fills exactly when they happen, with zero added latency
// and no risk of racing the engine's own callback walk.
//
// `__thiscall` is mimicked as `__fastcall(ecx, edx_unused, ...)` per
// the convention used elsewhere in this codebase (see
// `KeyringDescChange_h`, `FrameRegisterEvent_h`).
using ItemStatsCacheResponse_t = void(__thiscall *)(void *cache, void *packetReader, int flag);
static ItemStatsCacheResponse_t ItemStatsCacheResponse_o = nullptr;
static void __fastcall ItemStatsCacheResponse_h(void *cache, void * /*edx_unused*/,
void *packetReader, int flag) {
using Trampoline_t = void(__fastcall *)(void *cache, void *edx, void *packetReader, int flag);
reinterpret_cast<Trampoline_t>(ItemStatsCacheResponse_o)(cache, nullptr, packetReader, flag);
// Sweep pending — the engine just finished filling any matching
// entries. Peek (no callback) returns non-null iff the entry's
// loaded flag is set.
for (int i = 0; i < g_pendingCount;) {
const uint32_t itemID = g_pending[i].itemID;
if (CacheFetch(itemID, nullptr) != nullptr) {
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), true);
continue;
}
++i;
}
}
static const Game::HookAutoRegister _hookCacheResponse{
Offsets::FUN_ITEMSTATS_CACHE_RESPONSE,
reinterpret_cast<void *>(&ItemStatsCacheResponse_h),
reinterpret_cast<void **>(&ItemStatsCacheResponse_o)};
// Escalation + timeout. The hook covers the happy path (engine fills
// cache → we fire). This tick is only responsible for:
// 1. Issuing a query for items the engine doesn't naturally prefetch
// (e.g. quest rewards) — wait `kEscalateTicks` so we don't race
// the engine's startup-time state machine, then call CacheFetch
// with a no-op callback. The engine sends the SMSG, the response
// handler hook fires the event when the response lands.
// 2. Giving up after `kMaxWaitTicks` for items that never resolve
// (bad itemID, server doesn't respond, etc.) — fire failure.
static void OnWorldTick() {
for (int i = 0; i < g_pendingCount;) {
if (!g_pending[i].requestIssued && g_pending[i].ticksWaiting >= kEscalateTicks) {
CacheFetch(g_pending[i].itemID, &ItemLoadCallback_NoOp);
g_pending[i].requestIssued = true;
}
if (g_pending[i].ticksWaiting >= kMaxWaitTicks) {
const uint32_t itemID = g_pending[i].itemID;
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), false);
continue;
}
++g_pending[i].ticksWaiting;
++i;
}
}
static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// Public C++ API — see Item/Data.h. Implicit (transparent) warmup
// path used by the `Script_GetItemInfo` hook and `SetItemByID`. Fires
// the cache request only if the item isn't already cached; uses the
+22 -33
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@@ -14,28 +14,12 @@
#include "Game.h"
#include "Offsets.h"
#include "item/Arg.h"
#include "item/Data.h"
#include "item/Location.h"
#include <cstdint>
namespace Item::Exists {
namespace {
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
const uint64_t *guid, void *callback,
void *userData, int unused);
const uint8_t *PeekItemRecord(uint32_t itemID) {
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
const uint64_t zeroGuid = 0;
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
}
} // namespace
// `C_Item.DoesItemExist(itemLocation)` — true iff the location resolves
// to a populated inventory slot on the active player. Equipment-slot
// locations check the character pane; bag-slot locations walk the
@@ -51,27 +35,32 @@ static int __fastcall Script_C_Item_DoesItemExist(void *L) {
return 1;
}
// `C_Item.DoesItemExistByID(itemInfo)` — true iff the cache currently
// has data for this itemID (i.e. `GetItemInfo` would return non-nil
// right now). Same semantics as the modern function and the existing
// Lua shim: cache miss → false, but we kick off the network query
// so a subsequent call after `GET_ITEM_INFO_RECEIVED` will succeed.
// `C_Item.DoesItemExistByID(itemInfo)` — true if `itemID` looks like a
// valid item identifier. Modern WoW answers from the client-side item
// database (Item-sparse.db2) and is independent of whether the network
// cache has been warmed yet. 1.12 has no client-side DB, so we
// optimistically accept any positive itemID; callers needing the
// "is the cache populated?" check should use `IsItemDataCachedByID`.
//
// This split matters for `ItemMixin:IsItemEmpty` (FrameXML ItemUtil),
// which uses `DoesItemExistByID` to gate `ContinueOnItemLoad` — the
// whole point of `ContinueOnItemLoad` is to wait for an uncached item
// to load, so the existence check must succeed for items that aren't
// in the cache yet.
//
// We deliberately do NOT auto-warm the cache here. Existence is a pure
// query about the ID, not a load request — and during early-login
// (cold WDB, pfQuest's PLAYER_ENTERING_WORLD path) a spurious cache
// touch can race the engine's natural inventory prefetch and leave the
// item stuck. Callers wanting to actually load data should use
// `RequestLoadItemDataByID`; passive readers (`GetItemInfo`,
// `GetItemNameByID`) already warm on their own miss path.
//
// Accepts numeric itemID or `"item:NNN..."` string (including full
// chat links). Returns false for any input we can't resolve to an
// itemID; never raises.
// chat links); never raises.
static int __fastcall Script_C_Item_DoesItemExistByID(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
if (PeekItemRecord(static_cast<uint32_t>(itemID)) == nullptr) {
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, 0);
return 1;
}
Game::Lua::PushBoolean(L, 1);
Game::Lua::PushBoolean(L, itemID > 0);
return 1;
}
+20 -3
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@@ -93,13 +93,31 @@ static bool BuildIconPath(uint32_t displayInfoID, char *out, size_t outSize) {
return true;
}
// `GetItemInfoInstant` is the modern "synchronous, never blocks" item
// info call. In modern WoW the trailing 6 fields come from client-side
// `Item-sparse.db2` and so the call always returns the full 7-tuple.
// 1.12 has no client-side item DB — those fields live only in the
// network-fed `DBCache_ItemStats`. We mirror the contract by:
// - always returning the itemID (echoed from input) so callers using
// `GetItemInfoInstant(link_or_id)` as an ID extractor never see nil
// - returning the remaining 6 fields from the cache when present,
// nil when not (preserving the 7-tuple shape)
// - not warming the cache; "Instant" implies no side effects. Callers
// that need the full info should use `GetItemInfo`, which already
// triggers the warmup via the `Script_GetItemInfo` hook.
static int __fastcall Script_GetItemInfoInstant(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(itemID));
const uint8_t *record = FetchItemRecord(static_cast<uint32_t>(itemID));
if (record == nullptr)
return 0;
if (record == nullptr) {
for (int i = 0; i < 6; ++i)
Game::Lua::PushNil(L);
return 7;
}
const uint32_t classID =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_ITEMSTATS_CLASS);
@@ -114,7 +132,6 @@ static int __fastcall Script_GetItemInfoInstant(void *L) {
if (!BuildIconPath(displayInfoID, iconPath, sizeof(iconPath)))
iconPath[0] = 0;
Game::Lua::PushNumber(L, static_cast<double>(itemID));
Game::Lua::PushString(L, LookupItemClassName(classID));
Game::Lua::PushString(L, LookupItemSubClassName(classID, subClassID));
Game::Lua::PushString(L, LookupInvType(invType));
+4 -7
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@@ -31,12 +31,10 @@ static const Event::Custom::AutoReserve _reserveQuestDataLoadResult{kQuestDataLo
// `ret 8` cleans both args. We encode the questID into `userData` at
// request time so the callback knows which quest completed.
static void __stdcall QuestLoadCallback(void *userData, int success) {
const int slot = Event::Custom::Lookup(kQuestDataLoadResult);
if (slot < 0)
return;
const auto questID =
static_cast<int>(reinterpret_cast<uintptr_t>(userData));
Event::Custom::Fire(slot, "%d%d", questID, static_cast<int>(success != 0));
Event::Custom::FireIdSuccess(Event::Custom::Lookup(kQuestDataLoadResult),
questID, success != 0);
}
static void RequestAndMaybeNotify(uint32_t questID) {
@@ -47,9 +45,8 @@ static void RequestAndMaybeNotify(uint32_t questID) {
// invoking our callback. Fire the event ourselves so addons get the
// notification regardless of cache state, matching modern semantics.
if (wasCached) {
const int slot = Event::Custom::Lookup(kQuestDataLoadResult);
if (slot >= 0)
Event::Custom::Fire(slot, "%d%d", static_cast<int>(questID), 1);
Event::Custom::FireIdSuccess(Event::Custom::Lookup(kQuestDataLoadResult),
static_cast<int>(questID), true);
}
}