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7f52afeef4 |
@@ -97,12 +97,28 @@ jobs:
|
||||
- name: Build
|
||||
run: cmake --build build --config Release
|
||||
|
||||
# Dev builds carry their own symbols. With the PDB sitting next to the DLL
|
||||
# the client's crash handler resolves our frames to file and line — a
|
||||
# tester's log reads `Texture::Mask::PrimIndexed_h+12 (Mask.cpp,246)`
|
||||
# instead of a bare address — and the map resolves `0001:offset` addresses
|
||||
# by hand when there is no dump. Both match THIS build and nothing else,
|
||||
# which is why they travel with it rather than being rebuilt later from the
|
||||
# same commit. Unlike the release bundle these need no off-putting name:
|
||||
# the artifact is behind the Actions UI, so whoever downloads it is already
|
||||
# the audience for symbols.
|
||||
- name: Upload artifact
|
||||
if: steps.ver.outputs.is_release != 'true'
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ClassicAPI-${{ github.sha }}
|
||||
path: build/Release/ClassicAPI.dll
|
||||
# Shared parent is build/Release, so all three land at the zip root.
|
||||
path: |
|
||||
build/Release/ClassicAPI.dll
|
||||
build/Release/ClassicAPI.pdb
|
||||
build/Release/ClassicAPI.map
|
||||
# A symbol-less artifact looks identical to a good one until someone
|
||||
# needs a stack out of it, so fail the build instead of warning.
|
||||
if-no-files-found: error
|
||||
|
||||
# Bundle both debug artifacts into one zip so a crash from a shipped DLL
|
||||
# can be triaged exactly. The PDB gives WinDbg/x64dbg/VS a line-level
|
||||
|
||||
@@ -43,6 +43,7 @@ Util\Rectangle.lua
|
||||
Util\Vector2D.lua
|
||||
Util\Vector3D.lua
|
||||
Util\Vector4D.lua
|
||||
Util\UiMapPoint.lua
|
||||
Util\UIParent.lua
|
||||
Util\AuraDurationModifiers.lua
|
||||
Util\AuraUtil.lua
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
if C_AddOns.DoesAddOnExist('pfUI') then
|
||||
EventUtil.ContinueOnAddOnLoaded('pfUI', function()
|
||||
-- A pfUI that sets `handlesHookScript` was written against our
|
||||
-- additions and manages them itself, so none of the shims below apply
|
||||
-- to it.
|
||||
if pfUI.handlesHookScript then return end
|
||||
|
||||
-- pfUI\pfUI.lua redeclares the RAID_CLASS_COLORS object at least 14 times (insane!!)
|
||||
-- This stops it from replacing all our ColorMixin values
|
||||
pfUI.UpdateColors = function() end
|
||||
@@ -17,13 +22,12 @@ if C_AddOns.DoesAddOnExist('pfUI') then
|
||||
-- CreateFrame to shadow HookScript with a falsy field so those forks
|
||||
-- fall back to their vanilla SetScript path. The wrapper is removed as
|
||||
-- soon as the actionbar module finishes loading so it affects nothing
|
||||
-- else. A pfUI is trusted to handle HookScript itself if EITHER signal
|
||||
-- is present: the maintained "brues" X-Website tag OR the
|
||||
-- `pfUI.handlesHookScript` capability flag. Without the website the
|
||||
-- flag is required; if neither is present we apply the shim.
|
||||
-- else. The maintained "brues" fork, identified by its X-Website tag,
|
||||
-- handles HookScript on its own buttons and is exempt from this part;
|
||||
-- every other fork gets the shim.
|
||||
local website = GetAddOnMetadata("pfUI", "X-Website")
|
||||
local hasBruesWebsite = website and strfind(website, 'brues')
|
||||
if not hasBruesWebsite and not pfUI.handlesHookScript then
|
||||
if not hasBruesWebsite then
|
||||
local _createFrame = CreateFrame
|
||||
local HookedCreateFrame = function(frameType, name, parent, template)
|
||||
local frame = _createFrame(frameType, name, parent, template)
|
||||
@@ -43,13 +47,10 @@ if C_AddOns.DoesAddOnExist('pfUI') then
|
||||
end)
|
||||
end
|
||||
|
||||
if C_AddOns.DoesAddOnExist("SpecialTalentUI") then
|
||||
EventUtil.ContinueOnAddOnLoaded("SpecialTalentUI", CAPI_ApplyStandardColorGlobals)
|
||||
end
|
||||
|
||||
-- ShaguTweaks libpredict register's TBC events that ClassicAPI backports.
|
||||
if C_AddOns.DoesAddOnExist("ShaguTweaks") then
|
||||
EventUtil.ContinueOnAddOnLoaded("ShaguTweaks", function()
|
||||
if not ShaguTweaks or (ShaguTweaks.API and ShaguTweaks.API.classicapi_version) then return end
|
||||
local libp = ShaguTweaks.libpredict
|
||||
if libp then
|
||||
libp.sender:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
|
||||
@@ -79,6 +80,53 @@ end
|
||||
|
||||
CAPI_MouseoverClearedCompat(GameTooltip)
|
||||
|
||||
-- Restores vanilla calling for ONE frame's script handler. Our DLL hands script
|
||||
-- handlers modern positional arguments (`self`, then the event's own args) on
|
||||
-- top of the `this` / `arg1` globals vanilla uses. That is additive for a
|
||||
-- handler declared `function()`, but a handler declared with a parameter of its
|
||||
-- own -- one written to be BOTH called directly and used as a script -- now
|
||||
-- receives `self` in that parameter instead of the nil it was written for.
|
||||
--
|
||||
-- The wrapper below takes no parameters, so those extra arguments stop here,
|
||||
-- and the original runs with the empty argument list vanilla gave it. The
|
||||
-- globals are untouched by the nesting, so the handler still reads `this` and
|
||||
-- `event` normally.
|
||||
function CAPI_VanillaScriptArgsCompat(frame, script)
|
||||
if not frame then return end
|
||||
local original = frame:GetScript(script)
|
||||
if not original then return end
|
||||
frame:SetScript(script, function()
|
||||
original()
|
||||
end)
|
||||
end
|
||||
|
||||
-- LunaUnitFrames sets `SetupGroupHeader(groupType)` as its group headers'
|
||||
-- OnEvent while also calling it directly with a group name. As a handler it
|
||||
-- expects `groupType` to be nil so it falls back to `this.unitGroup`. Given
|
||||
-- `self` instead, it looks the header up by frame rather than by name, finds
|
||||
-- nothing, and indexes nil (units.lua:358, issue #41). Its raid counterpart
|
||||
-- takes the header frame itself, so `self` is already what it wants -- only the
|
||||
-- group headers need this.
|
||||
if C_AddOns.DoesAddOnExist("LunaUnitFrames") then
|
||||
EventUtil.ContinueOnAddOnLoaded("LunaUnitFrames", function()
|
||||
if not (LunaUF and LunaUF.Units) then return end
|
||||
|
||||
local function FixGroupHeader(unit)
|
||||
CAPI_VanillaScriptArgsCompat(getglobal("LUFHeader" .. (unit or "")),
|
||||
"OnEvent")
|
||||
end
|
||||
|
||||
-- Headers are built on demand, so cover the ones already up and every
|
||||
-- one created later.
|
||||
FixGroupHeader("party")
|
||||
FixGroupHeader("partytarget")
|
||||
FixGroupHeader("partypet")
|
||||
hooksecurefunc(LunaUF.Units, "LoadGroupHeader", function(self, unit)
|
||||
FixGroupHeader(unit)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
if C_AddOns.DoesAddOnExist("Puppeteer") then
|
||||
EventUtil.ContinueOnAddOnLoaded("Puppeteer", function()
|
||||
CAPI_MouseoverClearedCompat(PTEnemyUpdater)
|
||||
@@ -97,3 +145,113 @@ end
|
||||
if C_AddOns.DoesAddOnExist("Cartographer") and not WorldMapDeathRelease then
|
||||
CreateFrame("Button", "WorldMapDeathRelease", WorldMapButton or UIParent):Hide()
|
||||
end
|
||||
|
||||
-- ModernSpellBook (Spellbook\MSB_Spellbook.lua) re-hooks its "show all ranks"
|
||||
-- checkbox by calling HookScript as a GLOBAL -- HookScript(frame, "OnClick",
|
||||
-- handler). That global never existed on any client: HookScript has always
|
||||
-- been the widget method frame:HookScript, which our DLL provides. MSB even
|
||||
-- guards the call with `if checkbox.HookScript` (the method IS present), then
|
||||
-- calls the global (nil) -> "attempt to call global 'HookScript'". Define the
|
||||
-- global so the call resolves, forwarding to the method. Gated on the addon
|
||||
-- being present so the global namespace stays clean otherwise.
|
||||
if C_AddOns.DoesAddOnExist("ModernSpellBook") and not HookScript then
|
||||
function HookScript(frame, script, handler)
|
||||
if frame and frame.HookScript then
|
||||
frame:HookScript(script, handler)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Compost-2.0 (rev 17406+, bundled by BigWigs among others) replaces most of
|
||||
-- its own body with stubs once it believes it is on Lua 5.1, on the reasoning
|
||||
-- that table recycling is pointless when the collector already does it:
|
||||
--
|
||||
-- local lua51 = loadstring("return function(...) return ... end") and true or false
|
||||
-- ...
|
||||
-- if lua51 then function lib:Erase() return {} end
|
||||
-- else function lib:Erase(t) --[[ clears t in place ]] end
|
||||
--
|
||||
-- Our 5.1 syntax backport makes that probe pass, so the stubs win. For
|
||||
-- GetTable and Reclaim that is harmless -- both are pure recycling hints. Erase
|
||||
-- is not: callers hand it a live table and expect its keys gone. The stub takes
|
||||
-- no parameter at all, so every `compost:Erase(t)` that clears in place (rather
|
||||
-- than assigning the returned table) silently stops clearing.
|
||||
--
|
||||
-- Puppeteer is the reported casualty. PTUnit:ClearAuras erases its
|
||||
-- TrackedDebuffTypes, AfflictedDebuffTypes and aura-ID sets in place, so a
|
||||
-- dispel type never leaves the set once applied: a cursed raid member keeps its
|
||||
-- debuff colour after the curse is cleaned, and HasDebuffID answers true for
|
||||
-- auras that are long gone. It takes a second addon shipping the newer Compost
|
||||
-- to show up, because AceLibrary arbitrates on the highest $Revision and
|
||||
-- ignores load order -- so a lone Puppeteer keeps its own working rev 11579.
|
||||
--
|
||||
-- Restore an in-place Erase matching the pre-stub body. Probed by behavior
|
||||
-- rather than by revision or addon name, so a Compost that already clears is
|
||||
-- left alone.
|
||||
--
|
||||
-- Re-checked on every ADDON_LOADED rather than once, because AceLibrary can
|
||||
-- upgrade a library at any point during load -- including from an addon loaded
|
||||
-- on demand mid-session -- and an upgrade installs the new copy's functions
|
||||
-- over ours. We cannot simply wait for a late event either, since this addon
|
||||
-- loads first and AceLibrary does not exist yet at that point.
|
||||
--
|
||||
-- Repeating is cheap because the verdict is cached against the function that
|
||||
-- earned it: a check settles to two identity comparisons once the live Erase
|
||||
-- has been either vetted or replaced, and only an Erase we have never seen
|
||||
-- costs a probe. The probe table is reused across checks (refilled each time,
|
||||
-- so leftover state cannot skew the answer) rather than built per check.
|
||||
local compostProbe = {}
|
||||
local vettedErase
|
||||
|
||||
local function EraseInPlace(self, t)
|
||||
if type(t) ~= "table" then return end
|
||||
setmetatable(t, nil)
|
||||
for k in pairs(t) do
|
||||
t[k] = nil
|
||||
end
|
||||
table.setn(t, 0)
|
||||
return t
|
||||
end
|
||||
|
||||
local function EnsureCompostErasesInPlace()
|
||||
if not (AceLibrary and AceLibrary.HasInstance
|
||||
and AceLibrary:HasInstance("Compost-2.0")) then
|
||||
return
|
||||
end
|
||||
|
||||
local compost = AceLibrary("Compost-2.0")
|
||||
if compost.Erase == EraseInPlace or compost.Erase == vettedErase then
|
||||
return
|
||||
end
|
||||
|
||||
compostProbe[1] = "array"
|
||||
compostProbe.key = "hash"
|
||||
compost:Erase(compostProbe)
|
||||
if next(compostProbe) == nil then
|
||||
vettedErase = compost.Erase -- clears in place; leave it alone
|
||||
return
|
||||
end
|
||||
|
||||
compost.Erase = EraseInPlace
|
||||
end
|
||||
|
||||
EventRegistry:RegisterFrameEventAndCallback("ADDON_LOADED",
|
||||
EnsureCompostErasesInPlace)
|
||||
EventRegistry:RegisterFrameEventAndCallback("PLAYER_LOGIN",
|
||||
EnsureCompostErasesInPlace)
|
||||
EnsureCompostErasesInPlace()
|
||||
|
||||
-- Some addons carry a copy of Blizzard's own color definitions -- a plain
|
||||
-- `NORMAL_FONT_COLOR = {r=1.0, g=0.82, b=0}` and its friends -- and assign
|
||||
-- them at file scope. That takes ColorMixin off those globals for every addon
|
||||
-- that loads later, which is what breaks pfUI's who list when it calls
|
||||
-- `NORMAL_FONT_COLOR:GetRGB()` (brues-code/pfUI#56).
|
||||
--
|
||||
-- Re-apply after each addon loads, so a clobbered color is repaired before the
|
||||
-- next addon reads it. This also covers an addon loaded on demand mid-session.
|
||||
-- The pass mixes the methods back into the table that is there, and costs one
|
||||
-- lookup per color when nothing is broken.
|
||||
EventRegistry:RegisterFrameEventAndCallback("ADDON_LOADED",
|
||||
CAPI_ApplyStandardColorGlobals)
|
||||
EventRegistry:RegisterFrameEventAndCallback("PLAYER_LOGIN",
|
||||
CAPI_ApplyStandardColorGlobals)
|
||||
|
||||
@@ -14,24 +14,61 @@
|
||||
-- * FindAuraByName(auraName, unit, filter)
|
||||
-- * UnpackAuraData(auraData)
|
||||
--
|
||||
-- Iteration batches through C_UnitAuras.GetAuraSlots + a by-slot fetch
|
||||
-- (continuation tokens), exactly as retail's does: one enumeration per batch,
|
||||
-- then a direct fetch per aura -- linear in the aura count. The by-index getters
|
||||
-- (GetAuraDataByIndex / UnitAura) re-walk the aura array from slot 0 on every
|
||||
-- call, so iterating by index is quadratic; don't go back to it here.
|
||||
--
|
||||
-- Two deliberate differences from that source:
|
||||
-- 1. Retail's ForEachAura/FindAura batch through GetAuraSlots / GetAuraDataBySlot
|
||||
-- (continuation tokens) -- 1.12 has no slot-batching API, so the bodies here
|
||||
-- iterate by index (1, 2, ...) until the accessor returns no aura. Same public
|
||||
-- contract, different internals.
|
||||
-- 2. The non-packed ForEachAura and FindAura source each aura from the positional
|
||||
-- C_UnitAuras.UnitAura (no table), so both are zero-allocation here -- FindAura
|
||||
-- in particular, where the retail version allocates a table per aura scanned.
|
||||
-- 1. Retail's helpers receive GetAuraSlots' return list as varargs
|
||||
-- (ForEachAuraHelper / FindAuraRecurse). Lua 5.0 builds an `arg` table for
|
||||
-- EVERY vararg call, so that shape allocates one table per batch here --
|
||||
-- exactly the per-frame garbage this library exists to avoid. We use
|
||||
-- GetAuraSlots' fill-a-table form instead (a table as its 5th argument,
|
||||
-- a ClassicAPI extension): the slot ids land in a reusable buffer and the
|
||||
-- call returns `continuationToken, n`. No vararg frame anywhere.
|
||||
-- 2. The non-packed ForEachAura and FindAura fetch each aura through the
|
||||
-- positional C_UnitAuras.UnitAuraBySlot (no table), the way retail's
|
||||
-- AuraUtil did before it retired the positional by-slot accessor. So both
|
||||
-- are zero-allocation here -- FindAura in particular, where the current
|
||||
-- retail version allocates a table per aura scanned.
|
||||
--
|
||||
-- The comparator / dispel-priority / border helpers (DefaultAuraCompare,
|
||||
-- UnitFrameDebuffComparator, ShouldDisplayDebuff, SetAuraBorder*, IsPriorityDebuff)
|
||||
-- are NOT ported: they depend on isPriorityAura / auraInstanceID / the aura
|
||||
-- visualization pipeline / secure-call machinery, none of which exist on 1.12.
|
||||
|
||||
local UnitAura = C_UnitAuras.UnitAura
|
||||
local GetAuraSlots = C_UnitAuras.GetAuraSlots
|
||||
local GetAuraDataBySlot = C_UnitAuras.GetAuraDataBySlot
|
||||
local UnitAuraBySlot = C_UnitAuras.UnitAuraBySlot
|
||||
|
||||
AuraUtil = AuraUtil or {};
|
||||
|
||||
-- Slot-id buffers for GetAuraSlots' fill form, one per nesting level: a `func`
|
||||
-- or `predicate` that itself iterates another unit's auras gets its own buffer
|
||||
-- instead of clobbering the outer scan's. Costs one table per nesting level for
|
||||
-- the session (retail's varargs are re-entrant for free; ours must be explicit).
|
||||
-- An error thrown out of `func` skips the release and leaves `depth` one higher
|
||||
-- for the rest of the session -- harmless: later scans use the next buffer up,
|
||||
-- allocated once.
|
||||
local slotBufs = {};
|
||||
local depth = 0;
|
||||
|
||||
local function AcquireSlotBuf()
|
||||
depth = depth + 1;
|
||||
local buf = slotBufs[depth];
|
||||
if not buf then
|
||||
buf = {};
|
||||
slotBufs[depth] = buf;
|
||||
end
|
||||
return buf;
|
||||
end
|
||||
|
||||
local function ReleaseSlotBuf()
|
||||
depth = depth - 1;
|
||||
end
|
||||
|
||||
-- Returns the AuraData table's fields in the classic `UnitAura` positional order,
|
||||
-- for code written against that shape. Retail appends `unpack(auraData.points)`;
|
||||
-- vanilla auras carry no points, so the tuple ends at timeMod (15 values). Field
|
||||
@@ -58,66 +95,56 @@ function AuraUtil.UnpackAuraData(auraData)
|
||||
auraData.timeMod;
|
||||
end
|
||||
|
||||
-- Calls `func` for each aura on `unit` matching `filter`, in index order, until
|
||||
-- `func` returns a truthy value or the auras run out. Non-packed (default) passes
|
||||
-- the 15 positional `UnitAura` values (no table); `usePackedAura` passes the
|
||||
-- AuraData table from GetAuraDataByIndex. `batchSize <= 0` does nothing; any other
|
||||
-- value (or nil) visits every matching aura -- `batchSize` is retail's slot-batch
|
||||
-- hint, not a cap on how many auras are visited.
|
||||
-- Calls `func` for each aura on `unit` matching `filter`, in order, until `func`
|
||||
-- returns a truthy value or the auras run out. Non-packed (default) passes the 15
|
||||
-- positional `UnitAura` values (no table); `usePackedAura` passes the AuraData
|
||||
-- table. `batchSize` is the number of slots fetched per GetAuraSlots call (nil =
|
||||
-- all at once); it never caps how many auras are visited. `batchSize <= 0` does
|
||||
-- nothing.
|
||||
function AuraUtil.ForEachAura(unit, filter, batchSize, func, usePackedAura)
|
||||
if batchSize and batchSize <= 0 then
|
||||
return;
|
||||
end
|
||||
local index = 1;
|
||||
while true do
|
||||
local done;
|
||||
if usePackedAura then
|
||||
local auraData = C_UnitAuras.GetAuraDataByIndex(unit, index, filter);
|
||||
if auraData == nil then
|
||||
local buf = AcquireSlotBuf();
|
||||
local continuationToken, n;
|
||||
repeat
|
||||
continuationToken, n = GetAuraSlots(unit, filter, batchSize, continuationToken, buf);
|
||||
for i = 1, n do
|
||||
local done;
|
||||
if usePackedAura then
|
||||
done = func(GetAuraDataBySlot(unit, buf[i]));
|
||||
else
|
||||
done = func(UnitAuraBySlot(unit, buf[i]));
|
||||
end
|
||||
if done then
|
||||
ReleaseSlotBuf();
|
||||
return;
|
||||
end
|
||||
done = func(auraData);
|
||||
else
|
||||
local name, icon, count, dispelType, duration, expirationTime, source,
|
||||
isStealable, nameplateShowPersonal, spellId, canApplyAura,
|
||||
isBossDebuff, castByPlayer, nameplateShowAll, timeMod =
|
||||
UnitAura(unit, index, filter);
|
||||
if name == nil then
|
||||
return;
|
||||
end
|
||||
done = func(name, icon, count, dispelType, duration, expirationTime,
|
||||
source, isStealable, nameplateShowPersonal, spellId, canApplyAura,
|
||||
isBossDebuff, castByPlayer, nameplateShowAll, timeMod);
|
||||
end
|
||||
if done then
|
||||
return;
|
||||
end
|
||||
index = index + 1;
|
||||
end
|
||||
end
|
||||
|
||||
-- Recursive worker: `...` is the current aura's positional values (nil when the
|
||||
-- index is past the last aura). Tail-recurses to the next index. Lua 5.0 has
|
||||
-- proper tail calls, so depth is constant regardless of aura count.
|
||||
local function FindAuraRecurse(predicate, unit, filter, index, arg1, arg2, arg3, ...)
|
||||
if ... == nil then
|
||||
return nil; -- past the last aura -> not found
|
||||
end
|
||||
if predicate(arg1, arg2, arg3, ...) then
|
||||
return ...;
|
||||
end
|
||||
index = index + 1;
|
||||
return FindAuraRecurse(predicate, unit, filter, index, arg1, arg2, arg3,
|
||||
UnitAura(unit, index, filter));
|
||||
until continuationToken == nil;
|
||||
ReleaseSlotBuf();
|
||||
end
|
||||
|
||||
-- Returns the positional values of the first aura for which `predicate` returns
|
||||
-- truthy, or nil. `predicate` receives up to three caller args followed by the
|
||||
-- aura's positional values: predicate(arg1, arg2, arg3, name, icon, ...). Sources
|
||||
-- auras from the positional accessor, so no table is allocated while scanning.
|
||||
-- auras from the positional by-slot accessor, so no table is allocated while
|
||||
-- scanning.
|
||||
function AuraUtil.FindAura(predicate, unit, filter, arg1, arg2, arg3)
|
||||
return FindAuraRecurse(predicate, unit, filter, 1, arg1, arg2, arg3,
|
||||
UnitAura(unit, 1, filter));
|
||||
local buf = AcquireSlotBuf();
|
||||
local continuationToken, n;
|
||||
repeat
|
||||
continuationToken, n = GetAuraSlots(unit, filter, nil, continuationToken, buf);
|
||||
for i = 1, n do
|
||||
local slot = buf[i];
|
||||
if predicate(arg1, arg2, arg3, UnitAuraBySlot(unit, slot)) then
|
||||
ReleaseSlotBuf();
|
||||
return UnitAuraBySlot(unit, slot);
|
||||
end
|
||||
end
|
||||
until continuationToken == nil;
|
||||
ReleaseSlotBuf();
|
||||
return nil;
|
||||
end
|
||||
|
||||
-- Returns the positional values of the first aura whose name matches `auraName`,
|
||||
|
||||
@@ -81,18 +81,89 @@ function ColorMixin:WrapTextInColorTableCode(text)
|
||||
return WrapTextInColorCode(text, self:GenerateHexColor())
|
||||
end
|
||||
|
||||
for _, v in pairs(ITEM_QUALITY_COLORS) do
|
||||
v.color = CreateColor(v.r, v.g, v.b, 1)
|
||||
-- Publishes the standard color globals (NORMAL_FONT_COLOR and friends) as
|
||||
-- ColorMixin objects, the way Blizzard_SharedXMLBase/Color.lua does.
|
||||
--
|
||||
-- Runs at load and again after every addon loads (see Util/AddOnCompat.lua).
|
||||
-- An addon that carries a copy of Blizzard's own definition -- a plain
|
||||
-- `NORMAL_FONT_COLOR = {r=1.0, g=0.82, b=0}` -- assigns it over ours at file
|
||||
-- scope, and every addon that loads after it then finds a color with no
|
||||
-- methods. A later pass mixes ColorMixin INTO the table that is there instead
|
||||
-- of replacing it, so the values that addon chose stay, and each reference it
|
||||
-- gave out gets the methods too.
|
||||
--
|
||||
-- Only a color that is absent or has lost its methods is touched. A tag that
|
||||
-- holds something other than a color table belongs to some other addon, so it
|
||||
-- is left alone. A `<TAG>_CODE` string that is already set is never rewritten:
|
||||
-- FrameXML writes those together with the values they go with.
|
||||
local standardColors
|
||||
|
||||
-- True for a table that carries r/g/b numbers.
|
||||
local function HasRGB(value)
|
||||
return type(value) == "table"
|
||||
and type(value.r) == "number"
|
||||
and type(value.g) == "number"
|
||||
and type(value.b) == "number"
|
||||
end
|
||||
|
||||
function CAPI_ApplyStandardColorGlobals()
|
||||
local envTbl = _G
|
||||
for _, dbColor in ipairs(C_UIColor.GetColors()) do
|
||||
if not envTbl[dbColor.baseTag] or not envTbl[dbColor.baseTag].GetRGB then
|
||||
local color = CreateColor(dbColor.color.r, dbColor.color.g, dbColor.color.b, dbColor.color.a)
|
||||
envTbl[dbColor.baseTag] = color
|
||||
envTbl[dbColor.baseTag.."_CODE"] = color:GenerateHexColorMarkup()
|
||||
-- True for a color table that still needs the mixin.
|
||||
local function IsPlainColorTable(value)
|
||||
return HasRGB(value) and not value.GetRGB
|
||||
end
|
||||
|
||||
-- ITEM_QUALITY_COLORS is the same story with one more level: FrameXML builds
|
||||
-- each entry as a plain {r, g, b, hex} table, and the `color` object on it is
|
||||
-- ours. An addon that carries its own copy of the table takes those objects
|
||||
-- with it, so repair the entries on the same pass. Keys run from -1, so this
|
||||
-- walks the table with pairs.
|
||||
local function ApplyItemQualityColors()
|
||||
if type(ITEM_QUALITY_COLORS) ~= "table" then return end
|
||||
|
||||
for _, quality in pairs(ITEM_QUALITY_COLORS) do
|
||||
if type(quality) == "table" then
|
||||
if IsPlainColorTable(quality.color) then
|
||||
quality.color = Mixin(quality.color, ColorMixin)
|
||||
quality.color.a = quality.color.a or 1
|
||||
elseif quality.color == nil and HasRGB(quality) then
|
||||
quality.color = CreateColor(quality.r, quality.g, quality.b, 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CAPI_ApplyStandardColorGlobals()
|
||||
-- `C_UIColor.GetColors()` makes a color object for each of its 187 rows,
|
||||
-- so keep the values from the first call. Each later pass is then one
|
||||
-- lookup per tag.
|
||||
if not standardColors then
|
||||
standardColors = {}
|
||||
for _, dbColor in ipairs(C_UIColor.GetColors()) do
|
||||
table.insert(standardColors, {
|
||||
tag = dbColor.baseTag,
|
||||
r = dbColor.color.r,
|
||||
g = dbColor.color.g,
|
||||
b = dbColor.color.b,
|
||||
a = dbColor.color.a,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
for _, entry in ipairs(standardColors) do
|
||||
local current = _G[entry.tag]
|
||||
local color
|
||||
if current == nil then
|
||||
color = CreateColor(entry.r, entry.g, entry.b, entry.a)
|
||||
_G[entry.tag] = color
|
||||
elseif IsPlainColorTable(current) then
|
||||
color = Mixin(current, ColorMixin)
|
||||
color.a = color.a or 1
|
||||
end
|
||||
|
||||
if color and _G[entry.tag.."_CODE"] == nil then
|
||||
_G[entry.tag.."_CODE"] = color:GenerateHexColorMarkup()
|
||||
end
|
||||
end
|
||||
|
||||
ApplyItemQualityColors()
|
||||
end
|
||||
CAPI_ApplyStandardColorGlobals()
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
-- Only the dependency-light, commonly-called helpers are ported. Omitted:
|
||||
-- - the fade/flash functions (UIFrameFade*/UIFrameFlash*) are already
|
||||
-- native in 1.12.
|
||||
-- - RegisterFrameForUnitEvents (no RegisterUnitEvent in 1.12), and the
|
||||
-- scale/layout/secure/EventRegistry helpers (rely on APIs absent here).
|
||||
-- - the scale/layout/secure/EventRegistry helpers (rely on APIs absent
|
||||
-- here).
|
||||
|
||||
FrameUtil = FrameUtil or {};
|
||||
|
||||
@@ -14,6 +14,12 @@ function FrameUtil.RegisterFrameForEvents(frame, events)
|
||||
end
|
||||
end
|
||||
|
||||
function FrameUtil.RegisterFrameForUnitEvents(frame, events, ...)
|
||||
for i, event in ipairs(events) do
|
||||
frame:RegisterUnitEvent(event, unpack(arg));
|
||||
end
|
||||
end
|
||||
|
||||
function FrameUtil.UnregisterFrameForEvents(frame, events)
|
||||
for i, event in ipairs(events) do
|
||||
frame:UnregisterEvent(event);
|
||||
|
||||
@@ -1,101 +1,100 @@
|
||||
-- Backport of 3.3.5 FrameXML/GlobalCallbackRegistry.lua to vanilla 1.12 / Lua 5.0.
|
||||
--
|
||||
-- Implementation differences from the 3.3.5 source:
|
||||
-- - 3.3.5 ref-counts WoW frame events via a SetAttribute/OnAttributeChanged
|
||||
-- dance because attribute mutations are taint-safe in the secure-template
|
||||
-- model. 1.12 has neither secure templates nor SetAttribute on frames,
|
||||
-- so we keep an ordinary {[event]=count} table and Register/Unregister
|
||||
-- on 0<->1 transitions.
|
||||
-- Implementation notes:
|
||||
-- - 3.3.5 ref-counts frame events through a SetAttribute/OnAttributeChanged
|
||||
-- dance (attribute mutations are taint-safe under secure templates).
|
||||
-- ClassicAPI backports SetAttribute, but routing counters through it is
|
||||
-- heavier than a plain table: every set lowercases the name, runs the
|
||||
-- secure-attribute parsing, and fires OnAttributeChanged. So we keep an
|
||||
-- ordinary {[event]=count} table and Register/Unregister on 0<->1.
|
||||
-- - OnEvent takes its (self, event, ...) positionally (modern script args,
|
||||
-- on by default) and forwards straight to TriggerEvent, falling back to
|
||||
-- the event/arg globals if that switch is turned off.
|
||||
|
||||
EventRegistry = CreateFromMixins(CallbackRegistryMixin)
|
||||
EventRegistry = CreateFromMixins(CallbackRegistryMixin);
|
||||
|
||||
function EventRegistry:OnLoad()
|
||||
CallbackRegistryMixin.OnLoad(self)
|
||||
self:SetUndefinedEventsAllowed(true)
|
||||
CallbackRegistryMixin.OnLoad(self);
|
||||
self:SetUndefinedEventsAllowed(true);
|
||||
|
||||
self.eventCounts = {}
|
||||
self.frameEventFrame = CreateFrame("Frame")
|
||||
self.frameEventFrame.registry = self
|
||||
self.frameEventFrame:SetScript("OnEvent", function()
|
||||
-- 1.12 globals: `event` is the event name; `arg1..argN` are payload.
|
||||
-- We don't repack them here; CallbackRegistryMixin:TriggerEvent uses
|
||||
-- Lua-5.0 varargs, so we forward through a small wrapper.
|
||||
self:DispatchGameEvent(event, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9)
|
||||
end)
|
||||
self.eventCounts = {};
|
||||
self.frameEventFrame = CreateFrame("Frame");
|
||||
self.frameEventFrame:SetScript("OnEvent", function(frameEventFrame, evt, ...)
|
||||
if evt ~= nil then
|
||||
-- Modern positional script args (default): (self, event, payload...),
|
||||
-- forwarded with the exact arg count.
|
||||
self:TriggerEvent(evt, ...);
|
||||
else
|
||||
-- SetModernScriptArgs is off: read the event/arg globals 1.12 always
|
||||
-- sets. This path keeps the historical 9-arg cap.
|
||||
self:TriggerEvent(event, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9);
|
||||
end
|
||||
end);
|
||||
|
||||
-- Stop delivering events once logout begins: a callback firing during the
|
||||
-- engine's teardown can touch state that's already gone. A dedicated frame
|
||||
-- owns PLAYER_LOGOUT so this fires regardless of what consumers registered
|
||||
-- — folding the check into frameEventFrame's OnEvent would depend on the
|
||||
-- ref-counted event set still holding PLAYER_LOGOUT at logout time.
|
||||
self.logoutFrame = CreateFrame("Frame")
|
||||
self.logoutFrame:RegisterEvent("PLAYER_LOGOUT")
|
||||
self.logoutFrame:SetScript("OnEvent", function()
|
||||
self.frameEventFrame:UnregisterAllEvents()
|
||||
self.frameEventFrame:SetScript("OnEvent", nil)
|
||||
end)
|
||||
end
|
||||
|
||||
-- Helper so we can forward up to nine event args (the most any vanilla
|
||||
-- event currently emits) into TriggerEvent's vararg machinery.
|
||||
function EventRegistry:DispatchGameEvent(event, ...)
|
||||
self:TriggerEvent(event, unpack(arg))
|
||||
self.logoutFrame = CreateFrame("Frame");
|
||||
self.logoutFrame:RegisterEvent("PLAYER_LOGOUT");
|
||||
self.logoutFrame:SetScript("OnEvent", function()
|
||||
self.frameEventFrame:UnregisterAllEvents();
|
||||
self.frameEventFrame:SetScript("OnEvent", nil);
|
||||
end);
|
||||
end
|
||||
|
||||
function EventRegistry:RegisterFrameEvent(frameEvent)
|
||||
local n = (self.eventCounts[frameEvent] or 0) + 1
|
||||
self.eventCounts[frameEvent] = n
|
||||
if n == 1 then
|
||||
self.frameEventFrame:RegisterEvent(frameEvent)
|
||||
end
|
||||
local n = (self.eventCounts[frameEvent] or 0) + 1;
|
||||
self.eventCounts[frameEvent] = n;
|
||||
if n == 1 then
|
||||
self.frameEventFrame:RegisterEvent(frameEvent);
|
||||
end
|
||||
end
|
||||
|
||||
function EventRegistry:UnregisterFrameEvent(frameEvent)
|
||||
local n = self.eventCounts[frameEvent] or 0
|
||||
if n > 0 then
|
||||
n = n - 1
|
||||
self.eventCounts[frameEvent] = n
|
||||
if n == 0 then
|
||||
self.frameEventFrame:UnregisterEvent(frameEvent)
|
||||
end
|
||||
end
|
||||
local n = self.eventCounts[frameEvent] or 0;
|
||||
if n > 0 then
|
||||
n = n - 1;
|
||||
self.eventCounts[frameEvent] = n;
|
||||
if n == 0 then
|
||||
self.frameEventFrame:UnregisterEvent(frameEvent);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function EventRegistry:RegisterFrameEventAndCallback(frameEvent, ...)
|
||||
self:RegisterFrameEvent(frameEvent)
|
||||
return self:RegisterCallback(frameEvent, unpack(arg))
|
||||
self:RegisterFrameEvent(frameEvent);
|
||||
return self:RegisterCallback(frameEvent, ...);
|
||||
end
|
||||
|
||||
local function CreateCallbackHandle(cbr, cbrHandle, frameEvent)
|
||||
local handle = {
|
||||
Unregister = function()
|
||||
cbr:UnregisterFrameEvent(frameEvent)
|
||||
cbrHandle:Unregister()
|
||||
end,
|
||||
}
|
||||
return handle
|
||||
-- Wrapped in a table for future flexibility.
|
||||
local handle = {
|
||||
Unregister = function()
|
||||
cbr:UnregisterFrameEvent(frameEvent);
|
||||
cbrHandle:Unregister();
|
||||
end,
|
||||
};
|
||||
return handle;
|
||||
end
|
||||
|
||||
|
||||
function EventRegistry:RegisterFrameEventAndCallbackWithHandle(frameEvent, ...)
|
||||
self:RegisterFrameEvent(frameEvent)
|
||||
local cbrHandle = self:RegisterCallbackWithHandle(frameEvent, unpack(arg))
|
||||
return CreateCallbackHandle(self, cbrHandle, frameEvent)
|
||||
self:RegisterFrameEvent(frameEvent);
|
||||
local cbrHandle = self:RegisterCallbackWithHandle(frameEvent, ...);
|
||||
return CreateCallbackHandle(self, cbrHandle, frameEvent);
|
||||
end
|
||||
|
||||
function EventRegistry:UnregisterFrameEventAndCallback(frameEvent, ...)
|
||||
self:UnregisterFrameEvent(frameEvent)
|
||||
self:UnregisterCallback(frameEvent, unpack(arg))
|
||||
self:UnregisterFrameEvent(frameEvent);
|
||||
self:UnregisterCallback(frameEvent, ...);
|
||||
end
|
||||
|
||||
function EventRegistry:GetEventCounts(...)
|
||||
local counts = {}
|
||||
for i = 1, arg.n do
|
||||
local frameEvent = arg[i]
|
||||
local count = self.eventCounts[frameEvent] or "?"
|
||||
table.insert(counts, frameEvent .. " : " .. tostring(count))
|
||||
end
|
||||
local counts = {};
|
||||
for i = 1, select("#", ...) do
|
||||
local frameEvent = select(i, ...);
|
||||
local count = self.eventCounts[frameEvent] or "?";
|
||||
table.insert(counts, ("%s : %s"):format(frameEvent, tostring(count)));
|
||||
end
|
||||
|
||||
return table.concat(counts, "\n")
|
||||
return table.concat(counts, "\n");
|
||||
end
|
||||
|
||||
EventRegistry:OnLoad()
|
||||
EventRegistry:OnLoad();
|
||||
|
||||
@@ -346,6 +346,14 @@ CONDITIONS.worn = CONDITIONS.equipped;
|
||||
|
||||
local warned = {};
|
||||
|
||||
-- Keywords met during the current `ParseOptions` run that this parser does
|
||||
-- not own. A condition we cannot evaluate means the options were written for
|
||||
-- another macro parser's dialect, so the fact is recorded on the parsed
|
||||
-- clause set rather than reported here. The caller decides what to do with
|
||||
-- it: a command the player ran names the keyword, and the macro-display scan
|
||||
-- leaves the macro alone.
|
||||
local parseUnknowns;
|
||||
|
||||
-- piece -> { pred = fn, neg = bool, args = { n, [i] } or nil }
|
||||
local function ParseCondition(piece)
|
||||
local neg = false;
|
||||
@@ -368,10 +376,11 @@ local function ParseCondition(piece)
|
||||
|
||||
local pred = CONDITIONS[keyword];
|
||||
if not pred then
|
||||
if not warned[keyword] then
|
||||
warned[keyword] = true;
|
||||
print("SecureCmdOptionParse: unknown condition '" .. keyword .. "'");
|
||||
if not parseUnknowns then
|
||||
parseUnknowns = { n = 0 };
|
||||
end
|
||||
parseUnknowns.n = parseUnknowns.n + 1;
|
||||
parseUnknowns[parseUnknowns.n] = keyword;
|
||||
pred = AlwaysFalse;
|
||||
neg = false; -- an unknown keyword is a hard false
|
||||
end
|
||||
@@ -413,8 +422,10 @@ local function ParseClause(text)
|
||||
return { value = Trim(value), groups = groups };
|
||||
end
|
||||
|
||||
-- options -> { n, [i] = clause }. Splits on ';' at bracket depth 0.
|
||||
-- options -> { n, [i] = clause, unknown = { n, [i] = keyword } or nil }.
|
||||
-- Splits on ';' at bracket depth 0.
|
||||
local function ParseOptions(options)
|
||||
parseUnknowns = nil;
|
||||
local clauses = { n = 0 };
|
||||
local len = strlen(options);
|
||||
local pos = 1;
|
||||
@@ -436,6 +447,8 @@ local function ParseOptions(options)
|
||||
clauses[clauses.n] = ParseClause(strsub(options, pos, i - 1));
|
||||
pos = i + 1;
|
||||
end
|
||||
clauses.unknown = parseUnknowns;
|
||||
parseUnknowns = nil;
|
||||
return clauses;
|
||||
end
|
||||
|
||||
@@ -445,8 +458,80 @@ end
|
||||
|
||||
local cache = {};
|
||||
|
||||
-- `@unit` takes a character name as well as a token (`[target=Feral]`), and a
|
||||
-- name has to be searched for in the object manager. That search is the one
|
||||
-- expensive step here, so a pass remembers what it already found. The table
|
||||
-- is only built once a pass meets a name, and the next pass drops it: a token
|
||||
-- kept across passes could name a different unit by then.
|
||||
local passNames;
|
||||
|
||||
local function TokenForName(name)
|
||||
if passNames then
|
||||
local cached = passNames[name];
|
||||
if cached ~= nil then
|
||||
return cached or nil; -- false records "nobody there"
|
||||
end
|
||||
else
|
||||
passNames = {};
|
||||
end
|
||||
local token = UnitTokenFromName(name);
|
||||
passNames[name] = token or false;
|
||||
return token;
|
||||
end
|
||||
|
||||
-- A `@unit` piece as something the engine's unit functions accept, with no
|
||||
-- question asked about whether a unit is there. `IsUnitToken` tells a token
|
||||
-- from a name by asking the engine's own resolver, and it does not go looking
|
||||
-- for the unit -- which is what the conditions do next anyway.
|
||||
local function TokenForTarget(target)
|
||||
if IsUnitToken(target) then
|
||||
return target;
|
||||
end
|
||||
return TokenForName(target);
|
||||
end
|
||||
|
||||
-- Whether a `@unit` piece has a unit behind it right now. The pcall tells a
|
||||
-- token from a name in one step: the engine raises for a string that names no
|
||||
-- token, which is exactly the case to hand to the by-name search. That also
|
||||
-- keeps a typo failing the group instead of the caller.
|
||||
local function TargetExists(target)
|
||||
local ok, exists = pcall(UnitExists, target);
|
||||
if ok then
|
||||
return exists and true or false;
|
||||
end
|
||||
local token = TokenForName(target);
|
||||
return token ~= nil and UnitExists(token) and true or false;
|
||||
end
|
||||
|
||||
-- Targets that do not name a unit. `none` clears the target and `cursor`
|
||||
-- names a world position, so neither can be tested with UnitExists and both
|
||||
-- always pass the existence gate below.
|
||||
local NON_UNIT_TARGETS = { none = true, cursor = true };
|
||||
|
||||
local function GroupPasses(group)
|
||||
local target = group.target or "target";
|
||||
local target = group.target;
|
||||
local named = target and not NON_UNIT_TARGETS[strlower(target)];
|
||||
if group.n == 0 then
|
||||
-- A group that only names a unit (`[@mouseover]`) passes only while
|
||||
-- that unit exists, so `[@mouseover][] Spell` falls through to the
|
||||
-- next group when nothing is moused over. A bare `[]` and the
|
||||
-- non-unit targets always pass. Groups with conditions leave
|
||||
-- existence to them (`[@focus,noexists]` still works).
|
||||
if not named then
|
||||
return true;
|
||||
end
|
||||
return TargetExists(target);
|
||||
end
|
||||
if named then
|
||||
-- The conditions ask the engine about this unit, so a name has to
|
||||
-- become a token first. Existence is theirs to test, so it is not
|
||||
-- asked for here.
|
||||
target = TokenForTarget(target);
|
||||
if not target then
|
||||
return false;
|
||||
end
|
||||
end
|
||||
target = target or "target";
|
||||
for i = 1, group.n do
|
||||
local cond = group[i];
|
||||
local ok = cond.pred(target, cond.args);
|
||||
@@ -460,29 +545,56 @@ local function GroupPasses(group)
|
||||
return true;
|
||||
end
|
||||
|
||||
function SecureCmdOptionParse(options)
|
||||
-- Returns the matched value, the passing group's target, and the name of the
|
||||
-- first condition the options use that this parser does not own.
|
||||
--
|
||||
-- That third value marks the options as another macro parser's dialect. A
|
||||
-- caller that scans macro bodies it did not write passes `quiet` and reads it,
|
||||
-- so it can leave such a macro alone instead of naming a keyword the player
|
||||
-- has no reason to fix.
|
||||
function SecureCmdOptionParse(options, quiet)
|
||||
if type(options) ~= "string" then
|
||||
error("Usage: SecureCmdOptionParse(\"options\")");
|
||||
return nil; -- WoW's error() may not unwind
|
||||
end
|
||||
|
||||
-- Start of a pass: drop what the last one resolved by name. Nothing is
|
||||
-- allocated unless a name was actually met, so the all-token case (the
|
||||
-- common one, polled several times a second) costs nothing here.
|
||||
if passNames then
|
||||
passNames = nil;
|
||||
end
|
||||
|
||||
local clauses = cache[options];
|
||||
if not clauses then
|
||||
clauses = ParseOptions(options);
|
||||
cache[options] = clauses;
|
||||
end
|
||||
|
||||
-- Name each keyword once, for a caller that wants to hear about it.
|
||||
local unknown = clauses.unknown;
|
||||
if unknown and not quiet then
|
||||
for i = 1, unknown.n do
|
||||
local keyword = unknown[i];
|
||||
if not warned[keyword] then
|
||||
warned[keyword] = true;
|
||||
print("SecureCmdOptionParse: unknown condition '" .. keyword .. "'");
|
||||
end
|
||||
end
|
||||
end
|
||||
local foreign = unknown and unknown[1] or nil;
|
||||
|
||||
for i = 1, clauses.n do
|
||||
local clause = clauses[i];
|
||||
local groups = clause.groups;
|
||||
if groups.n == 0 then
|
||||
return clause.value;
|
||||
return clause.value, nil, foreign;
|
||||
end
|
||||
for j = 1, groups.n do
|
||||
if GroupPasses(groups[j]) then
|
||||
return clause.value, groups[j].target;
|
||||
return clause.value, groups[j].target, foreign;
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil;
|
||||
return nil, nil, foreign;
|
||||
end
|
||||
|
||||
@@ -6,20 +6,559 @@ function RegisterNewSlashCommand(callback, command, commandAlias)
|
||||
SlashCmdList[name] = callback;
|
||||
end
|
||||
|
||||
-- `/cast` and `/use` (the FrameXML ChatFrame.lua shape): conditionals through
|
||||
-- SecureCmdOptionParse, items before spells, `[@unit]` cast targets.
|
||||
-- A bare number is an inventory slot only when it is one (1..19); any other
|
||||
-- number is a spellID (`/cast 5019`), which the spell resolver already
|
||||
-- accepts anywhere a spell name goes.
|
||||
local INVSLOT_FIRST, INVSLOT_LAST = 1, 19;
|
||||
|
||||
function SecureCmdItemParse(item)
|
||||
if ( not item ) then
|
||||
return nil, nil, nil;
|
||||
end
|
||||
local bag, slot = string.match(item, "^(%d+)%s+(%d+)$");
|
||||
if ( not bag ) then
|
||||
slot = string.match(item, "^(%d+)$");
|
||||
if ( slot ) then
|
||||
local n = tonumber(slot);
|
||||
if ( n < INVSLOT_FIRST or n > INVSLOT_LAST ) then
|
||||
slot = nil;
|
||||
end
|
||||
end
|
||||
end
|
||||
if ( bag ) then
|
||||
item = GetContainerItemLink(bag, slot);
|
||||
elseif ( slot ) then
|
||||
item = GetInventoryItemLink("player", slot);
|
||||
end
|
||||
return item, bag, slot;
|
||||
end
|
||||
|
||||
-- A number with no bag or inventory slot behind it. `/cast 5019` names a
|
||||
-- spell, so the item lookup must never see it: an item reference reads a
|
||||
-- number as an itemID, and a carried item with that ID would be used in
|
||||
-- place of the spell.
|
||||
local function IsBareNumber(text)
|
||||
return string.match(text, "^%d+$") ~= nil;
|
||||
end
|
||||
|
||||
-- Targets that name no unit. `@cursor` names the position under the mouse,
|
||||
-- which a ground-target spell or item is placed at; `@none` asks for no unit
|
||||
-- at all, so it becomes the untargeted form of whatever verb ran.
|
||||
local NON_UNIT_TARGETS = { none = true, cursor = true };
|
||||
|
||||
-- `@unit` and `target=unit` accept a character name as well as a unit token
|
||||
-- (`[target=Feral]`), and the engine's unit functions take only tokens.
|
||||
-- Resolve once here so every command below hands them something they accept.
|
||||
-- Returns nil for a name with nobody around to match it.
|
||||
local function SecureCmdTargetUnit(target)
|
||||
if ( not target or target == "" or IsUnitToken(target) ) then
|
||||
return target;
|
||||
end
|
||||
-- Keep the non-unit targets out of the by-name search, which matches on
|
||||
-- the START of a name: `@none` would happily find a nearby Nonek.
|
||||
if ( NON_UNIT_TARGETS[strlower(target)] ) then
|
||||
return nil;
|
||||
end
|
||||
return UnitTokenFromName(target);
|
||||
end
|
||||
|
||||
-- One target normalization for every verb below: an empty target and `@none`
|
||||
-- become nil (no unit), a non-unit target keeps its own name, and anything
|
||||
-- else has to resolve to a token. Returns `false` for a name with nobody
|
||||
-- around to match it, which the callers treat as "do nothing".
|
||||
local function SecureCmdNormalizeTarget(target)
|
||||
if ( not target or target == "" ) then
|
||||
return nil;
|
||||
end
|
||||
local lower = strlower(target);
|
||||
if ( lower == "none" ) then
|
||||
return nil;
|
||||
end
|
||||
if ( NON_UNIT_TARGETS[lower] ) then
|
||||
return lower;
|
||||
end
|
||||
return SecureCmdTargetUnit(target) or false;
|
||||
end
|
||||
|
||||
-- The item a `/use` line names, in the form the three calls below take. An
|
||||
-- explicit bag or inventory slot becomes a location, which names ONE item:
|
||||
-- looking the item up by name again would take the first match anywhere, and
|
||||
-- with two stacks of the same thing that is the wrong one.
|
||||
local function SecureCmdItemLocation(name, bag, slot)
|
||||
if ( bag ) then
|
||||
return { bagID = tonumber(bag), slotIndex = tonumber(slot) };
|
||||
end
|
||||
if ( slot ) then
|
||||
return { equipmentSlotIndex = tonumber(slot) };
|
||||
end
|
||||
return name;
|
||||
end
|
||||
|
||||
function SecureCmdUseItem(name, bag, slot, target)
|
||||
local item = SecureCmdItemLocation(name, bag, slot);
|
||||
if ( not item ) then
|
||||
return;
|
||||
end
|
||||
if ( target == "cursor" ) then
|
||||
-- `@cursor` names a world position, so a ground-target item places
|
||||
-- its effect there. An item with no ground effect is used normally.
|
||||
C_Item.UseAtCursor(item);
|
||||
elseif ( target == "player" ) then
|
||||
-- `@player` drops a ground-target item at your own feet. Only your
|
||||
-- own position is offered this way; aiming one at another unit is
|
||||
-- not something you can do by hand either. An item with no ground
|
||||
-- effect is used on you, as before.
|
||||
C_Item.UseAtUnit(item, "player");
|
||||
else
|
||||
-- Every form goes through one call, so a slot is aimed at `@unit`
|
||||
-- just like a name is. `/use` also always means use: clicking a bag
|
||||
-- slot sells the item at a merchant and repairs it under the repair
|
||||
-- cursor, which a typed command should never do.
|
||||
C_Item.UseItemByName(item, target);
|
||||
end
|
||||
end
|
||||
|
||||
local function SecureCmdCast(msg)
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( not action or action == "" ) then
|
||||
return;
|
||||
end
|
||||
-- `!Name` asks for the spell to be started but never turned off, for the
|
||||
-- abilities that toggle: auto-repeat (Shoot, Auto Shot) and the self-auras
|
||||
-- (stances, aspects, seals, forms, tracking). Strip the prefix here and
|
||||
-- cast through `CastSpellNoToggle`, which asks the engine whether the
|
||||
-- ability is already up before it casts.
|
||||
local noToggle;
|
||||
if ( string.sub(action, 1, 1) == "!" ) then
|
||||
noToggle = true;
|
||||
action = string.sub(action, 2);
|
||||
if ( action == "" ) then
|
||||
return;
|
||||
end
|
||||
end
|
||||
target = SecureCmdNormalizeTarget(target);
|
||||
if ( target == false ) then
|
||||
return; -- a named unit with nobody around to match it
|
||||
end
|
||||
local name, bag, slot = SecureCmdItemParse(action);
|
||||
if ( slot or (name and not IsBareNumber(action) and C_Item.GetItemCount(name) > 0) ) then
|
||||
SecureCmdUseItem(name, bag, slot, target);
|
||||
elseif ( target == "cursor" ) then
|
||||
C_Spell.CastAtCursor(action);
|
||||
elseif ( not target or target == "target" ) then
|
||||
if ( noToggle ) then
|
||||
CastSpellNoToggle(action);
|
||||
else
|
||||
CastSpellByName(action);
|
||||
end
|
||||
elseif ( noToggle ) then
|
||||
-- Same unit rules as below: your own feet take a ground-target
|
||||
-- spell, another unit does not.
|
||||
CastSpellNoToggle(action, target, target == "player");
|
||||
elseif ( target == "player" ) then
|
||||
-- A ground-target spell lands at your own feet; a normal one is
|
||||
-- cast on you.
|
||||
C_Spell.CastAtUnit(action, target, true);
|
||||
else
|
||||
-- Any other unit has the spell cast on it, but a ground-target one
|
||||
-- is not placed there: that is aim you do not have by hand. The
|
||||
-- reticle comes up as usual.
|
||||
C_Spell.CastAtUnit(action, target, false);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["CAST"] = SecureCmdCast;
|
||||
SlashCmdList["USE"] = SecureCmdCast;
|
||||
|
||||
SlashCmdList["FOCUS"] = function(msg)
|
||||
if msg == "" then
|
||||
FocusUnit();
|
||||
else
|
||||
FocusUnit(msg);
|
||||
end
|
||||
if ( msg == "" ) then
|
||||
FocusUnit();
|
||||
else
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( action ) then
|
||||
if ( not target or target == "focus" ) then
|
||||
target = action;
|
||||
end
|
||||
target = SecureCmdTargetUnit(target);
|
||||
if ( target ) then
|
||||
FocusUnit(target);
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["CLEARFOCUS"] = function(msg)
|
||||
ClearFocus()
|
||||
if ( SecureCmdOptionParse(msg) ) then
|
||||
ClearFocus();
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["STARTATTACK"] = function(msg)
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( action ) then
|
||||
if ( not target or target == "target" ) then
|
||||
target = action;
|
||||
end
|
||||
target = SecureCmdTargetUnit(target);
|
||||
if ( target ) then
|
||||
StartAttack(target);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["STOPATTACK"] = function(msg)
|
||||
if ( SecureCmdOptionParse(msg) ) then
|
||||
StopAttack();
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["EQUIP_SET"] = function(msg)
|
||||
if msg ~= "" then
|
||||
C_EquipmentSet.UseEquipmentSet(C_EquipmentSet.GetEquipmentSetID(msg))
|
||||
end
|
||||
local set = SecureCmdOptionParse(msg);
|
||||
if ( set and set ~= "" ) then
|
||||
C_EquipmentSet.UseEquipmentSet(C_EquipmentSet.GetEquipmentSetID(set))
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["CLICK"] = function(msg)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( action and action ~= "" ) then
|
||||
local name, mouseButton = string.match(action, "([^%s]+)%s+([^%s]+)");
|
||||
if ( not name ) then
|
||||
name = action;
|
||||
end
|
||||
local button = GetClickFrame(name);
|
||||
if ( button and button:IsObjectType("Button") ) then
|
||||
button:Click(mouseButton);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Runs the conditions and calls `fn()` when a clause matched. The shape of
|
||||
-- every command whose only argument is its conditions.
|
||||
local function SecureCmdGated(msg, fn)
|
||||
if ( SecureCmdOptionParse(msg) ) then
|
||||
fn();
|
||||
end
|
||||
end
|
||||
|
||||
-- Strips a trailing "(Rank N)" so a rank-qualified name still matches.
|
||||
local function PlainSpellName(spell)
|
||||
local plain = string.match(spell, "^([^(]+)%(");
|
||||
if ( plain ) then
|
||||
return strtrim(plain);
|
||||
end
|
||||
return spell;
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Targeting
|
||||
--
|
||||
-- Each verb has one entry that takes a unit token and another that takes a
|
||||
-- character name, and each errors on the other kind. `SecureCmdOptionParse`
|
||||
-- hands back either, so pick with `IsUnitToken`.
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
local function SecureCmdTarget(msg, exactMatch)
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( not action ) then
|
||||
return;
|
||||
end
|
||||
if ( target ) then
|
||||
local lower = strlower(target);
|
||||
if ( lower == "none" ) then
|
||||
ClearTarget(); -- `@none` clears the target
|
||||
return;
|
||||
end
|
||||
if ( NON_UNIT_TARGETS[lower] ) then
|
||||
return; -- `@cursor` names no unit to target
|
||||
end
|
||||
end
|
||||
if ( not target or target == "target" ) then
|
||||
target = action;
|
||||
end
|
||||
if ( not target or target == "" ) then
|
||||
return;
|
||||
end
|
||||
if ( IsUnitToken(target) ) then
|
||||
TargetUnit(target);
|
||||
else
|
||||
TargetByName(target, exactMatch);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET"] = function(msg)
|
||||
SecureCmdTarget(msg);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_EXACT"] = function(msg)
|
||||
SecureCmdTarget(msg, 1);
|
||||
end
|
||||
|
||||
SlashCmdList["ASSIST"] = function(msg)
|
||||
if ( msg == "" ) then
|
||||
AssistUnit("target");
|
||||
return;
|
||||
end
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( not action ) then
|
||||
return;
|
||||
end
|
||||
if ( target and NON_UNIT_TARGETS[strlower(target)] ) then
|
||||
return; -- `@none` and `@cursor` name no unit to assist
|
||||
end
|
||||
-- An explicit `@target` leaves the trailing name in charge, the same way
|
||||
-- `/target` and `/follow` read it.
|
||||
if ( not target or target == "target" ) then
|
||||
target = action;
|
||||
end
|
||||
if ( target == "" ) then
|
||||
AssistUnit("target");
|
||||
elseif ( IsUnitToken(target) ) then
|
||||
AssistUnit(target);
|
||||
else
|
||||
AssistByName(target);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["FOLLOW"] = function(msg)
|
||||
if ( msg == "" ) then
|
||||
FollowUnit("target");
|
||||
return;
|
||||
end
|
||||
local action, target = SecureCmdOptionParse(msg);
|
||||
if ( not action ) then
|
||||
return;
|
||||
end
|
||||
if ( target and NON_UNIT_TARGETS[strlower(target)] ) then
|
||||
return; -- `@none` and `@cursor` name no unit to follow
|
||||
end
|
||||
if ( not target or target == "target" ) then
|
||||
target = action;
|
||||
end
|
||||
if ( target == "" ) then
|
||||
FollowUnit("target");
|
||||
elseif ( IsUnitToken(target) ) then
|
||||
FollowUnit(target);
|
||||
else
|
||||
FollowByName(target);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["CLEARTARGET"] = function(msg)
|
||||
SecureCmdGated(msg, ClearTarget);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_LAST_TARGET"] = function(msg)
|
||||
SecureCmdGated(msg, TargetLastTarget);
|
||||
end
|
||||
|
||||
-- The cycling selectors take the parsed value as their "reverse" flag, so
|
||||
-- `/targetenemy [mod:shift] 1` steps backwards while shift is held. A clause
|
||||
-- that matched with no value has to arrive as nil: an empty string is a true
|
||||
-- boolean in Lua, which would make every bare `/targetenemy` step backwards.
|
||||
local function SecureCmdTargetCycle(msg, fn)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( action ) then
|
||||
fn(action ~= "" and action or nil);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_LAST_ENEMY"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetLastEnemy);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_ENEMY"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestEnemy);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_ENEMY_PLAYER"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestEnemyPlayer);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_FRIEND"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestFriend);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_FRIEND_PLAYER"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestFriendPlayer);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_PARTY"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestPartyMember);
|
||||
end
|
||||
|
||||
SlashCmdList["TARGET_NEAREST_RAID"] = function(msg)
|
||||
SecureCmdTargetCycle(msg, TargetNearestRaidMember);
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Casting and player state
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
SlashCmdList["STOPCASTING"] = function(msg)
|
||||
SecureCmdGated(msg, SpellStopCasting);
|
||||
end
|
||||
|
||||
SlashCmdList["CANCELFORM"] = function(msg)
|
||||
SecureCmdGated(msg, CancelShapeshiftForm);
|
||||
end
|
||||
|
||||
SlashCmdList["DISMOUNT"] = function(msg)
|
||||
SecureCmdGated(msg, Dismount);
|
||||
end
|
||||
|
||||
SlashCmdList["CANCELAURA"] = function(msg)
|
||||
local spell = SecureCmdOptionParse(msg);
|
||||
if ( spell and spell ~= "" ) then
|
||||
CancelSpellByName(PlainSpellName(spell));
|
||||
end
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Equipment
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
SlashCmdList["EQUIP"] = function(msg)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( action and action ~= "" ) then
|
||||
local item = SecureCmdItemParse(action);
|
||||
if ( item ) then
|
||||
C_Item.EquipItemByName(item);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["EQUIP_TO_SLOT"] = function(msg)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( not action ) then
|
||||
return;
|
||||
end
|
||||
local slot, name = string.match(action, "^(%d+)%s+(.+)");
|
||||
slot = tonumber(slot);
|
||||
if ( not slot or slot < INVSLOT_FIRST or slot > INVSLOT_LAST ) then
|
||||
return;
|
||||
end
|
||||
local item = SecureCmdItemParse(name);
|
||||
if ( item ) then
|
||||
C_Item.EquipItemByName(item, slot);
|
||||
end
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Action bars
|
||||
--
|
||||
-- `ChangeActionBarPage` takes no argument here. It announces the page in
|
||||
-- `CURRENT_ACTIONBAR_PAGE`, so set that first.
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
local function SetActionBarPage(page)
|
||||
if ( page and page >= 1 and page <= NUM_ACTIONBAR_PAGES ) then
|
||||
CURRENT_ACTIONBAR_PAGE = page;
|
||||
ChangeActionBarPage();
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["CHANGEACTIONBAR"] = function(msg)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( action and action ~= "" ) then
|
||||
SetActionBarPage(tonumber(action));
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["SWAPACTIONBAR"] = function(msg)
|
||||
local action = SecureCmdOptionParse(msg);
|
||||
if ( not action ) then
|
||||
return;
|
||||
end
|
||||
local a, b = string.match(action, "(%d+)%s+(%d+)");
|
||||
a, b = tonumber(a), tonumber(b);
|
||||
if ( a and b ) then
|
||||
if ( CURRENT_ACTIONBAR_PAGE == a ) then
|
||||
SetActionBarPage(b);
|
||||
else
|
||||
SetActionBarPage(a);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------
|
||||
-- Pet
|
||||
--
|
||||
-- `PetAttack` takes no target here: it always sends the pet at the
|
||||
-- player's current target. Conditions still decide whether it fires, but
|
||||
-- `/petattack [@mouseover]` cannot aim at the mouseover.
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
SlashCmdList["PET_ATTACK"] = function(msg)
|
||||
SecureCmdGated(msg, PetAttack);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_FOLLOW"] = function(msg)
|
||||
SecureCmdGated(msg, PetFollow);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_STAY"] = function(msg)
|
||||
SecureCmdGated(msg, PetWait);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_PASSIVE"] = function(msg)
|
||||
SecureCmdGated(msg, PetPassiveMode);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_DEFENSIVE"] = function(msg)
|
||||
SecureCmdGated(msg, PetDefensiveMode);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_AGGRESSIVE"] = function(msg)
|
||||
SecureCmdGated(msg, PetAggressiveMode);
|
||||
end
|
||||
|
||||
-- Autocast is a spellbook-slot toggle here, so a name has to be resolved
|
||||
-- against the pet book, and on/off read the current state and toggle only
|
||||
-- when it differs.
|
||||
local function PetSpellSlot(name)
|
||||
local numPetSpells = HasPetSpells();
|
||||
if ( not numPetSpells ) then
|
||||
return nil;
|
||||
end
|
||||
name = strlower(name);
|
||||
for i = 1, numPetSpells do
|
||||
local spell = GetSpellName(i, BOOKTYPE_PET);
|
||||
if ( spell and strlower(spell) == name ) then
|
||||
return i;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function SecureCmdPetAutocast(msg, enable)
|
||||
local spell = SecureCmdOptionParse(msg);
|
||||
if ( not spell or spell == "" ) then
|
||||
return;
|
||||
end
|
||||
local slot = PetSpellSlot(PlainSpellName(spell));
|
||||
if ( not slot ) then
|
||||
return;
|
||||
end
|
||||
if ( enable == nil ) then
|
||||
ToggleSpellAutocast(slot, BOOKTYPE_PET);
|
||||
return;
|
||||
end
|
||||
local allowed, enabled = GetSpellAutocast(slot, BOOKTYPE_PET);
|
||||
if ( allowed and ((enabled and true or false) ~= enable) ) then
|
||||
ToggleSpellAutocast(slot, BOOKTYPE_PET);
|
||||
end
|
||||
end
|
||||
|
||||
SlashCmdList["PET_AUTOCASTON"] = function(msg)
|
||||
SecureCmdPetAutocast(msg, true);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_AUTOCASTOFF"] = function(msg)
|
||||
SecureCmdPetAutocast(msg, false);
|
||||
end
|
||||
|
||||
SlashCmdList["PET_AUTOCASTTOGGLE"] = function(msg)
|
||||
SecureCmdPetAutocast(msg, nil);
|
||||
end
|
||||
|
||||
@@ -92,3 +92,37 @@ function CreateSimpleTextureMarkup(file, width, height, xOffset, yOffset)
|
||||
, yOffset or 0
|
||||
);
|
||||
end
|
||||
|
||||
function CreateAtlasMarkup(atlasName, width, height, offsetX, offsetY)
|
||||
return string.format("|A:%s:%d:%d:%d:%d|a",
|
||||
atlasName
|
||||
, height or 0
|
||||
, width or 0
|
||||
, offsetX or 0
|
||||
, offsetY or 0
|
||||
);
|
||||
end
|
||||
|
||||
-- Raid target markers, published as atlas names.
|
||||
--
|
||||
-- All eight markers live in one 4x4 sheet, so naming a single marker means
|
||||
-- naming a cell inside that sheet — exactly what an atlas is for. Blizzard
|
||||
-- publishes no atlas names for these, so the names here follow the standalone
|
||||
-- marker files that other clients ship. An addon written against those files
|
||||
-- finds the art under the name it already knows.
|
||||
--
|
||||
-- Marker N sits at column (N-1) mod 4 and row floor((N-1) / 4), counting from
|
||||
-- the top left. That is the same cell math the chat marker tokens use.
|
||||
local RAID_TARGET_SHEET = "Interface\\TargetingFrame\\UI-RaidTargetingIcons";
|
||||
local RAID_TARGET_COLUMNS = 4;
|
||||
local RAID_TARGET_CELL = 0.25; -- a 64 pixel cell in a 256 pixel sheet
|
||||
|
||||
for marker = 1, 8 do
|
||||
local index = marker - 1;
|
||||
local left = math.mod(index, RAID_TARGET_COLUMNS) * RAID_TARGET_CELL;
|
||||
local top = math.floor(index / RAID_TARGET_COLUMNS) * RAID_TARGET_CELL;
|
||||
C_Texture.RegisterAtlas("UI-RaidTargetingIcon_"..marker, RAID_TARGET_SHEET,
|
||||
64, 64,
|
||||
left, left + RAID_TARGET_CELL,
|
||||
top, top + RAID_TARGET_CELL);
|
||||
end
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
function MouseIsOver(region, topOffset, bottomOffset, leftOffset, rightOffset)
|
||||
return region:IsMouseOver(topOffset, bottomOffset, leftOffset, rightOffset);
|
||||
if region:IsMouseOver(topOffset, bottomOffset, leftOffset, rightOffset) then
|
||||
return 1;
|
||||
end
|
||||
end
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
-- Backport of retail's Blizzard_ObjectAPI/UiMapPoint.lua. A UiMapPoint is the
|
||||
-- plain struct the C_Map waypoint calls take and return:
|
||||
-- { uiMapID = number, position = Vector2DMixin, z = number? }
|
||||
local CreateVector2D = CreateVector2D
|
||||
|
||||
UiMapPoint = {};
|
||||
|
||||
function UiMapPoint.CreateFromCoordinates(uiMapID, x, y, z)
|
||||
return { uiMapID = uiMapID, position = CreateVector2D(x, y), z = z };
|
||||
end
|
||||
|
||||
function UiMapPoint.CreateFromVector2D(uiMapID, position, z)
|
||||
return { uiMapID = uiMapID, position = CreateVector2D(position.x, position.y), z = z };
|
||||
end
|
||||
|
||||
function UiMapPoint.CreateFromVector3D(uiMapID, position)
|
||||
return { uiMapID = uiMapID, position = CreateVector2D(position.x, position.y), z = position.z };
|
||||
end
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "Notizen für %s eintragen:";
|
||||
SET_NOTE = "Notiz eintragen";
|
||||
SILVER_AMOUNT_SYMBOL = "S";
|
||||
SLASH_CANCELAURA1 = "/auraabbruch";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/gestaltabbrechen";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/aktionsleistewechsel";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/fokusaufheben";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_CLEARTARGET1 = "/zielaufheben";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/klick";
|
||||
SLASH_CLICK2 = "/click";
|
||||
SLASH_DISMOUNT1 = "/absitzen";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/anlegen";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/Ausrüstungsset";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/platzanlegen";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/fokus";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
SLASH_PET_AGGRESSIVE1 = "/baggressiv";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/bangriff";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/bautozauberaus";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/bautozauberan";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/bautozauberanaus";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/bdefensiv";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/bfolgen";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/bpassiv";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/bbleib";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/angriffstart";
|
||||
SLASH_STARTATTACK2 = "/startattack";
|
||||
SLASH_STOPATTACK1 = "/angriffstop";
|
||||
SLASH_STOPATTACK2 = "/stopattack";
|
||||
SLASH_STOPCASTING1 = "/stoppwirken";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/aktionsleisteumschalten";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/spezifischanvisieren";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/vorherigerfeind";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/vorherigesziel";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/feindanvisieren";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/feindlichenspielerwählen";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/freundanvisieren";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/freundlichenspielerwählen";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/gruppeanvisieren";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/schlachtzuganvisieren";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/benutzen";
|
||||
SLASH_USE2 = "/use";
|
||||
LINK_TRADESKILL_TOOLTIP = "Hier klicken, um einen Link zu Eurem Beruf zu erstellen.";
|
||||
|
||||
@@ -79,11 +79,73 @@ SET_FRIENDNOTE_LABEL = "Set Notes for %s:";
|
||||
SET_NOTE = "Set Note";
|
||||
SILVER_AMOUNT_SYMBOL = "s";
|
||||
SILVER_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:1:2:0:1|t";
|
||||
SLASH_CANCELAURA1 = "/cancelaura";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/cancelform";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/changeactionbar";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_CLEARTARGET1 = "/cleartarget";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/click";
|
||||
SLASH_CLICK2 = "/click";
|
||||
SLASH_DISMOUNT1 = "/dismount";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/equip";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/equipslot";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
SLASH_PET_AGGRESSIVE1 = "/petaggressive";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/petattack";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/petautocasttoggle";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/petdefensive";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/petfollow";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/petpassive";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/petstay";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/startattack";
|
||||
SLASH_STARTATTACK2 = "/startattack";
|
||||
SLASH_STOPATTACK1 = "/stopattack";
|
||||
SLASH_STOPATTACK2 = "/stopattack";
|
||||
SLASH_STOPCASTING1 = "/stopcasting";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/swapactionbar";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/targetexact";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/targetlasttarget";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/targetraid";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/use";
|
||||
SLASH_USE2 = "/use";
|
||||
TARGETFOCUS = "Target Focus";
|
||||
LINK_TRADESKILL_TOOLTIP = "Click here to create a link to your profession.";
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "Establecer nota para %s:";
|
||||
SET_NOTE = "Establecer nota";
|
||||
SILVER_AMOUNT_SYMBOL = "p";
|
||||
SLASH_CANCELAURA1 = "/cancelaraura";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/cancelforma";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/cambiarbarraccion";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/quitarenfoque";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_CLEARTARGET1 = "/quitarobjetivo";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/clic";
|
||||
SLASH_CLICK2 = "/click";
|
||||
SLASH_DISMOUNT1 = "/desmontar";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/equipar";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/conjequip";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/equipranu";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/enfoque";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
SLASH_PET_AGGRESSIVE1 = "/mascagresiva";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/mascataque";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/nomascotaautohechizo";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/mascotautohechizo";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/alternarmascotautohechizo";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/mascdefensiva";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/mascsigue";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/mascpasiva";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/mascqueda";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/startattack";
|
||||
SLASH_STARTATTACK2 = "/empezarataque";
|
||||
SLASH_STOPATTACK1 = "/stopattack";
|
||||
SLASH_STOPATTACK2 = "/pararataque";
|
||||
SLASH_STOPCASTING1 = "/pararlanzamiento";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/intercambiarbarraccion";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/objetivoexacto";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/ultimoobjetivoenemigo";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/ultimobjetivo";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/objetivoenemigo";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/objetivojugadorenemigo";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/objetivoamistoso";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/objetivojugadoraliado";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/objetivogrupo";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/objetivobanda";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/use";
|
||||
SLASH_USE2 = "/usar";
|
||||
LINK_TRADESKILL_TOOLTIP = "Haz clic aquí para crear un vínculo a tu profesión.";
|
||||
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "Écrire une note pour %s :";
|
||||
SET_NOTE = "Écrire une note";
|
||||
SILVER_AMOUNT_SYMBOL = "a";
|
||||
SLASH_CANCELAURA1 = "/annuleaura";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/annuleform";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/changebarreaction";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/annulerfocal";
|
||||
SLASH_CLEARTARGET1 = "/effacercible";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/click";
|
||||
SLASH_CLICK2 = "/cliquer";
|
||||
SLASH_DISMOUNT1 = "/descendre";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/équiper";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/équipens";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/equipempl";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/focal";
|
||||
SLASH_PET_AGGRESSIVE1 = "/famagresse";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/famattaque";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/lancautofamoff";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/lancautofamon";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/lancautofamchange";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/famdéfend";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/famsuit";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/fampassif";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/famreste";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/startattack";
|
||||
SLASH_STARTATTACK2 = "/lanceattaque";
|
||||
SLASH_STOPATTACK1 = "/stopattack";
|
||||
SLASH_STOPATTACK2 = "/stopattaque";
|
||||
SLASH_STOPCASTING1 = "/stopsort";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/échangerbarreaction";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/cibleexacte";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/dernierennemi";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/dernièrecible";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/ciblerennemi";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/ciblerjoueurennemi";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/ciblerami";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/ciblerjoueurami";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/ciblergroupe";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/ciblerraid";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/use";
|
||||
SLASH_USE2 = "/utiliser";
|
||||
LINK_TRADESKILL_TOOLTIP = "Cliquez ici pour créer un lien vers votre profession.";
|
||||
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "Заметка о |3-5(%s):";
|
||||
SET_NOTE = "Добавить заметку";
|
||||
SILVER_AMOUNT_SYMBOL = "с";
|
||||
SLASH_CANCELAURA1 = "/снятьауру";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/нормоблик";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/сменитьпанель";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/сбросфокуса";
|
||||
SLASH_CLEARTARGET1 = "/сбросцели";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/click";
|
||||
SLASH_CLICK2 = "/щелчок";
|
||||
SLASH_DISMOUNT1 = "/спешиться";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/экип";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/комплект";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/надеть";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/фокус";
|
||||
SLASH_PET_AGGRESSIVE1 = "/питомецагрессивный";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/питомецатака";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/питомецзаклинаниеоткл";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/питомецзаклинаниевкл";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/питомецавтозаклинание";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/питомецзащита";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/питомецзамной";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/питомецпассивный";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/питомецстоять";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/startattack";
|
||||
SLASH_STARTATTACK2 = "/начатьатаку";
|
||||
SLASH_STOPATTACK1 = "/stopattack";
|
||||
SLASH_STOPATTACK2 = "/стопатака";
|
||||
SLASH_STOPCASTING1 = "/стопзаклинание";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/сменитьпанелькоманд";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/цельточно";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/цельпослвраг";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/цельпослцель";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/цельвраг";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/цельдруг";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/цельгруппа";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/цельрейд";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/use";
|
||||
SLASH_USE2 = "/использовать";
|
||||
LINK_TRADESKILL_TOOLTIP = "Щелкните здесь, чтобы создать ссылку на вашу профессию.";
|
||||
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "为%s设置备注:";
|
||||
SET_NOTE = "设置备注";
|
||||
SILVER_AMOUNT_SYMBOL = "银";
|
||||
SLASH_CANCELAURA1 = "/cancelaura";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/cancelform";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/changeactionbar";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_CLEARTARGET1 = "/cleartarget";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/click";
|
||||
SLASH_CLICK2 = "/click";
|
||||
SLASH_DISMOUNT1 = "/dismount";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/equip";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/equipslot";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
SLASH_PET_AGGRESSIVE1 = "/petaggressive";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/petattack";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/petautocasttoggle";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/petdefensive";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/petfollow";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/petpassive";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/petstay";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/startattack";
|
||||
SLASH_STARTATTACK2 = "/startattack";
|
||||
SLASH_STOPATTACK1 = "/stopattack";
|
||||
SLASH_STOPATTACK2 = "/stopattack";
|
||||
SLASH_STOPCASTING1 = "/stopcasting";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/swapactionbar";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/targetexact";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/targetlasttarget";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/targetraid";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/use";
|
||||
SLASH_USE2 = "/use";
|
||||
LINK_TRADESKILL_TOOLTIP = "点击这里以创建一个链接到你的专业的快捷方式。";
|
||||
|
||||
@@ -78,10 +78,72 @@ PERCENTAGE_STRING = "%d%%";
|
||||
SET_FRIENDNOTE_LABEL = "設定%s的註記:";
|
||||
SET_NOTE = "設定註記";
|
||||
SILVER_AMOUNT_SYMBOL = "銀";
|
||||
SLASH_CANCELAURA1 = "/取消光環";
|
||||
SLASH_CANCELAURA2 = "/cancelaura";
|
||||
SLASH_CANCELFORM1 = "/取消形態";
|
||||
SLASH_CANCELFORM2 = "/cancelform";
|
||||
SLASH_CHANGEACTIONBAR1 = "/改變快捷列";
|
||||
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/清除專注目標";
|
||||
SLASH_CLEARTARGET1 = "/清除目標";
|
||||
SLASH_CLEARTARGET2 = "/cleartarget";
|
||||
SLASH_CLICK1 = "/click";
|
||||
SLASH_CLICK2 = "/點擊";
|
||||
SLASH_DISMOUNT1 = "/下馬";
|
||||
SLASH_DISMOUNT2 = "/dismount";
|
||||
SLASH_EQUIP1 = "/裝備";
|
||||
SLASH_EQUIP2 = "/equip";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/裝備套裝";
|
||||
SLASH_EQUIP_TO_SLOT1 = "/裝備欄位";
|
||||
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/專注目標";
|
||||
SLASH_PET_AGGRESSIVE1 = "/寵物攻擊型";
|
||||
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
|
||||
SLASH_PET_ATTACK1 = "/寵物攻擊";
|
||||
SLASH_PET_ATTACK2 = "/petattack";
|
||||
SLASH_PET_AUTOCASTOFF1 = "/關閉寵物自動施法";
|
||||
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
|
||||
SLASH_PET_AUTOCASTON1 = "/開啟寵物自動施法";
|
||||
SLASH_PET_AUTOCASTON2 = "/petautocaston";
|
||||
SLASH_PET_AUTOCASTTOGGLE1 = "/切換寵物自動施法";
|
||||
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
|
||||
SLASH_PET_DEFENSIVE1 = "/寵物防禦型";
|
||||
SLASH_PET_DEFENSIVE2 = "/petdefensive";
|
||||
SLASH_PET_FOLLOW1 = "/寵物跟隨";
|
||||
SLASH_PET_FOLLOW2 = "/petfollow";
|
||||
SLASH_PET_PASSIVE1 = "/寵物被動型";
|
||||
SLASH_PET_PASSIVE2 = "/petpassive";
|
||||
SLASH_PET_STAY1 = "/寵物停留";
|
||||
SLASH_PET_STAY2 = "/petstay";
|
||||
SLASH_STARTATTACK1 = "/開始攻擊";
|
||||
SLASH_STARTATTACK2 = "/startattack";
|
||||
SLASH_STOPATTACK1 = "/停止攻擊";
|
||||
SLASH_STOPATTACK2 = "/stopattack";
|
||||
SLASH_STOPCASTING1 = "/停止施法";
|
||||
SLASH_STOPCASTING2 = "/stopcasting";
|
||||
SLASH_SWAPACTIONBAR1 = "/切換快捷列";
|
||||
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
|
||||
SLASH_TARGET_EXACT1 = "/選定指定目標";
|
||||
SLASH_TARGET_EXACT2 = "/targetexact";
|
||||
SLASH_TARGET_LAST_ENEMY1 = "/選定前一敵人";
|
||||
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
|
||||
SLASH_TARGET_LAST_TARGET1 = "/選定前一目標";
|
||||
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
|
||||
SLASH_TARGET_NEAREST_ENEMY1 = "/目標敵人";
|
||||
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/選定敵方玩家";
|
||||
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
|
||||
SLASH_TARGET_NEAREST_FRIEND1 = "/目標友方";
|
||||
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/選定友方玩家";
|
||||
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
|
||||
SLASH_TARGET_NEAREST_PARTY1 = "/目標隊伍";
|
||||
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
|
||||
SLASH_TARGET_NEAREST_RAID1 = "/目標團隊";
|
||||
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
|
||||
SLASH_USE1 = "/使用";
|
||||
SLASH_USE2 = "/use";
|
||||
LINK_TRADESKILL_TOOLTIP = "點擊這裡以製造一個你專業技能的連結。";
|
||||
|
||||
@@ -2,6 +2,21 @@ cmake_minimum_required(VERSION 3.10)
|
||||
|
||||
project(ClassicAPI LANGUAGES CXX RC)
|
||||
|
||||
# WoW.exe is x86, so the injected DLL must be x86 too — there is no valid
|
||||
# 64-bit configure of this project. Fail here rather than let one through:
|
||||
# a 64-bit build's first visible symptom is a static_assert deep in a
|
||||
# struct-layout check, which reads as an unrelated code fault. An IDE that
|
||||
# configures on its own (VS Code's CMake Tools picks an architecture from a
|
||||
# scanned kit) can flip an existing build directory this way, which is what
|
||||
# CMakePresets.json's `win32` preset exists to prevent.
|
||||
if(NOT CMAKE_SIZEOF_VOID_P EQUAL 4)
|
||||
message(FATAL_ERROR
|
||||
"ClassicAPI builds 32-bit only. This configure uses "
|
||||
"${CMAKE_SIZEOF_VOID_P}-byte pointers. Delete the build directory, "
|
||||
"because CMake cannot switch platform in place. Then configure with "
|
||||
"`cmake --preset win32` or `cmake -B build -A Win32`.")
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded")
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"version": 3,
|
||||
"cmakeMinimumRequired": {
|
||||
"major": 3,
|
||||
"minor": 21,
|
||||
"patch": 0
|
||||
},
|
||||
"configurePresets": [
|
||||
{
|
||||
"name": "win32",
|
||||
"displayName": "Win32 (x86)",
|
||||
"description": "The only supported configuration: WoW.exe is 32-bit, so the DLL must be 32-bit too. No generator is named, so CMake picks the newest installed Visual Studio, matching the documented command line.",
|
||||
"binaryDir": "${sourceDir}/build",
|
||||
"architecture": "Win32"
|
||||
}
|
||||
],
|
||||
"buildPresets": [
|
||||
{
|
||||
"name": "release",
|
||||
"displayName": "Release",
|
||||
"configurePreset": "win32",
|
||||
"configuration": "Release"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -21,19 +21,25 @@ The flagship feature: run modern Lua 5.1 addon code on 1.12's Lua 5.0 VM.
|
||||
|
||||
| Feature | Effect |
|
||||
|---------|--------|
|
||||
| Syntax | Compiles the Lua 5.1 length (`#`), modulo (`%`), `...`-expression, `0x` hex-literal, and leveled long bracket (`[=[ ]=]`) syntax that vanilla's Lua 5.0 rejects, by rewriting addon source before it compiles. Each addon file also receives its `(name, table)` through `...` (`local name, tbl = ...`). See [Lua 5.1 syntax](docs/API.md#lua-51-syntax). |
|
||||
| String methods | Every string value accepts method calls — `("asd"):upper()`, `("%d gold"):format(n)`, `msg:match("^!(%w+)")` — resolving through the `string` table, the way Lua 5.1 works. Vanilla's Lua 5.0 errors with `attempt to index a string value`. Works on literals and variables, in-world and on the login screen, and inside coroutines. See [String methods](docs/API.md#string-methods-supper-sformat). |
|
||||
| Script-handler arguments | Frame-script handlers receive their values as positional arguments — `OnMouseWheel(self, delta)`, `OnClick(self, button)`, `OnEvent(self, event, ...)`, etc. — the way 5.1+ clients do, so modern addon ports work unmodified. The `this` / `arg1` globals stay set. A handler that declares no parameters is unaffected. A handler that declared a parameter and expected nil now receives its real value. On by default. `SetModernScriptArgs(false)` restores exact vanilla dispatch. See [SetModernScriptArgs](docs/API.md#setmodernscriptargsenable--getmodernscriptargs). |
|
||||
| [Syntax](docs/API.md#lua-51-syntax) | Compiles the Lua 5.1 length (`#`), modulo (`%`), `...`-expression, `0x` hex-literal, and leveled long bracket (`[=[ ]=]`) syntax that vanilla's Lua 5.0 rejects, by rewriting addon source before it compiles. Each addon file also receives its `(name, table)` through `...` (`local name, tbl = ...`). |
|
||||
| [Upvalue limit](docs/API.md#upvalue-limit) | A function can use up to 60 upvalues, the outer locals it refers to, matching Lua 5.1. Lua 5.0 stops at 32 and rejects the whole file, so a large handler that reads many file-level locals can be valid 5.1 and still fail to load here. Nothing changes for a function within 32. |
|
||||
| [String methods](docs/API.md#string-methods-supper-sformat) | Every string value accepts method calls — `("asd"):upper()`, `("%d gold"):format(n)`, `msg:match("^!(%w+)")` — resolving through the `string` table, the way Lua 5.1 works. Works on literals and variables, in-world and on the login screen, and inside coroutines. |
|
||||
| [Script-handler arguments](docs/API.md#setmodernscriptargsenable--getmodernscriptargs) | Frame-script handlers receive their values as positional arguments — `OnMouseWheel(self, delta)`, `OnClick(self, button)`, `OnEvent(self, event, ...)`, etc. — so modern addon ports work unmodified. The `this` / `arg1` globals stay set. A handler that declares no parameters is unaffected. A handler that declared a parameter and expected nil now receives its real value. On by default. `SetModernScriptArgs(false)` restores exact vanilla dispatch. |
|
||||
|
||||
### Modern client behaviors
|
||||
|
||||
| Feature | Effect |
|
||||
|---------|--------|
|
||||
| Inline textures | Draws inline texture markup (`\|T…\|t`) as icons in FontStrings, chat, and tooltips, the way 4.3.4+ clients do. Vanilla 1.12 shows the raw escape as literal text instead. This covers item and spell icons, raid-target markers, and the coin icons in money strings. `GetStringWidth` and `GetStringHeight` count the icons, so measured width and text wrapping stay correct. Done in pure C++ by hooking the engine's text pipeline — no addon. |
|
||||
| Inline textures | Draws inline texture markup (`\|T…\|t`) and atlas markup (`\|A…\|a`) as icons in FontStrings, chat, and tooltips. This covers item and spell icons, raid-target markers, and the coin icons in money strings. `GetStringWidth` and `GetStringHeight` count the icons, so measured width and text wrapping stay correct. Done in pure C++ by hooking the engine's text pipeline — no addon. |
|
||||
| Tooltip line cap | Lifts `GameTooltip`'s hard 30-line limit to 60 for every `GameTooltipTemplate` frame (`GameTooltip`, `ShoppingTooltip1/2`, `ItemRefTooltip`, AtlasLoot, …). Stat-heavy tooltips and comparison blocks (e.g. pfUI's eqcompare) no longer have their extra lines silently dropped. Done in pure C++ by growing the engine's FontString pool at tooltip-creation time. |
|
||||
| Event-driven nameplates | The modern `C_NamePlate` API, driven by real events instead of vanilla frame-scraping. `NAME_PLATE_UNIT_ADDED` / `NAME_PLATE_UNIT_REMOVED` fire as plates appear and vanish, `nameplate1`..`nameplateN` tokens resolve with every `UnitX` function (and fire `UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "nameplateN"`), and `C_NamePlate.GetNamePlateForUnit` / `GetNamePlates` hand back the live frames. See [NamePlate](docs/API.md#nameplate). |
|
||||
| Focus target | A sticky focus unit, like later clients. `FocusUnit("target")` pins it and `ClearFocus()` drops it, with `PLAYER_FOCUS_CHANGED` on every change. The `focus` / `focustarget` tokens resolve with every `UnitX` function and fire unit events (`UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "focus"`), and the predefined `FOCUSTARGET` / `TARGETFOCUS` keybinds are ready to set. See [Focus](docs/API.md#focus). |
|
||||
| Multi-flavor & conditional TOC | Loads modern multi-flavor addons that ship one folder. Selects a version-specific TOC (`<Name>_ClassicAPI.toc` or `<Name>_Turtle.toc`) and the matching keybinding file (`Bindings_ClassicAPI.xml` / `Bindings_Turtle.xml`), accepts a comma-separated `## Interface:` version list (compatible when it includes the client version `11200`), and honors per-line `[AllowLoadGameType]` / `[AllowLoadTextLocale]` conditions and `[Family]` / `[Game]` / `[TextLocale]` path variables inside a TOC. See [Conditional and multi-flavor TOC loading](docs/API.md#conditional-and-multi-flavor-toc-loading). |
|
||||
| [Macro conditions](docs/API.md#more-commands-with-conditions) | `[conditions]` and `@unit` work on 38 slash commands, from `/cast` and `/use` to `/target`, `/follow`, `/cancelaura` and the `/pet` family. With `/cast [@mouseover,harm][] Fireball`, the spell goes to the mouseover unit. With no mouseover unit, it goes to your target. `@cursor` places a ground-target spell or item under the mouse and `@player` places it at your feet. A character name works where a unit token does (`[target=Feral]`). Addons read the same rules through `SecureCmdOptionParse`. |
|
||||
| [`#showtooltip`](docs/API.md#showtooltip-and-show) | A macro button shows what the macro does. The icon, tooltip, cooldown, range, usable state and auto-repeat glow all follow the spell or item that the directive resolves to, conditions included. They update as the conditions change. The result goes into the engine field that action-bar addons already read, so they need no code of their own. An addon with its own macro parser can publish its result through `C_Macro.SetMacroDisplay`. It then does not need to replace the action globals. |
|
||||
| [Event-driven nameplates](docs/API.md#nameplate) | The modern `C_NamePlate` API, driven by real events. `NAME_PLATE_UNIT_ADDED` / `NAME_PLATE_UNIT_REMOVED` fire as plates appear and vanish, `nameplate1`..`nameplateN` tokens resolve with every `UnitX` function (and fire `UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "nameplateN"`), and `C_NamePlate.GetNamePlateForUnit` / `GetNamePlates` hand back the live frames. |
|
||||
| [Focus target](docs/API.md#focus) | A sticky focus unit. `FocusUnit("target")` pins it and `ClearFocus()` drops it, with `PLAYER_FOCUS_CHANGED` on every change. The `focus` / `focustarget` tokens resolve with every `UnitX` function and fire unit events (`UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "focus"`), and the predefined `FOCUSTARGET` / `TARGETFOCUS` keybinds are ready to set. |
|
||||
| [Retail-like `/reload`](docs/API.md#reload-picks-up-new-addons-and-new-files) | `/reload` picks up addon changes made while the game runs. A new folder under `Interface\AddOns\` registers and loads as a normal addon, new files added to an existing addon's TOC load, a newly installed addon's first SavedVariables save survives `/reload`, `##` metadata edits (`## SavedVariables:`, `## Dependencies:`, `## Title:`, …) take effect, and a deleted addon folder drops from the addon list. |
|
||||
| [Multi-flavor & conditional TOC](docs/API.md#conditional-and-multi-flavor-toc-loading) | Loads modern multi-flavor addons that ship one folder. Selects a version-specific TOC (`<Name>_ClassicAPI.toc` or `<Name>_Turtle.toc`) and the matching keybinding file (`Bindings_ClassicAPI.xml` / `Bindings_Turtle.xml`), accepts a comma-separated `## Interface:` version list (compatible when it includes the client version `11200`), and honors per-line `[AllowLoadGameType]` / `[AllowLoadTextLocale]` conditions and `[Family]` / `[Game]` / `[TextLocale]` path variables inside a TOC. |
|
||||
| [Launch switches](docs/API.md#launch) | Options you add to the shortcut that starts the game. `-config <name>` reads and writes `WTF\<name>` in place of `WTF\Config.wtf`, so one install can hold several settings profiles. `-gluescript` and `-gluescriptFile` run Lua at the login and character-select screens, every time those screens appear. `-gamescript` and `-gamescriptFile` run it one time, after you enter the world. Each script runs after the interface has loaded, so it can call interface functions and use frames. |
|
||||
| [Any texture size](docs/API.md#texture-size-and-shape) | Textures load at any size and any shape. Width and height do not need to be powers of two, and there is no fixed upper limit. The only limit is the maximum texture size of your graphics card. This applies to every texture path: `SetTexture`, sprite sheets, inline textures, tooltips, and masks. The client allocates memory for a large texture only when an addon loads one, so small textures cost nothing extra. |
|
||||
|
||||
## Full API reference
|
||||
|
||||
@@ -47,27 +53,27 @@ reference in **[docs/API.md](docs/API.md)**.
|
||||
| Namespace | Calls |
|
||||
|-----------|-------|
|
||||
| [Action](docs/API.md#action) | `GetActionInfo` |
|
||||
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnLocalTable`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnOptionalDependencies`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded` |
|
||||
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnLocalTable`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnOptionalDependencies`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded`, `C_AddOns.LoadAddOn` |
|
||||
| [AuctionHouse](docs/API.md#auctionhouse) | `C_AuctionHouse.PostItem` |
|
||||
| [AuraUtil](docs/API.md#aurautil) | `AuraUtil.FindAura`, `AuraUtil.FindAuraByName`, `AuraUtil.ForEachAura`, `AuraUtil.UnpackAuraData` |
|
||||
| [Bindings](docs/API.md#bindings) | `SetBindingSpell`, `SetBindingItem`, `SetBindingMacro`, `SetBindingClick`, `SetOverrideBinding`, `SetOverrideBindingSpell`, `SetOverrideBindingItem`, `SetOverrideBindingMacro`, `SetOverrideBindingClick`, `ClearOverrideBindings` |
|
||||
| [Chat](docs/API.md#chat) | `GetCurrentChatGUID` |
|
||||
| [ChatBubbles](docs/API.md#chatbubbles) | `C_ChatBubbles.GetAllChatBubbles` |
|
||||
| [Class](docs/API.md#class) | `FillLocalizedClassList` |
|
||||
| [ColorUtil](docs/API.md#colorutil) | `C_ColorUtil.ConvertRGBToHSV`, `C_ColorUtil.ConvertHSVToRGB`, `C_ColorUtil.ConvertHSVToHSL`, `C_ColorUtil.ConvertHSLToHSV`, `C_ColorUtil.ConvertHSLToRGB`, `C_ColorUtil.GenerateTextColorCode`, `C_ColorUtil.WrapTextInColor`, `C_ColorUtil.WrapTextInColorCode` |
|
||||
| [Combat](docs/API.md#combat) | `InCombatLockdown` |
|
||||
| [CVar](docs/API.md#cvar) | `C_CVar.GetCVarBool` |
|
||||
| [Combat](docs/API.md#combat) | `InCombatLockdown`, `StartAttack`, `StopAttack` |
|
||||
| [Console](docs/API.md#console) | `CalculateStringEditDistance`, `ConsoleEcho`, `ConsoleExec`, `ConsoleGetAllCommands`, `ConsoleGetColorFromType`, `ConsoleGetFontHeight`, `ConsoleIsActive`, `ConsolePrintAllMatchingCommands`, `SetConsoleKey` |
|
||||
| [CVar](docs/API.md#cvar) | `C_CVar.AreCVarsLoaded`, `C_CVar.DoesCVarExist`, `C_CVar.GetCVarBitfield`, `C_CVar.GetCVarBool`, `C_CVar.GetCVarInfo`, `C_CVar.SetCVarBitfield` |
|
||||
| [Cursor](docs/API.md#cursor) | `GetCursorInfo` |
|
||||
| [Container](docs/API.md#container) | `C_Container.CalculateTotalNumberOfFreeBagSlots`, `C_Container.GetContainerItemCharges`, `C_Container.GetContainerItemDurability`, `C_Container.GetContainerItemID`, `C_Container.GetContainerItemInfo`, `C_Container.GetContainerItemRepairCost`, `C_Container.GetContainerNumFreeSlots`, `C_Container.GetItemCooldown`, `C_Container.HasContainerItem`, `C_Container.IsContainerItemOpenable`, `C_Container.MoveItem`, `C_Container.PlayerHasHearthstone`, `C_Container.SwapItems`, `C_Container.UseHearthstone`, `GetItemCooldown` |
|
||||
| [Container](docs/API.md#container) | `C_Container.AutoStoreItem`, `C_Container.CalculateTotalNumberOfFreeBagSlots`, `C_Container.GetContainerItemCharges`, `C_Container.GetContainerItemDurability`, `C_Container.GetContainerItemID`, `C_Container.GetContainerItemInfo`, `C_Container.GetContainerItemEquipmentSetInfo`, `C_Container.GetContainerItemQuestInfo`, `C_Container.GetContainerItemRepairCost`, `C_Container.GetContainerFreeSlots`, `C_Container.GetContainerNumFreeSlots`, `C_Container.GetBackpackAutosortDisabled`, `C_Container.GetBankAutosortDisabled`, `C_Container.GetItemCooldown`, `C_Container.GetSortBagsRightToLeft`, `C_Container.HasContainerItem`, `C_Container.IsContainerItemOpenable`, `C_Container.MoveItem`, `C_Container.PlayerHasHearthstone`, `C_Container.SetBackpackAutosortDisabled`, `C_Container.SetBankAutosortDisabled`, `C_Container.SetSortBagsRightToLeft`, `C_Container.SortBags`, `C_Container.SortBankBags`, `C_Container.SwapItems`, `C_Container.UseHearthstone`, `GetItemCooldown` |
|
||||
| [Creature](docs/API.md#creature) | `C_CreatureInfo.GetCreatureID`, `C_CreatureInfo.GetCreatureInfoByID`, `C_CreatureInfo.RequestLoadCreatureByID`, `C_CreatureInfo.GetRaceInfo`, `C_CreatureInfo.GetClassInfo`, `C_CreatureInfo.GetCreatureFamilyInfo`, `C_CreatureInfo.GetCreatureFamilyIDs`, `C_CreatureInfo.GetFactionInfo`, `C_CreatureInfo.GetCreatureTypeInfo`, `C_CreatureInfo.GetCreatureTypeIDs` |
|
||||
| [Currency](docs/API.md#currency) | `GetCoinTextureString`, `C_CurrencyInfo.GetCoinTextureString` |
|
||||
| EncodingUtil | `C_EncodingUtil.CompressString`, `C_EncodingUtil.DecompressString`, `C_EncodingUtil.EncodeBase64`, `C_EncodingUtil.DecodeBase64`, `C_EncodingUtil.EncodeHex`, `C_EncodingUtil.DecodeHex`, `C_EncodingUtil.SerializeJSON`, `C_EncodingUtil.DeserializeJSON`, `C_EncodingUtil.SerializeCBOR`, `C_EncodingUtil.DeserializeCBOR` |
|
||||
| [EquipmentSet](docs/API.md#equipmentset) | `C_EquipmentSet.CanUseEquipmentSets`, `C_EquipmentSet.ClearIgnoredSlotsForSave`, `C_EquipmentSet.CreateEquipmentSet`, `C_EquipmentSet.DeleteEquipmentSet`, `C_EquipmentSet.EquipmentSetContainsLockedItems`, `C_EquipmentSet.GetEquipmentSetID`, `C_EquipmentSet.GetEquipmentSetIDs`, `C_EquipmentSet.GetEquipmentSetInfo`, `C_EquipmentSet.GetIgnoredSlots`, `C_EquipmentSet.GetItemIDs`, `C_EquipmentSet.GetItemLocations`, `C_EquipmentSet.GetNumEquipmentSets`, `C_EquipmentSet.IgnoreSlotForSave`, `C_EquipmentSet.IsSlotIgnoredForSave`, `C_EquipmentSet.ModifyEquipmentSet`, `C_EquipmentSet.SaveEquipmentSet`, `C_EquipmentSet.UnignoreSlotForSave`, `C_EquipmentSet.UseEquipmentSet` |
|
||||
| [Events](docs/API.md#events) | `C_EventUtils.IsEventValid`, `GetFramesRegisteredForEvent` |
|
||||
| [Expansion](docs/API.md#expansion) | `ClassicExpansionAtLeast`, `ClassicExpansionAtMost`, `GetClassicExpansionLevel` |
|
||||
| [Faction](docs/API.md#faction) | `C_Reputation.GetFactionDataByIndex`, `C_Reputation.GetFactionStandings`, `C_Reputation.GetLastStandingChange`, `C_Reputation.GetWatchedFactionData`, `C_Reputation.SetWatchedFactionByID`, `GetFactionIDByIndex`, `GetFactionInfoByID`, `GetFactionParentID` |
|
||||
| [Faction](docs/API.md#faction) | `C_Reputation.GetFactionDataByID`, `C_Reputation.GetFactionDataByIndex`, `C_Reputation.GetFactionStandings`, `C_Reputation.GetLastStandingChange`, `C_Reputation.GetWatchedFactionData`, `C_Reputation.IsFactionActive`, `C_Reputation.IsFactionActiveByID`, `C_Reputation.IsFactionInactive`, `C_Reputation.SetFactionActive`, `C_Reputation.SetFactionActiveByID`, `C_Reputation.SetFactionInactive`, `C_Reputation.SetFactionInactiveByID`, `C_Reputation.SetSelectedFaction`, `C_Reputation.SetSelectedFactionByID`, `C_Reputation.SetWatchedFactionByID`, `C_Reputation.ToggleFactionAtWar`, `C_Reputation.ToggleFactionAtWarByID`, `GetFactionIDByIndex`, `GetFactionInfoByID`, `GetFactionParentID` |
|
||||
| [Focus](docs/API.md#focus) | `ClearFocus`, `FocusUnit` |
|
||||
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `region:IsMouseOver`, `region:GetRect`, `region:IsDragging`, `GetMouseFoci`, `frame:SetShown`, `fontstring:GetStringHeight`, `fontstring:GetUnboundedStringWidth`, `fontstring:GetWrappedWidth`, `fontstring:GetNumLines`, `fontstring:GetLineHeight`, `fontstring:IsTruncated`, `fontstring:SetMaxLines`, `fontstring:GetMaxLines`, `fontstring:SetFormattedText`, `texture:SetRotation`, `texture:GetRotation`, `texture:SetVertexOffset`, `texture:GetVertexOffset`, `texture:SetColorTexture`, `texture:SetMask`, `frame:CreateMaskTexture`, `texture:AddMaskTexture`, `texture:RemoveMaskTexture`, `texture:GetNumMaskTextures`, `texture:GetMaskTexture`, `fontstring:SetRotation`, `fontstring:GetRotation`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsEventRegistered`, `frame:GetEffectiveAlpha`, `frame:SetAttribute`, `frame:SetAttributeNoHandler`, `frame:ClearAttribute`, `frame:GetAttribute`, `OnAttributeChanged` (script), `SetModernScriptArgs`, `GetModernScriptArgs`, `SecureCmdOptionParse`, `RegisterStateDriver`, `UnregisterStateDriver`, `RegisterAttributeDriver`, `UnregisterAttributeDriver`, `RegisterUnitWatch`, `UnregisterUnitWatch`, `UnitWatchRegistered`, `SecureButton_GetAttribute`, `SecureButton_GetUnit` |
|
||||
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `region:IsMouseOver`, `region:GetRect`, `region:IsDragging`, `GetMouseFoci`, `frame:SetShown`, `fontstring:GetStringHeight`, `fontstring:GetUnboundedStringWidth`, `fontstring:GetWrappedWidth`, `fontstring:GetNumLines`, `fontstring:GetLineHeight`, `fontstring:IsTruncated`, `fontstring:SetMaxLines`, `fontstring:GetMaxLines`, `fontstring:SetFormattedText`, `texture:SetRotation`, `texture:GetRotation`, `texture:SetVertexOffset`, `texture:GetVertexOffset`, `texture:SetColorTexture`, `texture:SetAtlas`, `texture:GetAtlas`, `texture:ResetTexCoord`, `texture:SetSpriteSheetCell`, `texture:SetDesaturation`, `texture:GetDesaturation`, `texture:SetMask`, `frame:CreateMaskTexture`, `texture:AddMaskTexture`, `texture:RemoveMaskTexture`, `texture:GetNumMaskTextures`, `texture:GetMaskTexture`, `fontstring:SetRotation`, `fontstring:GetRotation`, `editBox:SetCursorPosition`, `editBox:GetCursorPosition`, `editBox:GetUTF8CursorPosition`, `editBox:ClearHighlightText`, `editBox:HasFocus`, `editBox:HasText`, `editBox:SetHighlightColor`, `editBox:GetHighlightColor`, `editBox:ClearHistory`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsEventRegistered`, `frame:RegisterUnitEvent`, `frame:GetEffectiveAlpha`, `frame:SetAttribute`, `frame:SetAttributeNoHandler`, `frame:ClearAttribute`, `frame:GetAttribute`, `OnAttributeChanged` (script), `SetModernScriptArgs`, `GetModernScriptArgs`, `PreClick` (script), `PostClick` (script), `GetClickFrame` |
|
||||
| [FriendList](docs/API.md#friendlist) | `C_FriendList.GetFriendInfo`, `C_FriendList.GetFriendInfoByIndex`, `C_FriendList.GetNumFriends`, `C_FriendList.GetNumOnlineFriends`, `C_FriendList.GetNumWhoResults`, `C_FriendList.GetWhoInfo`, `C_FriendList.IsFriend`, `C_FriendList.IsIgnored`, `C_FriendList.IsIgnoredByGuid`, `C_FriendList.IsWhoQueryPending`, `C_FriendList.SendWhoQueryByName`, `C_FriendList.SetFriendNotes`, `C_FriendList.SetFriendNotesByIndex` |
|
||||
| [GameObject](docs/API.md#gameobject) | `C_GameObjectInfo.GetGameObjectInfoByID`, `C_GameObjectInfo.RequestLoadGameObjectByID`, `ClosestGameObjectPosition` |
|
||||
| [Glue](docs/API.md#glue) | `C_Glue.IsOnGlueScreen` |
|
||||
@@ -76,14 +82,14 @@ reference in **[docs/API.md](docs/API.md)**.
|
||||
| [Hooks](docs/API.md#hooks) | `hooksecurefunc` |
|
||||
| [Input](docs/API.md#input) | `GetMouseButtonClicked`, `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsMouseButtonDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
|
||||
| [Instance](docs/API.md#instance) | `GetInstanceInfo` |
|
||||
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfo`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventorySlotInfo`, `C_Item.GetItemInventorySlotKey`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemStatDelta`, `C_Item.GetItemStats`, `C_Item.GetItemClassInfo`, `C_Item.GetItemSubClassInfo`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseAtUnit`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemClassInfo`, `GetItemIcon`, `GetItemSubClassInfo`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
|
||||
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfo`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventorySlotInfo`, `C_Item.GetItemInventorySlotKey`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemStatDelta`, `C_Item.GetItemStats`, `C_Item.GetItemClassInfo`, `C_Item.GetItemSubClassInfo`, `C_Item.GetItemTempEnchantInfo`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseAtUnit`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemClassInfo`, `GetItemIcon`, `GetItemSubClassInfo`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
|
||||
| [Loot](docs/API.md#loot) | `C_Loot.GetNearbyLootableUnits`, `C_Loot.GetLastScanResults`, `C_Loot.IsScanInProgress`, `C_Loot.LootAllCorpses`, `C_Loot.LootUnit`, `C_Loot.LootUnitItem`, `C_Loot.ScanNearbyLoot` |
|
||||
| [LootHistory](docs/API.md#loothistory) | `C_LootHistory.GetNumItems`, `C_LootHistory.GetItem`, `C_LootHistory.GetPlayerInfo`, `C_LootHistory.Clear` |
|
||||
| [LossOfControl](docs/API.md#lossofcontrol) | `C_LossOfControl.GetActiveLossOfControlData`, `C_LossOfControl.GetActiveLossOfControlDataCount` |
|
||||
| [Lua](docs/API.md#lua) | `collectgarbage` (5.1 options), `coroutine.create`, `coroutine.resume`, `coroutine.running`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `string.gmatch`, `string.gsub` (table replacement), `string.match`, `string.reverse`, `strjoin`, `strreplace`, `strrev`, `strsplit`, `strtrim`, `table.count`, `table.maxn`, `table.wipe`, `unpack` (range args) |
|
||||
| [Macros](docs/API.md#macros) | `C_Macro.CreateMacro`, `C_Macro.EditMacro`, `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItemIcons`, `GetMacroSpell` |
|
||||
| [Lua](docs/API.md#lua) | `collectgarbage` (5.1 options), `coroutine.create`, `coroutine.resume`, `coroutine.running`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `string.gmatch`, `string.gsub` (table replacement), `string.match`, `string.reverse`, `strjoin`, `strreplace`, `strrev`, `strsplit`, `strtrim`, `table.count`, `table.maxn`, `table.wipe`, `unpack` (range args), `xpcall` (argument forwarding) |
|
||||
| [Macros](docs/API.md#macros) | `C_Macro.CreateMacro`, `C_Macro.EditMacro`, `C_Macro.SetMacroDisplay`, `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItem`, `GetMacroItemIcons`, `GetMacroSpell` |
|
||||
| [Mail](docs/API.md#mail) | `GetInboxItemLink`, `GetSendMailItemLink` |
|
||||
| [Map](docs/API.md#map) | `C_Map.GetAreaInfo`, `C_Map.GetAreas`, `C_Map.GetAreaTriggerInfo`, `C_Map.GetAreaTriggers`, `C_Map.GetBestMapForUnit`, `C_Map.GetMapAreaIDs`, `C_Map.GetMapOverlays`, `C_Map.GetMapWorldSize` |
|
||||
| [Map](docs/API.md#map) | `C_Map.CanSetUserWaypointOnMap`, `C_Map.ClearUserWaypoint`, `C_Map.GetAreaInfo`, `C_Map.GetAreas`, `C_Map.GetAreaTriggerInfo`, `C_Map.GetAreaTriggers`, `C_Map.GetBestMapForUnit`, `C_Map.GetFallbackWorldMapID`, `C_Map.GetMapAreaIDs`, `C_Map.GetMapArtLayers`, `C_Map.GetMapArtLayerTextures`, `C_Map.GetMapChildrenInfo`, `C_Map.GetMapInfo`, `C_Map.GetMapInfoAtPosition`, `C_Map.GetMapOverlays`, `C_Map.GetMapPosFromWorldPos`, `C_Map.GetMapRectOnMap`, `C_Map.GetMapWorldSize`, `C_Map.GetPlayerMapPosition`, `C_Map.GetUserWaypoint`, `C_Map.GetUserWaypointFromHyperlink`, `C_Map.GetUserWaypointHyperlink`, `C_Map.GetUserWaypointPositionForMap`, `C_Map.GetWorldPosFromMapPos`, `C_Map.HasUserWaypoint`, `C_Map.MapHasArt`, `C_Map.SetUserWaypoint` |
|
||||
| [MapExplorationInfo](docs/API.md#mapexplorationinfo) | `C_MapExplorationInfo.GetExploredMapTextures`, `C_MapExplorationInfo.GetUnexploredMapTextures` |
|
||||
| [MerchantFrame](docs/API.md#merchantframe) | `C_MerchantFrame.GetBuybackItemID`, `C_MerchantFrame.GetItemInfo`, `C_MerchantFrame.GetNumJunkItems`, `C_MerchantFrame.IsMerchantItemRefundable`, `C_MerchantFrame.IsSellAllJunkEnabled`, `C_MerchantFrame.SellAllJunkItems` |
|
||||
| [NamePlate](docs/API.md#nameplate) | `C_NamePlate.GetNamePlateForGUID`, `C_NamePlate.GetNamePlateForUnit`, `C_NamePlate.GetNamePlateGUIDs`, `C_NamePlate.GetNamePlates` |
|
||||
@@ -91,19 +97,21 @@ reference in **[docs/API.md](docs/API.md)**.
|
||||
| [NewItems](docs/API.md#newitems) | `C_NewItems.ClearAll`, `C_NewItems.IsNewItem`, `C_NewItems.RemoveNewItem` |
|
||||
| [PlayerInfo](docs/API.md#playerinfo) | `C_PlayerInfo.CanUseItem`, `C_PlayerInfo.GetClass`, `C_PlayerInfo.GetName`, `C_PlayerInfo.GetRace`, `C_PlayerInfo.GetSex`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer`, `C_PlayerInfo.IsConnected` |
|
||||
| [Quest](docs/API.md#quest) | `C_QuestLog.GetNumQuestObjectives`, `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetHeaderIndexForQuest`, `C_QuestLog.GetLogIndexForQuestID`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
|
||||
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellDispelType`, `C_Spell.GetSpellEffectMechanics`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsNextMeleeSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.ResetsMeleeSwing`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CanDualWield`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellBonusDamage`, `GetSpellBonusHealing`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
|
||||
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetSkillLineName`, `C_SpellBook.GetSkillLineRank`, `C_SpellBook.GetSpellBookItemInfo`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
|
||||
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `IsAssistingRitual`, `IsFalling`, `IsIndoors`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsOutdoors`, `IsStealthed`, `IsSwimming` |
|
||||
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCastCount`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellDispelType`, `C_Spell.GetSpellEffectInfo`, `C_Spell.GetSpellEffectMechanics`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellLossOfControlCooldown`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsNextMeleeSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.ResetsMeleeSwing`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CanDualWield`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellBonusDamage`, `GetSpellBonusHealing`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
|
||||
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.ContainsAnyDisenchantSpell`, `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetNumSpellBookSkillLines`, `C_SpellBook.GetPlayerSpellsByAura`, `C_SpellBook.GetSkillLineIndexByID`, `C_SpellBook.GetSkillLineName`, `C_SpellBook.GetSkillLineRank`, `C_SpellBook.GetSpellBookItemCastCount`, `C_SpellBook.GetSpellBookItemInfo`, `C_SpellBook.GetSpellBookItemLossOfControlCooldownDuration`, `C_SpellBook.GetSpellBookItemLossOfControlCooldownInfo`, `C_SpellBook.GetSpellBookItemSkillLineIndex`, `C_SpellBook.GetSpellBookSkillLineInfo`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsClassTalentSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
|
||||
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `GetSheathState`, `IsAssistingRitual`, `IsFalling`, `IsIndoors`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsOutdoors`, `IsStealthed`, `IsSwimming` |
|
||||
| [System](docs/API.md#system) | `CopyToClipboard`, `GetPhysicalScreenSize` |
|
||||
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
|
||||
| [Targeting](docs/API.md#targeting) | `GetPlayerFacing`, `TargetDirectionEnemy`, `TargetDirectionFriend`, `TargetNearest`, `TargetNearestEnemyPlayer`, `TargetNearestFriendPlayer` |
|
||||
| [TaxiMap](docs/API.md#taximap) | `C_TaxiMap.GetTaxiNodesForMap`, `C_TaxiMap.GetAllTaxiNodes`, `C_TaxiMap.GetTaxiPaths`, `C_TaxiMap.GetTaxiPathWaypoints`, `C_TaxiMap.GetTaxiRoute` |
|
||||
| [Texture](docs/API.md#texture) | `C_Texture.GetAtlasElementID`, `C_Texture.GetAtlasElements`, `C_Texture.GetAtlasExists`, `C_Texture.GetAtlasID`, `C_Texture.GetAtlasInfo`, `C_Texture.RegisterAtlas` |
|
||||
| [Time](docs/API.md#time) | `C_DateAndTime.AdjustTimeByDays`, `C_DateAndTime.AdjustTimeByMinutes`, `C_DateAndTime.CompareCalendarTime`, `C_DateAndTime.GetCalendarTimeFromEpoch`, `C_DateAndTime.GetCurrentCalendarTime`, `C_DateAndTime.GetSecondsUntilDailyReset`, `C_DateAndTime.GetServerTimeLocal`, `C_Timer.After`, `C_Timer.NewTicker`, `C_Timer.NewTimer`, `GetServerTime`, `GetTimeCached` |
|
||||
| [Totem](docs/API.md#totem) | `GetTotemInfo`, `GetTotemTimeLeft`, `GetTotemDuration`, `TargetTotem` |
|
||||
| [Tracking](docs/API.md#tracking) | `GetNumTrackingTypes`, `GetTrackingInfo`, `SetTracking` |
|
||||
| [TradeSkillUI](docs/API.md#tradeskillui) | `C_TradeSkillUI.GetTradeSkillListLink`, `C_TradeSkillUI.GetCraftListLink`, `C_TradeSkillUI.GetTradeSkillListRecipes` |
|
||||
| [UIColor](docs/API.md#uicolor) | `C_UIColor.GetColors` |
|
||||
| [Unit](docs/API.md#unit) | `ClosestUnitPosition`, `GetUnitSpeed`, `UnitClassBase`, `UnitCreatureFamilyID`, `UnitCreatureID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitHealthMissing`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `UnitPosition`, `UnitPower`, `UnitPowerMax`, `UnitPowerMissing`, `UnitPowerType`, `UnitRaceBase`, `UnitSpellHaste`, `UnitSpellTargetName`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID` |
|
||||
| [UnitAuras](docs/API.md#unitauras) | `C_UnitAuras.GetAuraDataByIndex`, `C_UnitAuras.GetAuraDataBySpellName`, `C_UnitAuras.GetAuraDispelTypeColor`, `C_UnitAuras.GetBuffDataByIndex`, `C_UnitAuras.GetDebuffDataByIndex`, `C_UnitAuras.GetPlayerAuraBySpellID`, `C_UnitAuras.GetUnitAuraBySpellID`, `C_UnitAuras.GetUnitAuras`, `C_UnitAuras.RegisterAuraDurationModifierByTrigger`, `C_UnitAuras.RegisterComboDuration`, `C_UnitAuras.UnitAura`, `C_UnitAuras.UnitBuff`, `C_UnitAuras.UnitDebuff` |
|
||||
| [Unit](docs/API.md#unit) | `ClosestUnitPosition`, `GetUnitSpeed`, `IsUnitToken`, `UnitClassBase`, `UnitCreatedBySpell`, `UnitCreatureFamilyID`, `UnitCreatureID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitHealthMissing`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `UnitPosition`, `UnitPower`, `UnitPowerMax`, `UnitPowerMissing`, `UnitPowerType`, `UnitRaceBase`, `UnitSpellHaste`, `UnitSpellTargetName`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID`, `UnitTokenFromName` |
|
||||
| [UnitAuras](docs/API.md#unitauras) | `C_UnitAuras.GetAuraDataByIndex`, `C_UnitAuras.GetAuraDataBySlot`, `C_UnitAuras.GetAuraDataBySpellName`, `C_UnitAuras.GetAuraDispelTypeColor`, `C_UnitAuras.GetAuraSlots`, `C_UnitAuras.GetBuffDataByIndex`, `C_UnitAuras.GetDebuffDataByIndex`, `C_UnitAuras.GetPlayerAuraBySpellID`, `C_UnitAuras.GetUnitAuraBySpellID`, `C_UnitAuras.GetUnitAuras`, `C_UnitAuras.RegisterAuraDurationModifierByTrigger`, `C_UnitAuras.RegisterComboDuration`, `C_UnitAuras.UnitAura`, `C_UnitAuras.UnitAuraBySlot`, `C_UnitAuras.UnitBuff`, `C_UnitAuras.UnitDebuff` |
|
||||
| [VoiceChat](docs/API.md#voicechat) | `C_VoiceChat.GetTtsVoices`, `C_VoiceChat.GetRemoteTtsVoices`, `C_VoiceChat.SpeakText`, `C_VoiceChat.StopSpeakingText`, `C_TTSSettings.GetSpeechRate`, `C_TTSSettings.GetSpeechVolume`, `C_TTSSettings.GetSpeechVoiceID`, `C_TTSSettings.GetVoiceOptionName`, `C_TTSSettings.SetSpeechRate`, `C_TTSSettings.SetSpeechVolume`, `C_TTSSettings.SetVoiceOption`, `C_TTSSettings.SetVoiceOptionByName`, `C_TTSSettings.SetDefaultSettings`, `C_TTSSettings.RefreshVoices` |
|
||||
| [XMLUtil](docs/API.md#xmlutil) | `C_XMLUtil.DoesTemplateExist`, `C_XMLUtil.GetTemplateInfo`, `C_XMLUtil.GetTemplates` |
|
||||
|
||||
@@ -115,9 +123,7 @@ reference in **[docs/API.md](docs/API.md)**.
|
||||
Registered on the **glue** Lua state (the engine that runs the login,
|
||||
realm-select, and character-select screens). The persistence entries
|
||||
in the first row are *glue-only* — they exist to support GlueXML
|
||||
patches that need a small persistence surface across sessions, since
|
||||
vanilla 1.12 glue ships no general-purpose persistence API beyond
|
||||
`GetSavedAccountName`/`SetSavedAccountName` (saturated by autologin).
|
||||
patches that need a small persistence surface across sessions.
|
||||
The rest of the table is in-game calls that we also mirror onto
|
||||
the glue state because GlueXML had no way to reach them otherwise.
|
||||
|
||||
@@ -133,17 +139,40 @@ the glue state because GlueXML had no way to reach them otherwise.
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary><b>Macros</b> — engine-level parsing extensions</summary>
|
||||
<summary><b>Macros</b> — forms a macro body accepts</summary>
|
||||
|
||||
Engine-level extensions to macro parsing and dispatch — no new Lua
|
||||
functions, just behavior the stock 1.12 engine didn't have. See the
|
||||
[Macros section in the Lua reference](docs/API.md#macros) for details.
|
||||
The DLL parses these forms, so an action-bar addon needs no code for them.
|
||||
See the [Macros section in the Lua reference](docs/API.md#macros) for
|
||||
details.
|
||||
|
||||
| Form | What it does |
|
||||
|------|--------------|
|
||||
| `/cast <spellID>` | `/cast 5019` casts Shoot if known; macro slot tags correctly for action-bar UI |
|
||||
| `CastSpellByName("<spellID>")` | Same — numeric strings resolve through the engine's name resolver |
|
||||
| `CastSpellNoToggle("<name>")` in a macro | Engine's macro parser now recognizes it as a primary-spell line, so the macro slot in an addon like pfUI highlights when its spell is auto-repeating or its self-aura is active |
|
||||
| `#showtooltip [conditions] Value` | First line of a macro. Sets what the button shows. Bare `#showtooltip` follows the first `/cast` or `/use` line instead. `#show` is the same form. |
|
||||
| `[conditions]` and `@unit` | Accepted by 38 commands. The slash-command list below names them. |
|
||||
| `!Name` | Starts an ability but never turns it off. Use it for auto-repeat shots and for the self-buffs (stance, aspect, seal, form, tracking). |
|
||||
| A line that starts with `#` | A comment. The line never reaches chat. |
|
||||
| `/cast <spellID>` | For a spell you know, `/cast 5019` casts it by ID. The macro slot also tags correctly for an action-bar addon. |
|
||||
| `CastSpellByName("<spellID>")` | A numeric string resolves through the engine name resolver, the same as `/cast`. |
|
||||
| `CastSpellNoToggle("<name>")` in a macro | The engine macro parser reads this as a primary-spell line. The macro slot in an addon such as pfUI then highlights while the spell is on auto-repeat or its self-aura is active. |
|
||||
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary><b>Slash commands</b> — <code>[conditions]</code> on 38 commands</summary>
|
||||
|
||||
The bundled addon registers these commands. Each one takes the same
|
||||
`[conditions]` and `@unit` syntax as `/cast`. Each client language has its
|
||||
own command names next to the English ones. See
|
||||
[More commands with `[conditions]`](docs/API.md#more-commands-with-conditions)
|
||||
for what each command does.
|
||||
|
||||
| Group | Commands |
|
||||
|-------|----------|
|
||||
| Casting | `/cast`, `/use`, `/stopcasting`, `/cancelaura`, `/cancelform`, `/dismount` |
|
||||
| Targeting | `/target`, `/targetexact`, `/cleartarget`, `/targetlasttarget`, `/targetlastenemy`, `/targetenemy`, `/targetfriend`, `/targetenemyplayer`, `/targetfriendplayer`, `/targetparty`, `/targetraid`, `/assist`, `/follow`, `/focus`, `/clearfocus`, `/startattack`, `/stopattack` |
|
||||
| Equipment | `/equip`, `/equipslot`, `/equipset` |
|
||||
| Action bars | `/changeactionbar`, `/swapactionbar`, `/click` |
|
||||
| Pet | `/petattack`, `/petfollow`, `/petstay`, `/petpassive`, `/petdefensive`, `/petaggressive`, `/petautocaston`, `/petautocastoff`, `/petautocasttoggle` |
|
||||
|
||||
</details>
|
||||
|
||||
@@ -169,6 +198,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
|-------|---------|
|
||||
| `BAG_NEW_ITEMS_UPDATED` | *(none)* |
|
||||
| `BAG_UPDATE_DELAYED` | *(none)* |
|
||||
| `CURSOR_CHANGED` | `isDefault, newCursorType, oldCursorType, oldCursorVirtualID` |
|
||||
| `EQUIPMENT_SETS_CHANGED` | *(none)* |
|
||||
| `EQUIPMENT_SWAP_PENDING` | `setID` |
|
||||
| `EQUIPMENT_SWAP_FINISHED` | `success, setID` |
|
||||
@@ -177,6 +207,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
| `GLOBAL_MOUSE_UP` | `button` |
|
||||
| `HEARTHSTONE_BOUND` | *(none)* |
|
||||
| `ITEM_DATA_LOAD_RESULT` | `itemID, success` |
|
||||
| `LEARNED_SPELL_IN_SKILL_LINE` | `spellID, skillLineIndex, isGuildPerkSpell` |
|
||||
| `LOOT_HISTORY_ROLL_CHANGED` | `itemIndex, playerIndex` |
|
||||
| `LOOT_HISTORY_ROLL_COMPLETE` | `itemIndex` |
|
||||
| `LOOT_SCAN_COMPLETED` | *(none)* |
|
||||
@@ -214,6 +245,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
| `UNIT_SPELLCAST_RETICLE_CLEAR` | `"player", "", spellID, spellName, rank` |
|
||||
| `UPDATE_INVENTORY_DURABILITY` | *(none)* |
|
||||
| `UPDATE_SHAPESHIFT_FORM` | *(none)* |
|
||||
| `USER_WAYPOINT_UPDATED` | *(none)* |
|
||||
| `VOICE_CHAT_TTS_PLAYBACK_STARTED` | `numConsumers, utteranceID, durationMS, destination` |
|
||||
| `VOICE_CHAT_TTS_PLAYBACK_FINISHED` | `numConsumers, utteranceID, destination` |
|
||||
| `VOICE_CHAT_TTS_PLAYBACK_FAILED` | `status, utteranceID, destination` |
|
||||
@@ -226,7 +258,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
|
||||
| Group | Constants |
|
||||
|-------|-----------|
|
||||
| Version | `CLASSIC_API_VERSION` |
|
||||
| Version | `CLASSIC_API_VERSION`, `INTERFACE_VERSION` |
|
||||
| Expansion | `LE_EXPANSION_LEVEL_CURRENT`, `LE_EXPANSION_CLASSIC` … `LE_EXPANSION_MIDNIGHT` |
|
||||
| Item quality | `LE_ITEM_QUALITY_POOR` … `LE_ITEM_QUALITY_WOWTOKEN` |
|
||||
| Unit stat | `LE_UNIT_STAT_STRENGTH` … `LE_UNIT_STAT_SPIRIT` |
|
||||
@@ -235,6 +267,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
| Inventory type | `Enum.InventoryType.Index*Type` (0–34, e.g. `IndexHeadType`=1 … `IndexRelicType`=28) |
|
||||
| Item class | `Enum.ItemClass.{Consumable,Container,Weapon,Gem,Armor,Reagent,Projectile,Tradegoods,ItemEnhancement,Recipe,Quiver,Questitem,Key,Miscellaneous,…}` (0–19) |
|
||||
| Item quality | `Enum.ItemQuality.{Poor,Common,Uncommon,Rare,Epic,Legendary,Artifact}` (0–6) |
|
||||
| Cursor type | `Enum.UICursorType.{Default,Item,Money,Spell,PetAction,Merchant,Macro,Pet,…}` (0–20; this client yields 0–5, 7 and 9) |
|
||||
| Spellbook bank | `Enum.SpellBookSpellBank.{Player,Pet}` (0–1) |
|
||||
| Spellbook item type | `Enum.SpellBookItemType.{None,Spell,FutureSpell,PetAction,Flyout}` (0–4; 1.12 only yields `Spell`/`PetAction`) |
|
||||
|
||||
@@ -254,7 +287,7 @@ when launching with `-console`), not as Lua functions. See the
|
||||
<details>
|
||||
<summary><b>Bindings</b> — direct-action and override binding families</summary>
|
||||
|
||||
ClassicAPI backports the later-client direct-action and temporary override
|
||||
ClassicAPI backports the direct-action and temporary override
|
||||
binding families. Permanent bindings use the standard `SPELL`, `ITEM`,
|
||||
`MACRO`, and `CLICK` command strings and can be saved normally. Overrides are
|
||||
session-only, frame-owned, and support the usual priority flag.
|
||||
@@ -302,7 +335,9 @@ functions but that consumer code still expects to find as globals —
|
||||
`CallbackRegistryMixin`, `EventRegistry`, `ColorMixin` + `CreateColor`,
|
||||
`Item` / `ItemLocation`, `MathUtil`(`Lerp` / `Clamp` / `CreateCounter`),
|
||||
`TableUtil` (`tCompare`, `MergeTable`, `SafePack`, etc.), and `EventUtil`
|
||||
(`ContinueOnAddOnLoaded` etc.).
|
||||
(`ContinueOnAddOnLoaded` and more). It also holds the conditional slash
|
||||
commands and `SecureCmdOptionParse`, the parser that reads `[conditions]`
|
||||
and `@unit` for them.
|
||||
|
||||
**You don't have to install the addon manually** — the DLL embeds
|
||||
the contents of [`AddOns/!!!ClassicAPI/`](AddOns/!!!ClassicAPI/) and
|
||||
@@ -335,7 +370,7 @@ identically in both cases.
|
||||
## Bundled addon: DebugTools
|
||||
|
||||
A 1.12.1 / Lua 5.0 backport of Blizzard's `Blizzard_DebugTools` addon
|
||||
(originally shipped with the 3.0 client) lives in [`AddOns/DebugTools/`](AddOns/DebugTools/).
|
||||
lives in [`AddOns/DebugTools/`](AddOns/DebugTools/).
|
||||
It's an independent addon — it doesn't use anything ClassicAPI adds, and
|
||||
ClassicAPI works fine without it. It's bundled here because it's the
|
||||
natural companion for testing and debugging anything written against the
|
||||
@@ -350,12 +385,11 @@ Slash commands provided:
|
||||
| `/framestack` (or `/fstack`) | Tooltip showing the frame hierarchy under the mouse cursor. |
|
||||
| `/luaerrors` (or `/scripterrors`) | Lua error display window. |
|
||||
|
||||
Lua globals provided (backports of 3.3.5 helpers that don't exist in
|
||||
1.12):
|
||||
Lua globals provided (backports of Blizzard helpers):
|
||||
|
||||
| Global | Purpose |
|
||||
|--------|---------|
|
||||
| `print(...)` | Backport of the 3.3.5 `print` — concats varargs with `" "` and pushes to `DEFAULT_CHAT_FRAME`. Routes through `setprinthandler`'s handler; falls back via `geterrorhandler` if the handler errors. |
|
||||
| `print(...)` | Backport of Blizzard's `print` — concats varargs with `" "` and pushes to `DEFAULT_CHAT_FRAME`. Routes through `setprinthandler`'s handler; falls back via `geterrorhandler` if the handler errors. |
|
||||
| `setprinthandler(func)` / `getprinthandler()` | Install / query a custom print handler. Useful for redirecting print output in tests. |
|
||||
| `tostringall(...)` | Apply `tostring()` to every vararg, preserving the count. Lua 5.0-compatible (uses `arg.n` since `select` doesn't exist in 5.0). |
|
||||
|
||||
|
||||
+4265
-1676
File diff suppressed because it is too large
Load Diff
@@ -556,9 +556,26 @@ Render the modern inline-texture escape (warcraft.wiki.gg/wiki/UI_escape_sequenc
|
||||
|Tpath:height[:width[:offsetX:offsetY[:texWidth:texHeight:left:right:top:bottom[:rV:gV:bV]]]]|t
|
||||
```
|
||||
|
||||
Atlas markup (`|A:atlas:…|a`) is Legion+ (needs an atlas DB 1.12 lacks) — out
|
||||
of scope. FileDataID paths are Legion+ — 1.12 resolves texture PATH strings
|
||||
only.
|
||||
Atlas markup is also supported:
|
||||
|
||||
```
|
||||
|A:atlasName:height:width[:offsetX:offsetY]|a
|
||||
```
|
||||
|
||||
It shares every scanner, measure, wrap and placement stage with `|T` — only the
|
||||
payload parser differs. `ParseAtlasIcon` resolves the name through
|
||||
`Texture::Atlas` and fills the SAME `IconDesc`, because an atlas is exactly the
|
||||
"path + normalized sub-rect" that struct already carries for a `|T` span with
|
||||
texcoords. A `height`/`width` of `0` resolves to the atlas's own pixel size at
|
||||
PARSE time (not the line font height `|T` falls back to), which is what keeps the
|
||||
rest of the pipeline marker-agnostic. Tiling atlases draw one quad, so
|
||||
`tilesHorizontally` / `tilesVertically` are not honored here.
|
||||
|
||||
Adding any further marker means touching `IconStartLen`, `FindIconClose`,
|
||||
`InlineSpanLen`, the ghost guard in `FlushLayout` — and, mandatory,
|
||||
`chat/IconFilter.cpp`, or the marker becomes a chat-spoof vector.
|
||||
|
||||
FileDataID paths are Legion+ — 1.12 resolves texture PATH strings only.
|
||||
|
||||
## Confirmed: 1.12 has ZERO inline-texture support
|
||||
|
||||
|
||||
@@ -213,6 +213,8 @@ filenames in Lua 5.0 by behaviour.
|
||||
|--------------|--------------------------|---------------------------------------------------|
|
||||
| `0x006F3140` | `setobj` / TValue copy | 16-byte memcpy |
|
||||
| `0x006F58B0` | `equalobj` | called by `lua_equal` |
|
||||
| `0x006F6050` | `luaD_precall` | frame setup for a call; Lua closure: reads Proto (`+0xc` of the closure), `is_vararg` at Proto `+0x46` → `adjust_varargs`, `numparams` `+0x45`, `maxstacksize` `+0x47`; C closure: reserves 0x14 slots and calls the C function |
|
||||
| `0x006F6200` | `adjust_varargs` | stock 5.0: pads missing fixed params with nil, then `luaH_new(L, nvar, 1)` + `luaH_setnum` per extra arg + sets field `"n"` and pushes the table. So EVERY call to a vararg Lua function allocates one table, whether the body uses `arg` or `...` — keep vararg helpers off per-frame paths |
|
||||
| `0x006F65A0` | `luaD_call` | the actual call dispatcher |
|
||||
| `0x006F6960` | `luaD_pcall` | protected call dispatcher |
|
||||
| `0x006F7340` | `luaD_growstack` (or checkstack) | invoked when stack needs space |
|
||||
|
||||
@@ -31,4 +31,13 @@ bool PatchBytes(void *dst, const void *src, size_t len) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void BoundedCopy(char *dst, const char *src, size_t n) {
|
||||
if (dst == nullptr || n == 0)
|
||||
return;
|
||||
size_t i = 0;
|
||||
for (; src != nullptr && src[i] != '\0' && i + 1 < n; ++i)
|
||||
dst[i] = src[i];
|
||||
dst[i] = '\0';
|
||||
}
|
||||
|
||||
} // namespace Common
|
||||
|
||||
@@ -11,8 +11,16 @@
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
namespace Common {
|
||||
|
||||
bool PatchBytes(void *dst, const void *src, size_t len);
|
||||
|
||||
// Bounded, always-terminated string copy: writes at most `n - 1`
|
||||
// characters plus the terminator, and treats a null `src` as empty. `n`
|
||||
// is the size of `dst`. Stands in for `strncpy`, which MSVC deprecates
|
||||
// (C4996) and which does not terminate on truncation.
|
||||
void BoundedCopy(char *dst, const char *src, size_t n);
|
||||
|
||||
} // namespace Common
|
||||
|
||||
+19
-50
@@ -15,16 +15,13 @@
|
||||
#include "Game.h"
|
||||
#include "MinHook.h"
|
||||
#include "Offsets.h"
|
||||
#include "config/FileSwitch.h"
|
||||
#include "event/Custom.h"
|
||||
#include "luasyntax/StringMethods.h"
|
||||
#include "model/DisplayInfo.h"
|
||||
#include "nameplate/Walk.h"
|
||||
#include "player/NameCache.h"
|
||||
#include "text/InlineTexture.h"
|
||||
#include "text/InlineTexturePool.h"
|
||||
#include "texture/Mask.h"
|
||||
#include "texture/Transform.h"
|
||||
#include "tooltip/SetEvents.h"
|
||||
|
||||
static Game::FrameScript_Initialize_t FrameScript_Initialize_o = nullptr;
|
||||
static Game::LoadScriptFunctions_t LoadScriptFunctions_o = nullptr;
|
||||
@@ -40,53 +37,17 @@ static FrameRegisterEvent_t FrameRegisterEvent_o = nullptr;
|
||||
static void __fastcall InvalidFunctionPtrCheck_h() {}
|
||||
|
||||
static bool __fastcall FrameScript_Initialize_h() {
|
||||
// BEFORE the engine tears down the old event table (at the start of
|
||||
// FrameScript_Initialize), invalidate our cached slot indices. The
|
||||
// table is rebuilt at a fresh allocation; the old slots are stale.
|
||||
Event::Custom::PrepareForReload();
|
||||
// Fire every module's PrepareForReload BEFORE the engine tears down the old
|
||||
// event table / Lua state. Each module that keeps reload-fragile state (Lua
|
||||
// refs, frame-pointer-keyed maps, cached event-slot indices) self-registers
|
||||
// via `static const Game::ReloadAutoRegister _reload{&PrepareForReload};`,
|
||||
// so this one call clears them all — a new module can't forget to wire in
|
||||
// (see the ReloadAutoRegister doc in Game.h). This hook fires on both
|
||||
// `/reload` and `/logout` (the engine re-inits the Lua state in both).
|
||||
Game::RunReloadCleanups();
|
||||
|
||||
// Clear the nameplate diff state so currently-visible plates
|
||||
// refire CREATED and UNIT_ADDED on the next tick — re-presents
|
||||
// them to the freshly reloaded UI, matching modern WoW. The
|
||||
// wrappers themselves now live in the engine's own registry
|
||||
// (via `FrameScript_Object::ScriptRegister`), which the engine
|
||||
// tears down and rebuilds across the Lua reset — no per-module
|
||||
// cache to clear here.
|
||||
NamePlate::Events::PrepareForReload();
|
||||
|
||||
// The reload teardown destroys every icon pool texture, fontstring,
|
||||
// and text node — forget all inline-icon pointers now so nothing
|
||||
// touches them (see InlineTexture.h / InlineTexturePool.h).
|
||||
Text::InlineTexture::PrepareForReload();
|
||||
Text::InlineTexturePool::PrepareForReload();
|
||||
|
||||
// Drop per-region corner transforms (SetRotation / SetVertexOffset) — the
|
||||
// reload destroys every addon texture and the region pool reuses their pointers.
|
||||
Texture::Transform::PrepareForReload();
|
||||
|
||||
// Drop per-region texture masks for the same reason (SetMask).
|
||||
Texture::Mask::PrepareForReload();
|
||||
|
||||
// Drop pending character-dress jobs and their engine compositors — the
|
||||
// reload destroys every Model frame the jobs point at.
|
||||
Model::DisplayInfo::PrepareForReload();
|
||||
|
||||
// Drop the per-tooltip OnTooltipSet* handler cells — the reload destroys
|
||||
// and recreates every tooltip object, and the handler refs die with the
|
||||
// Lua reset (issue #33: the cell table filled after ~18 reloads, then
|
||||
// recycled tooltip addresses fired dead refs).
|
||||
Tooltip::SetEvents::PrepareForReload();
|
||||
|
||||
// Forget the captured `string` table before the world Lua state resets
|
||||
// (this hook also fires on /logout, where the state's tables die) —
|
||||
// string-method resolution fails closed (stock index error) until
|
||||
// LoadScriptFunctions re-captures.
|
||||
LuaSyntax::StringMethods::PrepareForReload();
|
||||
|
||||
// Persist the name cache before the engine starts tearing down.
|
||||
// This hook fires on both `/reload` and `/logout` (the engine
|
||||
// re-initializes Lua state in both cases), giving us a clean
|
||||
// deterministic save point for the common lifecycle events.
|
||||
// Persist the name cache before the engine tears down — a SAVE, not a clear,
|
||||
// so it stays an explicit call rather than a ReloadAutoRegister.
|
||||
Player::NameCache::Flush();
|
||||
|
||||
FrameScript_Initialize_o();
|
||||
@@ -247,6 +208,14 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD reason, LPVOID lpReserved) {
|
||||
if (reason == DLL_PROCESS_ATTACH) {
|
||||
DisableThreadLibraryCalls(hModule);
|
||||
|
||||
// The ONE thing that has to happen this early, and the only module this
|
||||
// file names directly. The engine reads its config file during boot,
|
||||
// several calls before VanillaFixes invokes `Load`, so a `-config`
|
||||
// switch cannot be applied from the normal install path — by then the
|
||||
// file has been read. This is a single 4-byte store, not a hook, so it
|
||||
// carries none of the loader-lock cost described above.
|
||||
Config::FileSwitch::Apply();
|
||||
|
||||
// Install nothing here (loader lock — see the block comment above).
|
||||
//
|
||||
// Under VanillaFixes, `Load` is the ONLY install trigger. VfPatcher.dll
|
||||
|
||||
@@ -17,6 +17,12 @@
|
||||
|
||||
namespace Game {
|
||||
|
||||
void *ResolveUnitToken(const char *token) {
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
auto fn = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
return fn(token);
|
||||
}
|
||||
|
||||
namespace Lua {
|
||||
// Each entry binds a typed function pointer in `Game::Lua::` to the
|
||||
// corresponding raw VA in `Offsets`. The X-macro keeps the column-aligned
|
||||
@@ -40,6 +46,7 @@ namespace Lua {
|
||||
F(RawGet, lua_rawget, LUA_RAW_GET) \
|
||||
F(SetTable, lua_settable, LUA_SET_TABLE) \
|
||||
F(RawSet, lua_rawset, LUA_RAW_SET) \
|
||||
F(SetMetatable,lua_setmetatable,LUA_SET_METATABLE)\
|
||||
F(Insert, lua_insert, LUA_INSERT) \
|
||||
F(Remove, lua_remove, LUA_REMOVE) \
|
||||
F(GetTop, lua_gettop, LUA_GET_TOP) \
|
||||
@@ -288,6 +295,7 @@ namespace {
|
||||
ModuleAutoRegister *g_moduleHead = nullptr;
|
||||
GlueModuleAutoRegister *g_glueModuleHead = nullptr;
|
||||
HookAutoRegister *g_hookHead = nullptr;
|
||||
ReloadAutoRegister *g_reloadHead = nullptr;
|
||||
} // namespace
|
||||
|
||||
ModuleAutoRegister::ModuleAutoRegister(Fn f) : fn(f), next(g_moduleHead) {
|
||||
@@ -309,6 +317,15 @@ void RunGlueModuleRegistrations() {
|
||||
node->fn();
|
||||
}
|
||||
|
||||
ReloadAutoRegister::ReloadAutoRegister(Fn f) : fn(f), next(g_reloadHead) {
|
||||
g_reloadHead = this;
|
||||
}
|
||||
|
||||
void RunReloadCleanups() {
|
||||
for (auto *node = g_reloadHead; node != nullptr; node = node->next)
|
||||
node->fn();
|
||||
}
|
||||
|
||||
HookAutoRegister::HookAutoRegister(uintptr_t target, void *hook, void **original)
|
||||
: target(target), hook(hook), original(original), next(g_hookHead) {
|
||||
g_hookHead = this;
|
||||
|
||||
+48
@@ -57,6 +57,19 @@ inline T &Ref(uintptr_t address) {
|
||||
return *reinterpret_cast<T *>(address);
|
||||
}
|
||||
|
||||
// --- Engine primitives ------------------------------------------------------
|
||||
|
||||
// Resolve a unit token (`"player"`, `"target"`, `"party3"`, `"nameplate1"`,
|
||||
// …) to its live `CGUnit_C *`, through the engine's own resolver
|
||||
// (`FUN_RESOLVE_UNIT_TOKEN`). Returns null for a valid token that currently
|
||||
// has no unit (e.g. `"target"` with nothing targeted). NOTE: the engine
|
||||
// RAISES a Lua error for a string that isn't a valid token form (an arbitrary
|
||||
// name like `"Bob"`), so only pass real unit tokens — the same contract every
|
||||
// stock `Unit*` global carries. Centralizes the
|
||||
// `reinterpret_cast<…>(FUN_RESOLVE_UNIT_TOKEN)` idiom that was copy-pasted
|
||||
// across a dozen modules.
|
||||
void *ResolveUnitToken(const char *token);
|
||||
|
||||
using FrameScript_Initialize_t = bool(__fastcall *)();
|
||||
using LoadScriptFunctions_t = void(__fastcall *)();
|
||||
|
||||
@@ -110,6 +123,9 @@ using lua_gettable_t = void(__fastcall *)(void *L, int idx);
|
||||
using lua_rawget_t = void(__fastcall *)(void *L, int idx);
|
||||
using lua_settable_t = void(__fastcall *)(void *L, int idx);
|
||||
using lua_rawset_t = void(__fastcall *)(void *L, int idx);
|
||||
// Pops the table at the top and installs it as the metatable of the value
|
||||
// at idx; returns 1.
|
||||
using lua_setmetatable_t = int(__fastcall *)(void *L, int idx);
|
||||
using lua_insert_t = void(__fastcall *)(void *L, int idx);
|
||||
using lua_remove_t = void(__fastcall *)(void *L, int idx);
|
||||
using lua_gettop_t = int(__fastcall *)(void *L);
|
||||
@@ -165,6 +181,7 @@ extern const lua_gettable_t GetTable;
|
||||
extern const lua_rawget_t RawGet;
|
||||
extern const lua_settable_t SetTable;
|
||||
extern const lua_rawset_t RawSet;
|
||||
extern const lua_setmetatable_t SetMetatable;
|
||||
extern const lua_insert_t Insert;
|
||||
extern const lua_remove_t Remove;
|
||||
extern const lua_gettop_t GetTop;
|
||||
@@ -412,4 +429,35 @@ struct HookAutoRegister {
|
||||
// and stops on first failure.
|
||||
bool RunHookRegistrations();
|
||||
|
||||
// Self-registration for per-/reload state cleanup. A module that keeps
|
||||
// file-static state which goes STALE across a game /reload declares a
|
||||
// file-scope `static const Game::ReloadAutoRegister _reload{&PrepareForReload};`
|
||||
// right after its `void PrepareForReload()`. `RunReloadCleanups()` — called
|
||||
// from the FrameScript_Initialize hook, BEFORE the engine tears down the Lua
|
||||
// state — fires them all, so DllMain no longer hand-maintains the list and a
|
||||
// new module can't forget to wire itself in.
|
||||
//
|
||||
// State is "reload-fragile" when it survives in C++ but its meaning does not:
|
||||
// - Lua registry refs / handler cells (the Lua reset invalidates them);
|
||||
// - maps/sets keyed by a frame/object POINTER (the allocator recycles
|
||||
// addresses, so an old entry aliases an unrelated new object);
|
||||
// - cached event-slot indices (the engine rebuilds the event table).
|
||||
// Firing a stale entry is the recurring bug this prevents (Tooltip::SetEvents
|
||||
// issue #33, Frame::Attributes). A pure-C++ cache keyed by spellID/itemID is
|
||||
// NOT fragile and must not register.
|
||||
//
|
||||
// Same lifetime + ordering rules as ModuleAutoRegister: static-init chaining,
|
||||
// undefined cross-TU order — fine, because each callback only clears its OWN
|
||||
// state. This is the "clear stale state" category only; a save-before-teardown
|
||||
// like Player::NameCache::Flush stays an explicit DllMain call (it persists
|
||||
// rather than clears, and also runs on the glue-return path).
|
||||
struct ReloadAutoRegister {
|
||||
using Fn = void (*)();
|
||||
explicit ReloadAutoRegister(Fn fn);
|
||||
Fn fn;
|
||||
ReloadAutoRegister *next;
|
||||
};
|
||||
|
||||
void RunReloadCleanups();
|
||||
|
||||
} // namespace Game
|
||||
|
||||
+1500
-59
File diff suppressed because it is too large
Load Diff
+2
-14
@@ -47,6 +47,7 @@
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "action/Slot.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
@@ -62,19 +63,6 @@ uint32_t ReadEntry(int slot0) {
|
||||
return base[slot0];
|
||||
}
|
||||
|
||||
// Returns 1-based macro slot index if `key` matches any entry in the
|
||||
// macro-slot map, or 0 if no match. `key` is the action entry with the
|
||||
// `0x40000000` type bit stripped (i.e. `entry & 0xBFFFFFFF`).
|
||||
int FindMacroSlot(uint32_t key) {
|
||||
auto *map = reinterpret_cast<const uint32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_MACRO_SLOT_MAP));
|
||||
for (int i = 0; i < Offsets::MACRO_SLOT_MAP_COUNT; ++i) {
|
||||
if (map[i] == key)
|
||||
return i + 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetActionInfo(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: GetActionInfo(slot)");
|
||||
@@ -117,7 +105,7 @@ int __fastcall Script_GetActionInfo(void *L) {
|
||||
|
||||
if (type == Offsets::ACTION_TYPE_BAG_OR_MACRO) {
|
||||
const uint32_t key = entry & Offsets::ACTION_PAYLOAD_MASK_BAG_OR_MACRO;
|
||||
const int macroSlot = FindMacroSlot(key);
|
||||
const int macroSlot = Action::Slot::MacroSlotForID(key);
|
||||
if (macroSlot > 0) {
|
||||
Game::Lua::PushString(L, "macro");
|
||||
Game::Lua::PushNumber(L, static_cast<double>(macroSlot));
|
||||
|
||||
@@ -0,0 +1,117 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `GetActionCooldown` / `GetActionCount` / `IsConsumableAction` for macro
|
||||
// slots whose `#showtooltip` / `#show` resolved to an ITEM. A spell
|
||||
// resolution needs none of this — the engine reads a macro slot's spell from
|
||||
// its primary-spell cache, which `Macro::ShowTooltip` writes — but the engine
|
||||
// has no per-macro item field, so the item forms of these three are answered
|
||||
// here, each with the engine's own helper for the item-by-ID slot case:
|
||||
//
|
||||
// - cooldown → `FUN_ITEM_QUERY_COOLDOWN` via `Item::Cooldown::PushCooldown`
|
||||
// (the same triple `GetContainerItemCooldown` returns);
|
||||
// - count → `FUN_ACTION_ITEM_COUNT`, the value `UseAction` caches per
|
||||
// item-by-ID slot;
|
||||
// - consumable → the rule of the inner `IsConsumableAction` (`0x004E5250`):
|
||||
// ammo / thrown, or any on-use spell slot with negative
|
||||
// charges.
|
||||
//
|
||||
// Registered in front of the engine globals (last registration wins) and a
|
||||
// strict superset of them: every other slot tail-calls the engine function
|
||||
// with the untouched stack.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "item/Cooldown.h"
|
||||
#include "item/Record.h"
|
||||
#include "macro/ShowTooltip.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Action::ItemState {
|
||||
|
||||
namespace {
|
||||
|
||||
using ScriptFn_t = int(__fastcall *)(void *L);
|
||||
using ItemCount_t = uint32_t(__fastcall *)(uint32_t itemID);
|
||||
|
||||
int Engine(uintptr_t fn, void *L) {
|
||||
return reinterpret_cast<ScriptFn_t>(fn)(L);
|
||||
}
|
||||
|
||||
// True (and fills `info`) when stack[1] is a slot whose macro resolved to an item.
|
||||
bool ItemTarget(void *L, Macro::ShowTooltip::Info *info) {
|
||||
if (!Game::Lua::IsNumber(L, 1))
|
||||
return false;
|
||||
const int slot0 = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
|
||||
return Macro::ShowTooltip::ForSlot(slot0, info) &&
|
||||
info->target == Macro::ShowTooltip::Target::Item;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetActionCooldown(void *L) {
|
||||
Macro::ShowTooltip::Info info;
|
||||
if (!ItemTarget(L, &info))
|
||||
return Engine(Offsets::FUN_SCRIPT_GET_ACTION_COOLDOWN, L);
|
||||
Item::Cooldown::PushCooldown(L, info.itemID);
|
||||
return 3;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetActionCount(void *L) {
|
||||
Macro::ShowTooltip::Info info;
|
||||
if (!ItemTarget(L, &info))
|
||||
return Engine(Offsets::FUN_SCRIPT_GET_ACTION_COUNT, L);
|
||||
const uint32_t count = reinterpret_cast<ItemCount_t>(Offsets::FUN_ACTION_ITEM_COUNT)(
|
||||
static_cast<uint32_t>(info.itemID));
|
||||
Game::Lua::PushNumber(L, static_cast<double>(count));
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool IsConsumable(int itemID) {
|
||||
const uint8_t *record = Item::PeekRecord(static_cast<uint32_t>(itemID));
|
||||
if (record == nullptr)
|
||||
return false;
|
||||
const uint32_t invType = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE);
|
||||
if (invType == Offsets::INVTYPE_AMMO || invType == Offsets::INVTYPE_THROWN)
|
||||
return true;
|
||||
for (int i = 0; i < Offsets::ITEMSTATS_SPELL_SLOT_COUNT; ++i) {
|
||||
const uint32_t spellID = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_ID + i * 4);
|
||||
const uint32_t trigger = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_TRIGGER + i * 4);
|
||||
const int32_t charges = Game::Read<int32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_CHARGES + i * 4);
|
||||
if (spellID != 0 && trigger == Offsets::ITEM_SPELLTRIGGER_ON_USE && charges < 0)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
int __fastcall Script_IsConsumableAction(void *L) {
|
||||
Macro::ShowTooltip::Info info;
|
||||
if (!ItemTarget(L, &info))
|
||||
return Engine(Offsets::FUN_SCRIPT_IS_CONSUMABLE_ACTION, L);
|
||||
if (IsConsumable(info.itemID))
|
||||
Game::Lua::PushNumber(L, 1.0);
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("GetActionCooldown", &Script_GetActionCooldown);
|
||||
Game::Lua::RegisterGlobalFunction("GetActionCount", &Script_GetActionCount);
|
||||
Game::Lua::RegisterGlobalFunction("IsConsumableAction", &Script_IsConsumableAction);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Action::ItemState
|
||||
@@ -0,0 +1,44 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include "action/Slot.h"
|
||||
|
||||
#include "Offsets.h"
|
||||
|
||||
namespace Action::Slot {
|
||||
|
||||
int MacroSlotForID(uint32_t macroID) {
|
||||
if (macroID == 0)
|
||||
return 0;
|
||||
auto *map = reinterpret_cast<const uint32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_MACRO_SLOT_MAP));
|
||||
for (int i = 0; i < Offsets::MACRO_SLOT_MAP_COUNT; ++i) {
|
||||
if (map[i] == macroID)
|
||||
return i + 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
uint32_t MacroIDForSlot(int slot0) {
|
||||
if (slot0 < 0 || slot0 >= Offsets::ACTION_TABLE_MAX_SLOTS)
|
||||
return 0;
|
||||
auto *table = reinterpret_cast<const uint32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ACTION_TABLE));
|
||||
const uint32_t entry = table[slot0];
|
||||
if (entry == 0 || (entry & Offsets::ACTION_TYPE_MASK) != Offsets::ACTION_TYPE_BAG_OR_MACRO)
|
||||
return 0;
|
||||
const uint32_t key = entry & Offsets::ACTION_PAYLOAD_MASK_BAG_OR_MACRO;
|
||||
return MacroSlotForID(key) != 0 ? key : 0;
|
||||
}
|
||||
|
||||
} // namespace Action::Slot
|
||||
@@ -0,0 +1,36 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
// Action-slot ↔ macro decoding shared by every module that has to answer
|
||||
// "which macro sits in this action slot" (`GetActionInfo`, the
|
||||
// `#showtooltip` display overrides). The action table stores macroIDs under
|
||||
// the ambiguous `0x40000000` tag; the macro-slot map says which of those ids
|
||||
// are macros (the rest are bag items). Pure C — no Lua stack.
|
||||
|
||||
namespace Action::Slot {
|
||||
|
||||
// 1-based macro slot holding `macroID` — the same linear scan of
|
||||
// `VAR_MACRO_SLOT_MAP` the engine's `FUN_MACRO_ID_TO_SLOT` does — or 0 when
|
||||
// no macro has that id (0 is never a macroID).
|
||||
int MacroSlotForID(uint32_t macroID);
|
||||
|
||||
// The macroID in action slot `slot0` (0-based, `< ACTION_TABLE_MAX_SLOTS`),
|
||||
// or 0 when the slot is empty, isn't `0x40000000`-tagged, or holds a bag
|
||||
// item rather than a macro.
|
||||
uint32_t MacroIDForSlot(int slot0);
|
||||
|
||||
} // namespace Action::Slot
|
||||
+35
-41
@@ -50,6 +50,7 @@
|
||||
#include "addons/EngineIO.h"
|
||||
#include "addons/FlavorBindings.h"
|
||||
#include "addons/FlavorToc.h"
|
||||
#include "addons/Registry.h"
|
||||
#include "addons/Toc.h"
|
||||
#include "addons/TocRewrite.h"
|
||||
#include "bindings/Inject.h"
|
||||
@@ -377,26 +378,22 @@ using ListInsert_t = void(__thiscall *)(void *listCtrl, void *entry,
|
||||
// engine's own insert helper handles remove-then-insert atomically,
|
||||
// so it's safe to call on an entry that's already in the list.
|
||||
//
|
||||
// Entries are pointed to by `[VAR_ADDON_LIST_HEAD]` (`0x00BE1B6C`),
|
||||
// with the next-pointer field at `entry + 0x10` (computed as
|
||||
// `*(value-at-VAR_ADDON_LIST_CTRL) + entry + 4` = `0xC + entry + 4`
|
||||
// = `entry + 0x10`). Low-bit-1 means "sentinel" (end of list).
|
||||
// Name pointer lives at `entry + 0x14`.
|
||||
constexpr uintptr_t VAR_ADDON_LIST_HEAD = 0x00BE1B6C;
|
||||
constexpr int OFF_ADDON_ENTRY_NAME_PTR = 0x14;
|
||||
|
||||
// `entry+0x29` — the "filter-out" byte. The flat display-array builder
|
||||
// `FUN_0051da70` walks the linked list and copies an entry into
|
||||
// `GetNumAddOns`/`GetAddOnInfo`'s array ONLY when this byte is 0, so
|
||||
// setting it hides `!!!ClassicAPI` from the character-select AddOns
|
||||
// list — there's no checkbox, so it can't be toggled off. The builder
|
||||
// only ever *writes* this byte on the secure/SMSG path (`entry+0x28 !=
|
||||
// 0`); our entry is non-secure, so a manual `1` here is stable across
|
||||
// rebuilds. Hiding does NOT stop loading (the load pass `FUN_0051f600`
|
||||
// never reads `+0x29`) and does NOT break dependency resolution or
|
||||
// by-name queries (those use the addon hash table, which keeps the
|
||||
// entry regardless).
|
||||
constexpr int OFF_ADDON_ENTRY_FILTER_OUT = 0x29;
|
||||
// The list is walked via the shared `Addons::ForEachEntry`
|
||||
// (`addons/Registry.h`); the callback stops the walk once it finds and
|
||||
// re-links our entry, since the re-link invalidates the current
|
||||
// next-pointer.
|
||||
//
|
||||
// `entry + OFF_ADDON_ENTRY_FILTER_OUT` is the "filter-out" byte. The
|
||||
// flat display-array builder `FUN_0051da70` walks the linked list and
|
||||
// copies an entry into `GetNumAddOns`/`GetAddOnInfo`'s array ONLY when
|
||||
// this byte is 0, so setting it hides `!!!ClassicAPI` from the
|
||||
// character-select AddOns list — there's no checkbox, so it can't be
|
||||
// toggled off. The builder only ever *writes* this byte on the
|
||||
// secure/SMSG path (`entry+0x28 != 0`); our entry is non-secure, so a
|
||||
// manual `1` here is stable across rebuilds. Hiding does NOT stop
|
||||
// loading (the load pass `FUN_0051f600` never reads `+0x29`) and does
|
||||
// NOT break dependency resolution or by-name queries (those use the
|
||||
// addon hash table, which keeps the entry regardless).
|
||||
|
||||
// `entry+0x2b` — DefaultState (`## DefaultState: enabled/disabled`).
|
||||
// The enable resolver `FUN_ADDON_ENABLE_RESOLVE` falls back to this
|
||||
@@ -411,29 +408,26 @@ constexpr int OFF_ADDON_ENTRY_DEFAULT_STATE = 0x2b;
|
||||
// with the `FUN_ADDON_ENABLE_RESOLVE` co-hook, `!!!ClassicAPI` always
|
||||
// loads and never appears as a toggleable entry.
|
||||
void FinalizeEmbeddedEntry() {
|
||||
uintptr_t entry = *reinterpret_cast<uintptr_t *>(VAR_ADDON_LIST_HEAD);
|
||||
const int linkOffset = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_LIST_CTRL));
|
||||
while ((entry & 1) == 0 && entry != 0) {
|
||||
Addons::ForEachEntry([](uintptr_t entry) -> bool {
|
||||
const char *name = *reinterpret_cast<const char *const *>(
|
||||
entry + OFF_ADDON_ENTRY_NAME_PTR);
|
||||
if (name != nullptr && std::strcmp(name, kAddonName) == 0) {
|
||||
// Hide from the character-select AddOns list and default it
|
||||
// to enabled.
|
||||
*reinterpret_cast<uint8_t *>(entry + OFF_ADDON_ENTRY_FILTER_OUT) = 1;
|
||||
*reinterpret_cast<uint8_t *>(entry + OFF_ADDON_ENTRY_DEFAULT_STATE) = 1;
|
||||
entry + Offsets::OFF_ADDON_ENTRY_NAME_PTR);
|
||||
if (name == nullptr || std::strcmp(name, kAddonName) != 0)
|
||||
return true; // keep walking
|
||||
|
||||
auto fn = reinterpret_cast<ListInsert_t>(
|
||||
Offsets::FUN_INTRUSIVE_LIST_INSERT);
|
||||
fn(reinterpret_cast<void *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_LIST_CTRL)),
|
||||
reinterpret_cast<void *>(entry),
|
||||
/*position=*/ 1, /*anchor=*/ 0);
|
||||
return;
|
||||
}
|
||||
entry = *reinterpret_cast<const uintptr_t *>(
|
||||
entry + linkOffset + 4);
|
||||
}
|
||||
// Hide from the character-select AddOns list and default it to
|
||||
// enabled, then move it to the head of the load order.
|
||||
*reinterpret_cast<uint8_t *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_FILTER_OUT) = 1;
|
||||
*reinterpret_cast<uint8_t *>(entry + OFF_ADDON_ENTRY_DEFAULT_STATE) = 1;
|
||||
|
||||
auto fn = reinterpret_cast<ListInsert_t>(
|
||||
Offsets::FUN_INTRUSIVE_LIST_INSERT);
|
||||
fn(reinterpret_cast<void *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_LIST_CTRL)),
|
||||
reinterpret_cast<void *>(entry),
|
||||
/*position=*/ 1, /*anchor=*/ 0);
|
||||
return false; // stop — the re-link invalidated our next-pointer
|
||||
});
|
||||
}
|
||||
|
||||
void __fastcall AddonInit_h(const char *accountName) {
|
||||
|
||||
+24
-10
@@ -26,6 +26,7 @@
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "addons/LoadState.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
@@ -251,19 +252,23 @@ int __fastcall Script_GetAddOnSecurity(void *L) {
|
||||
|
||||
// `C_AddOns.IsAddOnLoaded(indexOrName)` → `(loadedOrLoading, loaded)`.
|
||||
//
|
||||
// Modern WoW distinguishes "load-in-progress" from "fully loaded" —
|
||||
// matters for LoD addons whose load is split across multiple
|
||||
// `LoadAddOn` callbacks. Vanilla 1.12's `FUN_0051F240` is fully
|
||||
// synchronous: the loaded byte at `entry+0x18` flips from 0 → 1
|
||||
// inside a single call, so the "loading" state is never observable
|
||||
// from Lua. We return the same boolean twice — `loadedOrLoading`
|
||||
// and `loaded` are identical here.
|
||||
// Modern WoW distinguishes "load-in-progress" from "fully loaded", and
|
||||
// the two really are distinguishable here: the engine's loaded byte
|
||||
// (`entry+0x18`) is set at the START of a load, before the addon's files
|
||||
// run, so the byte alone answers `loadedOrLoading`, not `loaded`. The
|
||||
// window is reachable from Lua — an addon's own file-scope code, and any
|
||||
// dependency pulled in during it, run while the byte already reads set.
|
||||
//
|
||||
// So `loadedOrLoading` is the engine's byte, and `loaded` additionally
|
||||
// requires the addon not to be mid-load, which `AddOns::LoadState`
|
||||
// tracks from the loader itself.
|
||||
//
|
||||
// Resolves both numeric indices (via `FUN_ADDON_GET_BY_INDEX`) and
|
||||
// string names. `IS_LOADED` accepts an entry pointer as its name arg
|
||||
// because the entry's first 12 bytes are the inline NUL-terminated
|
||||
// directory name (same as the other per-field accessors), so we can
|
||||
// feed it either an entry or a Lua-side string transparently.
|
||||
// feed it either an entry or a Lua-side string transparently — and that
|
||||
// same pointer is the name `LoadState` matches on.
|
||||
int __fastcall Script_IsAddOnLoaded(void *L) {
|
||||
const uint8_t *entry = ResolveAddOnName(L);
|
||||
if (entry == nullptr) {
|
||||
@@ -273,8 +278,11 @@ int __fastcall Script_IsAddOnLoaded(void *L) {
|
||||
}
|
||||
auto isLoaded = reinterpret_cast<EntryByteFn_t>(
|
||||
Offsets::FUN_ADDON_IS_LOADED);
|
||||
const bool loaded = isLoaded(entry) != 0;
|
||||
Game::Lua::PushBool(L, loaded);
|
||||
const bool loadedOrLoading = isLoaded(entry) != 0;
|
||||
const bool loaded =
|
||||
loadedOrLoading &&
|
||||
!AddOns::LoadState::IsLoading(reinterpret_cast<const char *>(entry));
|
||||
Game::Lua::PushBool(L, loadedOrLoading);
|
||||
Game::Lua::PushBool(L, loaded);
|
||||
return 2;
|
||||
}
|
||||
@@ -385,6 +393,12 @@ static void RegisterLuaFunctions() {
|
||||
&Script_DoesAddOnExist);
|
||||
Game::Lua::RegisterTableFunction("C_AddOns", "IsAddOnLoaded",
|
||||
&Script_IsAddOnLoaded);
|
||||
// The stock global, mirrored into the namespace — the engine's own
|
||||
// handler already has the Lua C ABI and the modern return shape.
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_AddOns", "LoadAddOn",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_LOAD_ADDON)));
|
||||
Game::Lua::RegisterTableFunction("C_AddOns", "GetAddOnOptionalDependencies",
|
||||
&Script_GetAddOnOptionalDependencies);
|
||||
Game::Lua::RegisterIntegerEnum(
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Tracks in-progress addon loads so `C_AddOns.IsAddOnLoaded` can report
|
||||
// `loadedOrLoading` and `loaded` separately. See `LoadState.h` for why the
|
||||
// engine's own byte can't answer both.
|
||||
//
|
||||
// Loads nest — an addon's dependencies load inside its own call — so this
|
||||
// keeps a stack rather than a single name. The name is copied rather than
|
||||
// stored by pointer: `LoadAddOn` passes a Lua string, which does not
|
||||
// outlive the call.
|
||||
|
||||
#include "addons/LoadState.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
namespace AddOns::LoadState {
|
||||
|
||||
namespace {
|
||||
|
||||
// Dependency chains are shallow; anything deeper simply isn't tracked
|
||||
// (the depth counter still balances, so the stack can't desync).
|
||||
constexpr int kMaxDepth = 16;
|
||||
constexpr int kMaxName = 64;
|
||||
|
||||
char g_stack[kMaxDepth][kMaxName];
|
||||
int g_depth = 0;
|
||||
|
||||
bool EqualsIgnoreCase(const char *a, const char *b) {
|
||||
for (; *a != '\0' && *b != '\0'; ++a, ++b) {
|
||||
char ca = *a;
|
||||
char cb = *b;
|
||||
if (ca >= 'A' && ca <= 'Z')
|
||||
ca = static_cast<char>(ca - 'A' + 'a');
|
||||
if (cb >= 'A' && cb <= 'Z')
|
||||
cb = static_cast<char>(cb - 'A' + 'a');
|
||||
if (ca != cb)
|
||||
return false;
|
||||
}
|
||||
return *a == *b;
|
||||
}
|
||||
|
||||
using LoadOne_t = unsigned int(__fastcall *)(const char *name, char flag,
|
||||
void *progressCtx);
|
||||
LoadOne_t s_loadOne_o = nullptr;
|
||||
|
||||
unsigned int __fastcall LoadOne_h(const char *name, char flag, void *progressCtx) {
|
||||
const int slot = g_depth;
|
||||
if (slot >= 0 && slot < kMaxDepth)
|
||||
Common::BoundedCopy(g_stack[slot], name, kMaxName);
|
||||
++g_depth;
|
||||
|
||||
const unsigned int result = s_loadOne_o(name, flag, progressCtx);
|
||||
|
||||
--g_depth;
|
||||
if (g_depth < 0)
|
||||
g_depth = 0; // defensive: never let the stack run negative
|
||||
return result;
|
||||
}
|
||||
|
||||
const Game::HookAutoRegister _hookLoadOne{
|
||||
Offsets::FUN_ADDON_LOAD_ONE,
|
||||
reinterpret_cast<void *>(&LoadOne_h),
|
||||
reinterpret_cast<void **>(&s_loadOne_o)};
|
||||
|
||||
} // namespace
|
||||
|
||||
bool IsLoading(const char *name) {
|
||||
if (name == nullptr || *name == '\0')
|
||||
return false;
|
||||
const int depth = (g_depth < kMaxDepth) ? g_depth : kMaxDepth;
|
||||
for (int i = 0; i < depth; ++i)
|
||||
if (EqualsIgnoreCase(g_stack[i], name))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
} // namespace AddOns::LoadState
|
||||
@@ -0,0 +1,33 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
// `AddOns::LoadState` — tracks which addons are mid-load.
|
||||
//
|
||||
// The engine's own "loaded" byte (`entry+0x18`) is set at the START of a
|
||||
// load, before the addon's files run, so on its own it can't tell
|
||||
// "loading" from "loaded". That distinction is observable: an addon's
|
||||
// file-scope code, and every dependency pulled in during it, execute
|
||||
// while the byte already reads set.
|
||||
//
|
||||
// A co-hook on the per-addon loader keeps a stack of the names currently
|
||||
// being loaded, which is the missing half of
|
||||
// `C_AddOns.IsAddOnLoaded`'s `(loadedOrLoading, loaded)` pair.
|
||||
namespace AddOns::LoadState {
|
||||
|
||||
// True while `name` is inside the engine's per-addon load call. Matching
|
||||
// is case-insensitive, as addon-name matching is everywhere else.
|
||||
bool IsLoading(const char *name);
|
||||
|
||||
} // namespace AddOns::LoadState
|
||||
@@ -0,0 +1,50 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <type_traits>
|
||||
|
||||
namespace Addons {
|
||||
|
||||
// Walk the engine's intrusive AddOn-registry linked list, calling `fn(entry)`
|
||||
// for each `AddOnEntry *`. Head at `[VAR_ADDON_LIST_HEAD]`; the next-pointer
|
||||
// field is at `entry + [VAR_ADDON_LIST_CTRL] + 4` (= `entry + 0x10`); a
|
||||
// low-bit-1 sentinel or NULL terminates. This is the same traversal the
|
||||
// engine's own load pass (`FUN_0051F600`) and scan tail loop use.
|
||||
//
|
||||
// `fn` may return `void` (always continue) or `bool` (return `false` to STOP
|
||||
// early). Early stop is load-bearing for a visitor that mutates the list —
|
||||
// e.g. re-linking an entry to the head invalidates the current next-pointer,
|
||||
// so the walk must not follow it. Shared by `Addons::Embedded` (find + re-link
|
||||
// the embedded entry) and `Addons::Rescan` (snapshot / diff / fix-up passes).
|
||||
template <typename Fn> void ForEachEntry(Fn fn) {
|
||||
const int linkOffset = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_LIST_CTRL));
|
||||
uintptr_t entry = *reinterpret_cast<const uintptr_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_LIST_HEAD));
|
||||
while ((entry & 1) == 0 && entry != 0) {
|
||||
if constexpr (std::is_void_v<decltype(fn(entry))>) {
|
||||
fn(entry);
|
||||
} else {
|
||||
if (!fn(entry))
|
||||
return;
|
||||
}
|
||||
entry = *reinterpret_cast<const uintptr_t *>(entry + linkOffset + 4);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Addons
|
||||
@@ -0,0 +1,523 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Retail-like `/reload`: pick up new addon folders and new files without
|
||||
// restarting the client. Two independent engine limitations block that on
|
||||
// a stock 1.12 client, each fixed here with the engine's own machinery:
|
||||
//
|
||||
// 1. FILE VISIBILITY. Every relative-path read resolves through a
|
||||
// loose-file hash index built ONCE at boot (see Offsets.h,
|
||||
// `FUN_VFS_INDEX_SUBTREE`); files created after boot — a new
|
||||
// addon's TOC, a new .lua in an existing addon, a freshly written
|
||||
// SavedVariables file — are invisible until restart. The boot
|
||||
// indexer is dedup-safe and works on subtrees, so we re-run it per
|
||||
// /reload on the only two subtrees whose contents can change what
|
||||
// a /reload loads: `Interface\AddOns` and `WTF\Account`. New files
|
||||
// in EXISTING addons need nothing more — the per-addon loader
|
||||
// `FUN_0051F240` re-reads the TOC from disk on every load pass, so
|
||||
// once the files are visible they load.
|
||||
//
|
||||
// 2. REGISTRY MEMBERSHIP. The addon registry is built once at login;
|
||||
// new folders are never walked. We replay the login scan's disk
|
||||
// walk verbatim (`FUN_ADDON_SCAN_DISK_DIRS` with the engine's own
|
||||
// per-directory callback, which feeds the dedup-safe TOC parser),
|
||||
// so new folders register as completely normal entries — then
|
||||
// mirror the two registry structures the scan's OTHER passes would
|
||||
// have filled: the reverse-LoadWith lists (scan tail loop) and the
|
||||
// flat `GetNumAddOns` display array (`FUN_0051DA70` phase 2).
|
||||
//
|
||||
// 3. METADATA IMMUTABILITY. The parser's dedup guard makes a
|
||||
// registered entry's `##` metadata read-once: an edited
|
||||
// `## SavedVariables:` / `## Dependencies:` / any `##` line never
|
||||
// re-parses. The engine's own complete per-entry destructor
|
||||
// (`FUN_ADDON_ENTRY_DESTROY` — frees every owned allocation and
|
||||
// self-unlinks from both the list and the hash; see Offsets.h)
|
||||
// makes evict + re-register safe: destroy the entry so the dedup
|
||||
// guard MISSES, re-feed the name to `FUN_TOC_PARSER`, and the
|
||||
// entry rebuilds from the edited TOC exactly like a fresh
|
||||
// registration. Gated on an actual `##` change (hash of the TOC's
|
||||
// `##` lines only — file-reference edits load natively and never
|
||||
// trigger the evict path). A TOC that no longer reads at all
|
||||
// (folder deleted) evicts without re-registering — the deletion
|
||||
// analog; a folder the scan still finds simply re-registers.
|
||||
//
|
||||
// Runs from the `ModuleAutoRegister` callback — LoadScriptFunctions
|
||||
// post-hook, which fires inside FrameXML init (`FUN_0048FBF0`) BEFORE
|
||||
// the AddOns.txt enable-state re-read, the load-progress count, and the
|
||||
// addon load pass, on both login and every /reload. The engine then
|
||||
// loads new entries natively: dep ordering, Bindings.xml, flavor TOCs,
|
||||
// SavedVariables, ADDON_LOADED, the load-screen "Loading add-on %s".
|
||||
// The window is also what makes eviction safe: the unload pass already
|
||||
// ran (SavedVariables written from the OLD entry's SV lists, loaded
|
||||
// bytes cleared), and the load pass hasn't — nothing holds entry state.
|
||||
//
|
||||
// Excluded from the evict path (everything else is fair game):
|
||||
// - `!!!ClassicAPI` — embedded; `Addons::Embedded` owns its entry
|
||||
// (head re-link + filter byte);
|
||||
// - `## Secure:` / SMSG-managed entries — the parser cannot restore
|
||||
// packet-delivered state (see OFF_ADDON_ENTRY_SECURE).
|
||||
//
|
||||
// NOTE the surgical discipline. A previous attempt re-invoked the
|
||||
// login-only teardown+rescan (`FUN_ADDON_INIT`) mid-/reload and
|
||||
// corrupted the registry (duplicate loads + Lua memory explosion on the
|
||||
// NEXT login). This module never runs bulk teardown; the only entry
|
||||
// mutation beyond what a login scan produces is the per-entry evict
|
||||
// above, which is (a) the engine's own complete destructor, (b) always
|
||||
// preceded by the reverse-LoadWith scrub (the one reference the dtor
|
||||
// can't clean), and (c) always followed by the same fix-ups a new
|
||||
// registration gets. New entries come from the same parser call
|
||||
// `Addons::Embedded` has exercised every login.
|
||||
//
|
||||
// Thread note: the loose-file index has no lock, but the engine itself
|
||||
// builds it lazily on first access and we mutate it only during the
|
||||
// reload loading screen on the main thread — the same context in which
|
||||
// the engine does all its own file work.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "addons/EngineIO.h"
|
||||
#include "addons/Registry.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
namespace Addons::Rescan {
|
||||
|
||||
namespace {
|
||||
|
||||
// ── Engine entry points (all verified by disassembly; see Offsets.h) ──
|
||||
|
||||
using FindOpen_t = void *(__stdcall *)(const char *dirPath);
|
||||
using FindClose_t = void(__stdcall *)(void *findBlock);
|
||||
using IndexSubtree_t = void(__fastcall *)(const char *basePath,
|
||||
const char *relSubdir,
|
||||
void *findHandle);
|
||||
using ScanDiskDirs_t = int(__fastcall *)(const char *basePath,
|
||||
const char *pattern, void *callback,
|
||||
void *userParam, int includeHidden);
|
||||
using ResolveByName_t = void *(__fastcall *)(const char *name);
|
||||
using DescGrow_t = void(__thiscall *)(void *desc, uint32_t newCap);
|
||||
using QuantumCalc_t = uint32_t(__thiscall *)(void *desc, uint32_t needed);
|
||||
using Qsort_t = void(__cdecl *)(void *base, uint32_t num, uint32_t width,
|
||||
void *compare);
|
||||
using TocParser_t = void(__fastcall *)(const char *name);
|
||||
using EntryDestroy_t = void(__stdcall *)(void *entry);
|
||||
|
||||
// The engine's ubiquitous growable-array descriptor.
|
||||
struct Desc {
|
||||
uint32_t cap;
|
||||
uint32_t count;
|
||||
uint32_t *data;
|
||||
uint32_t quantum;
|
||||
};
|
||||
|
||||
// Append one dword to a descriptor, mirroring the engine's inline
|
||||
// grow-and-append (the scan tail loop and `FUN_0051DA70` phase 2 share
|
||||
// it): round the needed cap up to the quantum — computed by the
|
||||
// engine's own `FUN_DESC_QUANTUM_CALC` when the desc has none — grow
|
||||
// via the site's grow instantiation (which reallocs `data` and writes
|
||||
// `cap`), then `data[count++] = value`.
|
||||
void DescAppend(Desc *desc, uint32_t value, DescGrow_t grow) {
|
||||
uint32_t needed = desc->count + 1;
|
||||
if (desc->cap < needed) {
|
||||
uint32_t quantum = desc->quantum;
|
||||
if (quantum == 0) {
|
||||
auto calc =
|
||||
reinterpret_cast<QuantumCalc_t>(Offsets::FUN_DESC_QUANTUM_CALC);
|
||||
quantum = calc(desc, needed);
|
||||
}
|
||||
if (needed % quantum != 0)
|
||||
needed += quantum - needed % quantum;
|
||||
grow(desc, needed);
|
||||
}
|
||||
desc->data[desc->count++] = value;
|
||||
}
|
||||
|
||||
// The registry linked-list walk lives in `addons/Registry.h`
|
||||
// (`Addons::ForEachEntry`), shared with `Addons::Embedded`.
|
||||
|
||||
// By-name registry lookup via the engine's own hash resolver (returns
|
||||
// the entry's RequiredDeps desc, so subtract its offset — same recovery
|
||||
// `Addons::Info` uses).
|
||||
uintptr_t ResolveEntryByName(const char *name) {
|
||||
auto resolve =
|
||||
reinterpret_cast<ResolveByName_t>(Offsets::FUN_ADDON_RESOLVE_REQ_DEPS);
|
||||
const uintptr_t desc = reinterpret_cast<uintptr_t>(resolve(name));
|
||||
return desc != 0 ? desc - Offsets::OFF_ADDON_REQDEPS_DESC : 0;
|
||||
}
|
||||
|
||||
// ── Step 1: loose-file index refresh ──────────────────────────────────
|
||||
|
||||
// Register new on-disk files under `relSubdir` with the frozen index,
|
||||
// exactly as the boot walk would have (the indexer skips every file
|
||||
// already present). No-op when the directory doesn't exist —
|
||||
// `FUN_VFS_FIND_OPEN` requires an existing directory and returns NULL.
|
||||
void ReindexSubtree(const char *base, const char *relSubdir) {
|
||||
char dir[260];
|
||||
std::snprintf(dir, sizeof(dir), "%s\\%s", base, relSubdir);
|
||||
auto findOpen = reinterpret_cast<FindOpen_t>(Offsets::FUN_VFS_FIND_OPEN);
|
||||
auto findClose = reinterpret_cast<FindClose_t>(Offsets::FUN_VFS_FIND_CLOSE);
|
||||
void *handle = findOpen(dir);
|
||||
if (handle == nullptr)
|
||||
return;
|
||||
auto index =
|
||||
reinterpret_cast<IndexSubtree_t>(Offsets::FUN_VFS_INDEX_SUBTREE);
|
||||
index(base, relSubdir, handle);
|
||||
findClose(handle);
|
||||
}
|
||||
|
||||
void RefreshLooseFileIndex() {
|
||||
// The boot walk's base choice (`FUN_00646EA0`): the recorded game
|
||||
// dir if it opens as a directory, else ".". Index keys are relative
|
||||
// to this, so it must match or the new keys would never be hit.
|
||||
auto findOpen = reinterpret_cast<FindOpen_t>(Offsets::FUN_VFS_FIND_OPEN);
|
||||
auto findClose = reinterpret_cast<FindClose_t>(Offsets::FUN_VFS_FIND_CLOSE);
|
||||
const char *base =
|
||||
reinterpret_cast<const char *>(Offsets::VAR_VFS_BASE_PATH);
|
||||
void *probe = findOpen(base);
|
||||
if (probe != nullptr)
|
||||
findClose(probe);
|
||||
else
|
||||
base = ".";
|
||||
|
||||
// The only subtrees whose post-boot changes affect what a /reload
|
||||
// loads: addon content, and the SavedVariables the unload pass
|
||||
// wrote moments ago (a first-ever SV file is otherwise invisible —
|
||||
// the stock client loses a freshly installed addon's settings on
|
||||
// /reload for exactly this reason).
|
||||
ReindexSubtree(base, "Interface\\AddOns");
|
||||
ReindexSubtree(base, "WTF\\Account");
|
||||
}
|
||||
|
||||
// ── Step 1.5: `##` metadata refresh (evict + re-register on change) ──
|
||||
|
||||
// The embedded addon's name — its entry is owned by `Addons::Embedded`
|
||||
// (head re-link + filter byte) and never refreshed here.
|
||||
constexpr const char *kEmbeddedAddon = "!!!ClassicAPI";
|
||||
|
||||
// name → FNV-1a hash of the addon's `##` lines, as last parsed.
|
||||
// Per-process on purpose: the registry persists across /reload, and a
|
||||
// stale hash after a full re-login scan only causes one harmless
|
||||
// re-parse of already-current metadata.
|
||||
std::unordered_map<std::string, uint32_t> g_metaHash;
|
||||
|
||||
// Read `<name>`'s base TOC exactly as the parser does — through the
|
||||
// (hooked) `FUN_FILE_READ`, so flavor selection and TOC rewriting are
|
||||
// reflected in what gets hashed. Caller frees `*buf` via Storm.
|
||||
bool ReadToc(const char *name, void **buf, size_t *size) {
|
||||
char path[260];
|
||||
std::snprintf(path, sizeof(path), "Interface\\AddOns\\%s\\%s.toc", name,
|
||||
name);
|
||||
auto read = reinterpret_cast<AddOns::EngineIO::FileReadFn>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_FILE_READ));
|
||||
*buf = nullptr;
|
||||
*size = 0;
|
||||
return read(0, path, buf, size, 1, 1, 0) != 0 && *buf != nullptr;
|
||||
}
|
||||
|
||||
// FNV-1a over the TOC's `##` lines only. File-reference lines are
|
||||
// excluded on purpose — the load pass re-reads those from disk every
|
||||
// /reload anyway, so an edit there must not trigger the evict path.
|
||||
// Line terminators are excluded (a CRLF↔LF conversion is not a
|
||||
// metadata change); a per-line separator keeps adjacent lines from
|
||||
// concatenating into the same hash. The BOM skip mirrors the parser.
|
||||
uint32_t HashTocMetadata(const char *buf, size_t size) {
|
||||
uint32_t h = 2166136261u;
|
||||
size_t i = 0;
|
||||
if (size >= 3 && static_cast<uint8_t>(buf[0]) == 0xEF &&
|
||||
static_cast<uint8_t>(buf[1]) == 0xBB &&
|
||||
static_cast<uint8_t>(buf[2]) == 0xBF)
|
||||
i = 3;
|
||||
while (i < size) {
|
||||
size_t end = i;
|
||||
while (end < size && buf[end] != '\n')
|
||||
++end;
|
||||
size_t stop = end;
|
||||
while (stop > i && buf[stop - 1] == '\r')
|
||||
--stop;
|
||||
if (stop - i >= 2 && buf[i] == '#' && buf[i + 1] == '#') {
|
||||
for (size_t k = i; k < stop; ++k) {
|
||||
h ^= static_cast<uint8_t>(buf[k]);
|
||||
h *= 16777619u;
|
||||
}
|
||||
h ^= '\n';
|
||||
h *= 16777619u;
|
||||
}
|
||||
i = end + 1;
|
||||
}
|
||||
return h;
|
||||
}
|
||||
|
||||
// True when the entry never takes the evict path: the embedded addon
|
||||
// (owned by `Addons::Embedded`) and SMSG-managed secure entries (the
|
||||
// parser cannot restore packet-delivered state).
|
||||
bool IsRefreshExempt(uintptr_t entry, const char *name) {
|
||||
return name == nullptr || std::strcmp(name, kEmbeddedAddon) == 0 ||
|
||||
*reinterpret_cast<const uint8_t *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_SECURE) != 0;
|
||||
}
|
||||
|
||||
// Read + hash `<name>`'s `##` lines. False when the TOC doesn't read.
|
||||
bool TryHashToc(const char *name, uint32_t *outHash) {
|
||||
void *buf = nullptr;
|
||||
size_t size = 0;
|
||||
if (!ReadToc(name, &buf, &size))
|
||||
return false;
|
||||
*outHash = HashTocMetadata(static_cast<const char *>(buf), size);
|
||||
reinterpret_cast<AddOns::EngineIO::SMemFreeFn>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_STORM_SMEM_FREE))(
|
||||
buf, __FILE__, __LINE__, 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Remove every pointer to `victim` from the OTHER entries'
|
||||
// reverse-LoadWith lists — the one reference `FUN_ADDON_ENTRY_DESTROY`
|
||||
// cannot clean (it frees the victim's own list, not the victim's
|
||||
// presence in others'). Without this, the loader's post-ADDON_LOADED
|
||||
// loop dereferences freed memory.
|
||||
void ScrubReverseLoadWith(uintptr_t victim) {
|
||||
ForEachEntry([victim](uintptr_t entry) {
|
||||
if (entry == victim)
|
||||
return;
|
||||
auto *desc = reinterpret_cast<Desc *>(
|
||||
entry + Offsets::OFF_ADDON_REVLOADWITH_DESC);
|
||||
uint32_t w = 0;
|
||||
for (uint32_t r = 0; r < desc->count; ++r)
|
||||
if (desc->data[r] != static_cast<uint32_t>(victim))
|
||||
desc->data[w++] = desc->data[r];
|
||||
desc->count = w;
|
||||
});
|
||||
}
|
||||
|
||||
// The refresh pass. Walks the registry comparing each entry's current
|
||||
// `##` hash against the last-parsed one; on change (or an unreadable
|
||||
// TOC — deleted folder), evicts via the engine's own destructor and,
|
||||
// for changes, re-feeds the name to the parser. Re-registered entries
|
||||
// are appended to `refreshed` so they join the same reverse-LoadWith /
|
||||
// display-array fix-ups a new folder gets. Returns true when anything
|
||||
// was actually evicted (the display array holds a freed name pointer
|
||||
// until it's rebuilt).
|
||||
//
|
||||
// Victims are collected during the walk and processed after it — the
|
||||
// destructor unlinks the entry the iterator stands on (its next-pointer
|
||||
// is zeroed), so evicting mid-walk would silently truncate the walk.
|
||||
// Names are copied for the same reason: the dtor frees the entry's
|
||||
// name string. `g_metaHash` is committed only once the re-registration
|
||||
// actually happened — updating it during the walk would absorb the edit
|
||||
// forever if any later step failed, with no retry on the next /reload.
|
||||
bool RefreshChangedMetadata(std::vector<uintptr_t> &refreshed) {
|
||||
struct Victim {
|
||||
std::string name;
|
||||
uint32_t newHash;
|
||||
bool reRegister; // false: TOC unreadable — evict only
|
||||
};
|
||||
std::vector<Victim> victims;
|
||||
ForEachEntry([&victims](uintptr_t entry) {
|
||||
const char *name = *reinterpret_cast<const char *const *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_NAME_PTR);
|
||||
if (IsRefreshExempt(entry, name))
|
||||
return;
|
||||
uint32_t h = 0;
|
||||
if (!TryHashToc(name, &h)) {
|
||||
victims.push_back({name, 0, false});
|
||||
return;
|
||||
}
|
||||
auto it = g_metaHash.find(name);
|
||||
if (it == g_metaHash.end())
|
||||
g_metaHash.emplace(name, h); // first sighting — seed only
|
||||
else if (it->second != h)
|
||||
victims.push_back({name, h, true});
|
||||
});
|
||||
|
||||
bool anyEvicted = false;
|
||||
auto destroy =
|
||||
reinterpret_cast<EntryDestroy_t>(Offsets::FUN_ADDON_ENTRY_DESTROY);
|
||||
auto parse = reinterpret_cast<TocParser_t>(Offsets::FUN_TOC_PARSER);
|
||||
for (const Victim &v : victims) {
|
||||
const uintptr_t entry = ResolveEntryByName(v.name.c_str());
|
||||
if (entry == 0)
|
||||
continue;
|
||||
ScrubReverseLoadWith(entry);
|
||||
destroy(reinterpret_cast<void *>(entry));
|
||||
anyEvicted = true;
|
||||
if (!v.reRegister) {
|
||||
g_metaHash.erase(v.name);
|
||||
continue;
|
||||
}
|
||||
// The parser appends the fresh entry at the list TAIL, so a
|
||||
// refreshed addon's position in the load pass changes for this
|
||||
// reload. Declared dependencies still force-load first; only
|
||||
// undeclared load-order assumptions between unrelated addons
|
||||
// could observe the difference.
|
||||
parse(v.name.c_str());
|
||||
const uintptr_t fresh = ResolveEntryByName(v.name.c_str());
|
||||
if (fresh != 0) {
|
||||
refreshed.push_back(fresh);
|
||||
g_metaHash[v.name] = v.newHash;
|
||||
} else {
|
||||
// Evicted but the parse didn't restore it (TOC became
|
||||
// unreadable between hash and parse) — treat as deleted so
|
||||
// a reappearing folder re-seeds instead of diffing against
|
||||
// a hash the registry never absorbed.
|
||||
g_metaHash.erase(v.name);
|
||||
}
|
||||
}
|
||||
return anyEvicted;
|
||||
}
|
||||
|
||||
// ── Step 2: registry rescan + mirrored fix-ups ────────────────────────
|
||||
|
||||
// The scan tail loop's reverse-LoadWith build, restricted to pairs
|
||||
// involving a newly registered entry. Login already linked old→old
|
||||
// pairs; a pair is missing exactly when one side is new (the login
|
||||
// walk skipped `## LoadWith:` names that didn't resolve, and new
|
||||
// entries were never walked at all) — so appending just those pairs
|
||||
// reproduces what a login scan would have built, with no duplicates in
|
||||
// the engine's no-dedup lists.
|
||||
void FixupReverseLoadWith(const std::vector<uintptr_t> &added) {
|
||||
auto isNew = [&added](uintptr_t e) {
|
||||
return std::find(added.begin(), added.end(), e) != added.end();
|
||||
};
|
||||
auto grow =
|
||||
reinterpret_cast<DescGrow_t>(Offsets::FUN_ADDON_REVLOADWITH_GROW);
|
||||
ForEachEntry([&](uintptr_t entry) {
|
||||
const bool entryIsNew = isNew(entry);
|
||||
const uint32_t count = *reinterpret_cast<const uint32_t *>(
|
||||
entry + Offsets::OFF_ADDON_LOADWITH_COUNT);
|
||||
auto names = *reinterpret_cast<const char *const *const *>(
|
||||
entry + Offsets::OFF_ADDON_LOADWITH_ARRAY);
|
||||
for (uint32_t i = 0; i < count; ++i) {
|
||||
const uintptr_t target = ResolveEntryByName(names[i]);
|
||||
if (target == 0 || (!entryIsNew && !isNew(target)))
|
||||
continue;
|
||||
DescAppend(reinterpret_cast<Desc *>(
|
||||
target + Offsets::OFF_ADDON_REVLOADWITH_DESC),
|
||||
static_cast<uint32_t>(entry), grow);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// `FUN_0051DA70` phase 2, mirrored (never call that function itself —
|
||||
// its phase 1 consumes an SMSG_ADDON_INFO packet): rebuild the
|
||||
// `GetNumAddOns`/`GetAddOnInfo(i)` name-pointer array from the linked
|
||||
// list, skipping filtered entries (keeps `!!!ClassicAPI` hidden), then
|
||||
// sort with the engine's own comparator to restore alphabetical order.
|
||||
void RebuildDisplayArray() {
|
||||
auto desc = reinterpret_cast<Desc *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_ARRAY_CAP));
|
||||
auto grow = reinterpret_cast<DescGrow_t>(Offsets::FUN_ADDON_ARRAY_GROW);
|
||||
desc->count = 0;
|
||||
ForEachEntry([&](uintptr_t entry) {
|
||||
if (*reinterpret_cast<const uint8_t *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_FILTER_OUT) != 0)
|
||||
return;
|
||||
DescAppend(desc,
|
||||
*reinterpret_cast<const uint32_t *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_NAME_PTR),
|
||||
grow);
|
||||
});
|
||||
auto qsort = reinterpret_cast<Qsort_t>(Offsets::FUN_CRT_QSORT);
|
||||
qsort(desc->data, desc->count, 4,
|
||||
reinterpret_cast<void *>(Offsets::FUN_ADDON_NAME_COMPARE));
|
||||
}
|
||||
|
||||
void Run() {
|
||||
// Registry populated (login scan ran) and loose index built — both
|
||||
// always true by the first in-world LoadScriptFunctions, but these
|
||||
// are the states the steps below mutate, so gate explicitly.
|
||||
if (*reinterpret_cast<const uint8_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_ADDON_INITIALIZED)) == 0 ||
|
||||
*reinterpret_cast<const uint8_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_VFS_INDEX_READY)) == 0)
|
||||
return;
|
||||
|
||||
RefreshLooseFileIndex();
|
||||
|
||||
// Metadata refresh runs BEFORE the snapshot: a re-registered entry
|
||||
// is alive by snapshot time, so it lands in `before` and can never
|
||||
// double-count in `added` — even if the allocator reuses the old
|
||||
// entry's address, `refreshed` tracks it independently of the diff.
|
||||
std::vector<uintptr_t> refreshed;
|
||||
const bool evicted = RefreshChangedMetadata(refreshed);
|
||||
|
||||
std::vector<uintptr_t> before;
|
||||
ForEachEntry([&before](uintptr_t entry) { before.push_back(entry); });
|
||||
|
||||
// Replay login scan walk #2 verbatim: engine walker + engine
|
||||
// callback + engine parser. The parser's dedup guard makes this a
|
||||
// hash lookup per already-registered addon; new folders register
|
||||
// as complete, normal entries (their TOC is readable now — and it
|
||||
// goes through the FlavorToc/TocRewrite read hooks like any other).
|
||||
//
|
||||
// The dedup guard is why this replay can NEVER refresh or corrupt
|
||||
// an existing entry's `##` metadata (verified in the parser's
|
||||
// decompile): the guard is the function's FIRST block — hash
|
||||
// lookup + name compare, early `return` on match BEFORE the TOC
|
||||
// path is even built, so no file read and no entry write happen
|
||||
// for a registered name. Both the Storm hash (`FUN_0064B3F0`,
|
||||
// uppercases a–z and folds '/'→'\\' before hashing) and the
|
||||
// compare (`SStrCmpI`) are case-insensitive, so a case-renamed
|
||||
// folder still matches its existing entry rather than registering
|
||||
// a duplicate.
|
||||
auto scan =
|
||||
reinterpret_cast<ScanDiskDirs_t>(Offsets::FUN_ADDON_SCAN_DISK_DIRS);
|
||||
scan(reinterpret_cast<const char *>(Offsets::VAR_ADDON_PATH_PREFIX),
|
||||
reinterpret_cast<const char *>(Offsets::VAR_ADDON_SCAN_PATTERN),
|
||||
reinterpret_cast<void *>(Offsets::FUN_ADDON_DISK_DIR_CB),
|
||||
/*userParam=*/nullptr, /*includeHidden=*/0);
|
||||
|
||||
std::vector<uintptr_t> added;
|
||||
ForEachEntry([&](uintptr_t entry) {
|
||||
if (std::find(before.begin(), before.end(), entry) == before.end())
|
||||
added.push_back(entry);
|
||||
});
|
||||
|
||||
// Seed the metadata map for entries this reload registered, so the
|
||||
// next reload diffs a `##` edit against what was actually parsed
|
||||
// (waiting for the next pass to seed would silently absorb an edit
|
||||
// made between now and then).
|
||||
for (uintptr_t entry : added) {
|
||||
const char *name = *reinterpret_cast<const char *const *>(
|
||||
entry + Offsets::OFF_ADDON_ENTRY_NAME_PTR);
|
||||
uint32_t h = 0;
|
||||
if (!IsRefreshExempt(entry, name) && TryHashToc(name, &h))
|
||||
g_metaHash[name] = h;
|
||||
}
|
||||
|
||||
if (added.empty() && refreshed.empty() && !evicted)
|
||||
return;
|
||||
|
||||
// Refreshed entries need the same link fix-ups a new folder gets:
|
||||
// their old reverse-LoadWith pairs died with the old entry (scrub +
|
||||
// dtor), and the parser doesn't build reverse links.
|
||||
std::vector<uintptr_t> linked = added;
|
||||
linked.insert(linked.end(), refreshed.begin(), refreshed.end());
|
||||
if (!linked.empty())
|
||||
FixupReverseLoadWith(linked);
|
||||
|
||||
// Rebuild whenever membership OR an entry identity changed — after
|
||||
// any eviction (including a pure deletion) the display array still
|
||||
// holds the dead entry's freed name pointer.
|
||||
RebuildDisplayArray();
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&Run};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Addons::Rescan
|
||||
@@ -68,12 +68,9 @@ namespace AuctionHouse::PostItem {
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr const char *kEvtStart = "AUCTION_MULTISELL_START";
|
||||
constexpr const char *kEvtUpdate = "AUCTION_MULTISELL_UPDATE";
|
||||
constexpr const char *kEvtFailure = "AUCTION_MULTISELL_FAILURE";
|
||||
const Event::Custom::AutoReserve _r1{kEvtStart};
|
||||
const Event::Custom::AutoReserve _r2{kEvtUpdate};
|
||||
const Event::Custom::AutoReserve _r3{kEvtFailure};
|
||||
const Event::Custom::AutoReserve _evtStart{"AUCTION_MULTISELL_START"};
|
||||
const Event::Custom::AutoReserve _evtUpdate{"AUCTION_MULTISELL_UPDATE"};
|
||||
const Event::Custom::AutoReserve _evtFailure{"AUCTION_MULTISELL_FAILURE"};
|
||||
|
||||
// Generous per-step abort bound. A split or a post is one server round-trip
|
||||
// (~tens of frames); 600 frames (~10s at 60fps) means "something's wrong"
|
||||
@@ -206,7 +203,7 @@ bool FindFreeGeneralSlot(void *L, int *outBag, int *outSlot) {
|
||||
void Finish(bool success) {
|
||||
g_job.active = false;
|
||||
if (!success)
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kEvtFailure), "");
|
||||
Event::Custom::Fire(_evtFailure.Slot(), "");
|
||||
// success needs no event: the last PostWait already fired
|
||||
// AUCTION_MULTISELL_UPDATE(total, total).
|
||||
}
|
||||
@@ -279,7 +276,7 @@ void Tick() {
|
||||
// Post confirmed once the server pulls the item out of the slot.
|
||||
if (w.item == nullptr || w.guid != g_job.postGuid) {
|
||||
++g_job.postedStacks;
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kEvtUpdate), "%d%d",
|
||||
Event::Custom::Fire(_evtUpdate.Slot(), "%d%d",
|
||||
g_job.postedStacks, g_job.totalStacks);
|
||||
g_job.phase = Phase::Idle;
|
||||
g_job.waitTicks = 0;
|
||||
@@ -400,7 +397,7 @@ int __fastcall Script_C_AuctionHouse_PostItem(void *L) {
|
||||
g_job.runTime = runTime;
|
||||
g_job.phase = Phase::Idle;
|
||||
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kEvtStart), "");
|
||||
Event::Custom::Fire(_evtStart.Slot(), "");
|
||||
Game::Lua::PushBool(L, true);
|
||||
return 1;
|
||||
}
|
||||
|
||||
+136
-20
@@ -21,7 +21,8 @@
|
||||
// tokens separated by `|` and/or whitespace, each optionally negated with a
|
||||
// leading `!`. Whole-token matching, so `RAID_PLAYER_DISPELLABLE` is not
|
||||
// mistaken for `PLAYER` and `!PLAYER` is a negation rather than a match.
|
||||
// Honored: `HELPFUL` / `HARMFUL` (descriptor slot ranges), `PLAYER` /
|
||||
// Honored: `HELPFUL` / `HARMFUL` (the aura's real polarity, read however this
|
||||
// server encodes it — see `Aura::Data::IsSlotHarmful`), `PLAYER` /
|
||||
// `!PLAYER` (caster == / != the local player, from the Aura::Source cache),
|
||||
// `DISPELLABLE` / `!DISPELLABLE` (dispel type is / isn't one a
|
||||
// dispel/purge/steal can remove — Spell.dbc Dispel ∈ Magic/Curse/Disease/
|
||||
@@ -46,14 +47,10 @@ namespace Aura::Api {
|
||||
|
||||
namespace {
|
||||
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
|
||||
const uint8_t *ResolveUnit(const char *token) {
|
||||
if (token == nullptr)
|
||||
return nullptr;
|
||||
auto fn = reinterpret_cast<ResolveUnitToken_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN));
|
||||
return static_cast<const uint8_t *>(fn(token));
|
||||
return static_cast<const uint8_t *>(Game::ResolveUnitToken(token));
|
||||
}
|
||||
|
||||
// Resolves a token to its GUID for the out-of-range (no live CGUnit) path.
|
||||
@@ -356,22 +353,135 @@ int __fastcall Script_GetPlayerAuraBySpellID(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Iterates one slot range and pushes AuraData tables into `outer` at
|
||||
// sequential keys starting from `nextKey`. Updates `nextKey` so a
|
||||
// follow-up call can append to the same outer table.
|
||||
// C_UnitAuras.GetAuraSlots(unit [, filter [, maxSlots [, continuationToken]]])
|
||||
// -> continuationToken, slot1, slot2, ...
|
||||
//
|
||||
// Enumerates the opaque slot ids of every aura on `unit` matching `filter`, in
|
||||
// the order the by-index getters visit them, `maxSlots` at a time (nil / 0 =
|
||||
// all). The first return is the token to pass back for the next batch, or nil
|
||||
// when this batch reached the end — retail's batching contract, and what makes
|
||||
// AuraUtil.ForEachAura linear: one enumeration per batch plus a direct by-slot
|
||||
// fetch per aura, instead of a fresh from-slot-0 walk per index. The token is
|
||||
// the 1-based ordinal to resume at; opaque to callers. Encoding of the slot ids
|
||||
// is documented at `Data::OPAQUE_STRIDE`.
|
||||
int __fastcall Script_GetAuraSlots(void *L) {
|
||||
const char *unitToken = ArgUnit(L, 1);
|
||||
const char *filterStr = ArgOptString(L, 2);
|
||||
const int maxSlots = ArgInt(L, 3);
|
||||
const int token = ArgInt(L, 4);
|
||||
// ClassicAPI extension: a table as the 5th argument selects FILL mode —
|
||||
// the slot ids are written into it (t[1..n], stale tail cleared, t.n = n)
|
||||
// and the call returns `continuationToken, n` instead of the vararg list.
|
||||
// Lua 5.0 builds an `arg` table for every vararg CALL, so a Lua helper
|
||||
// that receives the retail multi-return allocates one table per batch;
|
||||
// filling the caller's table here is what keeps a per-frame scan
|
||||
// allocation-free (AuraUtil and pfUI's ScanAuraSlots use this form).
|
||||
const bool fill = Game::Lua::Type(L, 5) == Game::Lua::TYPE_TABLE;
|
||||
|
||||
int slots[Data::OPAQUE_SLOTS_MAX];
|
||||
int total = 0;
|
||||
if (unitToken != nullptr) {
|
||||
const uint8_t *unit = ResolveUnit(unitToken);
|
||||
const uint64_t guid = (unit == nullptr) ? GuidForOutOfRange(unitToken) : 0;
|
||||
const ParsedFilter pf = ParseFilters(filterStr);
|
||||
total = Data::CollectSlots(unit, guid, RangeFilter(pf), pf.ToMatch(), slots,
|
||||
Data::OPAQUE_SLOTS_MAX);
|
||||
}
|
||||
int start = (token > 0) ? token - 1 : 0;
|
||||
if (start > total)
|
||||
start = total;
|
||||
int n = total - start;
|
||||
if (maxSlots > 0 && n > maxSlots)
|
||||
n = maxSlots;
|
||||
const bool more = start + n < total;
|
||||
|
||||
if (fill) {
|
||||
for (int i = 0; i < n; ++i) {
|
||||
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
|
||||
Game::Lua::PushNumber(L, static_cast<double>(slots[start + i]));
|
||||
Game::Lua::RawSet(L, 5);
|
||||
}
|
||||
// Clear what a previous, longer fill left past n. The array is dense
|
||||
// by construction, so stop at the first hole.
|
||||
for (int k = n + 1;; ++k) {
|
||||
Game::Lua::PushNumber(L, static_cast<double>(k));
|
||||
Game::Lua::RawGet(L, 5);
|
||||
const bool hole = Game::Lua::Type(L, -1) == Game::Lua::TYPE_NIL;
|
||||
Game::Lua::SetTop(L, -2);
|
||||
if (hole)
|
||||
break;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(k));
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::RawSet(L, 5);
|
||||
}
|
||||
Game::Lua::PushString(L, "n");
|
||||
Game::Lua::PushNumber(L, static_cast<double>(n));
|
||||
Game::Lua::RawSet(L, 5);
|
||||
Game::Lua::SetTop(L, 0);
|
||||
if (more)
|
||||
Game::Lua::PushNumber(L, static_cast<double>(start + n + 1));
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(n));
|
||||
return 2;
|
||||
}
|
||||
|
||||
// Vararg form. Everything below only pushes, so the args can go; a full
|
||||
// batch is up to OPAQUE_SLOTS_MAX + 1 values, past Lua's guaranteed C-call
|
||||
// headroom.
|
||||
Game::Lua::SetTop(L, 0);
|
||||
if (Game::Lua::CheckStack(L, n + 1) == 0) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
if (more)
|
||||
Game::Lua::PushNumber(L, static_cast<double>(start + n + 1));
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
for (int i = 0; i < n; ++i)
|
||||
Game::Lua::PushNumber(L, static_cast<double>(slots[start + i]));
|
||||
return 1 + n;
|
||||
}
|
||||
|
||||
// Shared body of GetAuraDataBySlot (table) / UnitAuraBySlot (positional):
|
||||
// pushes the aura an opaque slot id from GetAuraSlots names, or a single nil
|
||||
// for an id that no longer names one.
|
||||
int PushAuraBySlot(void *L, Data::Emit emit) {
|
||||
const char *unitToken = ArgUnit(L, 1);
|
||||
if (unitToken == nullptr || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const int slot = ArgInt(L, 2);
|
||||
const uint8_t *unit = ResolveUnit(unitToken);
|
||||
const uint64_t guid = (unit == nullptr) ? GuidForOutOfRange(unitToken) : 0;
|
||||
if (Data::PushBySlot(L, unit, guid, slot, emit))
|
||||
return (emit == Data::Emit::Positional) ? 15 : 1;
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// C_UnitAuras.GetAuraDataBySlot(unit, slot) -> AuraData | nil
|
||||
int __fastcall Script_GetAuraDataBySlot(void *L) {
|
||||
return PushAuraBySlot(L, Data::Emit::Table);
|
||||
}
|
||||
|
||||
// C_UnitAuras.UnitAuraBySlot(unit, slot) -> the 15 positional UnitAura values | nil
|
||||
// Zero-allocation sibling of GetAuraDataBySlot, namespaced under C_UnitAuras
|
||||
// like C_UnitAuras.UnitAura. What AuraUtil's non-packed iteration reads.
|
||||
int __fastcall Script_UnitAuraBySlot(void *L) {
|
||||
return PushAuraBySlot(L, Data::Emit::Positional);
|
||||
}
|
||||
|
||||
// Iterates the auras of one polarity (in `SlotInFilterOrder`, the same order
|
||||
// the by-index getters use) and pushes AuraData tables into `outer` at
|
||||
// sequential keys starting from `nextKey`. Updates `nextKey` so a follow-up
|
||||
// call can append to the same outer table.
|
||||
void AppendRangeToArray(void *L, const uint8_t *unit, int outerIdx,
|
||||
Data::Filter filter, int &nextKey, Data::Match match) {
|
||||
const int start = (filter == Data::Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: 0;
|
||||
const int end = (filter == Data::Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_TOTAL
|
||||
: Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (!Data::IsSlotPopulated(unit, slot))
|
||||
continue;
|
||||
if (!Data::MatchesAura(match, Data::IsPlayerCast(unit, slot),
|
||||
Data::ReadSpellID(unit, slot)))
|
||||
for (int i = 0; i < Offsets::UNIT_AURA_TOTAL; ++i) {
|
||||
const int slot = Data::SlotInFilterOrder(filter, i);
|
||||
if (!Data::SlotMatchesFilter(unit, slot, filter, match))
|
||||
continue;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(nextKey++));
|
||||
Data::Push(L, unit, slot);
|
||||
@@ -501,6 +611,12 @@ static void RegisterLuaFunctions() {
|
||||
&Script_UnitBuff);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "UnitDebuff",
|
||||
&Script_UnitDebuff);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "GetAuraSlots",
|
||||
&Script_GetAuraSlots);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "GetAuraDataBySlot",
|
||||
&Script_GetAuraDataBySlot);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "UnitAuraBySlot",
|
||||
&Script_UnitAuraBySlot);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "GetUnitAuraBySpellID",
|
||||
&Script_GetUnitAuraBySpellID);
|
||||
Game::Lua::RegisterTableFunction("C_UnitAuras", "GetPlayerAuraBySpellID",
|
||||
|
||||
+381
-158
@@ -22,6 +22,7 @@
|
||||
#include "spell/CrowdControl.h"
|
||||
#include "spell/IsSelfBuff.h"
|
||||
#include "time/Clock.h"
|
||||
#include "turtle/Detect.h"
|
||||
#include "unit/Identity.h"
|
||||
|
||||
#include <cstdint>
|
||||
@@ -77,13 +78,9 @@ const char *SpellIconPath(const uint8_t *spellRecord) {
|
||||
Offsets::OFF_SPELLICON_PATH);
|
||||
}
|
||||
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *);
|
||||
|
||||
// Returns the local player's CGUnit pointer, or nullptr pre-login.
|
||||
const uint8_t *LocalPlayer() {
|
||||
auto fn = reinterpret_cast<ResolveUnitToken_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN));
|
||||
return static_cast<const uint8_t *>(fn("player"));
|
||||
return static_cast<const uint8_t *>(Game::ResolveUnitToken("player"));
|
||||
}
|
||||
|
||||
// Looks up the player-buff-table entry for a given spellID. The table
|
||||
@@ -276,6 +273,94 @@ bool IsSlotPopulated(const uint8_t *unit, int slot) {
|
||||
return IsVisible(SpellRecord(spellID));
|
||||
}
|
||||
|
||||
// Every nibble Turtle's SetAuraFlag can write for an occupied slot: HELPFUL,
|
||||
// HELPFUL|CANCELABLE, or HARMFUL alone. Nothing else is reachable there — a
|
||||
// negative aura gets exactly HARMFUL, and a positive one always carries HELPFUL.
|
||||
bool IsTurtlePolarityNibble(uint8_t nibble) {
|
||||
return nibble == Offsets::UNIT_AURA_FLAG_HELPFUL ||
|
||||
nibble == (Offsets::UNIT_AURA_FLAG_HELPFUL | Offsets::UNIT_AURA_FLAG_CANCELABLE) ||
|
||||
nibble == Offsets::UNIT_AURA_FLAG_HARMFUL;
|
||||
}
|
||||
|
||||
// Latched for the process once a nibble proves the flags are not polarity here.
|
||||
// A server does not change its encoding mid-session, so this never resets.
|
||||
bool g_nibbleContradicted = false;
|
||||
|
||||
bool IsSlotHarmful(const uint8_t *unit, int slot) {
|
||||
if (slot < 0 || slot >= Offsets::UNIT_AURA_TOTAL)
|
||||
return false;
|
||||
|
||||
// Normally the slot range IS the polarity: an aura is written to 0..31 when
|
||||
// helpful and 32..47 when harmful, and nothing ever crosses over. The flag
|
||||
// nibble cannot be used here, because in a stock descriptor those bits mean
|
||||
// something else entirely — one bit per spell effect index that carries an
|
||||
// aura, plus a cancelable bit. Reading bit 0x08 as "harmful" would then be
|
||||
// reading "effect index 0 has an aura", which is true of nearly every aura,
|
||||
// and would report almost every BUFF as a debuff.
|
||||
if (!Turtle::Detected())
|
||||
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
|
||||
// Turtle lets a debuff spill into a buff slot once the harmful range is
|
||||
// full, so the range stops being reliable — and it repurposes those same
|
||||
// nibble bits to carry the real polarity (0x04 helpful, 0x08 harmful) so
|
||||
// the information survives the spill. There, the nibble is the answer.
|
||||
if (g_nibbleContradicted)
|
||||
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
|
||||
auto *desc = Descriptor(unit);
|
||||
if (desc == nullptr)
|
||||
return false;
|
||||
const uint8_t byte = *(desc + Offsets::OFF_UNIT_FIELD_AURAFLAGS + slot / 2);
|
||||
const uint8_t nibble = (byte >> ((slot & 1) * 4)) & 0xF;
|
||||
|
||||
// Fail safe. Detection says this server SHOULD be writing polarity here, so
|
||||
// a nibble it could not have produced means that assumption is stale — the
|
||||
// server changed how it writes the flags. Fall back to the slot range for
|
||||
// good rather than keep reading bits whose meaning we no longer know: the
|
||||
// range is merely incomplete for spilled debuffs, whereas a misread nibble
|
||||
// reports nearly every buff as a debuff. Revocation only, never promotion —
|
||||
// nothing here can turn nibble reading ON, because the agreeing case is not
|
||||
// provable (an all-0x08 run is equally consistent with single-effect auras
|
||||
// under the other encoding).
|
||||
if (nibble != 0 && !IsTurtlePolarityNibble(nibble)) {
|
||||
g_nibbleContradicted = true;
|
||||
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
}
|
||||
return (nibble & Offsets::UNIT_AURA_FLAG_HARMFUL) != 0;
|
||||
}
|
||||
|
||||
bool IsSlotTooltipVisible(const uint8_t *unit, int slot) {
|
||||
if (slot < 0 || slot >= Offsets::UNIT_AURA_TOTAL)
|
||||
return false;
|
||||
auto *desc = Descriptor(unit);
|
||||
if (desc == nullptr)
|
||||
return false;
|
||||
const int spellID = *reinterpret_cast<const int *>(
|
||||
desc + Offsets::OFF_UNIT_FIELD_AURA + slot * 4);
|
||||
if (spellID <= 0) // the engine's own `0 < id` test (signed)
|
||||
return false;
|
||||
const uint8_t byte = *(desc + Offsets::OFF_UNIT_FIELD_AURAFLAGS + slot / 2);
|
||||
const uint8_t nibble = (byte >> ((slot & 1) * 4)) & 0xF;
|
||||
if ((nibble & Offsets::UNIT_AURA_VISIBLE_MASK) == 0)
|
||||
return false;
|
||||
const uint8_t *rec = SpellRecord(static_cast<uint32_t>(spellID));
|
||||
if (rec == nullptr)
|
||||
return false;
|
||||
using Fn = char(__fastcall *)(const uint8_t *);
|
||||
auto fn = reinterpret_cast<Fn>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_GAMETOOLTIP_AURA_VISIBLE));
|
||||
return fn(rec) != 0;
|
||||
}
|
||||
|
||||
int SlotInFilterOrder(Filter filter, int i) {
|
||||
// Harmful: 32..47 first, then 0..31 (where the server parks debuffs once
|
||||
// the 16 are full). Helpful: 0..31 then 32..47 — positive auras never
|
||||
// spill downward in practice, so that tail is a no-op safety net.
|
||||
if (filter == Filter::Harmful)
|
||||
return (i + Offsets::UNIT_AURA_BUFF_COUNT) % Offsets::UNIT_AURA_TOTAL;
|
||||
return i;
|
||||
}
|
||||
|
||||
bool IsPlayerCast(const uint8_t *unit, int slot) {
|
||||
const uint32_t spellID = ReadSpellID(unit, slot);
|
||||
if (spellID == 0)
|
||||
@@ -331,6 +416,30 @@ bool MatchesAura(const Match &match, bool isPlayerCast, uint32_t spellID) {
|
||||
CcMatches(match.cc, spellID);
|
||||
}
|
||||
|
||||
// `MatchesAura` for a descriptor slot the caller has ALREADY established is
|
||||
// populated. The caster lookup is the expensive predicate (a scan of the
|
||||
// Aura::Source cache per slot), and `CasterMatches` ignores its answer when the
|
||||
// match has no caster restriction — so skip the lookup entirely in that case.
|
||||
static bool PopulatedSlotMatches(const uint8_t *unit, int slot,
|
||||
const Match &match) {
|
||||
const bool castByPlayer =
|
||||
match.caster != CasterMode::Any && IsPlayerCast(unit, slot);
|
||||
return MatchesAura(match, castByPlayer, ReadSpellID(unit, slot));
|
||||
}
|
||||
|
||||
bool SlotMatches(const uint8_t *unit, int slot, const Match &match) {
|
||||
return IsSlotPopulated(unit, slot) && PopulatedSlotMatches(unit, slot, match);
|
||||
}
|
||||
|
||||
bool SlotMatchesFilter(const uint8_t *unit, int slot, Filter filter,
|
||||
const Match &match) {
|
||||
if (!IsSlotPopulated(unit, slot))
|
||||
return false;
|
||||
if (IsSlotHarmful(unit, slot) != (filter == Filter::Harmful))
|
||||
return false;
|
||||
return PopulatedSlotMatches(unit, slot, match);
|
||||
}
|
||||
|
||||
// Group-array analog of IsPlayerCast: the member has no descriptor, so there is
|
||||
// no slot to attribute by and the cache is consulted by (guid, spellID) alone.
|
||||
// A miss counts as "not the player" (same as IsPlayerCast).
|
||||
@@ -344,17 +453,10 @@ int FindNthSlot(const uint8_t *unit, int oneBasedIndex, Filter filter,
|
||||
Match match) {
|
||||
if (unit == nullptr || oneBasedIndex < 1)
|
||||
return -1;
|
||||
const int start = (filter == Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: 0;
|
||||
const int end = (filter == Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_TOTAL
|
||||
: Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
int matches = 0;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (!IsSlotPopulated(unit, slot))
|
||||
continue;
|
||||
if (!MatchesAura(match, IsPlayerCast(unit, slot), ReadSpellID(unit, slot)))
|
||||
for (int i = 0; i < Offsets::UNIT_AURA_TOTAL; ++i) {
|
||||
const int slot = SlotInFilterOrder(filter, i);
|
||||
if (!SlotMatchesFilter(unit, slot, filter, match))
|
||||
continue;
|
||||
if (++matches == oneBasedIndex)
|
||||
return slot;
|
||||
@@ -366,18 +468,16 @@ int FindSlotBySpellID(const uint8_t *unit, uint32_t spellID,
|
||||
const Filter *filter, Match match) {
|
||||
if (unit == nullptr || spellID == 0)
|
||||
return -1;
|
||||
const int start = (filter != nullptr && *filter == Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: 0;
|
||||
const int end = (filter != nullptr && *filter == Filter::Helpful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: Offsets::UNIT_AURA_TOTAL;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
for (int i = 0; i < Offsets::UNIT_AURA_TOTAL; ++i) {
|
||||
const int slot = (filter != nullptr) ? SlotInFilterOrder(*filter, i) : i;
|
||||
if (!IsSlotPopulated(unit, slot))
|
||||
continue;
|
||||
if (ReadSpellID(unit, slot) != spellID)
|
||||
continue;
|
||||
if (!MatchesAura(match, IsPlayerCast(unit, slot), ReadSpellID(unit, slot)))
|
||||
if (filter != nullptr &&
|
||||
IsSlotHarmful(unit, slot) != (*filter == Filter::Harmful))
|
||||
continue;
|
||||
if (!PopulatedSlotMatches(unit, slot, match))
|
||||
continue;
|
||||
return slot;
|
||||
}
|
||||
@@ -388,19 +488,17 @@ int FindSlotBySpellName(const uint8_t *unit, const char *spellName,
|
||||
const Filter *filter, Match match) {
|
||||
if (unit == nullptr || spellName == nullptr || *spellName == '\0')
|
||||
return -1;
|
||||
const int start = (filter != nullptr && *filter == Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: 0;
|
||||
const int end = (filter != nullptr && *filter == Filter::Helpful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: Offsets::UNIT_AURA_TOTAL;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
for (int i = 0; i < Offsets::UNIT_AURA_TOTAL; ++i) {
|
||||
const int slot = (filter != nullptr) ? SlotInFilterOrder(*filter, i) : i;
|
||||
if (!IsSlotPopulated(unit, slot))
|
||||
continue;
|
||||
const char *name = LocalizedSpellName(SpellRecord(ReadSpellID(unit, slot)));
|
||||
if (name == nullptr || std::strcmp(name, spellName) != 0)
|
||||
continue;
|
||||
if (!MatchesAura(match, IsPlayerCast(unit, slot), ReadSpellID(unit, slot)))
|
||||
if (filter != nullptr &&
|
||||
IsSlotHarmful(unit, slot) != (*filter == Filter::Harmful))
|
||||
continue;
|
||||
if (!PopulatedSlotMatches(unit, slot, match))
|
||||
continue;
|
||||
return slot;
|
||||
}
|
||||
@@ -451,9 +549,15 @@ const char *DispelName(uint32_t dispelTypeID) {
|
||||
|
||||
// The display fields resolved from a spell record + caster, shared by the table
|
||||
// emitter (`BuildTable`) and the positional emitter (`PushPositional`) so the
|
||||
// name / icon / dispel-name lookups live in exactly one place. `castByPlayer` is
|
||||
// the positional tuple's field #13; the table uses `isFromPlayerOrPlayerPet`
|
||||
// instead, mirroring retail's own divergence between the two aura shapes.
|
||||
// name / icon / dispel-name lookups live in exactly one place. `castByPlayer`
|
||||
// is the positional tuple's field #13 and the table's
|
||||
// `isFromPlayerOrPlayerPet` — same value, retail's two names for the two aura
|
||||
// shapes. Both mean "applied by ANY player or a player's pet" (Era
|
||||
// semantics), not the local player — that's the `PLAYER` filter's job. The
|
||||
// answer is the caster GUID's HIGHGUID prefix: player 0x0000 / pet 0xF140
|
||||
// (server-confirmed in tortoise-wow ObjectGuid.h). Vanilla totems carry the
|
||||
// creature prefix, so totem buffs read false. False on a cache miss (cast not
|
||||
// observed), since a GUID of 0 classifies as neither.
|
||||
struct Display {
|
||||
const char *name;
|
||||
const char *icon;
|
||||
@@ -472,8 +576,7 @@ static Display ResolveDisplay(uint32_t spellID, uint64_t casterGuid) {
|
||||
d.name = LocalizedSpellName(spellRecord);
|
||||
d.icon = SpellIconPath(spellRecord);
|
||||
d.dispelName = DispelName(dispelTypeID);
|
||||
d.castByPlayer =
|
||||
casterGuid != 0 && casterGuid == Unit::Identity::PlayerGuid();
|
||||
d.castByPlayer = Guid::IsPlayer(casterGuid) || Guid::IsPet(casterGuid);
|
||||
return d;
|
||||
}
|
||||
|
||||
@@ -523,10 +626,11 @@ static void BuildTable(void *L, uint32_t spellID, int applications,
|
||||
Game::Lua::SetFieldNumber(L, "maxCharges", 0);
|
||||
Game::Lua::SetFieldNumber(L, "timeMod", 1);
|
||||
|
||||
Game::Lua::SetFieldBool(L, "isFromPlayerOrPlayerPet", disp.castByPlayer);
|
||||
|
||||
// Boolean fields whose modern semantics don't apply in vanilla.
|
||||
Game::Lua::SetFieldBool(L, "isStealable", false);
|
||||
Game::Lua::SetFieldBool(L, "isBossAura", false);
|
||||
Game::Lua::SetFieldBool(L, "isFromPlayerOrPlayerPet", false);
|
||||
Game::Lua::SetFieldBool(L, "isNameplateOnly", false);
|
||||
Game::Lua::SetFieldBool(L, "nameplateShowAll", false);
|
||||
Game::Lua::SetFieldBool(L, "nameplateShowPersonal", false);
|
||||
@@ -655,7 +759,7 @@ static Attribution CachedAttribution(const Aura::Source::CachedAura &c) {
|
||||
|
||||
void Push(void *L, const uint8_t *unit, int slot, Emit emit) {
|
||||
const uint32_t spellID = ReadSpellID(unit, slot);
|
||||
const bool isHelpful = slot < Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
const bool isHelpful = !IsSlotHarmful(unit, slot); // nibble, not slot range
|
||||
const int unitLevel = (unit != nullptr) ? PlayerLevel(unit) : 0;
|
||||
PushEnriched(L, UnitGuid(unit), spellID, isHelpful, ReadStacks(unit, slot),
|
||||
unitLevel, unit != nullptr && unit == LocalPlayer(), slot,
|
||||
@@ -720,36 +824,16 @@ bool DescriptorHasVisibleAura(const uint8_t *unit) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Counts populated descriptor slots matching `filter` (and `caster`).
|
||||
int CountSlots(const uint8_t *unit, Filter filter, Match match) {
|
||||
if (unit == nullptr)
|
||||
return 0;
|
||||
const int start = (filter == Filter::Harmful)
|
||||
? Offsets::UNIT_AURA_BUFF_COUNT
|
||||
: 0;
|
||||
const int end = (filter == Filter::Harmful) ? Offsets::UNIT_AURA_TOTAL
|
||||
: Offsets::UNIT_AURA_BUFF_COUNT;
|
||||
int n = 0;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (!IsSlotPopulated(unit, slot))
|
||||
continue;
|
||||
if (!MatchesAura(match, IsPlayerCast(unit, slot), ReadSpellID(unit, slot)))
|
||||
continue;
|
||||
++n;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
constexpr int kFallbackMax = Offsets::UNIT_AURA_TOTAL;
|
||||
|
||||
// Whether cache entry `c` should be surfaced as a fallback for `unit` under
|
||||
// `filter`/`caster`: the spell must be a user-visible aura, it must not
|
||||
// already be in a populated descriptor slot (no double-listing the same live
|
||||
// aura) and, when player-filtered, must have been cast by us. Superseded /
|
||||
// dispelled auras are kept out of the cache by `Aura::Source`'s removal
|
||||
// eviction, not filtered here.
|
||||
// Whether cache entry `c` may surface as a fallback for `unit` under `filter`:
|
||||
// the spell must be a user-visible aura and must not already be in a populated
|
||||
// descriptor slot (no double-listing the same live aura). The caller's
|
||||
// caster/dispel/CC predicates are applied separately by `CachedMatches`.
|
||||
// Superseded / dispelled auras are kept out of the cache by `Aura::Source`'s
|
||||
// removal eviction, not filtered here.
|
||||
bool FallbackEligible(const uint8_t *unit, const Aura::Source::CachedAura &c,
|
||||
Filter filter, Match match) {
|
||||
Filter filter) {
|
||||
if (!IsVisible(SpellRecord(c.spellId)))
|
||||
return false; // hidden/internal aura (e.g. SPELL_ATTR_HIDDEN_CLIENTSIDE):
|
||||
// the descriptor path drops these via IsSlotPopulated, so
|
||||
@@ -757,37 +841,58 @@ bool FallbackEligible(const uint8_t *unit, const Aura::Source::CachedAura &c,
|
||||
// they leak through as tooltip-less phantom buffs.
|
||||
if (FindSlotBySpellID(unit, c.spellId, &filter, Match{}) >= 0)
|
||||
return false; // still in the descriptor — returned via the slot path
|
||||
if (!MatchesAura(match, c.casterGuid == Unit::Identity::PlayerGuid(), c.spellId))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Applies `match` to a cache entry. The entry carries its caster, so the caster
|
||||
// test is a plain GUID compare — no scan, nothing to defer.
|
||||
bool CachedMatches(const Aura::Source::CachedAura &c, const Match &match) {
|
||||
return MatchesAura(match, c.casterGuid == Unit::Identity::PlayerGuid(),
|
||||
c.spellId);
|
||||
}
|
||||
|
||||
// The eligible cache-fallback entries for `unit` under `filter`, in `Enumerate`
|
||||
// order, unfiltered by any `Match` (callers apply `CachedMatches`). Applies the
|
||||
// fallback gates: reconcile the cache against the descriptor, then yield nothing
|
||||
// while the descriptor shows any visible aura (it is authoritative then — see
|
||||
// DescriptorHasVisibleAura). `buf` must hold kFallbackMax entries. Returns the
|
||||
// count. An entry's ordinal here is what an opaque cache slot id encodes, which
|
||||
// is why the sequence must not depend on the caller's match.
|
||||
int EligibleFallbacks(const uint8_t *unit, Filter filter,
|
||||
Aura::Source::CachedAura *buf) {
|
||||
if (unit == nullptr)
|
||||
return 0;
|
||||
ReconcileCache(unit); // drop entries the (synced) descriptor contradicts
|
||||
if (DescriptorHasVisibleAura(unit))
|
||||
return 0; // descriptor authoritative — see DescriptorHasVisibleAura
|
||||
const uint64_t guid = UnitGuid(unit);
|
||||
if (guid == 0)
|
||||
return 0;
|
||||
Aura::Source::CachedAura raw[kFallbackMax];
|
||||
const int n = Aura::Source::Enumerate(
|
||||
guid, filter == Filter::Harmful, raw, kFallbackMax);
|
||||
int m = 0;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (FallbackEligible(unit, raw[i], filter))
|
||||
buf[m++] = raw[i];
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
bool PushNthCacheFallback(void *L, const uint8_t *unit, int oneBasedIndex,
|
||||
Filter filter, Match match, Emit emit) {
|
||||
if (unit == nullptr)
|
||||
return false;
|
||||
ReconcileCache(unit); // drop entries the (synced) descriptor contradicts
|
||||
if (DescriptorHasVisibleAura(unit))
|
||||
return false; // descriptor authoritative — see DescriptorHasVisibleAura
|
||||
// The descriptor held `descCount` matches; the caller already found fewer
|
||||
// than `oneBasedIndex` there, so the cache supplies index
|
||||
// `oneBasedIndex - descCount` (1-based) of the entries it didn't.
|
||||
const int target = oneBasedIndex - CountSlots(unit, filter, match);
|
||||
if (target < 1)
|
||||
return false;
|
||||
const uint64_t guid = UnitGuid(unit);
|
||||
if (guid == 0)
|
||||
return false;
|
||||
// The fallback yields only while the descriptor shows no visible aura, so
|
||||
// the descriptor held none of the caller's matches: the cache supplies index
|
||||
// `oneBasedIndex` (1-based) of the entries passing `match` directly.
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int n = Aura::Source::Enumerate(
|
||||
guid, filter == Filter::Harmful, buf, kFallbackMax);
|
||||
const int n = EligibleFallbacks(unit, filter, buf);
|
||||
int seen = 0;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (!FallbackEligible(unit, buf[i], filter, match))
|
||||
if (!CachedMatches(buf[i], match))
|
||||
continue;
|
||||
if (++seen == target) {
|
||||
if (++seen == oneBasedIndex) {
|
||||
PushFromCache(L, unit, buf[i], filter == Filter::Helpful, emit);
|
||||
return true;
|
||||
}
|
||||
@@ -797,19 +902,10 @@ bool PushNthCacheFallback(void *L, const uint8_t *unit, int oneBasedIndex,
|
||||
|
||||
void AppendCacheFallbacks(void *L, const uint8_t *unit, Filter filter,
|
||||
Match match, int outerIdx, int &nextKey) {
|
||||
if (unit == nullptr)
|
||||
return;
|
||||
ReconcileCache(unit); // drop entries the (synced) descriptor contradicts
|
||||
if (DescriptorHasVisibleAura(unit))
|
||||
return; // descriptor authoritative — see DescriptorHasVisibleAura
|
||||
const uint64_t guid = UnitGuid(unit);
|
||||
if (guid == 0)
|
||||
return;
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int n = Aura::Source::Enumerate(
|
||||
guid, filter == Filter::Harmful, buf, kFallbackMax);
|
||||
const int n = EligibleFallbacks(unit, filter, buf);
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (!FallbackEligible(unit, buf[i], filter, match))
|
||||
if (!CachedMatches(buf[i], match))
|
||||
continue;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(nextKey++));
|
||||
PushFromCache(L, unit, buf[i], filter == Filter::Helpful);
|
||||
@@ -821,8 +917,10 @@ void AppendCacheFallbacks(void *L, const uint8_t *unit, Filter filter,
|
||||
|
||||
namespace {
|
||||
|
||||
// Absolute slot range [start, end) for a filter, matching the descriptor
|
||||
// convention (helpful 0..31, harmful 32..47).
|
||||
// Absolute slot range [start, end) for a filter in the GROUP ARRAY (helpful
|
||||
// 0..31, harmful 32..47). The array carries spell IDs only — no flag nibble —
|
||||
// so the seating range is the only polarity the out-of-range path has. (The
|
||||
// descriptor path reads the nibble instead; see SlotInFilterOrder.)
|
||||
void GroupRange(Filter filter, int &start, int &end) {
|
||||
start = (filter == Filter::Harmful) ? Offsets::UNIT_AURA_BUFF_COUNT : 0;
|
||||
end = (filter == Filter::Harmful) ? Offsets::UNIT_AURA_TOTAL
|
||||
@@ -836,21 +934,27 @@ uint32_t GroupSpellID(const uint16_t *arr, int slot) {
|
||||
return arr[slot];
|
||||
}
|
||||
|
||||
// Whether the group-array slot holds a surfacable aura for this query. Mirrors
|
||||
// the engine's per-slot test in Script_UnitBuff/UnitDebuff — a non-zero spell
|
||||
// ID with a real Spell.dbc record that passes the visibility predicate (the
|
||||
// server only transmits *applied* auras, so there is no flag nibble to check).
|
||||
// `caster` additionally requires the `Aura::Source` cache to attribute the
|
||||
// cast to the local player (a miss excludes it — we can't confirm the caster
|
||||
// from the group array alone).
|
||||
bool GroupSlotEligible(uint64_t guid, const uint16_t *arr, int slot,
|
||||
Match match) {
|
||||
// Whether the group-array slot holds a surfacable aura. Mirrors the engine's
|
||||
// per-slot test in Script_UnitBuff/UnitDebuff — a non-zero spell ID with a real
|
||||
// Spell.dbc record that passes the visibility predicate (the server only
|
||||
// transmits *applied* auras, so there is no flag nibble to check).
|
||||
bool GroupSlotVisible(const uint16_t *arr, int slot) {
|
||||
const uint32_t id = GroupSpellID(arr, slot);
|
||||
if (id == 0 || !IsVisible(SpellRecord(id)))
|
||||
return id != 0 && IsVisible(SpellRecord(id));
|
||||
}
|
||||
|
||||
// `GroupSlotVisible` plus the caller's `match` predicates. The caster answer
|
||||
// (`GroupIsPlayerCast` — a cache scan; a miss counts as not-player, since the
|
||||
// array alone can't confirm the caster) is computed only when `match` restricts
|
||||
// on caster.
|
||||
bool GroupSlotMatches(uint64_t guid, const uint16_t *arr, int slot,
|
||||
const Match &match) {
|
||||
if (!GroupSlotVisible(arr, slot))
|
||||
return false;
|
||||
if (!MatchesAura(match, GroupIsPlayerCast(guid, id), id))
|
||||
return false;
|
||||
return true;
|
||||
const uint32_t id = GroupSpellID(arr, slot);
|
||||
const bool castByPlayer =
|
||||
match.caster != CasterMode::Any && GroupIsPlayerCast(guid, id);
|
||||
return MatchesAura(match, castByPlayer, id);
|
||||
}
|
||||
|
||||
// The groupmate's level, for Spell.dbc duration scaling (0 = skip). Cheap
|
||||
@@ -870,28 +974,52 @@ int GroupMemberLevel(uint64_t guid) {
|
||||
// still sit in the cache from when we observed them in range.
|
||||
bool GroupArrayHasVisibleAura(const uint16_t *arr) {
|
||||
for (int slot = 0; slot < Offsets::UNIT_AURA_TOTAL; ++slot) {
|
||||
const uint32_t id = GroupSpellID(arr, slot);
|
||||
if (id != 0 && IsVisible(SpellRecord(id)))
|
||||
if (GroupSlotVisible(arr, slot))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Whether cache entry `c` may supplement the (empty) group array: a visible
|
||||
// aura, not already present in the array, and — when player-filtered — cast by
|
||||
// us. See GroupArrayHasVisibleAura for when this path runs.
|
||||
bool GroupFallbackEligible(const uint16_t *arr, const Aura::Source::CachedAura &c,
|
||||
Match match) {
|
||||
// aura not already present in the array. The caller's `match` is applied
|
||||
// separately by `CachedMatches`. See EligibleGroupFallbacks for when this path
|
||||
// runs.
|
||||
bool GroupFallbackEligible(const uint16_t *arr,
|
||||
const Aura::Source::CachedAura &c) {
|
||||
if (!IsVisible(SpellRecord(c.spellId)))
|
||||
return false;
|
||||
for (int slot = 0; slot < Offsets::UNIT_AURA_TOTAL; ++slot)
|
||||
if (GroupSpellID(arr, slot) == c.spellId)
|
||||
return false;
|
||||
if (!MatchesAura(match, c.casterGuid == Unit::Identity::PlayerGuid(), c.spellId))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// The eligible group cache-fallback entries for out-of-range member `guid`, in
|
||||
// `Enumerate` order, unfiltered by any `Match` (callers apply `CachedMatches`).
|
||||
// Yields nothing while the group array exposes ANY visible aura: the server's
|
||||
// out-of-range aura data is then present and authoritative, mirroring how the
|
||||
// descriptor path treats a populated descriptor (DescriptorHasVisibleAura).
|
||||
// Only an entirely empty array falls back to the cache — the server resends
|
||||
// out-of-range stats as deltas only, so a member seen in range and then moved
|
||||
// away again leaves an empty party-stats aura array (the array is cleared when
|
||||
// they become visible and never re-sent), yet their auras still sit in the
|
||||
// cache from when we observed them in range. `buf` must hold kFallbackMax
|
||||
// entries. An entry's ordinal here is what an opaque group-cache slot id
|
||||
// encodes, which is why the sequence must not depend on the caller's match.
|
||||
int EligibleGroupFallbacks(const uint16_t *arr, uint64_t guid, bool harmful,
|
||||
Aura::Source::CachedAura *buf) {
|
||||
if (arr == nullptr || GroupArrayHasVisibleAura(arr))
|
||||
return 0;
|
||||
Aura::Source::CachedAura raw[kFallbackMax];
|
||||
const int n = Aura::Source::Enumerate(guid, harmful, raw, kFallbackMax);
|
||||
int m = 0;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (GroupFallbackEligible(arr, raw[i]))
|
||||
buf[m++] = raw[i];
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
// Nth (1-based) cache-fallback aura of `filter`'s kind for an out-of-range
|
||||
// member whose group array is empty. Pushes the AuraData table on a hit.
|
||||
bool PushNthGroupCacheFallback(void *L, uint64_t guid, const uint16_t *arr,
|
||||
@@ -899,10 +1027,10 @@ bool PushNthGroupCacheFallback(void *L, uint64_t guid, const uint16_t *arr,
|
||||
Emit emit = Emit::Table) {
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int n =
|
||||
Aura::Source::Enumerate(guid, filter == Filter::Harmful, buf, kFallbackMax);
|
||||
EligibleGroupFallbacks(arr, guid, filter == Filter::Harmful, buf);
|
||||
int seen = 0;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (!GroupFallbackEligible(arr, buf[i], match))
|
||||
if (!CachedMatches(buf[i], match))
|
||||
continue;
|
||||
if (++seen == oneBasedIndex) {
|
||||
const Attribution a = CachedAttribution(buf[i]);
|
||||
@@ -920,10 +1048,10 @@ void AppendGroupCacheFallbacks(void *L, uint64_t guid, const uint16_t *arr,
|
||||
int &nextKey) {
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int n =
|
||||
Aura::Source::Enumerate(guid, filter == Filter::Harmful, buf, kFallbackMax);
|
||||
EligibleGroupFallbacks(arr, guid, filter == Filter::Harmful, buf);
|
||||
const int level = GroupMemberLevel(guid);
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (!GroupFallbackEligible(arr, buf[i], match))
|
||||
if (!CachedMatches(buf[i], match))
|
||||
continue;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(nextKey++));
|
||||
const Attribution a = CachedAttribution(buf[i]);
|
||||
@@ -939,7 +1067,7 @@ bool PushGroupCacheFallbackMatch(void *L, uint64_t guid, const uint16_t *arr,
|
||||
bool harmful, uint32_t spellID,
|
||||
const char *spellName, Match match) {
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int n = Aura::Source::Enumerate(guid, harmful, buf, kFallbackMax);
|
||||
const int n = EligibleGroupFallbacks(arr, guid, harmful, buf);
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (spellID != 0 && buf[i].spellId != spellID)
|
||||
continue;
|
||||
@@ -948,7 +1076,7 @@ bool PushGroupCacheFallbackMatch(void *L, uint64_t guid, const uint16_t *arr,
|
||||
if (nm == nullptr || std::strcmp(nm, spellName) != 0)
|
||||
continue;
|
||||
}
|
||||
if (!GroupFallbackEligible(arr, buf[i], match))
|
||||
if (!CachedMatches(buf[i], match))
|
||||
continue;
|
||||
const Attribution a = CachedAttribution(buf[i]);
|
||||
PushEnriched(L, guid, buf[i].spellId, !harmful, 1, GroupMemberLevel(guid),
|
||||
@@ -972,7 +1100,7 @@ bool PushNthGroupAura(void *L, uint64_t guid, int oneBasedIndex, Filter filter,
|
||||
GroupRange(filter, start, end);
|
||||
int matches = 0;
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (!GroupSlotEligible(guid, arr, slot, match))
|
||||
if (!GroupSlotMatches(guid, arr, slot, match))
|
||||
continue;
|
||||
if (++matches == oneBasedIndex) {
|
||||
PushEnriched(L, guid, GroupSpellID(arr, slot),
|
||||
@@ -983,10 +1111,8 @@ bool PushNthGroupAura(void *L, uint64_t guid, int oneBasedIndex, Filter filter,
|
||||
}
|
||||
}
|
||||
// Empty array (server delta-resend gap): supplement from the cache.
|
||||
if (!GroupArrayHasVisibleAura(arr))
|
||||
return PushNthGroupCacheFallback(L, guid, arr, oneBasedIndex, filter,
|
||||
match, emit);
|
||||
return false;
|
||||
return PushNthGroupCacheFallback(L, guid, arr, oneBasedIndex, filter, match,
|
||||
emit);
|
||||
}
|
||||
|
||||
bool PushGroupAuraBySpellID(void *L, uint64_t guid, uint32_t spellID,
|
||||
@@ -1006,23 +1132,20 @@ bool PushGroupAuraBySpellID(void *L, uint64_t guid, uint32_t spellID,
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (GroupSpellID(arr, slot) != spellID)
|
||||
continue;
|
||||
if (!GroupSlotEligible(guid, arr, slot, match))
|
||||
if (!GroupSlotMatches(guid, arr, slot, match))
|
||||
continue;
|
||||
PushEnriched(L, guid, spellID, slot < Offsets::UNIT_AURA_BUFF_COUNT, 1,
|
||||
GroupMemberLevel(guid), false, Aura::Source::SLOT_UNBOUND);
|
||||
return true;
|
||||
}
|
||||
if (!GroupArrayHasVisibleAura(arr)) {
|
||||
const bool both = (filter == nullptr);
|
||||
if ((both || *filter == Filter::Helpful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, false, spellID, nullptr,
|
||||
match))
|
||||
return true;
|
||||
if ((both || *filter == Filter::Harmful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, true, spellID, nullptr,
|
||||
match))
|
||||
return true;
|
||||
}
|
||||
// Empty array (server delta-resend gap): supplement from the cache.
|
||||
const bool both = (filter == nullptr);
|
||||
if ((both || *filter == Filter::Helpful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, false, spellID, nullptr, match))
|
||||
return true;
|
||||
if ((both || *filter == Filter::Harmful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, true, spellID, nullptr, match))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -1047,23 +1170,20 @@ bool PushGroupAuraBySpellName(void *L, uint64_t guid, const char *spellName,
|
||||
const char *name = LocalizedSpellName(SpellRecord(id));
|
||||
if (name == nullptr || std::strcmp(name, spellName) != 0)
|
||||
continue;
|
||||
if (!GroupSlotEligible(guid, arr, slot, match))
|
||||
if (!GroupSlotMatches(guid, arr, slot, match))
|
||||
continue;
|
||||
PushEnriched(L, guid, id, slot < Offsets::UNIT_AURA_BUFF_COUNT, 1,
|
||||
GroupMemberLevel(guid), false, Aura::Source::SLOT_UNBOUND);
|
||||
return true;
|
||||
}
|
||||
if (!GroupArrayHasVisibleAura(arr)) {
|
||||
const bool both = (filter == nullptr);
|
||||
if ((both || *filter == Filter::Helpful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, false, 0, spellName,
|
||||
match))
|
||||
return true;
|
||||
if ((both || *filter == Filter::Harmful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, true, 0, spellName,
|
||||
match))
|
||||
return true;
|
||||
}
|
||||
// Empty array (server delta-resend gap): supplement from the cache.
|
||||
const bool both = (filter == nullptr);
|
||||
if ((both || *filter == Filter::Helpful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, false, 0, spellName, match))
|
||||
return true;
|
||||
if ((both || *filter == Filter::Harmful) &&
|
||||
PushGroupCacheFallbackMatch(L, guid, arr, true, 0, spellName, match))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -1079,7 +1199,7 @@ void AppendGroupAuras(void *L, uint64_t guid, Filter filter, Match match,
|
||||
GroupRange(filter, start, end);
|
||||
const int level = GroupMemberLevel(guid);
|
||||
for (int slot = start; slot < end; ++slot) {
|
||||
if (!GroupSlotEligible(guid, arr, slot, match))
|
||||
if (!GroupSlotMatches(guid, arr, slot, match))
|
||||
continue;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(nextKey++));
|
||||
PushEnriched(L, guid, GroupSpellID(arr, slot),
|
||||
@@ -1088,9 +1208,112 @@ void AppendGroupAuras(void *L, uint64_t guid, Filter filter, Match match,
|
||||
Game::Lua::SetTable(L, outerIdx);
|
||||
}
|
||||
// Empty array (server delta-resend gap): supplement from the cache.
|
||||
if (!GroupArrayHasVisibleAura(arr))
|
||||
AppendGroupCacheFallbacks(L, guid, arr, filter, match, outerIdx,
|
||||
nextKey);
|
||||
AppendGroupCacheFallbacks(L, guid, arr, filter, match, outerIdx, nextKey);
|
||||
}
|
||||
|
||||
// ── Opaque aura slots ──────────────────────────────────────────────────────
|
||||
|
||||
int CollectSlots(const uint8_t *unit, uint64_t guid, Filter filter, Match match,
|
||||
int *out, int cap) {
|
||||
int n = 0;
|
||||
if (unit != nullptr) {
|
||||
for (int i = 0; i < Offsets::UNIT_AURA_TOTAL && n < cap; ++i) {
|
||||
const int slot = SlotInFilterOrder(filter, i);
|
||||
if (SlotMatchesFilter(unit, slot, filter, match))
|
||||
out[n++] = slot;
|
||||
}
|
||||
// The cache fallback yields only while the descriptor shows no visible
|
||||
// aura, so these never interleave with live slots — they follow them,
|
||||
// exactly as the by-index getters order them.
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int m = EligibleFallbacks(unit, filter, buf);
|
||||
const int base = (filter == Filter::Harmful) ? OPAQUE_CACHE_HARMFUL
|
||||
: OPAQUE_CACHE_HELPFUL;
|
||||
for (int k = 0; k < m && n < cap; ++k) {
|
||||
if (CachedMatches(buf[k], match))
|
||||
out[n++] = base + k;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
// No live CGUnit — the out-of-range group path.
|
||||
if (guid == 0)
|
||||
return 0;
|
||||
const uint16_t *arr = Group::MemberStats::AuraArray(guid);
|
||||
if (arr == nullptr)
|
||||
return 0;
|
||||
Aura::Source::ObserveGroupAuras(guid, arr);
|
||||
int start, end;
|
||||
GroupRange(filter, start, end);
|
||||
for (int slot = start; slot < end && n < cap; ++slot) {
|
||||
if (GroupSlotMatches(guid, arr, slot, match))
|
||||
out[n++] = OPAQUE_GROUP + slot;
|
||||
}
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
const int m = EligibleGroupFallbacks(arr, guid, filter == Filter::Harmful, buf);
|
||||
const int base = (filter == Filter::Harmful) ? OPAQUE_GROUP_CACHE_HARMFUL
|
||||
: OPAQUE_GROUP_CACHE_HELPFUL;
|
||||
for (int k = 0; k < m && n < cap; ++k) {
|
||||
if (CachedMatches(buf[k], match))
|
||||
out[n++] = base + k;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
bool PushBySlot(void *L, const uint8_t *unit, uint64_t guid, int slot, Emit emit) {
|
||||
if (slot < 0)
|
||||
return false;
|
||||
const int kind = slot / OPAQUE_STRIDE;
|
||||
const int k = slot % OPAQUE_STRIDE;
|
||||
switch (kind) {
|
||||
case 0: // live descriptor slot
|
||||
if (unit == nullptr || !IsSlotPopulated(unit, k))
|
||||
return false;
|
||||
Push(L, unit, k, emit);
|
||||
return true;
|
||||
case 1: // helpful cache fallback
|
||||
case 2: { // harmful cache fallback
|
||||
if (unit == nullptr || k >= kFallbackMax)
|
||||
return false;
|
||||
const Filter filter = (kind == 2) ? Filter::Harmful : Filter::Helpful;
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
if (k >= EligibleFallbacks(unit, filter, buf))
|
||||
return false;
|
||||
PushFromCache(L, unit, buf[k], filter == Filter::Helpful, emit);
|
||||
return true;
|
||||
}
|
||||
case 3: { // out-of-range group-array slot
|
||||
if (guid == 0 || k >= Offsets::UNIT_AURA_TOTAL)
|
||||
return false;
|
||||
const uint16_t *arr = Group::MemberStats::AuraArray(guid);
|
||||
if (arr == nullptr)
|
||||
return false;
|
||||
Aura::Source::ObserveGroupAuras(guid, arr);
|
||||
if (!GroupSlotVisible(arr, k))
|
||||
return false;
|
||||
PushEnriched(L, guid, GroupSpellID(arr, k),
|
||||
k < Offsets::UNIT_AURA_BUFF_COUNT, 1, GroupMemberLevel(guid),
|
||||
false, Aura::Source::SLOT_UNBOUND, /*known*/ nullptr, emit);
|
||||
return true;
|
||||
}
|
||||
case 4: // helpful group cache fallback
|
||||
case 5: { // harmful group cache fallback
|
||||
if (guid == 0 || k >= kFallbackMax)
|
||||
return false;
|
||||
const uint16_t *arr = Group::MemberStats::AuraArray(guid);
|
||||
if (arr == nullptr)
|
||||
return false;
|
||||
const bool harmful = (kind == 5);
|
||||
Aura::Source::CachedAura buf[kFallbackMax];
|
||||
if (k >= EligibleGroupFallbacks(arr, guid, harmful, buf))
|
||||
return false;
|
||||
const Attribution a = CachedAttribution(buf[k]);
|
||||
PushEnriched(L, guid, buf[k].spellId, !harmful, 1, GroupMemberLevel(guid),
|
||||
false, buf[k].slot, &a, emit);
|
||||
return true;
|
||||
}
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Aura::Data
|
||||
|
||||
+104
-13
@@ -10,6 +10,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
// Shared aura-table primitives consumed by `C_UnitAuras.*` (and any
|
||||
@@ -18,19 +20,38 @@
|
||||
// `unit + OFF_CGUNIT_OBJECT_FIELDS`; the layout is documented in
|
||||
// `Offsets.h` under `OFF_UNIT_FIELD_AURA*`.
|
||||
//
|
||||
// Slot indexing convention used here matches the engine's:
|
||||
// Slots are absolute 0..47, and how polarity is read out of them DEPENDS ON THE
|
||||
// SERVER. `IsSlotHarmful` owns that decision; nothing else should look at either
|
||||
// signal directly.
|
||||
//
|
||||
// slot 0..31 → buffs (helpful)
|
||||
// slot 32..47 → debuffs (harmful)
|
||||
// Normally the slot range IS the polarity: positive auras are written to 0..31
|
||||
// and negative ones to 32..47 by a strict either/or, so nothing crosses over.
|
||||
// The flag nibble is no help — in a stock descriptor those bits record which
|
||||
// spell effect indices carry an aura, not whether the aura is good or bad.
|
||||
//
|
||||
// Callers that take a 1-based Lua index into "buffs" or "debuffs"
|
||||
// translate to the absolute 0..47 slot before calling in.
|
||||
// Turtle changes both halves. Once the 16 harmful slots are full it spills
|
||||
// further debuffs into 0..31 (setting UNIT_FLAG_AURAS_VISIBLE so the client
|
||||
// still renders them), which makes the range unreliable — and it repurposes the
|
||||
// nibble to carry the true polarity so the information survives the spill.
|
||||
// There, the nibble is authoritative. See `Offsets::UNIT_AURA_FLAG_HARMFUL`.
|
||||
//
|
||||
// Either way `Filter` selects on the aura's REAL polarity, so a spilled debuff
|
||||
// is reported as a debuff. The engine's own UnitBuff/UnitDebuff split purely by
|
||||
// slot range and would call it a buff; that is a 1.12 UI limitation we
|
||||
// deliberately do not mirror, since retail's contract is actual polarity. A
|
||||
// polarity walk visits its home range first and then the other range, so
|
||||
// indices are unchanged wherever no spill has happened — which is everywhere,
|
||||
// on a server that does not spill.
|
||||
//
|
||||
// Callers that take a 1-based Lua index into "buffs" or "debuffs" translate
|
||||
// to the absolute 0..47 slot before calling in.
|
||||
|
||||
namespace Aura::Data {
|
||||
|
||||
// Filter for slot iteration. The engine's `UnitBuff` / `UnitDebuff`
|
||||
// pick one direction; modern `C_UnitAuras.GetAuraDataByIndex` defaults
|
||||
// to helpful when no filter is specified.
|
||||
// Filter for slot iteration: the aura's polarity per its flag nibble (see the
|
||||
// file header). The engine's `UnitBuff` / `UnitDebuff` pick one direction;
|
||||
// modern `C_UnitAuras.GetAuraDataByIndex` defaults to helpful when no filter
|
||||
// is specified.
|
||||
enum class Filter { Helpful, Harmful };
|
||||
|
||||
// How a resolved aura is emitted onto the Lua stack by the single-aura push
|
||||
@@ -83,11 +104,33 @@ uint32_t ReadSpellID(const uint8_t *unit, int slot);
|
||||
// to decide whether to surface an aura through Lua.
|
||||
bool IsSlotPopulated(const uint8_t *unit, int slot);
|
||||
|
||||
// Finds the absolute slot of the `oneBasedIndex`-th populated aura
|
||||
// matching `filter`. Returns -1 if no such aura. Walks
|
||||
// 0..UNIT_AURA_BUFF_COUNT-1 for Helpful, UNIT_AURA_BUFF_COUNT..
|
||||
// UNIT_AURA_TOTAL-1 for Harmful. When `playerOnly` is true, only auras
|
||||
// the local player cast (per `IsPlayerCast`) are counted/returned.
|
||||
// The aura's real polarity, read the way this server encodes it: the slot range
|
||||
// normally, the flag nibble on Turtle (see the file header). False for an empty
|
||||
// slot or a null unit. This is what `Filter` selects on, and the ONE place the
|
||||
// two encodings are chosen between.
|
||||
bool IsSlotHarmful(const uint8_t *unit, int slot);
|
||||
|
||||
// The engine's TOOLTIP visibility gate for a slot: occupied, visible nibble,
|
||||
// and the spell passes `FUN_GAMETOOLTIP_AURA_VISIBLE` — exactly what
|
||||
// `SetUnitBuff` / `SetUnitDebuff` count while turning an index into a slot.
|
||||
// Differs from `IsSlotPopulated` (the UnitBuff gate), so use THIS to compute
|
||||
// the index the engine's tooltip methods expect for a given slot.
|
||||
bool IsSlotTooltipVisible(const uint8_t *unit, int slot);
|
||||
|
||||
// The i-th slot (0..UNIT_AURA_TOTAL-1) in the order a `filter` walk visits the
|
||||
// descriptor: the polarity's home range first (helpful 0..31, harmful 32..47),
|
||||
// then the other range, where spilled debuffs live. Every enumeration that
|
||||
// hands out indices or slot lists uses this so they agree on order.
|
||||
int SlotInFilterOrder(Filter filter, int i);
|
||||
|
||||
// `SlotMatches` plus the polarity test: populated, of `filter`'s polarity, and
|
||||
// passing `match`.
|
||||
bool SlotMatchesFilter(const uint8_t *unit, int slot, Filter filter,
|
||||
const Match &match);
|
||||
|
||||
// Finds the absolute slot of the `oneBasedIndex`-th populated aura of
|
||||
// `filter`'s polarity that passes `match`. Returns -1 if no such aura. Walks
|
||||
// all 48 slots in `SlotInFilterOrder`.
|
||||
int FindNthSlot(const uint8_t *unit, int oneBasedIndex, Filter filter,
|
||||
Match match = {});
|
||||
|
||||
@@ -124,6 +167,12 @@ bool IsDispellable(uint32_t spellID);
|
||||
// per-aura "was cast by the local player" answer and its spell ID.
|
||||
bool MatchesAura(const Match &match, bool isPlayerCast, uint32_t spellID);
|
||||
|
||||
// True iff descriptor `slot` on `unit` is populated (per `IsSlotPopulated`) AND
|
||||
// passes `match`. The caster answer (`IsPlayerCast` — a scan of the
|
||||
// `Aura::Source` cache, ~1000 entries in a raid) is computed ONLY when `match`
|
||||
// restricts on caster, so the common filter-less walk never pays for it.
|
||||
bool SlotMatches(const uint8_t *unit, int slot, const Match &match);
|
||||
|
||||
// Display stack count for the given slot (engine stores stacks-1,
|
||||
// we add 1). Returns 0 if the unit is null.
|
||||
int ReadStacks(const uint8_t *unit, int slot);
|
||||
@@ -230,4 +279,46 @@ bool PushGroupAuraBySpellName(void *L, uint64_t guid, const char *spellName,
|
||||
void AppendGroupAuras(void *L, uint64_t guid, Filter filter, Match match,
|
||||
int outerIdx, int &nextKey);
|
||||
|
||||
// ── Opaque aura slots (GetAuraSlots / GetAuraDataBySlot) ────────────────────
|
||||
//
|
||||
// The by-index getters re-walk the descriptor from slot 0 on every call, so a
|
||||
// full scan through them is quadratic in the aura count. `CollectSlots`
|
||||
// enumerates once into opaque slot ids and `PushBySlot` fetches one aura by id
|
||||
// with no walk — the modern `C_UnitAuras.GetAuraSlots` / `GetAuraDataBySlot`
|
||||
// batching contract. An id is valid for the frame it was enumerated in.
|
||||
//
|
||||
// Encoding (kind = id / OPAQUE_STRIDE, k = id % OPAQUE_STRIDE):
|
||||
// kind 0 live descriptor slot k (0..UNIT_AURA_TOTAL-1)
|
||||
// kind 1 k-th eligible helpful cache-fallback entry (OPAQUE_CACHE_HELPFUL)
|
||||
// kind 2 k-th eligible harmful cache-fallback entry (OPAQUE_CACHE_HARMFUL)
|
||||
// kind 3 out-of-range group-array slot k (0..47) (OPAQUE_GROUP)
|
||||
// kind 4 k-th helpful group cache-fallback entry (OPAQUE_GROUP_CACHE_HELPFUL)
|
||||
// kind 5 k-th harmful group cache-fallback entry (OPAQUE_GROUP_CACHE_HARMFUL)
|
||||
// Fallback ordinals count the UNFILTERED eligible sequence (visible, not
|
||||
// already in the live array), so `PushBySlot` needs no filter; `CollectSlots`
|
||||
// applies the caller's `match` only when choosing which ids to emit.
|
||||
constexpr int OPAQUE_STRIDE = 0x100;
|
||||
constexpr int OPAQUE_CACHE_HELPFUL = 1 * OPAQUE_STRIDE;
|
||||
constexpr int OPAQUE_CACHE_HARMFUL = 2 * OPAQUE_STRIDE;
|
||||
constexpr int OPAQUE_GROUP = 3 * OPAQUE_STRIDE;
|
||||
constexpr int OPAQUE_GROUP_CACHE_HELPFUL = 4 * OPAQUE_STRIDE;
|
||||
constexpr int OPAQUE_GROUP_CACHE_HARMFUL = 5 * OPAQUE_STRIDE;
|
||||
|
||||
// Upper bound on ids one `CollectSlots` call can yield: the live array (or the
|
||||
// group array) plus its cache fallback, each at most UNIT_AURA_TOTAL entries.
|
||||
constexpr int OPAQUE_SLOTS_MAX = 2 * Offsets::UNIT_AURA_TOTAL;
|
||||
|
||||
// Writes the opaque ids of every aura on the unit matching `filter` + `match`
|
||||
// into `out` (at most `cap`), in the order the by-index getters visit them:
|
||||
// live slots (or, with no live CGUnit, the group array) first, then the cache
|
||||
// fallback. `unit` null selects the out-of-range group path for `guid`. Returns
|
||||
// the count written.
|
||||
int CollectSlots(const uint8_t *unit, uint64_t guid, Filter filter, Match match,
|
||||
int *out, int cap);
|
||||
|
||||
// Pushes the aura an opaque id names — table or positional per `emit` — and
|
||||
// returns true; pushes nothing and returns false for an id that names nothing
|
||||
// (stale, malformed, or the wrong path for the unit's current state).
|
||||
bool PushBySlot(void *L, const uint8_t *unit, uint64_t guid, int slot, Emit emit);
|
||||
|
||||
} // namespace Aura::Data
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Paladin judgement melee refresh — client mirror of the server's white-swing
|
||||
// rule (pfUI#45: the judgement debuff's timer ran to zero while the debuff
|
||||
// stayed up through the paladin's auto-attacks).
|
||||
//
|
||||
// The server rule (tortoise-wow Unit::DealMeleeDamage, vmangos lineage): a
|
||||
// melee swing that dealt ANY damage (`totalDamage > 0` — misses/dodges/parries
|
||||
// deal none) refreshes every aura on the victim that the attacker cast whose
|
||||
// spell is SPELLFAMILY_PALADIN with SPELL_ATTR_EX3_ALWAYS_HIT — the judgement
|
||||
// marker (all 14 Judgement of Light/Wisdom/Justice/Crusader debuff ranks carry
|
||||
// it, verified in the client Spell.dbc). RefreshHolder resets the holder to
|
||||
// its own full duration.
|
||||
//
|
||||
// The edit itself is packet-silent (UpdateAuraDuration is self-scoped — the
|
||||
// same blindness every Turtle::DurationMods rule works around), but its
|
||||
// TRIGGER is not: DealMeleeDamage's only caller is Unit::AttackerStateUpdate
|
||||
// (white swings), which then broadcasts SMSG_ATTACKERSTATEUPDATE to everyone
|
||||
// in range — attacker, victim, and totalDamage are its first fields (wire
|
||||
// format verified against the server's own SendAttackStateUpdate writer; see
|
||||
// Offsets.h at SMSG_ATTACKERSTATEUPDATE). So the swing packet is an exact
|
||||
// client-side stand-in for the refresh, for ANY paladin's judgements — ours
|
||||
// or a raid member's.
|
||||
//
|
||||
// Ability damage (Crusader/Holy Strike) does NOT reach that server block —
|
||||
// melee-class spell damage never routes through DealMeleeDamage on this core
|
||||
// — so no rule is registered for it. Re-judging is covered separately: the
|
||||
// judgement debuff is cast as a real triggered spell, its SMSG_SPELL_GO
|
||||
// refreshes the cache entry via StoreFromCast.
|
||||
//
|
||||
// Not gated on Turtle::Detected(): the block is vmangos-lineage core (the
|
||||
// classic "judgements are refreshed by the paladin's melee attacks"
|
||||
// mechanic), and the refresh only ever touches existing judgement entries
|
||||
// with a matching known caster — on a server without the mechanic the debuff
|
||||
// would genuinely expire, removing the entry via OnAuraRemoved before drift
|
||||
// could show.
|
||||
|
||||
#include "Offsets.h"
|
||||
#include "aura/Source.h"
|
||||
#include "net/PacketDispatch.h"
|
||||
#include "net/PacketReader.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Aura::JudgementRefresh {
|
||||
|
||||
namespace {
|
||||
|
||||
void OnPacket(uint32_t opcode, Net::CDataStore *packet) {
|
||||
if (opcode != Offsets::SMSG_ATTACKERSTATEUPDATE || packet == nullptr)
|
||||
return;
|
||||
Net::Read<uint32_t>(packet); // hitInfo — the damage gate below subsumes it
|
||||
const uint64_t attacker = Net::ReadPackedGuid(packet);
|
||||
const uint64_t victim = Net::ReadPackedGuid(packet);
|
||||
const uint32_t totalDamage = Net::Read<uint32_t>(packet);
|
||||
// The server's exact gate: any nonzero melee damage refreshes; a fully
|
||||
// avoided/absorbed swing (totalDamage 0) does not.
|
||||
if (totalDamage == 0 || attacker == 0 || victim == 0)
|
||||
return;
|
||||
Aura::Source::RefreshJudgements(victim, attacker);
|
||||
}
|
||||
|
||||
const Net::PacketDispatch::AutoSubscribe _sub{&OnPacket};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Aura::JudgementRefresh
|
||||
+770
-30
@@ -238,14 +238,28 @@ Entry *FindBySlot(uint64_t targetGuid, uint32_t spellId, int slot) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// The newest cast capture for this aura still awaiting a descriptor slot —
|
||||
// what an `OnAuraAdded` for `(target, spell)` is seating. Newest wins because
|
||||
// SpellGo precedes the application by a packet, so the freshest unbound entry
|
||||
// is the cast that just landed; an older one is a capture that never seated
|
||||
// (fully resisted, immune) and is left to expire on its own. "Newest" is the
|
||||
// smallest `Time::Clock::Elapsed(stamp, now)` — a wrap-safe signed difference;
|
||||
// a raw `stampMs >` compare inverts across the 2^32 ms tick wrap.
|
||||
Entry *FindFreshestUnbound(uint64_t targetGuid, uint32_t spellId, uint32_t now) {
|
||||
// A capture older than this is not the one an arriving application seats. An
|
||||
// instant aura's application follows its SpellGo within a server tick plus
|
||||
// latency (a few hundred ms); a projectile's (Fireball's DoT) follows at
|
||||
// impact — up to ~1.5s of flight at max range. 3s absorbs both plus lag, yet
|
||||
// stays far below any DoT's duration, so a capture whose application never
|
||||
// came (hit but aura-rejected: death race, effect-level immunity on a mixed
|
||||
// spell) can't be seated by a later same-spell cast's application. Fully
|
||||
// resisted/immune casts never create captures at all — they sit in
|
||||
// SMSG_SPELL_GO's miss list, and ParseSpellGo reads only the hit list.
|
||||
constexpr uint32_t kSeatWindowMs = 3000;
|
||||
|
||||
// The cast capture an `OnAuraAdded` for `(target, spell)` is seating: the
|
||||
// OLDEST unbound capture still inside the seat window — FIFO. When two
|
||||
// casters' same-spellID DoTs land in one descriptor-update batch, the server
|
||||
// assigned their slots in cast order (`_AddSpellAuraHolder`'s ascending
|
||||
// first-free-slot scan) and the client's diff dispatcher (`FUN_00604d00`)
|
||||
// fires OnAuraAdded in ascending slot order — verified: both its loops are
|
||||
// plain `slot = 0..0x2F` walks. So the FIRST application belongs to the
|
||||
// EARLIEST cast; seating newest-first paired the two casters' timers and
|
||||
// attribution backwards. Elapsed times use `Time::Clock::Elapsed` — a raw
|
||||
// `stampMs` compare inverts across the 2^32 ms tick wrap.
|
||||
Entry *FindOldestUnbound(uint64_t targetGuid, uint32_t spellId, uint32_t now) {
|
||||
Entry *best = nullptr;
|
||||
uint32_t bestElapsed = 0;
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
@@ -254,7 +268,9 @@ Entry *FindFreshestUnbound(uint64_t targetGuid, uint32_t spellId, uint32_t now)
|
||||
e.slot != SLOT_UNBOUND)
|
||||
continue;
|
||||
const uint32_t elapsed = Time::Clock::Elapsed(e.stampMs, now);
|
||||
if (best == nullptr || elapsed < bestElapsed) {
|
||||
if (elapsed > kSeatWindowMs)
|
||||
continue;
|
||||
if (best == nullptr || elapsed > bestElapsed) {
|
||||
best = &e;
|
||||
bestElapsed = elapsed;
|
||||
}
|
||||
@@ -340,6 +356,16 @@ Entry *Claim(uint32_t now) {
|
||||
|
||||
// ---- Writes --------------------------------------------------------------
|
||||
|
||||
// Defined in the duration-modifier section below; used by StoreFromCast's
|
||||
// refresh path too.
|
||||
void SignalAuraChanged(uint64_t guid);
|
||||
|
||||
// Defined with the duration-modifier machinery below. A trigger can CREATE the
|
||||
// aura it then edits, in which case the edit is armed at trigger time and
|
||||
// applied here, when the aura it was waiting for actually lands. See PendingMod.
|
||||
struct Entry;
|
||||
void ConsumePendingMods(Entry &e, uint32_t now);
|
||||
|
||||
// The SpellGo hook: authoritative caster + caster-modified (talented) timing.
|
||||
// Identity is `(target, spell, caster)`, so a second caster of the same spell
|
||||
// opens its own entry instead of overwriting the first's, and a recast by the
|
||||
@@ -367,12 +393,20 @@ void StoreFromCast(uint64_t targetGuid, uint32_t spellId, uint64_t casterGuid,
|
||||
e = Claim(now);
|
||||
*e = {targetGuid, casterGuid, spellId, expirationMs, durationMs,
|
||||
now, SLOT_UNBOUND, KIND_UNKNOWN, true};
|
||||
ConsumePendingMods(*e, now);
|
||||
return;
|
||||
}
|
||||
e->stampMs = now; // refresh EvictAbsent grace on any touch
|
||||
e->casterGuid = casterGuid;
|
||||
e->expirationMs = expirationMs;
|
||||
e->durationMs = durationMs;
|
||||
// An in-place recast refresh changes no descriptor field, so the engine
|
||||
// fires no UNIT_AURA — event-driven consumers (aura-bar addons counting
|
||||
// down a once-read duration) would never re-read the new timing. Signal it
|
||||
// ourselves (deferred to the world tick, coalesced). A NEW application
|
||||
// doesn't need this: its descriptor write fires the engine's own event.
|
||||
SignalAuraChanged(targetGuid);
|
||||
ConsumePendingMods(*e, now);
|
||||
}
|
||||
|
||||
// The OnAuraAdded / OnAuraStacksChanged application hooks: a descriptor slot,
|
||||
@@ -396,13 +430,14 @@ void StoreFromApplication(uint64_t targetGuid, uint32_t spellId,
|
||||
|
||||
Entry *e = FindBySlot(targetGuid, spellId, slot);
|
||||
if (e == nullptr)
|
||||
e = FindFreshestUnbound(targetGuid, spellId, now);
|
||||
e = FindOldestUnbound(targetGuid, spellId, now);
|
||||
if (e == nullptr && slot < 0)
|
||||
e = FindSole(targetGuid, spellId);
|
||||
if (e == nullptr) {
|
||||
e = Claim(now);
|
||||
*e = {targetGuid, casterGuid, spellId, expirationMs, durationMs, now,
|
||||
static_cast<int16_t>(slot), kind, true};
|
||||
ConsumePendingMods(*e, now);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -414,6 +449,11 @@ void StoreFromApplication(uint64_t targetGuid, uint32_t spellId,
|
||||
// back to unknown.
|
||||
if (kind != KIND_UNKNOWN)
|
||||
e->kind = kind;
|
||||
// An armed server edit applies whoever owns the timing — the server made it
|
||||
// AFTER the cast this entry came from, so it is the newer truth. It also
|
||||
// adopts the entry, which makes the ownership guard below keep the edited
|
||||
// value instead of the application's base-duration guess.
|
||||
ConsumePendingMods(*e, now);
|
||||
if (e->casterGuid != 0)
|
||||
return; // SpellGo owns this entry; keep its caster + talented timing
|
||||
if (casterGuid != 0)
|
||||
@@ -497,8 +537,10 @@ void Evict(uint64_t targetGuid, uint32_t spellId, int slot) {
|
||||
// Molten Blast -> Flame Shock: refresh (RefreshHolder → reset to max)
|
||||
// A trigger is matched either by exact spellID (from the server's script
|
||||
// binding, stable across ranks) or by SpellFamilyName + school; the affected
|
||||
// aura by SpellFamilyName + a family-flag overlap (+ optional icon) — rank-proof,
|
||||
// exactly how the server's scripts find it. Conflagrate's *full*-consume path
|
||||
// aura by SpellFamilyName plus a family-flag overlap and/or a SpellIconID —
|
||||
// rank-proof, exactly how the server's scripts find it, and the icon half is
|
||||
// what reaches a custom spell with no family flags at all (see
|
||||
// AffectedMatchesRaw). Conflagrate's *full*-consume path
|
||||
// removes Immolate, which clears
|
||||
// the descriptor slot → OnAuraRemoved already handles it; the reduce rule
|
||||
// covers the keep-ticking case. Probabilistic refreshes (Carnage's roll) are
|
||||
@@ -523,9 +565,23 @@ int g_modCount = 0;
|
||||
|
||||
// The affected-aura selector alone, shared with the Lua-facing by-family
|
||||
// refresh so the two cannot disagree about what they match.
|
||||
//
|
||||
// SpellFamilyName always has to match. Past that a rule discriminates by a
|
||||
// SpellFamilyFlags overlap, by SpellIconID, or by both; a zero mask or a zero
|
||||
// icon drops that half of the test. The icon-only form is what names an aura
|
||||
// whose SpellFamilyFlags are ZERO — every one of Turtle's custom spells is
|
||||
// (308 in the hunter family alone), so the mask cannot select them while the
|
||||
// icon still can, and an icon is shared by a spell's whole rank ladder, which
|
||||
// keeps it rank-proof exactly like a family flag. Registrars reject the
|
||||
// degenerate mask-0 + icon-0 rule, which would match a whole class family.
|
||||
bool AffectedMatchesRaw(const uint8_t *rec, uint32_t family, uint64_t mask,
|
||||
uint32_t icon) {
|
||||
if (!Spell::Lookup::IsFitToFamily(rec, family, mask))
|
||||
if (rec == nullptr)
|
||||
return false;
|
||||
if (*reinterpret_cast<const uint32_t *>(
|
||||
rec + Offsets::OFF_SPELL_RECORD_FAMILY_NAME) != family)
|
||||
return false;
|
||||
if (mask != 0 && !Spell::Lookup::IsFitToFamily(rec, family, mask))
|
||||
return false;
|
||||
if (icon != 0 &&
|
||||
*reinterpret_cast<const uint32_t *>(
|
||||
@@ -590,8 +646,8 @@ void FlushAuraSignals() {
|
||||
g_pendingSignalCount = 0;
|
||||
}
|
||||
|
||||
void ApplyMod(Entry &e, const DurationMod &m, uint32_t now) {
|
||||
switch (m.op) {
|
||||
void ApplyModOp(Entry &e, int32_t op, int32_t valueMs, uint32_t now) {
|
||||
switch (op) {
|
||||
case MOD_REFRESH:
|
||||
if (e.durationMs > 0) {
|
||||
e.expirationMs = now + e.durationMs; // RefreshHolder → reset to max
|
||||
@@ -599,14 +655,14 @@ void ApplyMod(Entry &e, const DurationMod &m, uint32_t now) {
|
||||
}
|
||||
break;
|
||||
case MOD_SET:
|
||||
e.durationMs = static_cast<uint32_t>(m.valueMs);
|
||||
e.expirationMs = now + static_cast<uint32_t>(m.valueMs);
|
||||
e.durationMs = static_cast<uint32_t>(valueMs);
|
||||
e.expirationMs = now + static_cast<uint32_t>(valueMs);
|
||||
SignalAuraChanged(e.targetGuid);
|
||||
break;
|
||||
case MOD_REDUCE:
|
||||
if (e.expirationMs != 0) {
|
||||
if (e.expirationMs > now + static_cast<uint32_t>(m.valueMs)) {
|
||||
e.expirationMs -= static_cast<uint32_t>(m.valueMs);
|
||||
if (e.expirationMs > now + static_cast<uint32_t>(valueMs)) {
|
||||
e.expirationMs -= static_cast<uint32_t>(valueMs);
|
||||
SignalAuraChanged(e.targetGuid);
|
||||
} else {
|
||||
e.used = false; // shaved to/past now → server removes it
|
||||
@@ -619,6 +675,88 @@ void ApplyMod(Entry &e, const DurationMod &m, uint32_t now) {
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyMod(Entry &e, const DurationMod &m, uint32_t now) {
|
||||
ApplyModOp(e, m.op, m.valueMs, now);
|
||||
}
|
||||
|
||||
// ---- Deferred duration edits (the trigger creates the aura it edits) ------
|
||||
//
|
||||
// A trigger does not always act on an aura that is ALREADY there. Bestial
|
||||
// Wrath's effect 0 is TRIGGER_SPELL(Scent of Blood), and the server's script
|
||||
// then stretches the very holder that trigger just created (tortoise-wow
|
||||
// spell_hunter_bestial_wrath). The trigger's own SMSG_SPELL_GO reaches us
|
||||
// first, so at trigger time either nothing matches yet, or something matches
|
||||
// and is overwritten moments later when the triggered cast stores its own base
|
||||
// duration. Either way the edit is lost.
|
||||
//
|
||||
// So a trigger also ARMS its targets, and the next matching store inside the
|
||||
// window re-applies the edit — from the cast path or the application path,
|
||||
// whichever the triggered aura arrives on.
|
||||
//
|
||||
// Only the IDEMPOTENT ops arm. Re-running refresh or set lands on the same
|
||||
// value, while reduce would shave a second time and remove would kill an aura
|
||||
// that was legitimately re-applied. That keeps Conflagrate (reduce) behaving
|
||||
// exactly as before.
|
||||
bool OpIsIdempotent(int32_t op) {
|
||||
return op == MOD_REFRESH || op == MOD_SET;
|
||||
}
|
||||
|
||||
struct PendingMod {
|
||||
uint64_t target;
|
||||
uint64_t caster;
|
||||
uint32_t affectedFamily;
|
||||
uint64_t affectedMask;
|
||||
uint32_t affectedIcon;
|
||||
int32_t op;
|
||||
int32_t valueMs;
|
||||
uint32_t untilMs;
|
||||
bool used;
|
||||
};
|
||||
// The triggered cast follows its trigger within one packet burst, so the window
|
||||
// only has to cover network jitter. Sized like the other arm tables.
|
||||
constexpr int kPendingModMax = 8;
|
||||
constexpr uint32_t kPendingModTtlMs = 2000;
|
||||
PendingMod g_pendingMods[kPendingModMax];
|
||||
|
||||
void ArmPendingMod(uint64_t target, uint64_t caster, const DurationMod &m,
|
||||
uint32_t now) {
|
||||
PendingMod *slot = nullptr;
|
||||
for (auto &p : g_pendingMods) {
|
||||
// Re-arming the same rule on the same target refreshes it in place.
|
||||
if (p.used && p.target == target && p.affectedFamily == m.affectedFamily &&
|
||||
p.affectedMask == m.affectedMask && p.affectedIcon == m.affectedIcon) {
|
||||
slot = &p;
|
||||
break;
|
||||
}
|
||||
if (slot == nullptr && (!p.used || Time::Clock::Reached(now, p.untilMs)))
|
||||
slot = &p;
|
||||
}
|
||||
if (slot == nullptr)
|
||||
slot = &g_pendingMods[0]; // all live — steal the first
|
||||
*slot = {target, caster, m.affectedFamily, m.affectedMask,
|
||||
m.affectedIcon, m.op, m.valueMs, now + kPendingModTtlMs, true};
|
||||
}
|
||||
|
||||
void ConsumePendingMods(Entry &e, uint32_t now) {
|
||||
for (auto &p : g_pendingMods) {
|
||||
if (!p.used || p.target != e.targetGuid ||
|
||||
Time::Clock::Reached(now, p.untilMs))
|
||||
continue;
|
||||
// Caster-scoped exactly like the immediate path, adoption included.
|
||||
if (e.casterGuid != 0 && e.casterGuid != p.caster)
|
||||
continue;
|
||||
if (!AffectedMatchesRaw(
|
||||
Spell::Lookup::RecordForID(static_cast<int>(e.spellId)),
|
||||
p.affectedFamily, p.affectedMask, p.affectedIcon))
|
||||
continue;
|
||||
if (e.casterGuid == 0)
|
||||
e.casterGuid = p.caster;
|
||||
ApplyModOp(e, p.op, p.valueMs, now);
|
||||
p.used = false; // one-shot, like the server's single-holder edit
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// On a trigger cast landing on its hit targets, mirror the server's duration
|
||||
// edit on the caster's own matching cached aura. Called from SpellGo_h before
|
||||
// the aura gate — triggers (Conflagrate, Molten Blast) apply no aura of their
|
||||
@@ -655,6 +793,11 @@ void ApplyDurationModifiers(uint32_t triggerSpellId, uint64_t caster,
|
||||
ApplyMod(e, m, now);
|
||||
break; // one matching aura per (rule, target), like the server
|
||||
}
|
||||
// The aura may not be here yet, or may be about to be overwritten by
|
||||
// the cast this trigger sets off. Arm the idempotent ops so the edit
|
||||
// lands when it arrives — see PendingMod.
|
||||
if (OpIsIdempotent(m.op))
|
||||
ArmPendingMod(targets[t], caster, m, now);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -663,8 +806,11 @@ bool RegisterDurationMod(uint32_t triggerSpellId, uint32_t triggerFamily,
|
||||
int32_t triggerSchool, uint32_t affectedFamily,
|
||||
uint64_t affectedMask, uint32_t affectedIcon, int op,
|
||||
int32_t valueMs) {
|
||||
// Trigger must be identified one way or the other.
|
||||
if ((triggerSpellId == 0 && triggerFamily == 0) || affectedMask == 0 ||
|
||||
// Trigger must be identified one way or the other, and the affected aura
|
||||
// needs at least one discriminator past its family — a flag overlap, an
|
||||
// icon, or both. Neither would match every aura of a class.
|
||||
if ((triggerSpellId == 0 && triggerFamily == 0) ||
|
||||
(affectedMask == 0 && affectedIcon == 0) ||
|
||||
op < MOD_REFRESH || op > MOD_REMOVE)
|
||||
return false;
|
||||
for (int i = 0; i < g_modCount; ++i) { // replace an identical rule
|
||||
@@ -742,6 +888,168 @@ void RegisterDurationModLua() {
|
||||
|
||||
const Game::ModuleAutoRegister _autoregDurationMod{&RegisterDurationModLua};
|
||||
|
||||
// ---- Tick-speed compression (Turtle: Dark Harvest) -------------------------
|
||||
//
|
||||
// A channel that accelerates the caster's periodic auras on its target
|
||||
// consumes them FASTER on the live server: each dot keeps its tick count, so
|
||||
// ticking pct% faster drains its real remaining time at (100+pct)% rate while
|
||||
// the trigger aura is up, and it falls off early by pct% of the overlap — with
|
||||
// no client-visible aura change whatsoever. (tortoise-wow's recreation only
|
||||
// re-times the tick timers and leaves holder duration alone, which does NOT
|
||||
// reproduce the observed early fall-off; the compression model here matches
|
||||
// Cursive's community calibration — `remaining -= 0.30 × overlap` — and the
|
||||
// reported ~2.4–3 s loss over a full 8 s Dark Harvest.)
|
||||
//
|
||||
// The math is anchored, not incremental: each compressed entry remembers the
|
||||
// expiration it had when compression began and is set to
|
||||
// `anchor − elapsed × pct/100` every tick, so frame pacing can't drift it. An
|
||||
// external write to the entry (dot recast → SpellGo re-stamp, a duration mod)
|
||||
// is detected by comparing against the last value WE wrote and re-anchors from
|
||||
// the fresh expiration — matching the server, where a recast dot is a new
|
||||
// holder that compresses from its own full duration.
|
||||
struct TickCompression {
|
||||
uint32_t triggerFamily;
|
||||
uint64_t triggerMask;
|
||||
uint32_t affectedFamily;
|
||||
uint64_t affectedMask;
|
||||
int32_t pct;
|
||||
};
|
||||
constexpr int kCompressionMax = 4;
|
||||
TickCompression g_compressions[kCompressionMax];
|
||||
int g_compressionCount = 0;
|
||||
|
||||
// Live per-entry compression state, keyed the way the cache identifies an
|
||||
// aura instance — (target, spell, caster) — so two warlocks' same-spell dots
|
||||
// on one target compress independently. `lastWrittenMs` is the expiration this
|
||||
// module wrote last tick — a mismatch means someone else re-stamped the entry.
|
||||
struct CompressState {
|
||||
uint64_t targetGuid;
|
||||
uint64_t casterGuid;
|
||||
uint32_t spellId;
|
||||
uint32_t startMs; // compression (re-)anchor time
|
||||
uint32_t anchorMs; // entry expiration at the anchor
|
||||
uint32_t lastWrittenMs;
|
||||
uint32_t lastSignalMs; // event-consumer nudge cadence (~1/s)
|
||||
bool touched; // trigger still live this tick
|
||||
bool used;
|
||||
};
|
||||
constexpr int kCompressStateMax = 16;
|
||||
CompressState g_compressStates[kCompressStateMax];
|
||||
|
||||
CompressState *FindOrClaimCompressState(uint64_t targetGuid,
|
||||
uint64_t casterGuid,
|
||||
uint32_t spellId) {
|
||||
CompressState *spare = nullptr;
|
||||
for (auto &s : g_compressStates) {
|
||||
if (s.used && s.targetGuid == targetGuid &&
|
||||
s.casterGuid == casterGuid && s.spellId == spellId)
|
||||
return &s;
|
||||
if (!s.used && spare == nullptr)
|
||||
spare = &s;
|
||||
}
|
||||
return spare; // unused slot for the caller to claim; nullptr = table full
|
||||
}
|
||||
|
||||
// The server's affected-aura test is on the RUNTIME aura type (PERIODIC_DAMAGE
|
||||
// / PERIODIC_LEECH), which the record mirrors as EffectApplyAuraName 3 / 53 on
|
||||
// some effect. Load-bearing beyond the family mask: Turtle's Atrocity (45904)
|
||||
// shares Corruption's 0x2 bit but is a proc-trigger aura (42) — the mask alone
|
||||
// would compress it, this gate excludes it exactly as the server's does.
|
||||
// (Drain Soul passes via its effect-2 periodic damage: aura=[86,3,0].)
|
||||
bool HasPeriodicDamageOrLeech(const uint8_t *rec) {
|
||||
if (rec == nullptr)
|
||||
return false;
|
||||
constexpr int32_t kPeriodicDamage = 3, kPeriodicLeech = 53;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
const int32_t aura = *reinterpret_cast<const int32_t *>(
|
||||
rec + Offsets::OFF_SPELL_RECORD_EFFECT_APPLY_AURA_NAME + i * 4);
|
||||
if (aura == kPeriodicDamage || aura == kPeriodicLeech)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compression pairs by CASTER, mirroring the server (each warlock's Dark
|
||||
// Harvest accelerates that warlock's own dots): the trigger entry's caster
|
||||
// must own the affected entry too. Another warlock's DH + dots are both
|
||||
// broadcast SPELL_GO, so their timing compresses for us as well; caster-less
|
||||
// entries (application seen, cast unobserved) can't be paired and stay
|
||||
// untouched, same as every other caster-strict mechanic here.
|
||||
void CompressTarget(const TickCompression &c, uint64_t targetGuid,
|
||||
uint64_t casterGuid, uint32_t now) {
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
Entry &e = g_cache[i];
|
||||
if (!e.used || e.targetGuid != targetGuid ||
|
||||
e.casterGuid != casterGuid || e.expirationMs == 0)
|
||||
continue;
|
||||
const uint8_t *rec =
|
||||
Spell::Lookup::RecordForID(static_cast<int>(e.spellId));
|
||||
if (!AffectedMatchesRaw(rec, c.affectedFamily, c.affectedMask,
|
||||
/*icon*/ 0) ||
|
||||
!HasPeriodicDamageOrLeech(rec))
|
||||
continue;
|
||||
CompressState *s =
|
||||
FindOrClaimCompressState(e.targetGuid, e.casterGuid, e.spellId);
|
||||
if (s == nullptr)
|
||||
continue;
|
||||
if (!s->used) {
|
||||
*s = {e.targetGuid, e.casterGuid, e.spellId, now,
|
||||
e.expirationMs, e.expirationMs, 0, false, true};
|
||||
} else if (e.expirationMs != s->lastWrittenMs) {
|
||||
s->startMs = now; // externally re-stamped — restart from fresh
|
||||
s->anchorMs = e.expirationMs;
|
||||
}
|
||||
s->touched = true;
|
||||
const uint32_t cut = static_cast<uint32_t>(
|
||||
static_cast<uint64_t>(now - s->startMs) *
|
||||
static_cast<uint32_t>(c.pct) / 100);
|
||||
e.expirationMs = s->anchorMs - cut;
|
||||
s->lastWrittenMs = e.expirationMs;
|
||||
// Event-driven consumers (aura bars that read once and count down
|
||||
// locally) need periodic nudges to re-read the moving expiration;
|
||||
// pollers pick it up on their own. First write nudges immediately.
|
||||
if (s->lastSignalMs == 0 || now - s->lastSignalMs >= 1000) {
|
||||
s->lastSignalMs = now;
|
||||
SignalAuraChanged(e.targetGuid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyTickCompressions(uint32_t now) {
|
||||
if (g_compressionCount == 0)
|
||||
return;
|
||||
for (auto &s : g_compressStates)
|
||||
s.touched = false;
|
||||
for (int r = 0; r < g_compressionCount; ++r) {
|
||||
const TickCompression &c = g_compressions[r];
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
const Entry &t = g_cache[i];
|
||||
if (!t.used || t.casterGuid == 0)
|
||||
continue;
|
||||
// The trigger aura is live exactly while its entry is: unexpired
|
||||
// (channel pushback already folded in via RestampPlayerChannel)
|
||||
// and not yet evicted by OnAuraRemoved (interrupt / early end /
|
||||
// target death).
|
||||
if (t.expirationMs != 0 &&
|
||||
Time::Clock::Reached(now, t.expirationMs))
|
||||
continue;
|
||||
if (!Spell::Lookup::IsFitToFamily(
|
||||
Spell::Lookup::RecordForID(static_cast<int>(t.spellId)),
|
||||
c.triggerFamily, c.triggerMask))
|
||||
continue;
|
||||
CompressTarget(c, t.targetGuid, t.casterGuid, now);
|
||||
}
|
||||
}
|
||||
// Trigger gone → the entry keeps whatever expiration it drained to; one
|
||||
// last nudge publishes the final position to event-driven consumers.
|
||||
for (auto &s : g_compressStates) {
|
||||
if (s.used && !s.touched) {
|
||||
SignalAuraChanged(s.targetGuid);
|
||||
s.used = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wipe the whole cache. Used on a map transition (see OnWorldTick).
|
||||
void FlushAll() {
|
||||
for (int i = 0; i < g_usedHigh; ++i)
|
||||
@@ -751,6 +1059,9 @@ void FlushAll() {
|
||||
// should be treated as first-sight (unknown age), not diffed as new.
|
||||
for (auto &s : g_groupSnaps)
|
||||
s.used = false;
|
||||
// Compressed entries are gone with the cache; their states go too.
|
||||
for (auto &s : g_compressStates)
|
||||
s.used = false;
|
||||
}
|
||||
|
||||
// -1 = no map seen yet (never a valid Map.dbc id), so the first tick just
|
||||
@@ -782,6 +1093,9 @@ void OnWorldTick() {
|
||||
}
|
||||
|
||||
const uint32_t now = NowMs();
|
||||
// Tick-speed compression first, so a drained expiration is visible to the
|
||||
// same tick's eviction sweep and signal flush.
|
||||
ApplyTickCompressions(now);
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
Entry &e = g_cache[i];
|
||||
if (!e.used || e.expirationMs == 0 || !Time::Clock::Reached(now, e.expirationMs))
|
||||
@@ -810,6 +1124,279 @@ void OnWorldTick() {
|
||||
|
||||
const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
|
||||
|
||||
// ---- Paladin judgement identity + refresh (pfUI#45) ----------------------
|
||||
//
|
||||
// The judgement debuff (Judgement of Light/Wisdom/Justice/Crusader) is cast
|
||||
// SERVER-side as a triggered spell whose SMSG_SPELL_GO never reaches the
|
||||
// client, so its cache entry is seated caster-less by OnAuraAdded — and the
|
||||
// server's refresh mechanics are keyed by caster. The one attributable
|
||||
// signal is the Judgement CAST itself (SPELL_PALADIN_JUDGEMENT, the single
|
||||
// spell every seal judges through): its SPELL_GO names caster and victim.
|
||||
// HandleSpellGo uses it to (a) refresh existing judgement entries WITH
|
||||
// adoption — a re-judge is an in-place RefreshHolder server-side, no
|
||||
// descriptor change, no OnAuraAdded — and (b) arm a short window so the
|
||||
// fresh debuff's application gets attributed to the judging caster. From
|
||||
// then on the caster-STRICT swing refresh (Aura::JudgementRefresh's
|
||||
// SMSG_ATTACKERSTATEUPDATE subscriber) can do its job.
|
||||
|
||||
constexpr uint32_t kSpellJudgement = 20271; // server SPELL_PALADIN_JUDGEMENT
|
||||
|
||||
// The server's judgement-debuff selector, verbatim from its melee-refresh
|
||||
// block (tortoise-wow Unit::DealMeleeDamage): SPELLFAMILY_PALADIN +
|
||||
// SPELL_ATTR_EX3_ALWAYS_HIT. All 14 debuff ranks carry it (client DBC
|
||||
// verified); no shared family-flag mask exists (each seal's debuff has its
|
||||
// own bit), which is why this isn't an AddDurationMod rule.
|
||||
bool IsJudgementSpell(const uint8_t *rec) {
|
||||
constexpr uint32_t kPaladinFamily = 10; // SPELLFAMILY_PALADIN
|
||||
if (rec == nullptr)
|
||||
return false;
|
||||
if (*reinterpret_cast<const uint32_t *>(
|
||||
rec + Offsets::OFF_SPELL_RECORD_FAMILY_NAME) != kPaladinFamily)
|
||||
return false;
|
||||
return (*reinterpret_cast<const uint32_t *>(
|
||||
rec + Offsets::OFF_SPELL_RECORD_ATTRIBUTES_EX3) &
|
||||
Offsets::SPELL_ATTR_EX3_ALWAYS_HIT) != 0;
|
||||
}
|
||||
|
||||
// Armed attribution: a Judgement cast went off from `caster` at `victim`;
|
||||
// the triggered debuff's OnAuraAdded lands ~a server tick later (SPELL_GO
|
||||
// precedes the aura's SMSG_UPDATE_OBJECT — the same ordering kEvictGraceMs
|
||||
// exists for). One-shot, short TTL so a judge whose debuff never lands
|
||||
// can't mis-attribute a later application.
|
||||
struct JudgeArm {
|
||||
uint64_t victim;
|
||||
uint64_t caster;
|
||||
uint32_t untilMs;
|
||||
};
|
||||
constexpr int kJudgeArmMax = 4; // simultaneous judging paladins in view
|
||||
constexpr uint32_t kJudgeArmTtlMs = 2000;
|
||||
JudgeArm g_judgeArms[kJudgeArmMax];
|
||||
|
||||
void ArmJudgementAttribution(uint64_t victim, uint64_t caster) {
|
||||
const uint32_t now = NowMs();
|
||||
JudgeArm *slot = nullptr;
|
||||
for (auto &a : g_judgeArms) {
|
||||
if (a.victim == victim && a.caster == caster) {
|
||||
slot = &a; // re-judge inside the TTL — refresh in place
|
||||
break;
|
||||
}
|
||||
if (slot == nullptr &&
|
||||
(a.victim == 0 || Time::Clock::Reached(now, a.untilMs)))
|
||||
slot = &a;
|
||||
}
|
||||
if (slot == nullptr)
|
||||
slot = &g_judgeArms[0]; // all live (>4 paladins?) — steal the first
|
||||
*slot = {victim, caster, now + kJudgeArmTtlMs};
|
||||
}
|
||||
|
||||
// The caster armed for `victim`, or 0. One-shot: consumed on hit.
|
||||
uint64_t ConsumeJudgementAttribution(uint64_t victim, uint32_t now) {
|
||||
for (auto &a : g_judgeArms) {
|
||||
if (a.victim != victim || a.victim == 0 ||
|
||||
Time::Clock::Reached(now, a.untilMs))
|
||||
continue;
|
||||
const uint64_t caster = a.caster;
|
||||
a = {};
|
||||
return caster;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Shared body of the two refresh triggers. `adopt` lets the Judgement-cast
|
||||
// path claim a caster-less entry (the cast is proof of ownership); the swing
|
||||
// path stays caster-strict — a swing gives no proof, and adopting there
|
||||
// would let any tank's white swings pin another paladin's judgement timer.
|
||||
int RefreshJudgementsImpl(uint64_t unitGuid, uint64_t attackerGuid, bool adopt) {
|
||||
if (unitGuid == 0 || attackerGuid == 0)
|
||||
return 0;
|
||||
const uint32_t now = NowMs();
|
||||
int refreshed = 0;
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
Entry &e = g_cache[i];
|
||||
if (!e.used || e.targetGuid != unitGuid)
|
||||
continue;
|
||||
if (e.casterGuid != attackerGuid && !(adopt && e.casterGuid == 0))
|
||||
continue;
|
||||
if (e.durationMs == 0)
|
||||
continue; // never invent a duration
|
||||
if (!IsJudgementSpell(
|
||||
Spell::Lookup::RecordForID(static_cast<int>(e.spellId))))
|
||||
continue;
|
||||
if (e.casterGuid == 0)
|
||||
e.casterGuid = attackerGuid; // adoption claim
|
||||
e.expirationMs = now + e.durationMs; // RefreshHolder → own duration
|
||||
e.stampMs = now;
|
||||
SignalAuraChanged(e.targetGuid);
|
||||
++refreshed;
|
||||
}
|
||||
return refreshed;
|
||||
}
|
||||
|
||||
// ---- Triggered applications (server AddAura inference) --------------------
|
||||
//
|
||||
// Some server mechanics APPLY an aura as a side effect of another spell via a
|
||||
// direct AddAura — no cast, no SMSG_SPELL_GO for the applied aura, and a
|
||||
// duration the packet stream never carries. The application itself reaches
|
||||
// the client only as a descriptor change (OnAuraAdded → caster-less, base
|
||||
// duration). But the TRIGGER's SMSG_SPELL_GO is visible, so — same shape as
|
||||
// the judgement attribution above — a registered trigger cast by the local
|
||||
// player arms its hit targets for a short window, and the caster-less
|
||||
// application that follows consumes the arm: player attribution + the rule's
|
||||
// percentage of the aura's own (player-modified) base duration, mirroring
|
||||
// the server's `max(1, CalculateDuration(caster) * pct / 100)`.
|
||||
//
|
||||
// Registered from src/turtle (Stinging Nettle: Mongoose Bite / fire-trap
|
||||
// effects apply the highest known Serpent Sting rank at 20/40%). Local
|
||||
// player only — a rule may be gated on a talent-granted passive
|
||||
// (`gateSpellId`), and other players' talents aren't client-knowable.
|
||||
|
||||
struct TriggeredApplication {
|
||||
uint32_t triggerSpellId; // exact trigger spell; 0 = match by family+mask below
|
||||
uint32_t triggerFamily; // (triggerSpellId==0) trigger's SpellFamilyName
|
||||
uint64_t triggerMask; // (triggerSpellId==0) family-flag overlap — rank-proof
|
||||
uint32_t gateSpellId; // rule live only while the player knows this; 0 = always
|
||||
uint32_t affectedFamily; // applied aura's SpellFamilyName
|
||||
uint64_t affectedMask; // + family-flag overlap
|
||||
int32_t durationPct; // applied duration = pct% of its own base
|
||||
};
|
||||
constexpr int kTrigAppMax = 32;
|
||||
TriggeredApplication g_trigApps[kTrigAppMax];
|
||||
int g_trigAppCount = 0;
|
||||
|
||||
// Talent gate: does the player currently know `spellID`? The engine's
|
||||
// spell-knowledge bitmap (same store IsPlayerSpell reads — covers talent
|
||||
// passives), checked live at trigger time so respecs are honored.
|
||||
bool PlayerKnowsSpell(uint32_t spellID) {
|
||||
if (spellID == 0)
|
||||
return false;
|
||||
auto *bitmap = Game::Read<const uint32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_PLAYER_SPELL_BITMAP));
|
||||
if (bitmap == nullptr)
|
||||
return false;
|
||||
const uint32_t spellCount = Game::Read<uint32_t>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_SPELL_RECORD_COUNT));
|
||||
if (spellID > spellCount)
|
||||
return false;
|
||||
return (bitmap[spellID >> 5] & (1u << (spellID & 31))) != 0;
|
||||
}
|
||||
|
||||
// Armed rule instance awaiting its application on `victim`. Caster is
|
||||
// implicitly the local player (only player triggers arm).
|
||||
struct TrigAppArm {
|
||||
uint64_t victim; // 0 = empty
|
||||
uint32_t affectedFamily;
|
||||
uint64_t affectedMask;
|
||||
int32_t durationPct;
|
||||
uint32_t untilMs;
|
||||
};
|
||||
constexpr int kTrigAppArmMax = 8;
|
||||
constexpr uint32_t kTrigAppArmTtlMs = 2000;
|
||||
TrigAppArm g_trigAppArms[kTrigAppArmMax];
|
||||
|
||||
// Mirror the server's re-apply on an EXISTING matching aura at trigger time
|
||||
// (tortoise-wow ApplyStingingNettle): an existing holder from this caster
|
||||
// whose remaining time exceeds the scaled duration is kept; otherwise the
|
||||
// server re-AddAura's at the scaled duration — a remove+add of the same
|
||||
// spellID that reuses the descriptor slot, so NO OnAuraAdded fires and the
|
||||
// armed window is never consumed (verified in-game: chained Mongoose Bites
|
||||
// left the first application's timer running out). The trigger is the only
|
||||
// audible signal, so the refresh happens here. A caster-less matching entry
|
||||
// is adopted and stamped unconditionally: it's a nettle application whose
|
||||
// arm was missed, seated by the application hook at the WRONG base duration,
|
||||
// so its remaining time can't gate the mirror — and the player's trigger is
|
||||
// proof of ownership, same as the judgement-cast adoption.
|
||||
void RefreshTriggeredExisting(uint64_t victim, const TriggeredApplication &r,
|
||||
uint32_t now) {
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
Entry &e = g_cache[i];
|
||||
if (!e.used || e.targetGuid != victim)
|
||||
continue;
|
||||
const bool mine = e.casterGuid == Unit::Identity::PlayerGuid();
|
||||
if (!mine && e.casterGuid != 0)
|
||||
continue; // another caster's aura — not ours to touch
|
||||
const uint8_t *rec =
|
||||
Spell::Lookup::RecordForID(static_cast<int>(e.spellId));
|
||||
if (!Spell::Lookup::IsFitToFamily(rec, r.affectedFamily,
|
||||
r.affectedMask))
|
||||
continue;
|
||||
const uint32_t base = SpellDurationMs(rec, /*casterIsPlayer*/ true);
|
||||
if (base == 0)
|
||||
continue;
|
||||
uint32_t newMs = base * static_cast<uint32_t>(r.durationPct) / 100;
|
||||
if (newMs == 0)
|
||||
newMs = 1;
|
||||
// The server's keep-the-longer guard, applied only to trusted
|
||||
// (player-stamped) timing. An elapsed timer yields Remaining 0 and
|
||||
// refreshes — the invisible server re-adds are exactly what let it
|
||||
// elapse while the aura stayed up.
|
||||
if (mine && e.expirationMs != 0 &&
|
||||
Time::Clock::Remaining(now, e.expirationMs) > newMs)
|
||||
continue;
|
||||
e.casterGuid = Unit::Identity::PlayerGuid();
|
||||
e.durationMs = newMs;
|
||||
e.expirationMs = now + newMs;
|
||||
e.stampMs = now;
|
||||
SignalAuraChanged(victim);
|
||||
break; // one aura instance per (target, spell, caster) — server touches one holder
|
||||
}
|
||||
}
|
||||
|
||||
// A player trigger cast landed on `victim`: arm the first live rule for this
|
||||
// trigger (rules sharing a trigger are registration-ordered — the higher
|
||||
// talent rank registers first, so its gate wins while known). Also refreshes
|
||||
// an existing matching aura in place (see RefreshTriggeredExisting) — the arm
|
||||
// only covers applications that reach the descriptor as a change.
|
||||
void ArmTriggeredApplications(uint64_t victim, uint32_t triggerSpellId,
|
||||
const uint8_t *triggerRec) {
|
||||
for (int i = 0; i < g_trigAppCount; ++i) {
|
||||
const TriggeredApplication &r = g_trigApps[i];
|
||||
if (r.triggerSpellId != 0
|
||||
? r.triggerSpellId != triggerSpellId
|
||||
: !Spell::Lookup::IsFitToFamily(triggerRec, r.triggerFamily,
|
||||
r.triggerMask))
|
||||
continue;
|
||||
if (r.gateSpellId != 0 && !PlayerKnowsSpell(r.gateSpellId))
|
||||
continue;
|
||||
const uint32_t now = NowMs();
|
||||
RefreshTriggeredExisting(victim, r, now);
|
||||
TrigAppArm *slot = nullptr;
|
||||
for (auto &a : g_trigAppArms) {
|
||||
if (a.victim == victim && a.affectedFamily == r.affectedFamily &&
|
||||
a.affectedMask == r.affectedMask) {
|
||||
slot = &a; // re-trigger inside the TTL — refresh in place
|
||||
break;
|
||||
}
|
||||
if (slot == nullptr &&
|
||||
(a.victim == 0 || Time::Clock::Reached(now, a.untilMs)))
|
||||
slot = &a;
|
||||
}
|
||||
if (slot == nullptr)
|
||||
slot = &g_trigAppArms[0]; // all live — steal the first
|
||||
*slot = {victim, r.affectedFamily, r.affectedMask, r.durationPct,
|
||||
now + kTrigAppArmTtlMs};
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// The armed duration percent for a caster-less application of `rec` on
|
||||
// `victim`, or 0. One-shot: consumed on hit.
|
||||
int32_t ConsumeTriggeredApplication(uint64_t victim, const uint8_t *rec,
|
||||
uint32_t now) {
|
||||
if (victim == 0 || rec == nullptr)
|
||||
return 0;
|
||||
for (auto &a : g_trigAppArms) {
|
||||
if (a.victim != victim || Time::Clock::Reached(now, a.untilMs))
|
||||
continue;
|
||||
if (!Spell::Lookup::IsFitToFamily(rec, a.affectedFamily,
|
||||
a.affectedMask))
|
||||
continue;
|
||||
const int32_t pct = a.durationPct;
|
||||
a = {};
|
||||
return pct;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// ---- SMSG_SPELL_GO co-hook ----------------------------------------------
|
||||
|
||||
// The hit-target list is all we need: each entry is a unit the cast landed
|
||||
@@ -847,7 +1434,27 @@ void HandleSpellGo(uint64_t caster, uint32_t spellId, const uint64_t *targets,
|
||||
// before the aura gate below: the trigger spell applies no aura itself.
|
||||
ApplyDurationModifiers(spellId, caster, targets, numTargets);
|
||||
|
||||
// Judgement: refresh-with-adoption for a re-judge (in-place server
|
||||
// refresh, no aura event) and arm attribution for the fresh debuff that
|
||||
// follows. Before the aura gate — Judgement itself applies no aura.
|
||||
if (spellId == kSpellJudgement) {
|
||||
for (int i = 0; i < numTargets; ++i) {
|
||||
RefreshJudgementsImpl(targets[i], caster, /*adopt*/ true);
|
||||
ArmJudgementAttribution(targets[i], caster);
|
||||
}
|
||||
}
|
||||
|
||||
const uint8_t *rec = Spell::Lookup::RecordForID(static_cast<int>(spellId));
|
||||
|
||||
// Triggered-application rules (Stinging Nettle): a registered trigger
|
||||
// cast by the local player arms its hit targets so the server-added aura
|
||||
// that follows (no SPELL_GO of its own) gets player attribution + the
|
||||
// rule's scaled duration. Before the aura gate — Mongoose Bite applies
|
||||
// no aura of its own.
|
||||
if (g_trigAppCount != 0 && caster == Unit::Identity::PlayerGuid())
|
||||
for (int i = 0; i < numTargets; ++i)
|
||||
ArmTriggeredApplications(targets[i], spellId, rec);
|
||||
|
||||
if (!SpellAppliesAura(rec))
|
||||
return;
|
||||
|
||||
@@ -908,10 +1515,14 @@ const Net::PacketDispatch::AutoSubscribe _spellGoSub{&SpellGoSub};
|
||||
|
||||
// ---- Aura-application co-hooks (timing for proc / triggered auras) -------
|
||||
|
||||
// Classify by the absolute aura slot: 0..BUFF_COUNT-1 = buff (helpful),
|
||||
// BUFF_COUNT..TOTAL-1 = debuff (harmful).
|
||||
int8_t KindForSlot(int slot) {
|
||||
return slot >= Offsets::UNIT_AURA_BUFF_COUNT ? KIND_HARMFUL : KIND_HELPFUL;
|
||||
// Defer to `Aura::Data::IsSlotHarmful` rather than testing the range here — how
|
||||
// polarity is encoded differs between servers, and that function is the one
|
||||
// place that decides. The descriptor write pass has already landed both the
|
||||
// slot and its flags by the time the application hooks fire.
|
||||
int8_t KindForSlot(const void *unit, int slot) {
|
||||
return Aura::Data::IsSlotHarmful(static_cast<const uint8_t *>(unit), slot)
|
||||
? KIND_HARMFUL
|
||||
: KIND_HELPFUL;
|
||||
}
|
||||
|
||||
// Stamp expiration for an aura that just landed/refreshed in `slot` on `unit`.
|
||||
@@ -933,12 +1544,41 @@ void StampApplication(void *unit, uint32_t spellId, int slot) {
|
||||
// (and attribute the caster) — SpellGo couldn't always land the talented
|
||||
// value on this target's entry. Otherwise base (we lack other casters'
|
||||
// mods). See WasRecentPlayerCast.
|
||||
const bool byPlayer = WasRecentPlayerCast(spellId);
|
||||
const uint32_t durationMs = SpellDurationMs(rec, byPlayer);
|
||||
const uint64_t caster = byPlayer ? Unit::Identity::PlayerGuid() : 0;
|
||||
uint64_t caster = 0;
|
||||
uint32_t durationMs = 0;
|
||||
// A triggered-application arm (Stinging Nettle): the server AddAura'd
|
||||
// this aura off the player's trigger cast at a scaled duration —
|
||||
// attribute the player and mirror the server's max(1, base × pct / 100),
|
||||
// player-modified base since the player is the caster. Checked BEFORE
|
||||
// the recent-cast window below: the arm names this exact TARGET, while
|
||||
// WasRecentPlayerCast is spell-scoped only — a real Serpent Sting cast
|
||||
// at unit A must not stamp its full duration onto a nettle application
|
||||
// landing on unit B moments later. The order is safe for a real cast's
|
||||
// own application: its entry is already cast-owned (StoreFromCast), and
|
||||
// StoreFromApplication never overwrites an owned entry's timing.
|
||||
if (const int32_t pct = ConsumeTriggeredApplication(unitGuid, rec, NowMs())) {
|
||||
const uint32_t playerBase = SpellDurationMs(rec, /*player*/ true);
|
||||
if (playerBase > 0) {
|
||||
caster = Unit::Identity::PlayerGuid();
|
||||
durationMs = playerBase * static_cast<uint32_t>(pct) / 100;
|
||||
if (durationMs == 0)
|
||||
durationMs = 1;
|
||||
}
|
||||
}
|
||||
if (caster == 0) {
|
||||
const bool byPlayer = WasRecentPlayerCast(spellId);
|
||||
durationMs = SpellDurationMs(rec, byPlayer);
|
||||
caster = byPlayer ? Unit::Identity::PlayerGuid() : 0;
|
||||
// A judgement debuff is cast server-side (no SPELL_GO, so neither
|
||||
// path above can name its caster) — attribute it to the paladin
|
||||
// whose Judgement cast just armed this victim. See the judgement
|
||||
// section.
|
||||
if (caster == 0 && IsJudgementSpell(rec))
|
||||
caster = ConsumeJudgementAttribution(unitGuid, NowMs());
|
||||
}
|
||||
const uint32_t expirationMs = durationMs > 0 ? NowMs() + durationMs : 0;
|
||||
StoreFromApplication(unitGuid, spellId, caster, expirationMs, durationMs,
|
||||
slot, KindForSlot(slot));
|
||||
slot, KindForSlot(unit, slot));
|
||||
}
|
||||
|
||||
// Bump the player-stat-inputs signal when an aura change hits the LOCAL
|
||||
@@ -1043,10 +1683,91 @@ bool AddDurationMod(uint32_t triggerSpellId, uint32_t affectedFamily,
|
||||
affectedIcon, op, valueMs);
|
||||
}
|
||||
|
||||
namespace {
|
||||
|
||||
bool RegisterTriggeredApplication(uint32_t triggerSpellId,
|
||||
uint32_t triggerFamily, uint64_t triggerMask,
|
||||
uint32_t gateSpellId, uint32_t affectedFamily,
|
||||
uint64_t affectedMask, int32_t durationPct) {
|
||||
// Trigger must be identified one way or the other.
|
||||
if ((triggerSpellId == 0 && (triggerFamily == 0 || triggerMask == 0)) ||
|
||||
affectedMask == 0 || durationPct <= 0)
|
||||
return false;
|
||||
for (int i = 0; i < g_trigAppCount; ++i) { // replace an identical rule
|
||||
TriggeredApplication &r = g_trigApps[i];
|
||||
if (r.triggerSpellId == triggerSpellId &&
|
||||
r.triggerFamily == triggerFamily && r.triggerMask == triggerMask &&
|
||||
r.gateSpellId == gateSpellId && r.affectedFamily == affectedFamily &&
|
||||
r.affectedMask == affectedMask) {
|
||||
r.durationPct = durationPct;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (g_trigAppCount >= kTrigAppMax)
|
||||
return false;
|
||||
g_trigApps[g_trigAppCount++] = {triggerSpellId, triggerFamily, triggerMask,
|
||||
gateSpellId, affectedFamily,
|
||||
affectedMask, durationPct};
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
bool AddTriggeredApplication(uint32_t triggerSpellId, uint32_t gateSpellId,
|
||||
uint32_t affectedFamily, uint64_t affectedMask,
|
||||
int32_t durationPct) {
|
||||
return RegisterTriggeredApplication(triggerSpellId, /*triggerFamily*/ 0,
|
||||
/*triggerMask*/ 0, gateSpellId,
|
||||
affectedFamily, affectedMask,
|
||||
durationPct);
|
||||
}
|
||||
|
||||
bool AddTriggeredApplicationByFamily(uint32_t triggerFamily,
|
||||
uint64_t triggerMask, uint32_t gateSpellId,
|
||||
uint32_t affectedFamily,
|
||||
uint64_t affectedMask,
|
||||
int32_t durationPct) {
|
||||
return RegisterTriggeredApplication(/*triggerSpellId*/ 0, triggerFamily,
|
||||
triggerMask, gateSpellId,
|
||||
affectedFamily, affectedMask,
|
||||
durationPct);
|
||||
}
|
||||
|
||||
bool AddTickCompression(uint32_t triggerFamily, uint64_t triggerMask,
|
||||
uint32_t affectedFamily, uint64_t affectedMask,
|
||||
int32_t pct) {
|
||||
if (triggerFamily == 0 || triggerMask == 0 || affectedMask == 0 ||
|
||||
pct <= 0 || pct > 100)
|
||||
return false;
|
||||
for (int i = 0; i < g_compressionCount; ++i) { // replace an identical rule
|
||||
TickCompression &r = g_compressions[i];
|
||||
if (r.triggerFamily == triggerFamily && r.triggerMask == triggerMask &&
|
||||
r.affectedFamily == affectedFamily &&
|
||||
r.affectedMask == affectedMask) {
|
||||
r.pct = pct;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (g_compressionCount >= kCompressionMax)
|
||||
return false;
|
||||
g_compressions[g_compressionCount++] = {triggerFamily, triggerMask,
|
||||
affectedFamily, affectedMask, pct};
|
||||
return true;
|
||||
}
|
||||
|
||||
int RefreshJudgements(uint64_t unitGuid, uint64_t attackerGuid) {
|
||||
// Caster-strict (no adoption) — the Judgement-cast path inside
|
||||
// HandleSpellGo is the one with proof of ownership; see
|
||||
// RefreshJudgementsImpl.
|
||||
return RefreshJudgementsImpl(unitGuid, attackerGuid, /*adopt*/ false);
|
||||
}
|
||||
|
||||
uint32_t RefreshDurationByFamily(uint64_t unitGuid, uint32_t family,
|
||||
uint64_t mask, uint32_t icon,
|
||||
uint64_t casterGuid) {
|
||||
if (unitGuid == 0 || mask == 0 || casterGuid == 0)
|
||||
// Same selector invariant the rule registrar enforces: family plus at
|
||||
// least one of flag-overlap / icon.
|
||||
if (unitGuid == 0 || (mask == 0 && icon == 0) || casterGuid == 0)
|
||||
return 0;
|
||||
const uint32_t now = NowMs();
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
@@ -1077,6 +1798,25 @@ uint32_t RefreshDurationByFamily(uint64_t unitGuid, uint32_t family,
|
||||
return 0;
|
||||
}
|
||||
|
||||
void RestampPlayerChannel(uint32_t spellId, uint32_t remainingMs) {
|
||||
if (spellId == 0 || remainingMs == 0)
|
||||
return;
|
||||
const uint64_t player = Unit::Identity::PlayerGuid();
|
||||
if (player == 0)
|
||||
return;
|
||||
const uint32_t now = NowMs();
|
||||
// Every hit target's entry, matching DelaySpellAuraHolder's loop over the
|
||||
// channel's m_UniqueTargetInfo (an AoE channel shortens them all).
|
||||
for (int i = 0; i < g_usedHigh; ++i) {
|
||||
Entry &e = g_cache[i];
|
||||
if (!e.used || e.casterGuid != player || e.spellId != spellId)
|
||||
continue;
|
||||
e.expirationMs = now + remainingMs;
|
||||
e.stampMs = now;
|
||||
SignalAuraChanged(e.targetGuid);
|
||||
}
|
||||
}
|
||||
|
||||
void EvictAbsent(uint64_t unitGuid, const uint32_t *slotSpellIds) {
|
||||
if (unitGuid == 0 || slotSpellIds == nullptr)
|
||||
return;
|
||||
|
||||
+91
-6
@@ -61,14 +61,45 @@ bool Get(uint64_t unitGuid, uint32_t spellId, int slot, uint64_t *outCaster,
|
||||
uint32_t *outExpirationMs, uint32_t *outDurationMs);
|
||||
|
||||
// Refreshes `casterGuid`'s aura on `unitGuid` matching the same selector the
|
||||
// duration rules use — SpellFamilyName + family-flag overlap + optional icon
|
||||
// (0 = any) — to a full duration from now. Returns the spellID refreshed, or 0
|
||||
// if nothing matched. For a mechanic whose duration edit reaches the client
|
||||
// too late to be attributed to a cast packet, so no rule can express it.
|
||||
// duration rules use — SpellFamilyName plus a family-flag overlap and/or a
|
||||
// SpellIconID, at least one of the two — to a full duration from now. Returns
|
||||
// the spellID refreshed, or 0 if nothing matched. For a mechanic whose
|
||||
// duration edit reaches the client too late to be attributed to a cast packet,
|
||||
// so no rule can express it.
|
||||
uint32_t RefreshDurationByFamily(uint64_t unitGuid, uint32_t family,
|
||||
uint64_t mask, uint32_t icon,
|
||||
uint64_t casterGuid);
|
||||
|
||||
// Mirrors the server's melee-swing judgement refresh (tortoise-wow
|
||||
// Unit::DealMeleeDamage): a white swing from `attackerGuid` that dealt any
|
||||
// damage refreshes every aura it cast on `unitGuid` whose spell is
|
||||
// SPELLFAMILY_PALADIN with SPELL_ATTR_EX3_ALWAYS_HIT (the judgement-debuff
|
||||
// marker — all Judgement of Light/Wisdom/Justice/Crusader ranks) back to its
|
||||
// own applied duration. Caster-strict: entries with an unknown caster are
|
||||
// left alone (a swing gives no proof of ownership). The caster comes from
|
||||
// the Judgement-cast attribution inside the SpellGo path — the debuff itself
|
||||
// is cast server-side with no client-visible SPELL_GO, so the Judgement cast
|
||||
// (20271) is what names the owner: it refresh-with-adoption's existing
|
||||
// entries (re-judge = in-place server refresh, no aura event) and arms the
|
||||
// fresh application's attribution. Returns the number refreshed. Fed by
|
||||
// Aura::JudgementRefresh's SMSG_ATTACKERSTATEUPDATE subscriber.
|
||||
int RefreshJudgements(uint64_t unitGuid, uint64_t attackerGuid);
|
||||
|
||||
// Re-anchors the expiration of every cached aura the local player cast with
|
||||
// `spellId` to `now + remainingMs`. Mirrors the server's channel pushback
|
||||
// (Spell::DelayedChannel → Unit::DelaySpellAuraHolder): a hit shortens the
|
||||
// channel AND every hit target's holder of the channel spell by the same
|
||||
// amount, then tells the caster the new remaining time via MSG_CHANNEL_UPDATE
|
||||
// — the packet Spell::Cast feeds this from. Without it a pushed-back channel's
|
||||
// target-side aura (Dark Harvest, the drains) keeps its full-length SpellGo
|
||||
// expiration and reads late by the accumulated pushback. `durationMs` (the
|
||||
// applied total, the bar's full width) is deliberately untouched. Self-target
|
||||
// holders are also corrected natively by the server (it re-sends
|
||||
// SMSG_UPDATE_AURA_DURATION), so restamping those entries just keeps the two
|
||||
// sources agreeing. Caster-only packet ⇒ only the player's channels are
|
||||
// correctable; remote pushback stays invisible (see spell/Cast.cpp).
|
||||
void RestampPlayerChannel(uint32_t spellId, uint32_t remainingMs);
|
||||
|
||||
// Op codes for AddDurationMod (mirror the Lua op strings).
|
||||
enum DurationModOp {
|
||||
DURATION_MOD_REFRESH = 0,
|
||||
@@ -78,8 +109,10 @@ enum DurationModOp {
|
||||
};
|
||||
|
||||
// Register a server duration-modifier rule from C++. The trigger is matched by
|
||||
// exact `triggerSpellId`; the affected aura by SpellFamilyName + a family-flag
|
||||
// overlap (+ optional `affectedIcon`, 0 = any). `valueMs` is the reduce/set
|
||||
// exact `triggerSpellId`; the affected aura by SpellFamilyName plus an
|
||||
// `affectedMask` family-flag overlap and/or an `affectedIcon`, at least one of
|
||||
// the two (0 drops that half of the test; a custom spell with no family flags
|
||||
// is named by its icon alone). `valueMs` is the reduce/set
|
||||
// amount in milliseconds (ignored by refresh/remove). Used by src/turtle
|
||||
// modules for the server's built-in mods (the family/school-matched variant is
|
||||
// still Lua-registerable via C_UnitAuras.RegisterAuraDurationModifierByTrigger).
|
||||
@@ -88,6 +121,58 @@ bool AddDurationMod(uint32_t triggerSpellId, uint32_t affectedFamily,
|
||||
uint64_t affectedMask, uint32_t affectedIcon, int op,
|
||||
int32_t valueMs);
|
||||
|
||||
// Register a server "triggered application" rule from C++: `triggerSpellId`'s
|
||||
// SMSG_SPELL_GO — local player casts only — arms its hit targets for a short
|
||||
// window, and a caster-less aura application on an armed target matching
|
||||
// `affectedFamily` + a family-flag overlap with `affectedMask` is attributed
|
||||
// to the player at `durationPct` percent of the aura's own player-modified
|
||||
// base duration (the server's `max(1, CalculateDuration(caster) * pct / 100)`).
|
||||
// For server mechanics that AddAura an aura off another spell's hit with no
|
||||
// cast packet of its own (Turtle's Stinging Nettle: Mongoose Bite / fire-trap
|
||||
// effects apply the highest known Serpent Sting rank at 20/40% duration).
|
||||
// A re-trigger over an EXISTING matching aura is also handled: the server's
|
||||
// re-add reuses the descriptor slot (no application event), so the trigger
|
||||
// additionally refreshes the player's existing cached entry in place,
|
||||
// honoring the server's keep-the-longer-remaining guard.
|
||||
// `gateSpellId` (0 = none) keeps the rule live only while the player knows
|
||||
// that spell (a talent-granted passive), read from the spell-knowledge bitmap
|
||||
// at trigger time so respecs are honored; rules matching the same trigger are
|
||||
// tried in registration order and the first live one arms (register the
|
||||
// higher talent rank first). Returns false on bad input or a full table.
|
||||
bool AddTriggeredApplication(uint32_t triggerSpellId, uint32_t gateSpellId,
|
||||
uint32_t affectedFamily, uint64_t affectedMask,
|
||||
int32_t durationPct);
|
||||
|
||||
// Family-mask trigger form of the above: the trigger matches any cast whose
|
||||
// spell is SpellFamilyName `triggerFamily` with a family-flag overlap of
|
||||
// `triggerMask` — rank-proof when the bit selects exactly the trigger set
|
||||
// (verify against the DBC that no unrelated spell shares it first: hunter
|
||||
// 0x4 is exactly the fire-trap effects, but 0x2 is Mongoose Bite AND Raptor
|
||||
// Strike, so that trigger needs the exact-ID form).
|
||||
bool AddTriggeredApplicationByFamily(uint32_t triggerFamily,
|
||||
uint64_t triggerMask, uint32_t gateSpellId,
|
||||
uint32_t affectedFamily,
|
||||
uint64_t affectedMask, int32_t durationPct);
|
||||
|
||||
// Register a tick-speed compression rule from C++: while an aura matching
|
||||
// (triggerFamily, triggerMask) is live on a target, every cached aura on that
|
||||
// target CAST BY THE SAME CASTER matching (affectedFamily, affectedMask) — and
|
||||
// whose record carries a periodic damage/leech effect, the server's aura-type
|
||||
// gate — drains an extra `pct`% of real time: its expiration moves earlier by
|
||||
// pct% of the elapsed overlap. Mirrors a server that preserves an accelerated
|
||||
// dot's tick COUNT, so ticking pct% faster consumes it pct% faster with no
|
||||
// client-visible aura change (Turtle's Dark Harvest; see
|
||||
// src/turtle/DarkHarvest.cpp for the live-behavior derivation). Caster-paired
|
||||
// like the server's own check, so another warlock's observed DH compresses
|
||||
// THEIR dots' cached timing too; caster-less entries never compress. The
|
||||
// trigger's cache-entry lifetime is the compression window — created by its
|
||||
// SpellGo, shortened by channel pushback (RestampPlayerChannel), evicted by
|
||||
// OnAuraRemoved on interrupt / early end — so the window tracks every edge the
|
||||
// server's has. Returns false on bad input or a full table.
|
||||
bool AddTickCompression(uint32_t triggerFamily, uint64_t triggerMask,
|
||||
uint32_t affectedFamily, uint64_t affectedMask,
|
||||
int32_t pct);
|
||||
|
||||
// One cached aura, as returned by `Enumerate`.
|
||||
struct CachedAura {
|
||||
uint32_t spellId;
|
||||
|
||||
@@ -143,7 +143,7 @@ void OnWorldTick() {
|
||||
static_cast<uintptr_t>(Offsets::VAR_IN_WORLD)) == 0)
|
||||
return;
|
||||
g_pending = false;
|
||||
const int slot = Event::Custom::Lookup(kEventName);
|
||||
const int slot = _reserve.Slot();
|
||||
if (slot >= 0)
|
||||
Event::Custom::Fire(slot, "");
|
||||
// Notify C++ subscribers of the bag-change frame (see UpdateDelayed.h).
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `success, ... = xpcall(f, msgh [, arg1, ...])` — call `f` under `msgh`,
|
||||
// forwarding the trailing arguments to it.
|
||||
//
|
||||
// 1.12's Lua takes only `xpcall(f, msgh)`. Its implementation is explicit
|
||||
// about it: `lua_settop(L, 2)` throws any further arguments away, then
|
||||
// `lua_pcall(L, 0, ...)` calls `f` with none. So the argument-forwarding form
|
||||
// doesn't merely fail — it silently calls `f` with nothing, and a function
|
||||
// that reads its parameters sees nil. (Note this is NOT a 5.0-vs-5.1
|
||||
// difference: both take `(f, msgh)`. Forwarding arrived later.)
|
||||
//
|
||||
// Callers work around it with a capturing closure —
|
||||
// `xpcall(function() return f(a, b) end, msgh)` — which is what
|
||||
// `ExecuteFrameScript` in the embedded addon does. That stays correct; this
|
||||
// just removes the need for it.
|
||||
//
|
||||
// Why a C function and not a Lua wrapper over the original: a Lua wrapper
|
||||
// would allocate a closure AND an `arg` table on every call (see the vararg
|
||||
// note in FunctionUtil.lua), putting an allocation on any error-guarded path,
|
||||
// including per-frame ones. `HookSecureFunc`'s `kUnhookableNames` also lists
|
||||
// `xpcall` precisely because shadowing a core primitive with a Lua closure
|
||||
// diverges from what C-side callers get. Replacing it with a real C function
|
||||
// has neither problem, and matches how `select` and `unpack` are backported
|
||||
// in this directory.
|
||||
//
|
||||
// A two-argument call is bit-for-bit the old behavior (zero forwarded args),
|
||||
// so this is purely additive for existing code.
|
||||
|
||||
#include "Game.h"
|
||||
|
||||
namespace BaseLib::XPCall {
|
||||
|
||||
namespace {
|
||||
|
||||
int __fastcall Script_xpcall(void *L) {
|
||||
const int top = Game::Lua::GetTop(L);
|
||||
if (top < 2) {
|
||||
Game::Lua::Error(L, "bad argument #2 to 'xpcall' (value expected)");
|
||||
return 0; // unreachable
|
||||
}
|
||||
|
||||
// `lua_pcall` wants the callee and its arguments contiguous on top, and
|
||||
// the handler at a fixed index. Incoming order is
|
||||
// `f(1), msgh(2), a1(3)..aN(top)`, so the handler sits between the two —
|
||||
// shuffle it below `f`:
|
||||
//
|
||||
// PushValue(2) → f, msgh, a1..aN, msgh
|
||||
// Insert(1) → msgh, f, msgh, a1..aN (top moved down to index 1)
|
||||
// Remove(3) → msgh, f, a1..aN
|
||||
//
|
||||
// 5.2 does the same reshuffle with a single `lua_rotate`, which this Lua
|
||||
// has no equivalent of.
|
||||
Game::Lua::PushValue(L, 2);
|
||||
Game::Lua::Insert(L, 1);
|
||||
Game::Lua::Remove(L, 3);
|
||||
|
||||
const int status =
|
||||
Game::Lua::PCall(L, /*nargs*/ top - 2, Game::Lua::MULTRET, /*errfunc*/ 1);
|
||||
|
||||
// The stack now holds the handler plus either f's results or the handler's
|
||||
// return. Both cases want the status boolean in front of them, and the
|
||||
// handler itself dropped from the return set — which returning
|
||||
// `GetTop - 1` does, since results are taken from the top.
|
||||
Game::Lua::PushBool(L, status == 0);
|
||||
Game::Lua::Insert(L, 2);
|
||||
return Game::Lua::GetTop(L) - 1;
|
||||
}
|
||||
|
||||
void RegisterInGame() {
|
||||
Game::Lua::RegisterGlobalFunction("xpcall", &Script_xpcall);
|
||||
}
|
||||
|
||||
void RegisterGlue() {
|
||||
Game::Lua::RegisterGlueFunction("xpcall", &Script_xpcall);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
|
||||
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace BaseLib::XPCall
|
||||
Vendored
+7
-7
@@ -61,8 +61,8 @@ constexpr int kMaxWaitTicks = 1200; // give up and fire failure after this many
|
||||
|
||||
struct Registered {
|
||||
void *cache;
|
||||
const char *eventName;
|
||||
uintptr_t getRecord; // this cache class's _GetRecord
|
||||
const Event::Custom::AutoReserve *reserve; // completion event's reservation
|
||||
uintptr_t getRecord; // this cache class's _GetRecord
|
||||
Pending pending[kMaxPending];
|
||||
int pendingCount;
|
||||
};
|
||||
@@ -79,8 +79,7 @@ Registered *Find(void *cache) {
|
||||
}
|
||||
|
||||
void Fire(const Registered *r, uint32_t id, bool success) {
|
||||
Event::Custom::FireIdSuccess(Event::Custom::Lookup(r->eventName),
|
||||
static_cast<int>(id), success);
|
||||
Event::Custom::FireIdSuccess(r->reserve->Slot(), static_cast<int>(id), success);
|
||||
}
|
||||
|
||||
int FindPending(const Registered *r, uint32_t id) {
|
||||
@@ -176,15 +175,16 @@ const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
|
||||
|
||||
} // namespace
|
||||
|
||||
void Register(void *cacheInstance, const char *eventName, uintptr_t getRecordAddr) {
|
||||
if (cacheInstance == nullptr || eventName == nullptr || getRecordAddr == 0)
|
||||
void Register(void *cacheInstance, const Event::Custom::AutoReserve *reserve,
|
||||
uintptr_t getRecordAddr) {
|
||||
if (cacheInstance == nullptr || reserve == nullptr || getRecordAddr == 0)
|
||||
return;
|
||||
if (Find(cacheInstance) != nullptr) // idempotent (safe across /reload)
|
||||
return;
|
||||
if (g_cacheCount >= kMaxCaches)
|
||||
return;
|
||||
g_caches[g_cacheCount].cache = cacheInstance;
|
||||
g_caches[g_cacheCount].eventName = eventName;
|
||||
g_caches[g_cacheCount].reserve = reserve;
|
||||
g_caches[g_cacheCount].getRecord = getRecordAddr;
|
||||
g_caches[g_cacheCount].pendingCount = 0;
|
||||
++g_cacheCount;
|
||||
|
||||
Vendored
+14
-10
@@ -15,6 +15,10 @@
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Event::Custom {
|
||||
struct AutoReserve;
|
||||
}
|
||||
|
||||
// Shared async-load machinery for the client query caches that aren't
|
||||
// item/quest — creature, gameobject, and (potentially) the other
|
||||
// SMSG_*_QUERY caches. Modeled on `Item::Data`'s pending/timeout/event
|
||||
@@ -30,10 +34,9 @@
|
||||
// functions, so hooking creature's and gameobject's separately is fine);
|
||||
// item/quest have their own parsers and aren't touched.
|
||||
//
|
||||
// static const char *kEvent = "CREATURE_DATA_LOAD_RESULT";
|
||||
// static const Event::Custom::AutoReserve _r{kEvent}; // reserve the event
|
||||
// static const Event::Custom::AutoReserve _r{"CREATURE_DATA_LOAD_RESULT"};
|
||||
// ...
|
||||
// Cache::QueryLoad::Register(cacheInstance, kEvent,
|
||||
// Cache::QueryLoad::Register(cacheInstance, &_r,
|
||||
// Offsets::FUN_CREATURE_GET_RECORD); // at init
|
||||
// Cache::QueryLoad::RequestLoad(cacheInstance, id); // fire a load
|
||||
//
|
||||
@@ -44,13 +47,14 @@ namespace Cache::QueryLoad {
|
||||
|
||||
// Register a query cache for async-load tracking. `cacheInstance` is the
|
||||
// cache global (e.g. `Offsets::VAR_CREATURE_CACHE` cast to void*);
|
||||
// `eventName` is a Custom event the caller has reserved via
|
||||
// `Event::Custom::AutoReserve`, fired `(id, success)` on completion;
|
||||
// `getRecordAddr` is the cache class's `_GetRecord` (e.g.
|
||||
// `Offsets::FUN_CREATURE_GET_RECORD`). `cacheInstance`/`eventName` must
|
||||
// outlive the process (pass static values). Idempotent — calling again
|
||||
// for the same cache is a no-op (safe across /reload).
|
||||
void Register(void *cacheInstance, const char *eventName, uintptr_t getRecordAddr);
|
||||
// `reserve` is the caller's `Event::Custom::AutoReserve` for the
|
||||
// completion event, fired `(id, success)`; `getRecordAddr` is the cache
|
||||
// class's `_GetRecord` (e.g. `Offsets::FUN_CREATURE_GET_RECORD`).
|
||||
// `cacheInstance`/`reserve` must outlive the process (pass statics).
|
||||
// Idempotent — calling again for the same cache is a no-op (safe across
|
||||
// /reload).
|
||||
void Register(void *cacheInstance, const Event::Custom::AutoReserve *reserve,
|
||||
uintptr_t getRecordAddr);
|
||||
|
||||
// True if `id` is already in the cache (pure peek, no network query).
|
||||
bool IsCached(void *cacheInstance, uint32_t id);
|
||||
|
||||
+30
-20
@@ -11,28 +11,32 @@
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Inline-texture (`|T`) chat anti-spoof.
|
||||
// Inline-texture (`|T`, `|A`) chat anti-spoof.
|
||||
//
|
||||
// Vanilla neutralizes player-*typed* escapes in chat (a typed `|cff…|r`,
|
||||
// `|Hitem…|h` or `|T…|t` shows as raw text) — only *trusted* text renders them
|
||||
// (addon `AddMessage`, shift-clicked links). Our Text::InlineTexture backport
|
||||
// breaks that parity for `|T` alone: it detects the neutralized `||T` form and
|
||||
// draws the icon anyway, so a player could `/say` `|Tpath|t` and have a real
|
||||
// icon appear in everyone's chat AND in the speech bubble over their head.
|
||||
// breaks that parity for the two texture markers: it detects the neutralized
|
||||
// `||T` / `||A` form and draws the art anyway, so a player could `/say`
|
||||
// `|Tpath|t` and have a real icon appear in everyone's chat AND in the speech
|
||||
// bubble over their head.
|
||||
//
|
||||
// This restores vanilla's behavior for `|T` by defanging it in the chat path,
|
||||
// while leaving `|c`/`|r`/`|H`/`|h` exactly as vanilla (already raw for typed
|
||||
// input). It CANNOT be done in the text emitter: addon `|T` and player `|T`
|
||||
// reach the emitter as byte-identical `||T` (vanilla doubles the unrecognized
|
||||
// `|T` for both), so the only place they're distinguishable is the source —
|
||||
// server-delivered chat flows through the chat dispatcher, addon `print` does
|
||||
// not. Chat::Dispatch owns that hook and calls this on the message.
|
||||
// This restores vanilla's behavior for both markers by defanging them in the
|
||||
// chat path, while leaving `|c`/`|r`/`|H`/`|h` exactly as vanilla (already raw
|
||||
// for typed input). It CANNOT be done in the text emitter: addon `|T` and player
|
||||
// `|T` reach the emitter as byte-identical `||T` (vanilla doubles the
|
||||
// unrecognized escape for both), so the only place they're distinguishable is
|
||||
// the source — server-delivered chat flows through the chat dispatcher, addon
|
||||
// `print` does not. Chat::Dispatch owns that hook and calls this on the message.
|
||||
//
|
||||
// Defang = replace the `|` of each `|T` with a space, breaking the pipe→T
|
||||
// Defang = replace the `|` of each opener with a space, breaking the pipe→letter
|
||||
// adjacency the inline-texture detector keys on (`|T` and `||T` both contain the
|
||||
// `|T` substring, so this catches the doubled form too). The path text stays
|
||||
// readable, the closer `|t` is inert without an opener, and every other escape
|
||||
// is untouched.
|
||||
// `|T` substring, so this catches the doubled form too). The payload text stays
|
||||
// readable, the closer is inert without an opener, and every other escape is
|
||||
// untouched.
|
||||
//
|
||||
// ANY new marker the emitter learns MUST be added here in the same change, or it
|
||||
// becomes a chat-spoof vector.
|
||||
|
||||
#include "IconFilter.h"
|
||||
|
||||
@@ -40,10 +44,16 @@ namespace Chat::IconFilter {
|
||||
|
||||
namespace {
|
||||
|
||||
// True if `s` contains an inline-texture opener (`|T`) anywhere.
|
||||
// True if `s` contains an inline-texture opener anywhere. Both markers count:
|
||||
// `|T` names a texture path and `|A` names an atlas, and either one would render
|
||||
// art from player-typed text if it survived to the fontstring.
|
||||
bool IsIconOpener(const char *s) {
|
||||
return s[0] == '|' && (s[1] == 'T' || s[1] == 'A');
|
||||
}
|
||||
|
||||
bool HasIconEscape(const char *s) {
|
||||
for (; *s != '\0'; ++s)
|
||||
if (s[0] == '|' && s[1] == 'T')
|
||||
if (IsIconOpener(s))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
@@ -68,12 +78,12 @@ const char *Sanitize(const char *msg, char *buf, size_t bufSize) {
|
||||
// opener survives for the inline-texture detector to fire on.
|
||||
size_t j = 0;
|
||||
for (size_t i = 0; msg[i] != '\0' && j + 1 < bufSize;) {
|
||||
if (msg[i] == '|' && msg[i + 1] == 'T') {
|
||||
if (IsIconOpener(msg + i)) {
|
||||
const bool doubledPipe = (i > 0 && msg[i - 1] == '|');
|
||||
buf[j++] = doubledPipe ? '|' : ' '; // keep pipe only if it completes `||`
|
||||
if (j + 1 < bufSize)
|
||||
buf[j++] = ' '; // blank the `T`
|
||||
i += 2; // consumed `|T`
|
||||
buf[j++] = ' '; // blank the `T` / `A`
|
||||
i += 2; // consumed the opener
|
||||
} else {
|
||||
buf[j++] = msg[i++];
|
||||
}
|
||||
|
||||
@@ -86,13 +86,18 @@ std::string StripMarkup(const char *s, unsigned len) {
|
||||
++i;
|
||||
break; // the |h is dropped by the 'h' case on the next iteration
|
||||
case 't': // stray texture closer — drop
|
||||
case 'a': // stray atlas closer — drop
|
||||
i += 2;
|
||||
break;
|
||||
case 'T': // texture opener — skip through to the next |t
|
||||
case 'A': // atlas opener — skip through to the next |a
|
||||
{
|
||||
const char closer = (s[i + 1] == 'A') ? 'a' : 't';
|
||||
i += 2;
|
||||
while (i < len && !(s[i] == '|' && i + 1 < len && s[i + 1] == 't'))
|
||||
while (i < len && !(s[i] == '|' && i + 1 < len && s[i + 1] == closer))
|
||||
++i;
|
||||
break; // the |t is dropped by the 't' case on the next iteration
|
||||
break; // the closer is dropped by the 't'/'a' case next iteration
|
||||
}
|
||||
default: // unknown sequence — keep the pipe literally
|
||||
out.push_back('|');
|
||||
++i;
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `StartAttack([target])` / `StopAttack()` — the non-toggling melee
|
||||
// auto-attack verbs. Vanilla 1.12 ships only `AttackTarget()`, which
|
||||
// *toggles* (start <-> stop each call), so a `/startattack` can't guarantee
|
||||
// it won't cancel an in-progress swing. These split the engine's own attack
|
||||
// machinery into the two explicit, idempotent verbs modern clients expose.
|
||||
//
|
||||
// 1.12's `AttackTarget` (`0x00489B50`) is `FUN_006131A0`: resolve the target,
|
||||
// then `isAttacking ? stop : start`. We call the same start/stop primitives
|
||||
// directly (see the `FUN_ATTACK_*` notes in Offsets.h), skipping the toggle:
|
||||
// StartAttack -> the "start" leg only (idempotent; switches or no-ops on a
|
||||
// valid target, never stops it).
|
||||
// StopAttack -> the "stop" leg only (self-guards, so a no-op when idle).
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "unit/Identity.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Combat::Attack {
|
||||
|
||||
namespace {
|
||||
|
||||
using Start_t = void(__thiscall *)(void *player, const uint64_t *targetGuid);
|
||||
using Stop_t = void(__fastcall *)(void *player);
|
||||
using ResolveTarget_t = int(__thiscall *)(void *player, uint64_t *outGuid);
|
||||
|
||||
// Resolve an optional unit-token argument to a GUID without raising.
|
||||
// `Unit::Identity::GuidForToken` raises for non-token strings (a name or
|
||||
// garbage — 1.12 has no name->GUID resolver), so run it under `pcall`; a raise
|
||||
// or an empty token yields 0, which the caller treats as "use current target".
|
||||
int __fastcall ResolveTokenThunk(void *L) {
|
||||
using namespace Game::Lua;
|
||||
const char *token = ToString(L, 1);
|
||||
const uint64_t g = (token && *token) ? Unit::Identity::GuidForToken(token) : 0;
|
||||
PushNumber(L, static_cast<double>(static_cast<uint32_t>(g)));
|
||||
PushNumber(L, static_cast<double>(static_cast<uint32_t>(g >> 32)));
|
||||
return 2;
|
||||
}
|
||||
|
||||
uint64_t SafeResolveToken(void *L, const char *token) {
|
||||
using namespace Game::Lua;
|
||||
if (token == nullptr || *token == '\0')
|
||||
return 0;
|
||||
|
||||
const int base = GetTop(L);
|
||||
PushCClosure(L, &ResolveTokenThunk, 0);
|
||||
PushString(L, token);
|
||||
uint64_t guid = 0;
|
||||
if (PCall(L, 1, 2, 0) == 0) {
|
||||
const uint32_t lo = static_cast<uint32_t>(ToNumber(L, -2));
|
||||
const uint32_t hi = static_cast<uint32_t>(ToNumber(L, -1));
|
||||
guid = (static_cast<uint64_t>(hi) << 32) | lo;
|
||||
}
|
||||
SetTop(L, base); // drop the results (or the caught error message)
|
||||
return guid;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
static int __fastcall Script_StartAttack(void *L) {
|
||||
auto *player = const_cast<uint8_t *>(Unit::Identity::PlayerObject());
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
uint64_t target = SafeResolveToken(L, Game::Lua::ToString(L, 1));
|
||||
if (target == 0) {
|
||||
// No explicit target given (or unresolvable): validate and take the
|
||||
// current target. Returns 0 — and posts the engine's own UI error —
|
||||
// when there's nothing valid to attack.
|
||||
auto resolve =
|
||||
reinterpret_cast<ResolveTarget_t>(Offsets::FUN_ATTACK_RESOLVE_TARGET);
|
||||
if (resolve(player, &target) == 0)
|
||||
return 0;
|
||||
}
|
||||
|
||||
reinterpret_cast<Start_t>(Offsets::FUN_ATTACK_START)(player, &target);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int __fastcall Script_StopAttack(void *L) {
|
||||
(void)L;
|
||||
auto *player = const_cast<uint8_t *>(Unit::Identity::PlayerObject());
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
reinterpret_cast<Stop_t>(Offsets::FUN_ATTACK_STOP)(player);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("StartAttack", &Script_StartAttack);
|
||||
Game::Lua::RegisterGlobalFunction("StopAttack", &Script_StopAttack);
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace Combat::Attack
|
||||
@@ -0,0 +1,123 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include "CommandLine.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
namespace Config::CommandLine {
|
||||
|
||||
namespace {
|
||||
|
||||
bool IsSpace(char c) { return c == ' ' || c == '\t'; }
|
||||
|
||||
char Lower(char c) { return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c; }
|
||||
|
||||
// Stops at `a`'s terminator rather than reading `len` bytes unconditionally, so
|
||||
// a switch name at the very end of the command line cannot read past it.
|
||||
bool EqualsIgnoreCase(const char *a, const char *b, size_t len) {
|
||||
for (size_t i = 0; i < len; ++i) {
|
||||
if (a[i] == '\0' || Lower(a[i]) != Lower(b[i]))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
size_t Length(const char *s) {
|
||||
size_t n = 0;
|
||||
while (s[n] != '\0')
|
||||
++n;
|
||||
return n;
|
||||
}
|
||||
|
||||
// Start of the value token for `-name`, or null when the switch is absent.
|
||||
const char *FindValue(const char *name) {
|
||||
const char *cmdLine = ::GetCommandLineA();
|
||||
if (cmdLine == nullptr || name == nullptr)
|
||||
return nullptr;
|
||||
const size_t nameLen = Length(name);
|
||||
if (nameLen == 0)
|
||||
return nullptr;
|
||||
|
||||
for (const char *p = cmdLine; *p != '\0'; ++p) {
|
||||
if (*p != '-' && *p != '/')
|
||||
continue;
|
||||
// Only at a token boundary, so a path containing the name cannot match.
|
||||
if (p != cmdLine && !IsSpace(p[-1]) && p[-1] != '"')
|
||||
continue;
|
||||
if (!EqualsIgnoreCase(p + 1, name, nameLen))
|
||||
continue;
|
||||
|
||||
const char *after = p + 1 + nameLen;
|
||||
if (*after == '=') {
|
||||
++after;
|
||||
} else if (IsSpace(*after)) {
|
||||
while (IsSpace(*after))
|
||||
++after;
|
||||
} else {
|
||||
continue; // a longer switch that merely starts with `name`
|
||||
}
|
||||
return after;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Walks the token at `p`, honoring double quotes so a value containing spaces
|
||||
// arrives whole. `emit` takes each character and returns whether it was kept;
|
||||
// the walk stops as a failure the moment one is not.
|
||||
template <typename Emit> bool ReadToken(const char *p, Emit emit) {
|
||||
const bool quoted = (*p == '"');
|
||||
if (quoted)
|
||||
++p;
|
||||
size_t n = 0;
|
||||
while (*p != '\0' && (quoted ? (*p != '"') : !IsSpace(*p))) {
|
||||
if (!emit(*p++))
|
||||
return false;
|
||||
++n;
|
||||
}
|
||||
return n > 0;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
bool Value(const char *name, char *out, size_t outSize) {
|
||||
if (out == nullptr || outSize == 0)
|
||||
return false;
|
||||
out[0] = '\0';
|
||||
const char *p = FindValue(name);
|
||||
if (p == nullptr)
|
||||
return false;
|
||||
|
||||
size_t n = 0;
|
||||
const bool ok = ReadToken(p, [&](char c) {
|
||||
if (n + 1 >= outSize)
|
||||
return false;
|
||||
out[n++] = c;
|
||||
return true;
|
||||
});
|
||||
out[n] = '\0';
|
||||
return ok;
|
||||
}
|
||||
|
||||
bool Value(const char *name, std::string &out) {
|
||||
out.clear();
|
||||
const char *p = FindValue(name);
|
||||
if (p == nullptr)
|
||||
return false;
|
||||
return ReadToken(p, [&](char c) {
|
||||
out.push_back(c);
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
} // namespace Config::CommandLine
|
||||
@@ -0,0 +1,42 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstddef>
|
||||
#include <string>
|
||||
|
||||
// Launch-switch parsing, shared by every module that reads one.
|
||||
//
|
||||
// A switch is written `-name value` or `-name=value`, and the `/name` form
|
||||
// Windows tools also accept is honored. The value may be double-quoted so it can
|
||||
// contain spaces, which a Lua snippet passed on the command line always will.
|
||||
// The name is matched case-insensitively and only at a token boundary, so a path
|
||||
// that happens to contain it cannot be mistaken for the switch itself.
|
||||
//
|
||||
// One parser for all of them on purpose: a second copy would drift, and the
|
||||
// quoting and boundary rules are exactly where that drift would go unnoticed.
|
||||
|
||||
namespace Config::CommandLine {
|
||||
|
||||
// Copies the value of `-name` into `out`. False when the switch is absent, its
|
||||
// value is empty, or the value does not fit -- a value too long to hold is a
|
||||
// failure rather than a silent truncation, since a half-copied filename or
|
||||
// snippet would be acted on as though it were complete.
|
||||
bool Value(const char *name, char *out, size_t outSize);
|
||||
|
||||
// Same, bounded only by the command line itself. For values with no natural
|
||||
// length, such as a script body.
|
||||
bool Value(const char *name, std::string &out);
|
||||
|
||||
} // namespace Config::CommandLine
|
||||
@@ -0,0 +1,68 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
// `-config <name>` — a launch switch that swaps which settings file the client
|
||||
// uses, so one install can hold several profiles.
|
||||
//
|
||||
// The engine already names the config file through a single pointer: boot passes
|
||||
// `"Config.wtf"` to the config initializer, which keeps it and uses it to both
|
||||
// read the file at startup and write it at exit. Supplying a different string is
|
||||
// therefore the whole feature — no second code path, and no way for reading and
|
||||
// writing to disagree. See `Offsets::PATCH_CONFIG_FILENAME_PTR`.
|
||||
|
||||
#include "FileSwitch.h"
|
||||
|
||||
#include "CommandLine.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
namespace Config::FileSwitch {
|
||||
|
||||
namespace {
|
||||
|
||||
// The engine holds this pointer for the life of the process and reads through it
|
||||
// again at exit to save, so the storage has to outlive everything — hence a
|
||||
// file-static buffer rather than anything owned by a scope.
|
||||
char g_configName[64];
|
||||
|
||||
// A filename is required to be a plain name. The engine builds the save path as
|
||||
// `WTF\` + this, and a subdirectory that does not exist makes the save fail
|
||||
// silently, which would throw away a session's settings with nothing to show for
|
||||
// it. Refusing the switch is the loud failure that a lost config file is not.
|
||||
bool IsPlainFilename(const char *name) {
|
||||
if (*name == '\0')
|
||||
return false;
|
||||
for (const char *p = name; *p != '\0'; ++p) {
|
||||
if (*p == '\\' || *p == '/' || *p == ':')
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void Apply() {
|
||||
if (!Config::CommandLine::Value("config", g_configName, sizeof g_configName))
|
||||
return;
|
||||
if (!IsPlainFilename(g_configName))
|
||||
return;
|
||||
|
||||
void *target = reinterpret_cast<void *>(Offsets::PATCH_CONFIG_FILENAME_PTR);
|
||||
DWORD previous = 0;
|
||||
if (!::VirtualProtect(target, sizeof(const char *), PAGE_EXECUTE_READWRITE, &previous))
|
||||
return;
|
||||
*reinterpret_cast<const char **>(target) = g_configName;
|
||||
::VirtualProtect(target, sizeof(const char *), previous, &previous);
|
||||
}
|
||||
|
||||
} // namespace Config::FileSwitch
|
||||
@@ -0,0 +1,37 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
// `-config <name>` — makes the client read and write `WTF\<name>` in place of
|
||||
// `WTF\Config.wtf`, so several settings profiles can live side by side.
|
||||
namespace Config::FileSwitch {
|
||||
|
||||
// Reads the switch from the process command line and, when present, points the
|
||||
// engine's config filename at it.
|
||||
//
|
||||
// MUST be called from DllMain, and is the one thing in this project that is.
|
||||
// The engine loads the config during boot, several calls before the point where
|
||||
// VanillaFixes invokes our `Load` export, so by the time the normal
|
||||
// initialization path runs the file has already been read — see
|
||||
// `Offsets::PATCH_CONFIG_FILENAME_PTR` for the full call ordering. DllMain is
|
||||
// early enough because VanillaFixes injects every DLL while the game process is
|
||||
// still suspended and resumes it only afterwards.
|
||||
//
|
||||
// This does not install a hook. It is a single 4-byte store into an immediate
|
||||
// operand, so it costs none of what makes hooking from DllMain a problem: no
|
||||
// trampoline, no thread suspension, no loader-lock work, and nothing for another
|
||||
// DLL's hook to collide with.
|
||||
void Apply();
|
||||
|
||||
} // namespace Config::FileSwitch
|
||||
@@ -0,0 +1,170 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Lua from the launch command line:
|
||||
//
|
||||
// -gluescript <code> run at the glue screens
|
||||
// -gluescriptFile <path> the file's contents, run at the glue screens
|
||||
// -gamescript <code> run once in-game
|
||||
// -gamescriptFile <path> the file's contents, run once in-game
|
||||
//
|
||||
// None of these exist in 1.12: the strings do not appear anywhere in the
|
||||
// binary, so there is nothing to parse them and nothing to un-gate. The whole
|
||||
// feature is therefore ours -- read the command line, and hand the source to
|
||||
// the engine's own compile-and-run funnel at the right moment.
|
||||
//
|
||||
// WHEN. Registration time is too early for either state. The in-game module
|
||||
// callback runs from FUN_LOAD_SCRIPT_FUNCTIONS, before FrameXML is loaded, and
|
||||
// the glue callback runs from FUN_LOAD_GLUE_SCRIPT_FUNCTIONS, before GlueXML
|
||||
// is. A script that ran there could not touch a frame, call a FrameXML
|
||||
// function, or see an addon, which is most of what anyone would write one for.
|
||||
// So each script is armed at registration and run from a tick, where the UI is
|
||||
// demonstrably up:
|
||||
//
|
||||
// glue -> Tick::FrameTick, whose hook is the UI render root and so fires at
|
||||
// the login and character-select screens. Armed by the glue module
|
||||
// callback, which runs once per glue boot -- initial launch and every
|
||||
// return from the world on logout -- so the glue script runs each
|
||||
// time the glue screens come up, matching what "run at the glue
|
||||
// screens" says. A script that logs in automatically therefore keeps
|
||||
// working after a logout, which is the point of it.
|
||||
// game -> Tick::WorldTick, which fires only in the world, so its first tick
|
||||
// is past FrameXML, past the addon load pass, and past enter-world
|
||||
// init. Latched for the life of the process, never re-armed on
|
||||
// /reload or on a second login, because "run once in-game" says once.
|
||||
//
|
||||
// HOW. FUN_LUA_RUN_STRING resolves the Lua state itself, so one call reaches
|
||||
// whichever state is current and the two paths differ only in when they fire.
|
||||
// It also installs the FrameScript error handler as the pcall's errfunc, so a
|
||||
// faulty script reports itself the way any script error does instead of failing
|
||||
// silently. Because every chunk goes through the shared compile chokepoint,
|
||||
// these scripts get the same 5.1 syntax support the rest of the client's Lua
|
||||
// has.
|
||||
//
|
||||
// A `*File` is read with Win32 rather than through the engine's file layer, on
|
||||
// purpose. The engine resolves relative paths against a loose-file index built
|
||||
// once at boot, so it cannot see a file created afterwards and cannot open an
|
||||
// absolute path at all -- and an absolute path is exactly what someone puts in
|
||||
// a shortcut. Reading it ourselves also means both switches share one execution
|
||||
// path, so inline code and file contents cannot diverge in behaviour.
|
||||
|
||||
#include "CommandLine.h"
|
||||
|
||||
#include "Offsets.h"
|
||||
#include "debug/Log.h"
|
||||
#include "Game.h"
|
||||
#include "tick/FrameTick.h"
|
||||
#include "tick/WorldTick.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
namespace Config::LaunchScript {
|
||||
|
||||
namespace {
|
||||
|
||||
using RunString_t = int(__fastcall *)(const char *source, uint32_t size, const char *chunkName,
|
||||
void *errCtx);
|
||||
|
||||
// A chunk name carries a leading `=` or `@` to tell Lua how to present it in an
|
||||
// error. That marker is for Lua, not for a reader, so the log drops it.
|
||||
const char *Displayed(const std::string &chunkName) {
|
||||
const char *s = chunkName.c_str();
|
||||
return (*s == '=' || *s == '@') ? s + 1 : s;
|
||||
}
|
||||
|
||||
void Run(const std::string &source, const std::string &chunkName) {
|
||||
if (source.empty())
|
||||
return;
|
||||
const int ok = reinterpret_cast<RunString_t>(Offsets::FUN_LUA_RUN_STRING)(
|
||||
source.c_str(), static_cast<uint32_t>(source.size()), chunkName.c_str(), nullptr);
|
||||
// The engine's error handler has already reported the detail to the user by
|
||||
// now; this only records that the switch was the source of it.
|
||||
if (ok == 0)
|
||||
Debug::Log::Printf("[launchscript] %s did not run to completion", Displayed(chunkName));
|
||||
}
|
||||
|
||||
// Whole-file read. Refuses a file larger than the compiler's own size parameter
|
||||
// can describe, which is the engine's bound rather than one of ours.
|
||||
bool ReadWholeFile(const char *path, std::string &out) {
|
||||
out.clear();
|
||||
const HANDLE file = ::CreateFileA(path, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING,
|
||||
FILE_ATTRIBUTE_NORMAL, nullptr);
|
||||
if (file == INVALID_HANDLE_VALUE)
|
||||
return false;
|
||||
|
||||
bool ok = false;
|
||||
LARGE_INTEGER size{};
|
||||
if (::GetFileSizeEx(file, &size) != 0 && size.QuadPart >= 0 &&
|
||||
size.QuadPart <= static_cast<long long>(0xFFFFFFFFu)) {
|
||||
if (size.QuadPart == 0) {
|
||||
ok = true; // an empty file is not a failure, just nothing to run
|
||||
} else {
|
||||
out.assign(static_cast<size_t>(size.QuadPart), '\0');
|
||||
DWORD read = 0;
|
||||
ok = ::ReadFile(file, &out[0], static_cast<DWORD>(out.size()), &read, nullptr) != 0 &&
|
||||
read == out.size();
|
||||
}
|
||||
}
|
||||
::CloseHandle(file);
|
||||
if (!ok)
|
||||
out.clear();
|
||||
return ok;
|
||||
}
|
||||
|
||||
// Runs the inline switch and then the file switch, so a launch that passes both
|
||||
// gets both, in the order they are written above.
|
||||
void RunPair(const char *codeSwitch, const char *fileSwitch) {
|
||||
std::string code;
|
||||
if (Config::CommandLine::Value(codeSwitch, code))
|
||||
Run(code, std::string("=-") + codeSwitch); // `=` shows the switch, not the source
|
||||
|
||||
std::string path;
|
||||
if (!Config::CommandLine::Value(fileSwitch, path))
|
||||
return;
|
||||
std::string contents;
|
||||
if (!ReadWholeFile(path.c_str(), contents)) {
|
||||
Debug::Log::Printf("[launchscript] -%s could not read '%s'", fileSwitch, path.c_str());
|
||||
return;
|
||||
}
|
||||
Run(contents, "@" + path); // `@` shows the path, so errors carry line numbers
|
||||
}
|
||||
|
||||
bool g_glueArmed = false;
|
||||
bool g_gameRan = false;
|
||||
|
||||
void OnFrameTick() {
|
||||
if (!g_glueArmed)
|
||||
return;
|
||||
g_glueArmed = false;
|
||||
RunPair("gluescript", "gluescriptFile");
|
||||
}
|
||||
|
||||
void OnWorldTick() {
|
||||
if (g_gameRan)
|
||||
return;
|
||||
g_gameRan = true;
|
||||
RunPair("gamescript", "gamescriptFile");
|
||||
}
|
||||
|
||||
void ArmGlue() { g_glueArmed = true; }
|
||||
|
||||
const Game::GlueModuleAutoRegister _glueAutoreg{&ArmGlue};
|
||||
const Tick::FrameTick::AutoSubscribe _frameTick{&OnFrameTick};
|
||||
const Tick::WorldTick::AutoSubscribe _worldTick{&OnWorldTick};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Config::LaunchScript
|
||||
@@ -0,0 +1,197 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `ConsoleGetAllCommands()` — every console command and console variable the
|
||||
// client currently has, as `ConsoleCommandInfo` tables.
|
||||
//
|
||||
// A plain global, not a `C_Console` member: the wiki files this under
|
||||
// `C_Console.GetAllCommands`, but on a live client that namespace does not
|
||||
// exist and `ConsoleGetAllCommands` is the real name.
|
||||
//
|
||||
// The engine keeps them in one registry, filled by
|
||||
// FUN_CONSOLE_COMMAND_REGISTER: a Storm intrusive list for iteration plus a
|
||||
// by-name hash for dispatch. This walks the list the same way the `help`
|
||||
// command does, which is the only other thing that enumerates it.
|
||||
//
|
||||
// ONE LIST, NOT TWO. Commands and CVars do not live separately. The CVar
|
||||
// registrar's last act is to register the CVar as a console command as well —
|
||||
// `FUN_CONSOLE_COMMAND_REGISTER(cvar->name, <shared handler>, categoryId,
|
||||
// help)` — which is what makes `/console <cvarName> <value>` work. So the
|
||||
// command list already holds every CVar, and walking the CVar list too (the one
|
||||
// `cvarlist` and the config saver use) would report each one twice.
|
||||
//
|
||||
// That also gives an exact `commandType`: every CVar shares one handler
|
||||
// address, so a node pointing at it is a CVar and anything else is a command.
|
||||
// It is a pointer comparison against a value the registrar itself writes, not a
|
||||
// name or category heuristic.
|
||||
//
|
||||
// FIELDS WE CANNOT FILL. `scriptContents` and `scriptParameters` describe
|
||||
// console macros and scripts, which this client has no notion of — there is no
|
||||
// registration path that could produce one. They are always the empty string,
|
||||
// so a caller reading them gets a string rather than a nil surprise. `category`
|
||||
// is the engine's own number, and the engine's table (debug, graphics, console,
|
||||
// combat, game, default, net, sound, gm) is Enum.ConsoleCategory's 0..8 exactly,
|
||||
// so it needs no translation.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Console::Commands {
|
||||
|
||||
namespace {
|
||||
|
||||
// Enum.ConsoleCommandType. Macro (2) and Script (3) exist in the contract but
|
||||
// cannot occur here.
|
||||
constexpr int kCommandTypeCvar = 0;
|
||||
constexpr int kCommandTypeCommand = 1;
|
||||
|
||||
using ConsoleWrite_t = void(__fastcall *)(const char *line, int colorType);
|
||||
|
||||
// A list node, or 0 once the walk reaches the end. The low bit tags the
|
||||
// sentinel, the same convention the addon registry and the parser lists use.
|
||||
bool IsNode(uintptr_t node) { return node != 0 && (node & 1) == 0; }
|
||||
|
||||
char Lower(char c) { return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c; }
|
||||
|
||||
bool StartsWithIgnoreCase(const char *name, const char *prefix) {
|
||||
for (size_t i = 0; prefix[i] != '\0'; ++i) {
|
||||
if (name[i] == '\0' || Lower(name[i]) != Lower(prefix[i]))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetStringField(void *L, const char *key, const char *value) {
|
||||
Game::Lua::PushString(L, key);
|
||||
Game::Lua::PushString(L, value != nullptr ? value : "");
|
||||
Game::Lua::SetTable(L, -3);
|
||||
}
|
||||
|
||||
void SetIntField(void *L, const char *key, int value) {
|
||||
Game::Lua::PushString(L, key);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(value));
|
||||
Game::Lua::SetTable(L, -3);
|
||||
}
|
||||
|
||||
// `ConsoleGetAllCommands() -> ConsoleCommandInfo[]`
|
||||
int __fastcall Script_GetAllCommands(void *L) {
|
||||
Game::Lua::SetTop(L, 0);
|
||||
Game::Lua::NewTable(L);
|
||||
|
||||
const uintptr_t linkOffset =
|
||||
Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LINK_OFFSET);
|
||||
uintptr_t node = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LIST_HEAD);
|
||||
|
||||
int count = 0;
|
||||
while (IsNode(node)) {
|
||||
const auto *name =
|
||||
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_NAME);
|
||||
const auto *help =
|
||||
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_HELP);
|
||||
const uintptr_t handler =
|
||||
Game::Read<uint32_t>(node + Offsets::OFF_CONSOLE_COMMAND_HANDLER);
|
||||
const int category =
|
||||
Game::Read<int32_t>(node + Offsets::OFF_CONSOLE_COMMAND_CATEGORY);
|
||||
|
||||
// Step before building the entry: the walk stays correct even if a
|
||||
// field read below is skipped.
|
||||
node = Game::Read<uint32_t>(node + linkOffset + 4);
|
||||
|
||||
if (name == nullptr)
|
||||
continue; // a node the registrar never finished; nothing to report
|
||||
|
||||
Game::Lua::PushNumber(L, ++count);
|
||||
Game::Lua::NewTable(L);
|
||||
SetStringField(L, "command", name);
|
||||
SetStringField(L, "help", help);
|
||||
SetIntField(L, "category", category);
|
||||
SetIntField(L, "commandType",
|
||||
handler == Offsets::FUN_CONSOLE_CVAR_COMMAND_HANDLER
|
||||
? kCommandTypeCvar
|
||||
: kCommandTypeCommand);
|
||||
SetStringField(L, "scriptContents", "");
|
||||
SetStringField(L, "scriptParameters", "");
|
||||
Game::Lua::SetTable(L, -3);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Both enums are Blizzard's, stated in full rather than derived from the
|
||||
// engine's own category table. They are an API contract, not a description of
|
||||
// what this client happens to have: an addon asking for a value we can never
|
||||
// return still deserves the number instead of a nil. `Macro` and `Script` have
|
||||
// no registration path here, and `Reveal` / `None` are not among the engine's
|
||||
// nine categories -- everything else lines up, which is the point.
|
||||
// `ConsolePrintAllMatchingCommands(prefix)` — write every command whose name
|
||||
// starts with `prefix` to the console, the way its own tab completion lists
|
||||
// candidates. Case-insensitive, matching how the engine resolves a command
|
||||
// name.
|
||||
//
|
||||
// Prints nothing for an empty prefix rather than dumping all 500-odd entries;
|
||||
// ConsoleGetAllCommands is the way to ask for everything.
|
||||
int __fastcall Script_ConsolePrintAllMatchingCommands(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1))
|
||||
return 0;
|
||||
const char *prefix = Game::Lua::ToString(L, 1);
|
||||
if (prefix == nullptr || prefix[0] == '\0')
|
||||
return 0;
|
||||
|
||||
auto write = reinterpret_cast<ConsoleWrite_t>(Offsets::FUN_CONSOLE_WRITE);
|
||||
const uintptr_t linkOffset =
|
||||
Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LINK_OFFSET);
|
||||
uintptr_t node = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LIST_HEAD);
|
||||
while (IsNode(node)) {
|
||||
const auto *name =
|
||||
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_NAME);
|
||||
node = Game::Read<uint32_t>(node + linkOffset + 4);
|
||||
if (name != nullptr && StartsWithIgnoreCase(name, prefix))
|
||||
write(name, 0);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
const Game::Lua::EnumIntegerEntry kCommandTypeEntries[] = {
|
||||
{"Cvar", kCommandTypeCvar},
|
||||
{"Command", kCommandTypeCommand},
|
||||
{"Macro", 2},
|
||||
{"Script", 3},
|
||||
};
|
||||
|
||||
// The engine's table at VAR_CONSOLE_CATEGORY_TABLE holds ids 0..8 named debug,
|
||||
// graphics, console, combat, game, default, net, sound, gm, in that order --
|
||||
// so a `category` read off a command node is already one of these.
|
||||
const Game::Lua::EnumIntegerEntry kCategoryEntries[] = {
|
||||
{"Debug", 0}, {"Graphics", 1}, {"Console", 2}, {"Combat", 3},
|
||||
{"Game", 4}, {"Default", 5}, {"Net", 6}, {"Sound", 7},
|
||||
{"Gm", 8}, {"Reveal", 9}, {"None", 10},
|
||||
};
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleGetAllCommands", &Script_GetAllCommands);
|
||||
Game::Lua::RegisterGlobalFunction("ConsolePrintAllMatchingCommands",
|
||||
&Script_ConsolePrintAllMatchingCommands);
|
||||
Game::Lua::RegisterIntegerEnum("Enum", "ConsoleCommandType", kCommandTypeEntries,
|
||||
sizeof(kCommandTypeEntries) /
|
||||
sizeof(kCommandTypeEntries[0]));
|
||||
Game::Lua::RegisterIntegerEnum("Enum", "ConsoleCategory", kCategoryEntries,
|
||||
sizeof(kCategoryEntries) /
|
||||
sizeof(kCategoryEntries[0]));
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Console::Commands
|
||||
@@ -0,0 +1,240 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// The developer console, as Lua functions: running commands, writing lines,
|
||||
// and reading the console's own state and appearance.
|
||||
//
|
||||
// `ConsoleExec` is the one with real reach. Nothing in this client's Lua could
|
||||
// run a console command before, so every entry ConsoleGetAllCommands returns
|
||||
// was visible and unreachable at once. It is the engine's own executor, the
|
||||
// same one that replays each `SET` line of Config.wtf at boot.
|
||||
//
|
||||
// THAT INCLUDES `set`, AND `set` IS NOT SetCVar. The console's set handler
|
||||
// looks a cvar up with the unfiltered lookup and performs no read-only check,
|
||||
// while Script_SetCVar tests flag bit 0x4 first and refuses. So
|
||||
// `ConsoleExec("set <name> <value>")` can write a cvar that
|
||||
// `SetCVar` rejects, and can reach cvars no Lua getter can see (Offsets.h at
|
||||
// CVAR_FLAG_READ_ONLY has the mechanism). That is inherent to exposing the
|
||||
// console rather than something added here -- an addon already runs arbitrary
|
||||
// Lua -- but it does mean the read-only guarantee C_CVar.GetCVarInfo reports
|
||||
// stops being absolute once this exists. Deliberate: a console you cannot run
|
||||
// commands through is not a console.
|
||||
//
|
||||
// Everything else is state the console module already keeps. The colours are
|
||||
// its own nine-entry table, the font height its own global, and the toggle key
|
||||
// its own byte, so each is read or written where the engine reads or writes it
|
||||
// rather than being modelled again here.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Console::Shell {
|
||||
|
||||
namespace {
|
||||
|
||||
using ConsoleExec_t = void(__fastcall *)(const char *line, int addToHistory);
|
||||
using ConsoleWrite_t = void(__fastcall *)(const char *line, int colorType);
|
||||
using ConsoleSetKey_t = void(__fastcall *)(int keyCode);
|
||||
|
||||
// `ConsoleExec(command)` — run a console command line.
|
||||
//
|
||||
// Passes addToHistory = 1 so a command run from Lua appears in the console's
|
||||
// own history, which is what someone stepping through the console afterwards
|
||||
// expects to find.
|
||||
int __fastcall Script_ConsoleExec(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1))
|
||||
return 0;
|
||||
reinterpret_cast<ConsoleExec_t>(Offsets::FUN_CONSOLE_EXEC)(Game::Lua::ToString(L, 1), 1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `ConsoleEcho(message [, colorType])` — write one line to the console.
|
||||
//
|
||||
// The engine no-ops cleanly when the graphics device is not up, so this is safe
|
||||
// to call at any time, and the line is kept whether or not the console is
|
||||
// currently open.
|
||||
int __fastcall Script_ConsoleEcho(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1))
|
||||
return 0;
|
||||
int colorType = 0;
|
||||
if (Game::Lua::IsNumber(L, 2)) {
|
||||
colorType = static_cast<int>(Game::Lua::ToNumber(L, 2));
|
||||
if (colorType < 0 || colorType >= Offsets::CONSOLE_COLOR_COUNT)
|
||||
colorType = 0;
|
||||
}
|
||||
reinterpret_cast<ConsoleWrite_t>(Offsets::FUN_CONSOLE_WRITE)(Game::Lua::ToString(L, 1),
|
||||
colorType);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `ConsoleIsActive()` — whether the console is open right now.
|
||||
//
|
||||
// False when the client was started without `-console`, since the toggle key
|
||||
// is gated on that and the console can then never open.
|
||||
int __fastcall Script_ConsoleIsActive(void *L) {
|
||||
const uint32_t enabled = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_ENABLED);
|
||||
const uint32_t visible = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_VISIBLE);
|
||||
Game::Lua::PushBool(L, enabled != 0 && visible != 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `ConsoleGetColorFromType(colorType)` -> r, g, b, a
|
||||
//
|
||||
// The colour the console draws that type of line in, as four 0..1 components to
|
||||
// match every other colour in this API. Nil for a type outside the table.
|
||||
int __fastcall Script_ConsoleGetColorFromType(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const int type = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
if (type < 0 || type >= Offsets::CONSOLE_COLOR_COUNT) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const uint32_t argb = *reinterpret_cast<const uint32_t *>(
|
||||
Offsets::VAR_CONSOLE_COLORS + static_cast<uintptr_t>(type) * sizeof(uint32_t));
|
||||
Game::Lua::PushNumber(L, ((argb >> 16) & 0xFF) / 255.0);
|
||||
Game::Lua::PushNumber(L, ((argb >> 8) & 0xFF) / 255.0);
|
||||
Game::Lua::PushNumber(L, (argb & 0xFF) / 255.0);
|
||||
Game::Lua::PushNumber(L, ((argb >> 24) & 0xFF) / 255.0);
|
||||
return 4;
|
||||
}
|
||||
|
||||
// `ConsoleGetFontHeight()` — the console's text height, as a fraction of the
|
||||
// screen height.
|
||||
int __fastcall Script_ConsoleGetFontHeight(void *L) {
|
||||
Game::Lua::PushNumber(L, *reinterpret_cast<const float *>(Offsets::VAR_CONSOLE_FONT_HEIGHT));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// There is deliberately no ConsoleSetFontHeight. Writing the height global
|
||||
// alone changes nothing, since the font was already built at the old size, and
|
||||
// the only thing that rebuilds it is the console's font init — which has no
|
||||
// code callers at all, just one entry in a table at 0x0080E170. It runs once,
|
||||
// during startup, before a single console line exists.
|
||||
//
|
||||
// Re-running it crashes, on a later frame rather than in the call: it frees the
|
||||
// old font handle out from under the cached, font-dependent draw object every
|
||||
// existing line holds at +0x20, and the next console render walks those. The
|
||||
// console's own shutdown frees both together, which is what that pairing is
|
||||
// for. Making a setter safe would mean replaying that teardown across every
|
||||
// line, to change a text size nothing asks to change.
|
||||
|
||||
// `SetConsoleKey(keyCode)` — the key that opens and closes the console.
|
||||
//
|
||||
// Takes the engine's own key code, the value its key events carry, rather than
|
||||
// a key name: the console module stores and compares exactly that, and nothing
|
||||
// in it translates names.
|
||||
int __fastcall Script_SetConsoleKey(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1))
|
||||
return 0;
|
||||
reinterpret_cast<ConsoleSetKey_t>(Offsets::FUN_CONSOLE_SET_KEY)(
|
||||
static_cast<int>(Game::Lua::ToNumber(L, 1)));
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `CalculateStringEditDistance(a, b)` — Levenshtein distance, the number of
|
||||
// single-character insertions, deletions or substitutions between two strings.
|
||||
// The console uses it to suggest a command when one is mistyped.
|
||||
//
|
||||
// Two rolling rows rather than a full matrix, so the cost is bounded by the
|
||||
// shorter string; the longer one only ever drives the loop.
|
||||
int __fastcall Script_CalculateStringEditDistance(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsString(L, 2)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const char *a = Game::Lua::ToString(L, 1);
|
||||
const char *b = Game::Lua::ToString(L, 2);
|
||||
|
||||
size_t lenA = 0, lenB = 0;
|
||||
while (a[lenA] != '\0')
|
||||
++lenA;
|
||||
while (b[lenB] != '\0')
|
||||
++lenB;
|
||||
if (lenA == 0 || lenB == 0) {
|
||||
Game::Lua::PushNumber(L, static_cast<double>(lenA + lenB));
|
||||
return 1;
|
||||
}
|
||||
// Index the rows by the shorter string so the buffers stay small whichever
|
||||
// way round the arguments came in.
|
||||
if (lenB > lenA) {
|
||||
const char *t = a;
|
||||
a = b;
|
||||
b = t;
|
||||
const size_t n = lenA;
|
||||
lenA = lenB;
|
||||
lenB = n;
|
||||
}
|
||||
constexpr size_t kMaxRow = 256; // beyond this the answer is of no practical use
|
||||
if (lenB >= kMaxRow) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
size_t prev[kMaxRow], curr[kMaxRow];
|
||||
for (size_t j = 0; j <= lenB; ++j)
|
||||
prev[j] = j;
|
||||
for (size_t i = 1; i <= lenA; ++i) {
|
||||
curr[0] = i;
|
||||
for (size_t j = 1; j <= lenB; ++j) {
|
||||
const size_t cost = (a[i - 1] == b[j - 1]) ? 0u : 1u;
|
||||
size_t best = prev[j] + 1; // deletion
|
||||
if (curr[j - 1] + 1 < best)
|
||||
best = curr[j - 1] + 1; // insertion
|
||||
if (prev[j - 1] + cost < best)
|
||||
best = prev[j - 1] + cost; // substitution
|
||||
curr[j] = best;
|
||||
}
|
||||
for (size_t j = 0; j <= lenB; ++j)
|
||||
prev[j] = curr[j];
|
||||
}
|
||||
Game::Lua::PushNumber(L, static_cast<double>(prev[lenB]));
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Register() {
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleExec", &Script_ConsoleExec);
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleEcho", &Script_ConsoleEcho);
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleIsActive", &Script_ConsoleIsActive);
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleGetColorFromType",
|
||||
&Script_ConsoleGetColorFromType);
|
||||
Game::Lua::RegisterGlobalFunction("ConsoleGetFontHeight", &Script_ConsoleGetFontHeight);
|
||||
Game::Lua::RegisterGlobalFunction("SetConsoleKey", &Script_SetConsoleKey);
|
||||
Game::Lua::RegisterGlobalFunction("CalculateStringEditDistance",
|
||||
&Script_CalculateStringEditDistance);
|
||||
}
|
||||
|
||||
// The console exists before login, so the same surface is registered on the
|
||||
// glue state.
|
||||
void RegisterGlue() {
|
||||
Game::Lua::RegisterGlueFunction("ConsoleExec", &Script_ConsoleExec);
|
||||
Game::Lua::RegisterGlueFunction("ConsoleEcho", &Script_ConsoleEcho);
|
||||
Game::Lua::RegisterGlueFunction("ConsoleIsActive", &Script_ConsoleIsActive);
|
||||
Game::Lua::RegisterGlueFunction("ConsoleGetColorFromType",
|
||||
&Script_ConsoleGetColorFromType);
|
||||
Game::Lua::RegisterGlueFunction("ConsoleGetFontHeight", &Script_ConsoleGetFontHeight);
|
||||
Game::Lua::RegisterGlueFunction("SetConsoleKey", &Script_SetConsoleKey);
|
||||
Game::Lua::RegisterGlueFunction("CalculateStringEditDistance",
|
||||
&Script_CalculateStringEditDistance);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&Register};
|
||||
const Game::GlueModuleAutoRegister _glueAutoreg{&RegisterGlue};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Console::Shell
|
||||
@@ -0,0 +1,74 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_Container.AutoStoreItem(srcBag, srcSlot [, dstBag])` — move an item
|
||||
// and let the SERVER choose the destination slot. A ClassicAPI-only
|
||||
// extension, like its siblings `SwapItems` and `MoveItem`; the modern
|
||||
// API has no equivalent, because it has no need for one.
|
||||
//
|
||||
// The reason to want it: the server does not just find an empty slot.
|
||||
// It first merges the stack into existing non-full stacks of the same
|
||||
// item, splitting it across several of them when that is what fits, and
|
||||
// only places a remainder if any is left over. So this is a one-call
|
||||
// stack consolidator that needs no stack-size lookup — the caller never
|
||||
// has to know what fits. A merge computed on this side has to size
|
||||
// every stack first, and `C_Item.GetItemMaxStackSizeByID` is nil until
|
||||
// that item's data has arrived, so a cold item cache silently skips
|
||||
// exactly the stacks it could not size.
|
||||
//
|
||||
// `dstBag` defaults to 0, which means "anywhere in the main inventory
|
||||
// that it fits" rather than "the backpack" — on the wire the backpack
|
||||
// IS the player container, so the two cannot be distinguished. Pass
|
||||
// 1..4 to confine the item to one equipped bag. Bank destinations are
|
||||
// rejected (see [[item/Swap.h]] `AutoStore`).
|
||||
//
|
||||
// Returns true once the packet is away — like the other two, the send
|
||||
// is fire-and-forget and the server confirms through the normal
|
||||
// BAG_UPDATE / SMSG_INVENTORY_CHANGE_FAILURE flow.
|
||||
|
||||
#include "Game.h"
|
||||
#include "item/Swap.h"
|
||||
|
||||
namespace Container::AutoStoreItem {
|
||||
|
||||
namespace {
|
||||
|
||||
int __fastcall Script_C_Container_AutoStoreItem(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Container.AutoStoreItem(srcBag, srcSlot [, dstBag])");
|
||||
return 0;
|
||||
}
|
||||
// Read every arg before calling AutoStore — its source lookup goes
|
||||
// through ResolveBag, which stomps the Lua stack via PackBagSlot.
|
||||
const int srcBag = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
const int srcSlot = static_cast<int>(Game::Lua::ToNumber(L, 2));
|
||||
const int dstBag = Game::Lua::IsNumber(L, 3)
|
||||
? static_cast<int>(Game::Lua::ToNumber(L, 3))
|
||||
: 0;
|
||||
|
||||
const bool ok = Item::Swap::AutoStore(L, srcBag, srcSlot, dstBag);
|
||||
Game::Lua::PushBool(L, ok);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_Container", "AutoStoreItem",
|
||||
&Script_C_Container_AutoStoreItem);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Container::AutoStoreItem
|
||||
@@ -0,0 +1,106 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_Container.GetContainerItemEquipmentSetInfo(containerIndex, slotIndex)`
|
||||
// — whether the item in a bag slot belongs to an equipment set, and the
|
||||
// names of the sets it belongs to:
|
||||
//
|
||||
// inSet, setList = C_Container.GetContainerItemEquipmentSetInfo(bag, slot)
|
||||
//
|
||||
// The lookup is by the item's per-instance GUID against the GUIDs
|
||||
// `EquipmentSet::Data` saved into each set, so it names the one physical
|
||||
// item that was saved rather than every copy of that itemID — a spare
|
||||
// of the same item sitting in the next slot reports `false`. The set's
|
||||
// reserved empty / ignored slot markers can never match a real GUID,
|
||||
// and `Data::SetsContainingItem` rejects them outright.
|
||||
//
|
||||
// `setList` is the set names joined with `", "`, in set order, which is
|
||||
// the shape a caller formats straight into a tooltip line. It is `nil`
|
||||
// rather than an empty string when the item is in no set, so the usual
|
||||
// `if inSet then … setList … end` guard is all a caller needs.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "equipmentset/Data.h"
|
||||
#include "equipmentset/Set.h"
|
||||
#include "item/CGItem.h"
|
||||
#include "item/Location.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace Container::EquipmentSetInfo {
|
||||
|
||||
namespace {
|
||||
|
||||
// The separator between names in `setList`. One place, so the string a
|
||||
// caller splits on is stated once.
|
||||
constexpr const char *kSeparator = ", ";
|
||||
|
||||
uint64_t ItemGuid(const uint8_t *cgItem) {
|
||||
auto *instance = Item::InstanceBlock(cgItem);
|
||||
if (instance == nullptr)
|
||||
return 0;
|
||||
return *reinterpret_cast<const uint64_t *>(
|
||||
instance + Offsets::OFF_INSTANCE_BLOCK_GUID);
|
||||
}
|
||||
|
||||
int __fastcall Script_C_Container_GetContainerItemEquipmentSetInfo(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Container.GetContainerItemEquipmentSetInfo(containerIndex, slotIndex)");
|
||||
return 0;
|
||||
}
|
||||
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
const int slotIndex = static_cast<int>(Game::Lua::ToNumber(L, 2));
|
||||
|
||||
// `ResolveBag` stomps stack slots 1 and 2 through the engine's
|
||||
// `PackBagSlot`, so both arguments are already in locals above and
|
||||
// nothing we need survives on the stack across it.
|
||||
const uint64_t guid =
|
||||
ItemGuid(Item::Location::ResolveBag(L, bagID, slotIndex));
|
||||
|
||||
const std::vector<const EquipmentSet::Set *> sets =
|
||||
EquipmentSet::Data::SetsContainingItem(guid);
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
if (sets.empty()) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
Game::Lua::PushNil(L);
|
||||
return 2;
|
||||
}
|
||||
|
||||
std::string setList;
|
||||
for (size_t i = 0; i < sets.size(); ++i) {
|
||||
if (i > 0)
|
||||
setList += kSeparator;
|
||||
setList += sets[i]->name;
|
||||
}
|
||||
|
||||
Game::Lua::PushBool(L, true);
|
||||
Game::Lua::PushString(L, setList.c_str());
|
||||
return 2;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Container", "GetContainerItemEquipmentSetInfo",
|
||||
&Script_C_Container_GetContainerItemEquipmentSetInfo);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Container::EquipmentSetInfo
|
||||
@@ -19,6 +19,7 @@
|
||||
#include "item/Record.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
namespace Container::FreeSlots {
|
||||
|
||||
@@ -115,6 +116,46 @@ int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
|
||||
return 2;
|
||||
}
|
||||
|
||||
// `C_Container.GetContainerFreeSlots(bagID)` — which slots are empty,
|
||||
// as an array of slot numbers in ascending order, rather than
|
||||
// `GetContainerNumFreeSlots`'s count of them. A full bag returns an
|
||||
// empty table; a bag that isn't there returns nothing, which is how
|
||||
// callers tell "no free slots" from "no such bag".
|
||||
//
|
||||
// `bagID` is 0..4 like the rest of this file (0 = backpack, 1..4 =
|
||||
// equipped bag slots); bank and keyring indices are the "no such bag"
|
||||
// case.
|
||||
int __fastcall Script_C_Container_GetContainerFreeSlots(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Container.GetContainerFreeSlots(bagID)");
|
||||
return 0;
|
||||
}
|
||||
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
|
||||
const BagInfo info = ResolveBagInfo(bagID);
|
||||
if (info.slotCount <= 0)
|
||||
return 0; // nothing — no such bag
|
||||
|
||||
// Collect before building the table. Each `ResolveBag` stomps stack
|
||||
// slots 1 and 2, so the table cannot be on the stack during the walk.
|
||||
std::vector<int> freeSlots;
|
||||
freeSlots.reserve(static_cast<size_t>(info.slotCount));
|
||||
for (int slot = 1; slot <= info.slotCount; ++slot) {
|
||||
if (Item::Location::ResolveBag(L, bagID, slot) == nullptr)
|
||||
freeSlots.push_back(slot);
|
||||
}
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
Game::Lua::NewTable(L);
|
||||
for (size_t i = 0; i < freeSlots.size(); ++i) {
|
||||
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
|
||||
Game::Lua::PushNumber(L, static_cast<double>(freeSlots[i]));
|
||||
Game::Lua::RawSet(L, -3);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Container.CalculateTotalNumberOfFreeBagSlots()` — the total number of
|
||||
// free slots across the player's *general-purpose* bags (backpack + equipped
|
||||
// bags 0..4 whose BagFamily is 0). Specialty bags (quivers, soul bags, herb
|
||||
@@ -146,6 +187,8 @@ int __fastcall Script_C_Container_CalculateTotalNumberOfFreeBagSlots(void *L) {
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetContainerNumFreeSlots",
|
||||
&Script_C_Container_GetContainerNumFreeSlots);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetContainerFreeSlots",
|
||||
&Script_C_Container_GetContainerFreeSlots);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "CalculateTotalNumberOfFreeBagSlots",
|
||||
&Script_C_Container_CalculateTotalNumberOfFreeBagSlots);
|
||||
}
|
||||
|
||||
@@ -49,32 +49,20 @@
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "dbc/Lookup.h"
|
||||
#include "item/CGItem.h"
|
||||
#include "item/ID.h"
|
||||
#include "item/Icon.h"
|
||||
#include "item/Link.h"
|
||||
#include "item/Location.h"
|
||||
#include "item/Record.h"
|
||||
#include "item/StatAccum.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
|
||||
namespace Container::ItemInfo {
|
||||
|
||||
namespace {
|
||||
|
||||
bool BuildIconPath(uint32_t displayInfoID, char *out, size_t outSize) {
|
||||
out[0] = '\0';
|
||||
const char *iconName = DBC::StringField(
|
||||
Offsets::VAR_ITEMDISPLAYINFO_RECORDS, Offsets::VAR_ITEMDISPLAYINFO_COUNT,
|
||||
displayInfoID, Offsets::OFF_ITEMDISPLAYINFO_ICON);
|
||||
if (iconName == nullptr || iconName[0] == '\0')
|
||||
return false;
|
||||
std::snprintf(out, outSize, "Interface\\Icons\\%s", iconName);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Mirrors the engine's `readable` decision (0x004F97BD..0x004F97CF): a slot
|
||||
// is readable when its static page text is set OR the per-instance
|
||||
// readable-text id is non-zero (letters / server-authored notes).
|
||||
@@ -137,7 +125,7 @@ int __fastcall Script_C_Container_GetContainerItemInfo(void *L) {
|
||||
if (record != nullptr) {
|
||||
const uint32_t displayInfoID = Game::Read<uint32_t>(
|
||||
record, Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID);
|
||||
haveIcon = BuildIconPath(displayInfoID, iconPath, sizeof(iconPath));
|
||||
haveIcon = Item::Icon::PathForDisplayInfoID(displayInfoID, iconPath, sizeof(iconPath));
|
||||
quality = Game::Read<uint32_t>(
|
||||
record, Offsets::OFF_ITEMSTATS_QUALITY);
|
||||
haveQuality = true;
|
||||
|
||||
@@ -0,0 +1,113 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_Container.GetContainerItemQuestInfo(containerIndex, slotIndex)` —
|
||||
// the quest state of a bag slot, as one table:
|
||||
//
|
||||
// { isQuestItem = bool, questID = number|nil, isActive = bool }
|
||||
//
|
||||
// This is what draws the two overlays on a bag button: a `questID` the
|
||||
// player has not accepted yet gets the exclamation mark, and either an
|
||||
// accepted `questID` or a plain quest item gets the question-mark
|
||||
// border.
|
||||
//
|
||||
// The three fields come from three places:
|
||||
//
|
||||
// isQuestItem the item's class is Quest — an item that exists to be
|
||||
// a quest objective.
|
||||
// questID the quest the item BEGINS (`m_startQuest` in the
|
||||
// cached item record). Absent, not zero, when the item
|
||||
// starts nothing — callers test `if questInfo.questID`.
|
||||
// isActive that started quest is already in the quest log.
|
||||
//
|
||||
// The table is always returned, even for an empty slot or an item whose
|
||||
// data has not arrived yet, so callers can index it without a nil test.
|
||||
// An uncached item warms the cache, so the next bag update draws the
|
||||
// overlay the first hover could not.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "item/Data.h"
|
||||
#include "item/ID.h"
|
||||
#include "item/Location.h"
|
||||
#include "item/Record.h"
|
||||
#include "quest/Log.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Container::QuestInfo {
|
||||
|
||||
namespace {
|
||||
|
||||
// ItemClass.dbc row 12. Only this file cares which class means "quest",
|
||||
// so the code stays local per the single-use rule in the offsets policy.
|
||||
constexpr uint32_t kItemClassQuest = 12;
|
||||
|
||||
int __fastcall Script_C_Container_GetContainerItemQuestInfo(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Container.GetContainerItemQuestInfo(containerIndex, slotIndex)");
|
||||
return 0;
|
||||
}
|
||||
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
const int slotIndex = static_cast<int>(Game::Lua::ToNumber(L, 2));
|
||||
|
||||
// Resolve before building the table: `ResolveBag` stomps stack
|
||||
// slots 1 and 2 through the engine's `PackBagSlot`, so nothing we
|
||||
// want to keep may be on the stack across this call.
|
||||
const int itemID =
|
||||
Item::ID::FromCGItem(Item::Location::ResolveBag(L, bagID, slotIndex));
|
||||
|
||||
bool isQuestItem = false;
|
||||
uint32_t startQuest = 0;
|
||||
if (itemID != 0) {
|
||||
auto *record = Item::PeekRecord(static_cast<uint32_t>(itemID));
|
||||
if (record == nullptr) {
|
||||
// Cold cache. Report the empty answer now and fetch, so the
|
||||
// overlay is right on the next bag update.
|
||||
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
|
||||
} else {
|
||||
isQuestItem = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_CLASS) ==
|
||||
kItemClassQuest;
|
||||
startQuest = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_START_QUEST);
|
||||
}
|
||||
}
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
Game::Lua::NewTable(L);
|
||||
Game::Lua::SetFieldBool(L, "isQuestItem", isQuestItem);
|
||||
if (startQuest > 0) {
|
||||
Game::Lua::SetFieldNumber(L, "questID",
|
||||
static_cast<double>(startQuest));
|
||||
Game::Lua::SetFieldBool(
|
||||
L, "isActive", Quest::Log::IsOnQuest(static_cast<int>(startQuest)));
|
||||
} else {
|
||||
// `questID` stays absent rather than 0 — the field is nilable and
|
||||
// every caller tests it for truth.
|
||||
Game::Lua::SetFieldBool(L, "isActive", false);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetContainerItemQuestInfo",
|
||||
&Script_C_Container_GetContainerItemQuestInfo);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Container::QuestInfo
|
||||
@@ -0,0 +1,936 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_Container.SortBags()` — arrange the player's bags.
|
||||
//
|
||||
// Two phases, because every item move is a server round trip and the
|
||||
// second phase has to read slot contents the first phase changed.
|
||||
//
|
||||
// PHASE ONE consolidates partial stacks, and hands that entirely to the
|
||||
// server: one `CMSG_AUTOSTORE_BAG_ITEM` per redundant stack, which
|
||||
// merges into existing stacks of the same item and splits across several
|
||||
// of them when that is what fits. Nothing here computes what fits, so
|
||||
// nothing here needs an item's max stack size — which matters, because
|
||||
// that number is unavailable until the item's data has arrived from the
|
||||
// server, and a merge that sizes stacks first silently skips the ones it
|
||||
// could not size.
|
||||
//
|
||||
// PHASE TWO places items. It runs on the next `Bag::UpdateDelayed` — the
|
||||
// engine's own "a bag changed this frame" signal — so the merges are
|
||||
// settled before anything is read. It plans the whole layout up front
|
||||
// and then tracks each item's live position as swaps fire, rather than
|
||||
// re-reading a layout it is in the middle of mutating. Our swap is
|
||||
// fire-and-forget and sets no client-side item lock, so the whole batch
|
||||
// goes out in one frame.
|
||||
//
|
||||
// Neither phase may touch the Lua stack: phase two runs from a bag-update
|
||||
// callback, outside any Lua call, where the engine may have its own
|
||||
// values on the stack. Hence the `*From` senders and the direct invMgr
|
||||
// walk rather than `ResolveBag`.
|
||||
//
|
||||
// THE ORDERING IS OURS. Retail computes it in code we cannot read, and
|
||||
// its categories (per-bag assignment flags, expansion filters) have no
|
||||
// counterpart here, so this is a defensible order rather than a
|
||||
// reproduction of Blizzard's: hearthstone, gear by descending quality,
|
||||
// consumables, reagents, trade goods, quest items, everything else by
|
||||
// quality, junk last. Within a category, by item class, subclass, name,
|
||||
// then fuller stacks first.
|
||||
//
|
||||
// An item whose data has NOT arrived is pinned: left where it is, with
|
||||
// its slot withheld from the destination pool so nothing else is planned
|
||||
// into it. It cannot be ranked without a class, quality and name, and
|
||||
// guessing scatters it. A later call places it once the data lands. Phase
|
||||
// one is unaffected, since it needs only the item ID.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "bag/UpdateDelayed.h"
|
||||
#include "cvar/Factory.h"
|
||||
#include "item/BagFamily.h"
|
||||
#include "item/CGItem.h"
|
||||
#include "item/ID.h"
|
||||
#include "item/Location.h"
|
||||
#include "item/Record.h"
|
||||
#include "item/Swap.h"
|
||||
#include "object/Resolve.h"
|
||||
#include "unit/Identity.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
namespace Container::SortBags {
|
||||
|
||||
namespace {
|
||||
|
||||
// The two sets this can arrange. Both go through the same snapshot,
|
||||
// comparator and placement; they differ only in how phase one merges
|
||||
// (see ConsolidateViaServer / ConsolidateLocally).
|
||||
constexpr int kInventoryBags[] = {0, 1, 2, 3, 4};
|
||||
constexpr int kBankBags[] = {-1, 5, 6, 7, 8, 9, 10};
|
||||
|
||||
// Fill direction, persisted like every other engine setting: the cvar
|
||||
// carries it to Config.wtf and `GetCVar("sortBagsRightToLeft")` reads it,
|
||||
// so it survives a session the way the retail setting does.
|
||||
CVar::Factory::Handle g_rightToLeftCVar = nullptr;
|
||||
|
||||
bool RightToLeft() {
|
||||
return CVar::Factory::GetInt(g_rightToLeftCVar, 0) != 0;
|
||||
}
|
||||
|
||||
// The two containers a sort can be told to leave alone. An equipped bag
|
||||
// is excluded per-bag through its own `DisableAutoSort` slot flag; the
|
||||
// backpack and the main bank container have no such slot, so each gets
|
||||
// its own setting. Persisted as cvars for the same reason the fill
|
||||
// direction is.
|
||||
CVar::Factory::Handle g_backpackAutosortCVar = nullptr;
|
||||
CVar::Factory::Handle g_bankAutosortCVar = nullptr;
|
||||
|
||||
bool BackpackAutosortDisabled() {
|
||||
return CVar::Factory::GetInt(g_backpackAutosortCVar, 0) != 0;
|
||||
}
|
||||
|
||||
bool BankAutosortDisabled() {
|
||||
return CVar::Factory::GetInt(g_bankAutosortCVar, 0) != 0;
|
||||
}
|
||||
|
||||
// Merge packets sent by the most recent phase one, reset per sort.
|
||||
int g_mergePackets = 0;
|
||||
|
||||
// The source slots phase one asked the server to empty. Phase two counts
|
||||
// how many are still occupied when it runs: any at all means it is
|
||||
// planning against a half-merged snapshot, because the server's replies
|
||||
// did not all arrive in the bag update that woke it.
|
||||
struct SourceSlot {
|
||||
int bag, slot;
|
||||
};
|
||||
std::vector<SourceSlot> g_mergeSources;
|
||||
|
||||
// Item.dbc `m_class` values we rank on. Per-module codes, the way
|
||||
// `Item::BagFamily` keeps its own.
|
||||
constexpr uint32_t kClassConsumable = 0;
|
||||
constexpr uint32_t kClassWeapon = 2;
|
||||
constexpr uint32_t kClassArmor = 4;
|
||||
constexpr uint32_t kClassReagent = 5;
|
||||
constexpr uint32_t kClassTradeGoods = 7;
|
||||
constexpr uint32_t kClassQuest = 12;
|
||||
|
||||
constexpr uint32_t kQualityPoor = 0;
|
||||
constexpr uint32_t kQualityUncommon = 2;
|
||||
constexpr uint32_t kQualityRare = 3;
|
||||
constexpr uint32_t kQualityEpic = 4;
|
||||
|
||||
// Primary key. Lower sorts nearer the first slot.
|
||||
enum Category : uint8_t {
|
||||
kCatHearthstone = 0,
|
||||
kCatGearEpic,
|
||||
kCatGearRare,
|
||||
kCatGearUncommon,
|
||||
kCatGearPlain,
|
||||
kCatConsumable,
|
||||
kCatReagent,
|
||||
kCatTradeGoods,
|
||||
kCatQuest,
|
||||
kCatOtherEpic,
|
||||
kCatOtherRare,
|
||||
kCatOtherUncommon,
|
||||
kCatOtherPlain,
|
||||
kCatJunk,
|
||||
};
|
||||
|
||||
uint8_t CategoryFor(uint32_t itemID, uint32_t itemClass, uint32_t quality) {
|
||||
if (itemID == Offsets::HEARTHSTONE_ITEM_ID)
|
||||
return kCatHearthstone;
|
||||
if (quality == kQualityPoor)
|
||||
return kCatJunk;
|
||||
if (itemClass == kClassWeapon || itemClass == kClassArmor) {
|
||||
if (quality >= kQualityEpic)
|
||||
return kCatGearEpic;
|
||||
if (quality == kQualityRare)
|
||||
return kCatGearRare;
|
||||
if (quality == kQualityUncommon)
|
||||
return kCatGearUncommon;
|
||||
return kCatGearPlain;
|
||||
}
|
||||
if (itemClass == kClassConsumable)
|
||||
return kCatConsumable;
|
||||
if (itemClass == kClassReagent)
|
||||
return kCatReagent;
|
||||
if (itemClass == kClassTradeGoods)
|
||||
return kCatTradeGoods;
|
||||
if (itemClass == kClassQuest)
|
||||
return kCatQuest;
|
||||
if (quality >= kQualityEpic)
|
||||
return kCatOtherEpic;
|
||||
if (quality == kQualityRare)
|
||||
return kCatOtherRare;
|
||||
if (quality == kQualityUncommon)
|
||||
return kCatOtherUncommon;
|
||||
return kCatOtherPlain;
|
||||
}
|
||||
|
||||
struct Entry {
|
||||
const void *item; // CGItem — stable across the swap batch
|
||||
int curBag, curSlot; // live position, updated as swaps fire
|
||||
|
||||
// Destination, or unassigned. The unassigned sentinel is destSLOT,
|
||||
// never destBag: slots are 1-based so a negative one is impossible,
|
||||
// whereas bagID -1 is the main bank. Testing destBag < 0 here treats
|
||||
// every item bound for the main bank as unplaced and silently drops
|
||||
// its move.
|
||||
int destBag, destSlot;
|
||||
uint32_t itemID;
|
||||
uint32_t family; // the item's own bag family (0 = fits anywhere)
|
||||
uint32_t itemClass, subClass, count;
|
||||
const char *name;
|
||||
uint8_t category;
|
||||
};
|
||||
|
||||
struct Cell {
|
||||
int bag, slot;
|
||||
};
|
||||
|
||||
char Lower(char c) {
|
||||
return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c;
|
||||
}
|
||||
|
||||
// A missing name sorts after every present one. Substituting a
|
||||
// placeholder string instead (libbagsort uses "zzz") wedges the unnamed
|
||||
// item in among items actually named with those letters; this keeps it
|
||||
// deterministic and at the end. In practice a nameless item is pinned
|
||||
// before it reaches here, so this is the belt to that braces.
|
||||
int CompareNames(const char *a, const char *b) {
|
||||
if (a == b)
|
||||
return 0;
|
||||
if (a == nullptr)
|
||||
return 1;
|
||||
if (b == nullptr)
|
||||
return -1;
|
||||
for (size_t i = 0;; ++i) {
|
||||
const char ca = Lower(a[i]), cb = Lower(b[i]);
|
||||
if (ca != cb)
|
||||
return ca < cb ? -1 : 1;
|
||||
if (ca == '\0')
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool Precedes(const Entry &a, const Entry &b) {
|
||||
if (a.category != b.category)
|
||||
return a.category < b.category;
|
||||
if (a.itemClass != b.itemClass)
|
||||
return a.itemClass < b.itemClass;
|
||||
if (a.subClass != b.subClass)
|
||||
return a.subClass < b.subClass;
|
||||
const int byName = CompareNames(a.name, b.name);
|
||||
if (byName != 0)
|
||||
return byName < 0;
|
||||
if (a.count != b.count)
|
||||
return a.count > b.count; // fuller stacks first
|
||||
return a.itemID < b.itemID; // total order, so the result is stable
|
||||
}
|
||||
|
||||
// A bag's storage, addressed without Lua: the invMgr holding its GUID
|
||||
// array, the linear index its first slot sits at, and the family it
|
||||
// accepts. The backpack lives inside the player's own invMgr; bags 1..4
|
||||
// each have one of their own.
|
||||
struct BagView {
|
||||
const uint8_t *invMgr;
|
||||
int firstLinear;
|
||||
int slotCount;
|
||||
uint32_t family;
|
||||
};
|
||||
|
||||
// The backpack and the main bank both live inside the player's own
|
||||
// invMgr, at different linear bases. Equipped bags and bank bags each
|
||||
// have an invMgr of their own, reached through the bag item.
|
||||
bool ViewForBag(int bagID, BagView *out) {
|
||||
if (bagID == 0) {
|
||||
auto *inv = Unit::Identity::PlayerInventoryManager();
|
||||
if (inv == nullptr)
|
||||
return false;
|
||||
*out = {inv, Offsets::INVMGR_BACKPACK_FIRST_SLOT,
|
||||
Offsets::BACKPACK_NUM_SLOTS, 0};
|
||||
return true;
|
||||
}
|
||||
if (bagID == -1) {
|
||||
auto *inv = Unit::Identity::PlayerInventoryManager();
|
||||
if (inv == nullptr)
|
||||
return false;
|
||||
*out = {inv, Offsets::INVMGR_BANK_MAIN_FIRST_SLOT,
|
||||
Offsets::INVMGR_BANK_MAIN_LAST_SLOT -
|
||||
Offsets::INVMGR_BANK_MAIN_FIRST_SLOT + 1,
|
||||
0};
|
||||
return true;
|
||||
}
|
||||
|
||||
// Resolve the bag item that owns the container. Bank bags resolve
|
||||
// only once the bank window has been opened this session, which is
|
||||
// the right gate: the server refuses bank moves without it anyway,
|
||||
// so a bank sort attempted with the bank closed finds no cells and
|
||||
// does nothing rather than firing moves that would all be rejected.
|
||||
int equipSlot = 0;
|
||||
if (bagID >= 1 && bagID <= 4)
|
||||
equipSlot = Offsets::INVSLOT_BAG1 + bagID - 1;
|
||||
else if (bagID >= 5 && bagID <= 10)
|
||||
equipSlot = Offsets::INVMGR_BANK_BAG_FIRST_SLOT + 1 + (bagID - 5);
|
||||
else
|
||||
return false;
|
||||
|
||||
auto *bagItem = Item::Location::ResolveEquipmentSlot(equipSlot);
|
||||
if (bagItem == nullptr)
|
||||
return false;
|
||||
auto *bagInv = static_cast<const uint8_t *>(
|
||||
Item::Location::ContainerInventory(bagItem));
|
||||
if (bagInv == nullptr)
|
||||
return false;
|
||||
const int slots = static_cast<int>(
|
||||
Game::Read<uint32_t>(bagInv, Offsets::OFF_INVMGR_SLOT_COUNT));
|
||||
if (slots <= 0)
|
||||
return false;
|
||||
|
||||
// A specialty bag only accepts its own family, and Turtle leaves the
|
||||
// raw field empty on bags — `BitmaskForRecord` derives it from the
|
||||
// container subclass, so a quiver reports a family here rather than
|
||||
// reading as general-purpose. Shared with `C_Item.GetItemFamily`, so
|
||||
// a bag and the items it holds agree.
|
||||
uint32_t family = 0;
|
||||
const int bagItemID = Item::ID::FromCGItem(bagItem);
|
||||
if (bagItemID > 0) {
|
||||
auto *rec = Item::PeekRecord(static_cast<uint32_t>(bagItemID));
|
||||
if (rec != nullptr)
|
||||
family = Item::BagFamily::BitmaskForRecord(rec);
|
||||
}
|
||||
*out = {bagInv, 0, slots, family};
|
||||
return true;
|
||||
}
|
||||
|
||||
const uint8_t *ItemAt(const BagView &v, int slotIndex0) {
|
||||
auto *guids = *reinterpret_cast<const uint64_t *const *>(
|
||||
v.invMgr + Offsets::OFF_INVMGR_GUID_ARRAY);
|
||||
if (guids == nullptr)
|
||||
return nullptr;
|
||||
const uint64_t guid = guids[v.firstLinear + slotIndex0];
|
||||
if (guid == 0)
|
||||
return nullptr;
|
||||
return static_cast<const uint8_t *>(
|
||||
Object::ByGuid(Offsets::TYPEMASK_ITEM, guid, "SortBags", 0));
|
||||
}
|
||||
|
||||
uint32_t StackCount(const uint8_t *item) {
|
||||
auto *fields = Item::ObjectFields(item);
|
||||
if (fields == nullptr)
|
||||
return 1;
|
||||
const uint32_t n =
|
||||
Game::Read<uint32_t>(fields, Offsets::OFF_DESCRIPTOR_STACK_COUNT);
|
||||
return n == 0 ? 1 : n;
|
||||
}
|
||||
|
||||
// --- phase one: ask the server to consolidate -------------------------------
|
||||
|
||||
// Returns true if any packet went out. Every stack after the first of
|
||||
// its item ID is offered to the server, which merges what fits and
|
||||
// rehomes the rest.
|
||||
//
|
||||
// When the item's record is cached we skip the ones that provably cannot
|
||||
// stack, purely to save a packet. When it is NOT cached we send anyway:
|
||||
// the alternative is silently skipping a merge we could not size, which
|
||||
// is the failure this whole design avoids.
|
||||
// One stack per group of the same item, as gathered for either merge.
|
||||
struct Stack {
|
||||
const uint8_t *item;
|
||||
int bag, slot;
|
||||
uint32_t count;
|
||||
};
|
||||
struct Group {
|
||||
uint32_t itemID;
|
||||
uint32_t maxStack; // 0 when the item's data has not arrived
|
||||
std::vector<Stack> stacks;
|
||||
};
|
||||
|
||||
// Collects every stackable item across `bags`, grouped by item ID.
|
||||
// `maxStack` is 0 for an item whose data has not arrived; the callers
|
||||
// differ in what they do about that.
|
||||
std::vector<Group> GatherGroups(const int *bags, int bagCount) {
|
||||
std::vector<Group> groups;
|
||||
for (int b = 0; b < bagCount; ++b) {
|
||||
const int bag = bags[b];
|
||||
BagView view;
|
||||
if (!ViewForBag(bag, &view))
|
||||
continue;
|
||||
for (int i = 0; i < view.slotCount; ++i) {
|
||||
const uint8_t *item = ItemAt(view, i);
|
||||
if (item == nullptr)
|
||||
continue;
|
||||
const int itemID = Item::ID::FromCGItem(item);
|
||||
if (itemID <= 0)
|
||||
continue;
|
||||
const uint32_t id = static_cast<uint32_t>(itemID);
|
||||
|
||||
uint32_t maxStack = 0;
|
||||
auto *rec = Item::PeekRecord(id);
|
||||
if (rec != nullptr) {
|
||||
maxStack =
|
||||
Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_STACKABLE);
|
||||
if (maxStack <= 1)
|
||||
continue; // cannot stack at all, so never a merge candidate
|
||||
}
|
||||
|
||||
Group *group = nullptr;
|
||||
for (auto &candidate : groups) {
|
||||
if (candidate.itemID == id) {
|
||||
group = &candidate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (group == nullptr) {
|
||||
groups.push_back({id, maxStack, {}});
|
||||
group = &groups.back();
|
||||
}
|
||||
group->stacks.push_back({item, bag, i + 1, StackCount(item)});
|
||||
}
|
||||
}
|
||||
return groups;
|
||||
}
|
||||
|
||||
// Why this is computed here rather than delegated to the server's own
|
||||
// autostore, which can merge a stack into several destinations for one
|
||||
// packet and would otherwise be cheaper:
|
||||
//
|
||||
// `CMSG_AUTOSTORE_BAG_ITEM` names its destination with a container byte,
|
||||
// and the only value the engine's builder will emit for "the player" is
|
||||
// `INVENTORY_SLOT_BAG_0` (255). Server-side that is NOT the search-every-
|
||||
// bag path — that one is `NULL_BAG` (0), which the builder cannot
|
||||
// express. 255 takes the specific-container branch, which searches the
|
||||
// keyring and the backpack and nothing else. So autostore can never
|
||||
// merge a stack in one equipped bag with a stack in another, which is
|
||||
// most of the real cases.
|
||||
//
|
||||
// Addressing both endpoints explicitly costs a packet per transfer
|
||||
// instead of per emptied source — occasionally one more, when a stack
|
||||
// has to be split across several destinations — and works everywhere.
|
||||
|
||||
// Bank consolidation has to be computed here. `CMSG_AUTOSTORE_BANK_ITEM`
|
||||
// always CROSSES the inventory/bank boundary — a bank-sourced item
|
||||
// travels out to the bags — so there is no "find this a fuller stack
|
||||
// inside the bank" packet to delegate to. This is the one place the
|
||||
// protocol forces a client-side merge, and it carries the cost that
|
||||
// comes with that: it needs each item's max stack size, which is
|
||||
// unavailable until that item's data has arrived, so a stack we cannot
|
||||
// size is left alone.
|
||||
//
|
||||
// Two rolling pointers per item: stacks fullest-first, then poured from
|
||||
// the back into the front until they meet.
|
||||
bool Consolidate(const int *bags, int bagCount) {
|
||||
std::vector<Group> groups = GatherGroups(bags, bagCount);
|
||||
|
||||
bool fired = false;
|
||||
for (auto &group : groups) {
|
||||
if (group.stacks.size() < 2)
|
||||
continue;
|
||||
|
||||
// Pack fully, not just enough to free a slot: 9 and 2 with a cap
|
||||
// of 10 become 10 and 1, even though that still occupies two
|
||||
// slots. Topping stacks up is the point of consolidating.
|
||||
//
|
||||
// This settles after one pass and does not re-fire on the next
|
||||
// call, because a maximally packed group has every stack full
|
||||
// except the last — so `space == 0` walks `lo` straight up to
|
||||
// `hi` and nothing is sent.
|
||||
std::sort(group.stacks.begin(), group.stacks.end(),
|
||||
[](const Stack &a, const Stack &b) { return a.count > b.count; });
|
||||
size_t lo = 0, hi = group.stacks.size() - 1;
|
||||
while (lo < hi) {
|
||||
const uint32_t space = group.maxStack - group.stacks[lo].count;
|
||||
if (space == 0) {
|
||||
++lo;
|
||||
continue;
|
||||
}
|
||||
const bool wholeStack = space >= group.stacks[hi].count;
|
||||
const uint32_t moved =
|
||||
wholeStack ? group.stacks[hi].count : space;
|
||||
|
||||
// Choose the packet from OUR model, never from the item's
|
||||
// live stack count. The whole batch goes out in one frame,
|
||||
// so no reply has arrived and every descriptor still holds
|
||||
// its original count while the model has moved on. Asking
|
||||
// the descriptor would send a split for what is really the
|
||||
// last of a stack, and the server rejects a split that would
|
||||
// empty its source ("Couldn't split those items").
|
||||
const bool sent =
|
||||
wholeStack
|
||||
? Item::Swap::ContainersFrom(
|
||||
group.stacks[hi].item, group.stacks[hi].bag,
|
||||
group.stacks[hi].slot, group.stacks[lo].bag,
|
||||
group.stacks[lo].slot)
|
||||
: Item::Swap::MoveCountFrom(
|
||||
group.stacks[hi].item, group.stacks[hi].bag,
|
||||
group.stacks[hi].slot, group.stacks[lo].bag,
|
||||
group.stacks[lo].slot, static_cast<int>(moved));
|
||||
if (sent) {
|
||||
fired = true;
|
||||
++g_mergePackets;
|
||||
// Only a whole-stack transfer empties its source, and
|
||||
// `mergesPending` means "sources that should be empty by
|
||||
// now but are not".
|
||||
if (wholeStack)
|
||||
g_mergeSources.push_back(
|
||||
{group.stacks[hi].bag, group.stacks[hi].slot});
|
||||
}
|
||||
group.stacks[lo].count += moved;
|
||||
group.stacks[hi].count -= moved;
|
||||
if (group.stacks[hi].count == 0)
|
||||
--hi; // that stack is gone
|
||||
else
|
||||
++lo; // this one is full
|
||||
}
|
||||
}
|
||||
return fired;
|
||||
}
|
||||
|
||||
// --- phase two: plan a layout and fire the swaps ----------------------------
|
||||
|
||||
// Counters from the most recent Place(), read back by
|
||||
// `_classicapi_SortBagsStats()`. They exist to tell apart the three ways
|
||||
// a pass can fail to converge: swaps the engine refused to send, items
|
||||
// the planner found no cell for, and a plan that was complete and fully
|
||||
// sent yet still left the bags unsorted (which would mean a swap did
|
||||
// something other than swap).
|
||||
struct Stats {
|
||||
int entries;
|
||||
int cells;
|
||||
int pinned;
|
||||
int planned;
|
||||
int unplanned;
|
||||
int swapsSent;
|
||||
int swapsFailed;
|
||||
int sameItemAvoided;
|
||||
int generalCells; // destination cells in general-purpose containers
|
||||
int specialtyCells; // cells confined to one bag family
|
||||
int familyItems; // items that want a specialty bag
|
||||
int mergesPending; // phase-one sources still occupied at plan time
|
||||
};
|
||||
Stats g_lastRun{};
|
||||
|
||||
void Place(const int *bags, int bagCount) {
|
||||
Stats stats{};
|
||||
std::vector<Entry> items;
|
||||
std::vector<Cell> general;
|
||||
|
||||
// Vanilla items carry at most one family bit, so a flat list keyed by
|
||||
// family is enough — no bitmask intersection needed.
|
||||
struct FamilyPool {
|
||||
uint32_t family;
|
||||
std::vector<Cell> cells;
|
||||
size_t next;
|
||||
};
|
||||
std::vector<FamilyPool> specialty;
|
||||
|
||||
for (int b = 0; b < bagCount; ++b) {
|
||||
const int bag = bags[b];
|
||||
BagView view;
|
||||
if (!ViewForBag(bag, &view))
|
||||
continue;
|
||||
for (int i = 0; i < view.slotCount; ++i) {
|
||||
const int slot = i + 1;
|
||||
const uint8_t *item = ItemAt(view, i);
|
||||
|
||||
const uint8_t *rec = nullptr;
|
||||
int itemID = 0;
|
||||
if (item != nullptr) {
|
||||
itemID = Item::ID::FromCGItem(item);
|
||||
if (itemID > 0)
|
||||
rec = Item::PeekRecord(static_cast<uint32_t>(itemID));
|
||||
if (rec == nullptr) {
|
||||
++stats.pinned;
|
||||
continue; // pinned: unrankable, and its slot is withheld
|
||||
}
|
||||
}
|
||||
|
||||
if (view.family == 0) {
|
||||
general.push_back({bag, slot});
|
||||
} else {
|
||||
FamilyPool *pool = nullptr;
|
||||
for (auto &p : specialty) {
|
||||
if (p.family == view.family) {
|
||||
pool = &p;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (pool == nullptr) {
|
||||
specialty.push_back({view.family, {}, 0});
|
||||
pool = &specialty.back();
|
||||
}
|
||||
pool->cells.push_back({bag, slot});
|
||||
}
|
||||
|
||||
if (item == nullptr)
|
||||
continue; // an empty slot contributes a cell and nothing else
|
||||
|
||||
Entry e{};
|
||||
e.item = item;
|
||||
e.curBag = bag;
|
||||
e.curSlot = slot;
|
||||
e.destBag = -1;
|
||||
e.destSlot = -1;
|
||||
e.itemID = static_cast<uint32_t>(itemID);
|
||||
e.family = Item::BagFamily::BitmaskForRecord(rec);
|
||||
e.itemClass = Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_CLASS);
|
||||
e.subClass = Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_SUBCLASS);
|
||||
e.count = StackCount(item);
|
||||
e.name = *reinterpret_cast<const char *const *>(
|
||||
rec + Offsets::OFF_ITEMSTATS_NAME);
|
||||
e.category = CategoryFor(
|
||||
e.itemID, e.itemClass,
|
||||
Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_QUALITY));
|
||||
items.push_back(e);
|
||||
}
|
||||
}
|
||||
|
||||
stats.entries = static_cast<int>(items.size());
|
||||
stats.generalCells = static_cast<int>(general.size());
|
||||
for (const auto &p : specialty)
|
||||
stats.specialtyCells += static_cast<int>(p.cells.size());
|
||||
stats.cells = stats.generalCells + stats.specialtyCells;
|
||||
for (const auto &e : items)
|
||||
if (e.family != 0)
|
||||
++stats.familyItems;
|
||||
|
||||
// Any source phase one asked the server to empty that is still
|
||||
// occupied means this snapshot predates some of the merges.
|
||||
for (const auto &src : g_mergeSources) {
|
||||
for (const auto &e : items) {
|
||||
if (e.curBag == src.bag && e.curSlot == src.slot) {
|
||||
++stats.mergesPending;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (items.empty()) {
|
||||
g_lastRun = stats;
|
||||
return;
|
||||
}
|
||||
|
||||
std::sort(items.begin(), items.end(), Precedes);
|
||||
|
||||
// Right-to-left is expressed entirely as reversed cell lists: the
|
||||
// passes below still fill from the "front" and the "far end", those
|
||||
// ends have just swapped which physical slot they mean. So the
|
||||
// sorted run starts at the last slot of the last bag and junk
|
||||
// collects at the first slot of the first, both flipping together.
|
||||
if (RightToLeft()) {
|
||||
std::reverse(general.begin(), general.end());
|
||||
for (auto &p : specialty)
|
||||
std::reverse(p.cells.begin(), p.cells.end());
|
||||
}
|
||||
|
||||
// Forward pass for everything but junk: a matching specialty bag
|
||||
// first, overflowing into the general cells. Junk then fills the
|
||||
// general cells from the far end, so it collects away from the rest
|
||||
// and the two passes cannot claim the same cell.
|
||||
size_t genFront = 0;
|
||||
size_t genBack = general.size();
|
||||
for (auto &e : items) {
|
||||
if (e.category == kCatJunk)
|
||||
continue;
|
||||
Cell *cell = nullptr;
|
||||
if (e.family != 0) {
|
||||
for (auto &p : specialty) {
|
||||
if (p.family == e.family && p.next < p.cells.size()) {
|
||||
cell = &p.cells[p.next++];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cell == nullptr && genFront < genBack)
|
||||
cell = &general[genFront++];
|
||||
if (cell == nullptr)
|
||||
continue; // nowhere left to put it; leave it where it is
|
||||
e.destBag = cell->bag;
|
||||
e.destSlot = cell->slot;
|
||||
}
|
||||
for (auto it = items.rbegin(); it != items.rend(); ++it) {
|
||||
if (it->category != kCatJunk)
|
||||
continue;
|
||||
if (genBack <= genFront)
|
||||
break;
|
||||
const Cell &cell = general[--genBack];
|
||||
it->destBag = cell.bag;
|
||||
it->destSlot = cell.slot;
|
||||
}
|
||||
|
||||
// NEVER plan a swap between two stacks of the same item. The server's
|
||||
// swap handler tries a MERGE first and only falls through to a real
|
||||
// swap if the merge is impossible: if the two counts fit one stack it
|
||||
// collapses them into a single slot, and if they do not it
|
||||
// redistributes the counts and leaves both items where they are.
|
||||
// Neither is a swap, so the bookkeeping below would be wrong from
|
||||
// that point on and every later move in the batch would compound it.
|
||||
//
|
||||
// Two stacks of one item are interchangeable, though, so this costs
|
||||
// nothing: within each same-item run, hand each destination cell to
|
||||
// whichever member already occupies it. The run is contiguous because
|
||||
// identical items agree on every key ahead of count.
|
||||
for (size_t i = 0; i < items.size();) {
|
||||
size_t j = i;
|
||||
while (j < items.size() && items[j].itemID == items[i].itemID)
|
||||
++j;
|
||||
for (size_t m = i; m < j; ++m) {
|
||||
for (size_t n = i; n < j; ++n) {
|
||||
if (n == m)
|
||||
continue; // its own destination matching is just "home"
|
||||
if (items[n].destSlot < 0)
|
||||
continue; // unassigned; nothing to trade
|
||||
if (items[n].destBag == items[m].curBag &&
|
||||
items[n].destSlot == items[m].curSlot) {
|
||||
std::swap(items[m].destBag, items[n].destBag);
|
||||
std::swap(items[m].destSlot, items[n].destSlot);
|
||||
++stats.sameItemAvoided;
|
||||
break; // m now targets the slot it is already in
|
||||
}
|
||||
}
|
||||
}
|
||||
i = j;
|
||||
}
|
||||
|
||||
// Fire the batch. Each entry carries its live position, so the plan
|
||||
// stays valid as slots shuffle and nothing re-reads the bags. The
|
||||
// occupant of a destination takes the mover's old slot, which is what
|
||||
// the engine's swap does anyway.
|
||||
for (auto &e : items) {
|
||||
if (e.destSlot < 0) { // see the sentinel note on Entry
|
||||
++stats.unplanned;
|
||||
continue;
|
||||
}
|
||||
++stats.planned;
|
||||
if (e.destBag == e.curBag && e.destSlot == e.curSlot)
|
||||
continue;
|
||||
Entry *occupant = nullptr;
|
||||
for (auto &o : items) {
|
||||
if (&o != &e && o.curBag == e.destBag && o.curSlot == e.destSlot) {
|
||||
occupant = &o;
|
||||
break;
|
||||
}
|
||||
}
|
||||
const int fromBag = e.curBag, fromSlot = e.curSlot;
|
||||
if (!Item::Swap::ContainersFrom(e.item, fromBag, fromSlot, e.destBag,
|
||||
e.destSlot)) {
|
||||
++stats.swapsFailed;
|
||||
continue;
|
||||
}
|
||||
++stats.swapsSent;
|
||||
e.curBag = e.destBag;
|
||||
e.curSlot = e.destSlot;
|
||||
if (occupant != nullptr) {
|
||||
occupant->curBag = fromBag;
|
||||
occupant->curSlot = fromSlot;
|
||||
}
|
||||
}
|
||||
g_lastRun = stats;
|
||||
}
|
||||
|
||||
// --- sequencing -------------------------------------------------------------
|
||||
|
||||
enum Phase { kIdle, kAwaitingMerge };
|
||||
Phase g_phase = kIdle;
|
||||
|
||||
// Which set the in-flight sort is arranging, so the deferred placement
|
||||
// pass knows what to walk. Points at one of the two static lists, so
|
||||
// there is nothing to own or free.
|
||||
const int *g_activeBags = nullptr;
|
||||
int g_activeBagCount = 0;
|
||||
|
||||
void OnBagUpdate() {
|
||||
if (g_phase != kAwaitingMerge)
|
||||
return;
|
||||
// Clear the phase BEFORE placing: the swaps we are about to fire will
|
||||
// signal this callback again next frame, and we must be idle by then
|
||||
// or the sort would restart forever.
|
||||
g_phase = kIdle;
|
||||
Place(g_activeBags, g_activeBagCount);
|
||||
}
|
||||
|
||||
const Bag::UpdateDelayed::AutoSubscribe _bagSub{&OnBagUpdate};
|
||||
|
||||
// Shared entry point. Bags and bank differ only in the list.
|
||||
void StartSort(const int *bags, int bagCount) {
|
||||
if (g_phase != kIdle)
|
||||
return; // a sort is already in flight
|
||||
g_activeBags = bags;
|
||||
g_activeBagCount = bagCount;
|
||||
g_mergePackets = 0;
|
||||
g_mergeSources.clear();
|
||||
if (Consolidate(bags, bagCount))
|
||||
g_phase = kAwaitingMerge; // let the merges land, then place
|
||||
else
|
||||
Place(bags, bagCount); // nothing to merge; the layout reads clean
|
||||
}
|
||||
|
||||
// `C_Container.SortBags()` / `C_Container.SortBankBags()` — no
|
||||
// arguments, no return, matching the modern signatures. Fire-and-forget:
|
||||
// the work spans at least two frames. A call while a sort is already in
|
||||
// flight is ignored rather than queued, so a held-down keybind cannot
|
||||
// stack them up — and neither can sorting bags and bank at once.
|
||||
// Runs a sort over `bags`, dropping `excluded` when its autosort setting
|
||||
// says to leave that container alone. Dropping a bag from the set is all
|
||||
// it takes: the snapshot, the comparator and the placement only ever see
|
||||
// the bags they are handed, so an excluded bag is neither read from nor
|
||||
// written to.
|
||||
void StartSortExcluding(const int *bags, int count, int excluded,
|
||||
bool excludeIt) {
|
||||
if (!excludeIt) {
|
||||
StartSort(bags, count);
|
||||
return;
|
||||
}
|
||||
std::vector<int> kept;
|
||||
kept.reserve(static_cast<size_t>(count));
|
||||
for (int i = 0; i < count; ++i) {
|
||||
if (bags[i] != excluded)
|
||||
kept.push_back(bags[i]);
|
||||
}
|
||||
if (!kept.empty())
|
||||
StartSort(kept.data(), static_cast<int>(kept.size()));
|
||||
}
|
||||
|
||||
int __fastcall Script_C_Container_SortBags(void * /*L*/) {
|
||||
StartSortExcluding(kInventoryBags,
|
||||
sizeof(kInventoryBags) / sizeof(kInventoryBags[0]),
|
||||
/*excluded*/ 0, BackpackAutosortDisabled());
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_C_Container_SortBankBags(void * /*L*/) {
|
||||
StartSortExcluding(kBankBags, sizeof(kBankBags) / sizeof(kBankBags[0]),
|
||||
/*excluded*/ -1, BankAutosortDisabled());
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `_classicapi_SortBagsStats()` -> entries, cells, pinned, planned,
|
||||
// unplanned, swapsSent, swapsFailed, sameItemAvoided — from the last
|
||||
// placement pass. Diagnostic only; not part of the API surface.
|
||||
int __fastcall Script_SortBagsStats(void *L) {
|
||||
Game::Lua::PushNumber(L, g_lastRun.entries);
|
||||
Game::Lua::PushNumber(L, g_lastRun.cells);
|
||||
Game::Lua::PushNumber(L, g_lastRun.pinned);
|
||||
Game::Lua::PushNumber(L, g_lastRun.planned);
|
||||
Game::Lua::PushNumber(L, g_lastRun.unplanned);
|
||||
Game::Lua::PushNumber(L, g_lastRun.swapsSent);
|
||||
Game::Lua::PushNumber(L, g_lastRun.swapsFailed);
|
||||
Game::Lua::PushNumber(L, g_lastRun.sameItemAvoided);
|
||||
Game::Lua::PushNumber(L, g_lastRun.generalCells);
|
||||
Game::Lua::PushNumber(L, g_lastRun.specialtyCells);
|
||||
Game::Lua::PushNumber(L, g_lastRun.familyItems);
|
||||
Game::Lua::PushNumber(L, g_mergePackets);
|
||||
Game::Lua::PushNumber(L, g_lastRun.mergesPending);
|
||||
return 13;
|
||||
}
|
||||
|
||||
// `_classicapi_SortBagsBags(which)` -> bagID, slotCount, family for each
|
||||
// bag that resolves in that set (0 = the inventory set, 1 = the bank
|
||||
// set). A bag that does not resolve is skipped entirely, so a missing ID
|
||||
// in the output is itself the answer. Diagnostic only.
|
||||
int __fastcall Script_SortBagsBags(void *L) {
|
||||
const bool bank = Game::Lua::IsNumber(L, 1) &&
|
||||
static_cast<int>(Game::Lua::ToNumber(L, 1)) == 1;
|
||||
const int *bags = bank ? kBankBags : kInventoryBags;
|
||||
const int count = bank
|
||||
? sizeof(kBankBags) / sizeof(kBankBags[0])
|
||||
: sizeof(kInventoryBags) / sizeof(kInventoryBags[0]);
|
||||
int pushed = 0;
|
||||
for (int b = 0; b < count; ++b) {
|
||||
BagView view;
|
||||
if (!ViewForBag(bags[b], &view))
|
||||
continue;
|
||||
Game::Lua::PushNumber(L, bags[b]);
|
||||
Game::Lua::PushNumber(L, view.slotCount);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(view.family));
|
||||
pushed += 3;
|
||||
}
|
||||
return pushed;
|
||||
}
|
||||
|
||||
// `C_Container.SetSortBagsRightToLeft(enable)` — no return, matching the
|
||||
// modern signature. Takes effect on the next sort; it does not re-sort.
|
||||
int __fastcall Script_SetSortBagsRightToLeft(void *L) {
|
||||
CVar::Factory::SetInt(g_rightToLeftCVar,
|
||||
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `C_Container.GetSortBagsRightToLeft()` -> isEnabled
|
||||
int __fastcall Script_GetSortBagsRightToLeft(void *L) {
|
||||
Game::Lua::PushBool(L, RightToLeft());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Container.SetBackpackAutosortDisabled(disable)` /
|
||||
// `C_Container.SetBankAutosortDisabled(disable)` — keep that container
|
||||
// out of `SortBags` / `SortBankBags`. No return, matching the modern
|
||||
// signatures; the paired getters report the stored setting.
|
||||
int __fastcall Script_SetBackpackAutosortDisabled(void *L) {
|
||||
CVar::Factory::SetInt(g_backpackAutosortCVar,
|
||||
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetBackpackAutosortDisabled(void *L) {
|
||||
Game::Lua::PushBool(L, BackpackAutosortDisabled());
|
||||
return 1;
|
||||
}
|
||||
|
||||
int __fastcall Script_SetBankAutosortDisabled(void *L) {
|
||||
CVar::Factory::SetInt(g_bankAutosortCVar,
|
||||
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetBankAutosortDisabled(void *L) {
|
||||
Game::Lua::PushBool(L, BankAutosortDisabled());
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
// Dedups by name, so re-registering each reload is harmless.
|
||||
g_rightToLeftCVar = CVar::Factory::Register("sortBagsRightToLeft", "0");
|
||||
g_backpackAutosortCVar =
|
||||
CVar::Factory::Register("backpackAutosortDisabled", "0");
|
||||
g_bankAutosortCVar = CVar::Factory::Register("bankAutosortDisabled", "0");
|
||||
|
||||
Game::Lua::RegisterTableFunction("C_Container", "SortBags",
|
||||
&Script_C_Container_SortBags);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "SetSortBagsRightToLeft",
|
||||
&Script_SetSortBagsRightToLeft);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetSortBagsRightToLeft",
|
||||
&Script_GetSortBagsRightToLeft);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "SortBankBags",
|
||||
&Script_C_Container_SortBankBags);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "SetBackpackAutosortDisabled",
|
||||
&Script_SetBackpackAutosortDisabled);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetBackpackAutosortDisabled",
|
||||
&Script_GetBackpackAutosortDisabled);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "SetBankAutosortDisabled",
|
||||
&Script_SetBankAutosortDisabled);
|
||||
Game::Lua::RegisterTableFunction("C_Container", "GetBankAutosortDisabled",
|
||||
&Script_GetBankAutosortDisabled);
|
||||
Game::Lua::RegisterGlobalFunction("_classicapi_SortBagsStats",
|
||||
&Script_SortBagsStats);
|
||||
Game::Lua::RegisterGlobalFunction("_classicapi_SortBagsBags",
|
||||
&Script_SortBagsBags);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Container::SortBags
|
||||
@@ -361,7 +361,7 @@ void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_CreatureInfo", "GetCreatureTypeIDs",
|
||||
&Script_GetCreatureTypeIDs);
|
||||
Cache::QueryLoad::Register(reinterpret_cast<void *>(Offsets::VAR_CREATURE_CACHE),
|
||||
kCreatureDataLoadResult, Offsets::FUN_CREATURE_GET_RECORD);
|
||||
&_reserveLoadResult, Offsets::FUN_CREATURE_GET_RECORD);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `CURSOR_CHANGED` — fires when what the cursor holds changes, carrying
|
||||
// the old and new cursor types:
|
||||
//
|
||||
// CURSOR_CHANGED: isDefault, newCursorType, oldCursorType, oldCursorVirtualID
|
||||
//
|
||||
// Plus the `Enum.UICursorType` table the two type arguments index.
|
||||
//
|
||||
// The trigger is a once-per-frame diff of the cursor globals, NOT the
|
||||
// engine's own `CURSOR_UPDATE`, because that event does not cover the
|
||||
// cursor. Its only three fire sites are:
|
||||
//
|
||||
// FUN_00495190 the cursor CLEAR — fires for every type, but only
|
||||
// after it has already zeroed the type global, so the
|
||||
// read at that point always says "empty"
|
||||
// FUN_00494b60 bag-item set — fires only when a GUID is present
|
||||
// FUN_004950f0 generic-item set — fires only when an itemID is
|
||||
// present
|
||||
//
|
||||
// So picking up money, a spell, a macro, a pet action or a stabled pet
|
||||
// produces exactly one `CURSOR_UPDATE`, from the clear, describing an
|
||||
// empty cursor; the write that puts the new content in place announces
|
||||
// nothing. Only the two item paths fire again after the set, which is
|
||||
// why an interceptor on that event reported item cursors correctly and
|
||||
// nothing else. There is no common choke point on the set side — each
|
||||
// type writes `VAR_CURSOR_TYPE` in its own path — so a state diff is
|
||||
// what covers every type, including any path not enumerated above.
|
||||
//
|
||||
// `Info::ReadRaw` is the cheap half of that diff: plain global reads, no
|
||||
// object-manager lookup. Only once it differs do we pay for
|
||||
// `Info::Current()`, which resolves a bag item's itemID.
|
||||
//
|
||||
// `oldCursorVirtualID` is the one argument that is a judgement call: the
|
||||
// modern client's notion of a "virtual ID" is not something this client
|
||||
// has, so it carries the previous content's identifying number instead
|
||||
// (see `Cursor::Info::State::virtualID`). No consumer is known to read
|
||||
// it — Blizzard's own `CURSOR_CHANGED` users all treat the event as a
|
||||
// bare notification and re-check state themselves.
|
||||
|
||||
#include "Game.h"
|
||||
#include "cursor/Info.h"
|
||||
#include "event/Custom.h"
|
||||
#include "tick/WorldTick.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Cursor::Changed {
|
||||
|
||||
namespace {
|
||||
|
||||
const Event::Custom::AutoReserve _evtCursorChanged{"CURSOR_CHANGED"};
|
||||
|
||||
// The full modern enum, not just the values this client can produce. An
|
||||
// addon comparing against `Enum.UICursorType.BattlePet` should read a
|
||||
// number it can never match, rather than index a nil field.
|
||||
const Game::Lua::EnumIntegerEntry kCursorTypeEntries[] = {
|
||||
{"Default", 0}, {"Item", 1},
|
||||
{"Money", 2}, {"Spell", 3},
|
||||
{"PetAction", 4}, {"Merchant", 5},
|
||||
{"ActionBar", 6}, {"Macro", 7},
|
||||
{"Ammo", 8}, {"Pet", 9},
|
||||
{"GuildBank", 10}, {"GuildBankMoney", 11},
|
||||
{"EquipmentSet", 12}, {"Currency", 13},
|
||||
{"Flyout", 14}, {"VoidItem", 15},
|
||||
{"BattlePet", 16}, {"Mount", 17},
|
||||
{"Toy", 18}, {"ConduitCollectionItem", 19},
|
||||
{"PerksProgramVendorItem", 20},
|
||||
};
|
||||
|
||||
// The cursor as of the last event we fired — the raw form for the cheap
|
||||
// per-frame compare, and the reported form to supply the `old*` arguments
|
||||
// of the next fire. Deliberately NOT reset on `/reload`: the DLL and the
|
||||
// engine's cursor globals both outlive the reload, so keeping them means
|
||||
// a cursor still holding something across a reload reports its real
|
||||
// previous type rather than a phantom change back from `Default`.
|
||||
Info::Raw g_lastRaw{};
|
||||
Info::State g_lastState{0, 0};
|
||||
|
||||
void OnTick() {
|
||||
const Info::Raw raw = Info::ReadRaw();
|
||||
if (Info::Same(raw, g_lastRaw))
|
||||
return; // cursor untouched this frame — the common case
|
||||
g_lastRaw = raw;
|
||||
|
||||
const Info::State now = Info::Current();
|
||||
const Info::State previous = g_lastState;
|
||||
g_lastState = now;
|
||||
|
||||
const int slot = _evtCursorChanged.Slot();
|
||||
if (slot < 0)
|
||||
return;
|
||||
|
||||
// The dispatcher has no boolean code, and pushing `%d` 0 would hand
|
||||
// Lua the number 0 — truthy. `%s` with a null string tail-jumps to
|
||||
// pushnil instead, so `if isDefault then` reads correctly either
|
||||
// way. Same trick the PLAYER_ENTERING_WORLD payload uses.
|
||||
auto *const kNil = static_cast<const char *>(nullptr);
|
||||
if (now.uiType == 0) {
|
||||
Event::Custom::Fire(slot, "%d%d%d%u", 1, now.uiType, previous.uiType,
|
||||
previous.virtualID);
|
||||
} else {
|
||||
Event::Custom::Fire(slot, "%s%d%d%u", kNil, now.uiType,
|
||||
previous.uiType, previous.virtualID);
|
||||
}
|
||||
}
|
||||
|
||||
const Tick::WorldTick::AutoSubscribe _tick{&OnTick};
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterIntegerEnum(
|
||||
"Enum", "UICursorType", kCursorTypeEntries,
|
||||
sizeof(kCursorTypeEntries) / sizeof(kCursorTypeEntries[0]));
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Cursor::Changed
|
||||
+101
-7
@@ -97,10 +97,25 @@ constexpr uint32_t TYPE_GENERIC_ITEM_LO = 6;
|
||||
constexpr uint32_t TYPE_GENERIC_ITEM_HI = 7;
|
||||
constexpr uint32_t TYPE_MACRO = 8;
|
||||
constexpr uint32_t TYPE_INVENTORY_ITEM = 9;
|
||||
// Type 10 is stable-pet pickup (`FUN_00495010`, the source of the
|
||||
// earlier misidentification as "merchant"). Modern WoW has no
|
||||
// equivalent `GetCursorInfo` return for stable pets, so we leave it
|
||||
// as nil.
|
||||
// Type 4 is pet-action pickup and type 10 is stable-pet pickup
|
||||
// (`FUN_00495010`, the source of the earlier misidentification as
|
||||
// "merchant"). Neither has an equivalent `GetCursorInfo` return, so
|
||||
// that function leaves both as nil — but `Enum.UICursorType` does name
|
||||
// them, so `Current()` below reports them.
|
||||
constexpr uint32_t TYPE_PET_ACTION = 4;
|
||||
constexpr uint32_t TYPE_STABLE_PET = 10;
|
||||
|
||||
// `Enum.UICursorType` values, for `Current()`. The full enum is
|
||||
// registered in [[cursor/Changed.cpp]]; only the handful the 1.12
|
||||
// cursor can actually hold are named here.
|
||||
constexpr int UI_DEFAULT = 0;
|
||||
constexpr int UI_ITEM = 1;
|
||||
constexpr int UI_MONEY = 2;
|
||||
constexpr int UI_SPELL = 3;
|
||||
constexpr int UI_PET_ACTION = 4;
|
||||
constexpr int UI_MERCHANT = 5;
|
||||
constexpr int UI_MACRO = 7;
|
||||
constexpr int UI_PET = 9;
|
||||
|
||||
constexpr uint32_t GUID_TYPE_FILTER_ITEM = 0x2;
|
||||
|
||||
@@ -108,6 +123,23 @@ uint32_t ReadVar(uintptr_t va) {
|
||||
return *reinterpret_cast<const uint32_t *>(va);
|
||||
}
|
||||
|
||||
// The macro cursor stores a macroID, not the slot Lua deals in (see
|
||||
// `VAR_CURSOR_MACRO_ID`). Hand it back through the engine's own reverse
|
||||
// scan of the slot map — the same conversion the legacy `CreateMacro`
|
||||
// wrapper does to produce the index it returns to Lua. 0 when the
|
||||
// macroID no longer maps to a slot, which is what an empty cursor
|
||||
// reports too.
|
||||
uint32_t CursorMacroSlot() {
|
||||
const uint32_t macroID = ReadVar(Offsets::VAR_CURSOR_MACRO_ID);
|
||||
if (macroID == 0)
|
||||
return 0;
|
||||
using IdToSlot_t = uint32_t(__fastcall *)(int macroID);
|
||||
const uint32_t slot0 = reinterpret_cast<IdToSlot_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_MACRO_ID_TO_SLOT))(
|
||||
static_cast<int>(macroID));
|
||||
return (slot0 == 0xFFFFFFFFu) ? 0 : slot0 + 1;
|
||||
}
|
||||
|
||||
int PushItem(void *L, const uint8_t *cgItem) {
|
||||
if (cgItem == nullptr)
|
||||
return 0;
|
||||
@@ -222,11 +254,13 @@ int PushSpellCursor(void *L) {
|
||||
}
|
||||
|
||||
int PushMacroCursor(void *L) {
|
||||
const uint32_t index = ReadVar(Offsets::VAR_CURSOR_MACRO_INDEX);
|
||||
if (index == 0)
|
||||
// The 1-based slot, so the value feeds straight into `GetMacroInfo`
|
||||
// — the cursor global itself holds a macroID.
|
||||
const uint32_t slot = CursorMacroSlot();
|
||||
if (slot == 0)
|
||||
return 0;
|
||||
Game::Lua::PushString(L, "macro");
|
||||
Game::Lua::PushNumber(L, static_cast<double>(index));
|
||||
Game::Lua::PushNumber(L, static_cast<double>(slot));
|
||||
return 2;
|
||||
}
|
||||
|
||||
@@ -270,4 +304,64 @@ bool HasItem() {
|
||||
ReadVar(Offsets::VAR_CURSOR_ITEM_GUID_HI) != 0;
|
||||
}
|
||||
|
||||
State Current() {
|
||||
const uint32_t type = ReadVar(Offsets::VAR_CURSOR_TYPE);
|
||||
switch (type) {
|
||||
case TYPE_BAG_ITEM: {
|
||||
const uint32_t lo = ReadVar(Offsets::VAR_CURSOR_ITEM_GUID_LO);
|
||||
const uint32_t hi = ReadVar(Offsets::VAR_CURSOR_ITEM_GUID_HI);
|
||||
if (lo == 0 && hi == 0)
|
||||
break; // type set but storage not written yet
|
||||
// Same resolve `Script_GetCursorInfo` does for this type —
|
||||
// FrameXML already calls into it from a CURSOR_UPDATE
|
||||
// handler, so the object manager is queryable at this point
|
||||
// in the dispatch.
|
||||
auto resolver =
|
||||
reinterpret_cast<ObjectFromGUID_t>(Offsets::FUN_OBJECT_FROM_GUID);
|
||||
const uint8_t *cgItem = resolver(GUID_TYPE_FILTER_ITEM, lo, hi, 0);
|
||||
const int itemID =
|
||||
(cgItem != nullptr) ? Item::ID::FromCGItem(cgItem) : 0;
|
||||
return {UI_ITEM, itemID > 0 ? static_cast<uint32_t>(itemID) : 0u};
|
||||
}
|
||||
case TYPE_GENERIC_ITEM_LO:
|
||||
case TYPE_GENERIC_ITEM_HI:
|
||||
case TYPE_INVENTORY_ITEM:
|
||||
return {UI_ITEM, ReadVar(Offsets::VAR_CURSOR_GENERIC_SLOT)};
|
||||
case TYPE_MONEY:
|
||||
return {UI_MONEY, ReadVar(Offsets::VAR_CURSOR_MONEY_COPPER)};
|
||||
case TYPE_SPELL:
|
||||
return {UI_SPELL, ReadVar(Offsets::VAR_CURSOR_SPELL_ID)};
|
||||
case TYPE_MERCHANT:
|
||||
// 1-based to match what `GetCursorInfo` pushes for this type.
|
||||
return {UI_MERCHANT,
|
||||
ReadVar(Offsets::VAR_CURSOR_GENERIC_SOURCE) + 1};
|
||||
case TYPE_MACRO:
|
||||
return {UI_MACRO, CursorMacroSlot()};
|
||||
case TYPE_PET_ACTION:
|
||||
return {UI_PET_ACTION, 0};
|
||||
case TYPE_STABLE_PET:
|
||||
return {UI_PET, 0};
|
||||
case TYPE_EMPTY:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return {UI_DEFAULT, 0};
|
||||
}
|
||||
|
||||
Raw ReadRaw() {
|
||||
return {ReadVar(Offsets::VAR_CURSOR_TYPE),
|
||||
ReadVar(Offsets::VAR_CURSOR_ITEM_GUID_LO),
|
||||
ReadVar(Offsets::VAR_CURSOR_ITEM_GUID_HI),
|
||||
ReadVar(Offsets::VAR_CURSOR_GENERIC_SLOT),
|
||||
ReadVar(Offsets::VAR_CURSOR_MONEY_COPPER),
|
||||
ReadVar(Offsets::VAR_CURSOR_SPELL_ID),
|
||||
ReadVar(Offsets::VAR_CURSOR_MACRO_ID)};
|
||||
}
|
||||
|
||||
bool Same(const Raw &a, const Raw &b) {
|
||||
return a.type == b.type && a.guidLo == b.guidLo && a.guidHi == b.guidHi &&
|
||||
a.genericSlot == b.genericSlot && a.money == b.money &&
|
||||
a.spellID == b.spellID && a.macroID == b.macroID;
|
||||
}
|
||||
|
||||
} // namespace Cursor::Info
|
||||
|
||||
@@ -13,8 +13,50 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Cursor::Info {
|
||||
|
||||
// What the cursor is holding, in the terms `CURSOR_CHANGED` reports.
|
||||
struct State {
|
||||
// `Enum.UICursorType` value — `Default` (0) when the cursor is empty.
|
||||
// Agrees with the type string `GetCursorInfo` returns wherever that
|
||||
// function returns one; the pet-action and stable-pet cursors have no
|
||||
// `GetCursorInfo` string but do have an enum value, so they report
|
||||
// `PetAction` / `Pet` here while `GetCursorInfo` stays nil.
|
||||
int uiType;
|
||||
// The held content's identifying number: itemID, spellID, 1-based
|
||||
// macro slot, 1-based merchant slot, or a money amount in copper. 0
|
||||
// for an empty cursor and for the two pet cursors, whose payload the
|
||||
// engine does not keep anywhere readable.
|
||||
uint32_t virtualID;
|
||||
};
|
||||
|
||||
// Reads the live cursor globals. Side-effect free. Resolving a bag item's
|
||||
// itemID needs an object-manager lookup, so prefer `ReadRaw` when all you
|
||||
// need is "did the cursor change".
|
||||
State Current();
|
||||
|
||||
// The identity of whatever the cursor holds, as the raw stored values —
|
||||
// no object-manager lookup, so this is cheap enough to read every frame.
|
||||
// Two reads that compare equal mean the cursor has not changed.
|
||||
//
|
||||
// Every global that identifies a holding is included, so this catches a
|
||||
// change of type and a change of content within one type, including
|
||||
// swapping between two stacks of the same item (their GUIDs differ).
|
||||
struct Raw {
|
||||
uint32_t type;
|
||||
uint32_t guidLo;
|
||||
uint32_t guidHi;
|
||||
uint32_t genericSlot;
|
||||
uint32_t money;
|
||||
uint32_t spellID;
|
||||
uint32_t macroID; // the stored macroID, not the slot — cheaper here
|
||||
};
|
||||
|
||||
Raw ReadRaw();
|
||||
bool Same(const Raw &a, const Raw &b);
|
||||
|
||||
// True if a GUID-bearing item is currently on the cursor —
|
||||
// `VAR_CURSOR_ITEM_GUID != 0`, the same globals `GetCursorInfo`'s bag-item
|
||||
// path reads and the exact signal the engine's item-pickup path guards on.
|
||||
|
||||
@@ -0,0 +1,144 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_CVar.GetCVarBitfield(name, index)` / `C_CVar.SetCVarBitfield(name, index,
|
||||
// value)` — treat a cvar's numeric value as a bitfield and read or write one
|
||||
// bit of it, so a single cvar carries many independent booleans. Upstream this
|
||||
// backs the record of which tutorial popups a player has dismissed: one cvar,
|
||||
// one bit per popup, persisted by the config machinery for free.
|
||||
//
|
||||
// The index is 1-based. Blizzard types it `luaIndex` rather than `number`,
|
||||
// which is what settles that.
|
||||
//
|
||||
// WIDTH. The value is parsed and rewritten as a uint64 in C++, never handed
|
||||
// through a Lua number, so all 64 bits are exact — Lua 5.0's doubles are not in
|
||||
// the path. The valid index range is 1..64 because that is the width of the
|
||||
// type the arithmetic runs in, not a limit chosen here.
|
||||
//
|
||||
// Setting refuses, returning false, in the cases Blizzard's own documentation
|
||||
// names as requirements: an unknown cvar, a read-only one, and an index out of
|
||||
// range. Both of the first two are things this client can genuinely answer --
|
||||
// the lookup is the same filtering one behind C_CVar.DoesCVarExist, so a cvar
|
||||
// preserved out of Config.wtf without being implemented is refused here exactly
|
||||
// as it is by every other Lua cvar function. Nothing here is ever secure, which
|
||||
// is the remaining documented requirement.
|
||||
//
|
||||
// Writing goes through CVar::Factory::SetString rather than the engine setter
|
||||
// directly: that wrapper already declares FUN_SET_CVAR_VALUE as the __thiscall
|
||||
// it is, and getting that wrong corrupts the stack silently rather than
|
||||
// crashing. It also means a bitfield write fires the cvar's change callback and
|
||||
// marks the config dirty, exactly as SetCVar would.
|
||||
|
||||
#include "Factory.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
|
||||
namespace CVar::Bitfield {
|
||||
|
||||
namespace {
|
||||
|
||||
// The arithmetic type's own width, which is what bounds a valid index.
|
||||
constexpr int kBitCount = 64;
|
||||
|
||||
// Parses the cvar's value as an unsigned base-10 integer. A value that is not a
|
||||
// number reads as 0, which is how an unset bitfield behaves anyway: every bit
|
||||
// clear. Stops at the first non-digit rather than rejecting, so a value with
|
||||
// trailing text still yields its leading number.
|
||||
uint64_t ValueOf(CVar::Factory::Handle cvar) {
|
||||
const char *s = CVar::Factory::GetString(cvar);
|
||||
if (s == nullptr)
|
||||
return 0;
|
||||
while (*s == ' ' || *s == '\t')
|
||||
++s;
|
||||
uint64_t v = 0;
|
||||
for (; *s >= '0' && *s <= '9'; ++s) {
|
||||
const uint64_t digit = static_cast<uint64_t>(*s - '0');
|
||||
if (v > (UINT64_MAX - digit) / 10)
|
||||
return UINT64_MAX; // saturate rather than wrap
|
||||
v = v * 10 + digit;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
// True when `index` names a bit this can address. 1-based.
|
||||
bool IndexInRange(double index) {
|
||||
return index >= 1.0 && index <= static_cast<double>(kBitCount) &&
|
||||
index == static_cast<double>(static_cast<int>(index));
|
||||
}
|
||||
|
||||
// `C_CVar.GetCVarBitfield(name, index) -> value`
|
||||
//
|
||||
// nil for an unknown cvar or an index out of range, matching the contract's
|
||||
// nilable return, so "no such bit" stays distinguishable from "bit is false".
|
||||
int __fastcall Script_GetCVarBitfield(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const double index = Game::Lua::ToNumber(L, 2);
|
||||
CVar::Factory::Handle cvar = CVar::Factory::Find(Game::Lua::ToString(L, 1));
|
||||
if (cvar == nullptr || !IndexInRange(index)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
const uint64_t bit = uint64_t{1} << (static_cast<int>(index) - 1);
|
||||
Game::Lua::PushBool(L, (ValueOf(cvar) & bit) != 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_CVar.SetCVarBitfield(name, index, value) -> success`
|
||||
int __fastcall Script_SetCVarBitfield(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
const double index = Game::Lua::ToNumber(L, 2);
|
||||
CVar::Factory::Handle cvar = CVar::Factory::Find(Game::Lua::ToString(L, 1));
|
||||
if (cvar == nullptr || !IndexInRange(index)) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
const uint32_t flags = *reinterpret_cast<const uint32_t *>(
|
||||
static_cast<const uint8_t *>(cvar) + Offsets::OFF_CVAR_FLAGS);
|
||||
if ((flags & Offsets::CVAR_FLAG_READ_ONLY) != 0) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
|
||||
const uint64_t bit = uint64_t{1} << (static_cast<int>(index) - 1);
|
||||
const uint64_t before = ValueOf(cvar);
|
||||
const uint64_t after = Game::Lua::ToBoolean(L, 3) != 0 ? (before | bit) : (before & ~bit);
|
||||
if (after != before) {
|
||||
char buf[24]; // 20 digits for a uint64 at most, plus the terminator
|
||||
std::snprintf(buf, sizeof buf, "%llu", static_cast<unsigned long long>(after));
|
||||
CVar::Factory::SetString(cvar, buf);
|
||||
}
|
||||
Game::Lua::PushBool(L, true);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Register() {
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "GetCVarBitfield", &Script_GetCVarBitfield);
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "SetCVarBitfield", &Script_SetCVarBitfield);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&Register};
|
||||
const Game::GlueModuleAutoRegister _glueAutoreg{&Register};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace CVar::Bitfield
|
||||
+10
-2
@@ -47,11 +47,15 @@ using FindCVar_t = void *(__fastcall *)(const char *name);
|
||||
using SetCVarValue_t = char(__thiscall *)(void *cvar, const char *value,
|
||||
int a3, int a4, int a5, int a6);
|
||||
|
||||
const char *ReadValue(void *cvar) {
|
||||
const char *ReadStringField(void *cvar, uintptr_t offset) {
|
||||
if (cvar == nullptr)
|
||||
return nullptr;
|
||||
return *reinterpret_cast<const char *const *>(
|
||||
static_cast<const uint8_t *>(cvar) + Offsets::OFF_CVAR_VALUE_STR);
|
||||
static_cast<const uint8_t *>(cvar) + offset);
|
||||
}
|
||||
|
||||
const char *ReadValue(void *cvar) {
|
||||
return ReadStringField(cvar, Offsets::OFF_CVAR_VALUE_STR);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
@@ -76,6 +80,10 @@ const char *GetString(Handle cvar) {
|
||||
return ReadValue(cvar);
|
||||
}
|
||||
|
||||
const char *GetDefaultString(Handle cvar) {
|
||||
return ReadStringField(cvar, Offsets::OFF_CVAR_DEFAULT_STR);
|
||||
}
|
||||
|
||||
int GetInt(Handle cvar, int fallback) {
|
||||
const char *value = ReadValue(cvar);
|
||||
if (value == nullptr || value[0] == '\0')
|
||||
|
||||
@@ -66,6 +66,14 @@ Handle Find(const char *name);
|
||||
// valid for the cvar's lifetime.
|
||||
const char *GetString(Handle cvar);
|
||||
|
||||
// Read the value the cvar was REGISTERED with, which the engine keeps
|
||||
// alongside the live value and never rewrites. Comparing the two is how the
|
||||
// engine's own `cvarlist` decides whether to print "(default: %s)", and it is
|
||||
// the only way to tell "nobody has ever set this" from "set to exactly the
|
||||
// default" without a marker of our own. Returns null if `cvar` is null or the
|
||||
// cvar was registered without a default.
|
||||
const char *GetDefaultString(Handle cvar);
|
||||
|
||||
// Read the value parsed as a base-10 integer, or `fallback` if `cvar` is
|
||||
// null or the value isn't numeric.
|
||||
int GetInt(Handle cvar, int fallback = 0);
|
||||
@@ -75,6 +83,13 @@ int GetInt(Handle cvar, int fallback = 0);
|
||||
void SetString(Handle cvar, const char *value);
|
||||
|
||||
// Convenience: set from an integer.
|
||||
//
|
||||
// Both setters go through the engine's own value setter, which REFUSES the
|
||||
// write when the cvar carries `CVAR_FLAG_READ_ONLY` — silently, since the
|
||||
// innermost writer opens with `if (flags & 0x4) return;`. Some cvars gain
|
||||
// that bit partway through boot (`scriptMemory` is writable on the glue
|
||||
// state and read-only once in the world), so a write that has to land needs
|
||||
// to happen before the bit appears rather than fight it.
|
||||
void SetInt(Handle cvar, int value);
|
||||
|
||||
} // namespace CVar::Factory
|
||||
|
||||
@@ -0,0 +1,158 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `C_CVar.GetCVarInfo(name)` — a cvar's value, its default, and what may be
|
||||
// done to it.
|
||||
//
|
||||
// value, defaultValue, isStoredServerAccount, isStoredServerCharacter,
|
||||
// isLockedFromUser, isSecure, isReadOnly
|
||||
//
|
||||
// Two of the seven are real here and five are structurally false, which is
|
||||
// worth stating precisely rather than leaving as "not implemented":
|
||||
//
|
||||
// isReadOnly REAL. Flag bit 0x4. Script_SetCVar tests it before
|
||||
// anything else and raises `"%s" is read only`, so a
|
||||
// caller checking this gets exactly the answer that
|
||||
// decides whether SetCVar will work.
|
||||
// isStoredServerAccount Always false. These describe a cvar the server
|
||||
// isStoredServerCharacter stores per account or per character, synchronised
|
||||
// through the `synchronizeConfig` cvar. That whole
|
||||
// mechanism postdates this client — there is no
|
||||
// server cvar sync and no flag bit for one, so false
|
||||
// is the accurate answer, not a placeholder.
|
||||
// isLockedFromUser Always false. No flag governs it.
|
||||
// isSecure Always false. Marks cvars that cannot be set while
|
||||
// in combat, a protection this client has no notion
|
||||
// of.
|
||||
//
|
||||
// Derived by reading 3.3.5's own GetCVarInfo, which returns the first four of
|
||||
// these: value and default from the cvar struct, then flag bits 4 and 5 for the
|
||||
// two server-stored booleans. The FLAG OFFSET transfers — +0x1C in both — but
|
||||
// the string offsets do not (3.3.5 keeps them at +0x28 and +0x40), so the ones
|
||||
// used here come from this client's own `cvarlist` handler instead.
|
||||
//
|
||||
// Unknown names return nil rather than raising, so a caller can tell "no such
|
||||
// cvar" from "set to empty". FUN_FIND_CVAR searches the cvar registry alone, so
|
||||
// a console COMMAND's name finds nothing and returns nil — which is the
|
||||
// contract's "only accepts console variables" without needing a test for it.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace CVar::Info {
|
||||
|
||||
namespace {
|
||||
|
||||
using FindCVar_t = const uint8_t *(__fastcall *)(const char *name);
|
||||
|
||||
int __fastcall Script_C_CVar_GetCVarInfo(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: C_CVar.GetCVarInfo(\"cvar\")");
|
||||
return 0;
|
||||
}
|
||||
const char *name = Game::Lua::ToString(L, 1);
|
||||
|
||||
auto findCVar = reinterpret_cast<FindCVar_t>(Offsets::FUN_FIND_CVAR);
|
||||
const uint8_t *cvar = findCVar(name);
|
||||
if (cvar == nullptr) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
const char *value =
|
||||
*reinterpret_cast<const char *const *>(cvar + Offsets::OFF_CVAR_VALUE_STR);
|
||||
const char *defaultValue =
|
||||
*reinterpret_cast<const char *const *>(cvar + Offsets::OFF_CVAR_DEFAULT_STR);
|
||||
const uint32_t flags =
|
||||
*reinterpret_cast<const uint32_t *>(cvar + Offsets::OFF_CVAR_FLAGS);
|
||||
|
||||
// A cvar registered with no default leaves the pointer null; report the
|
||||
// empty string so every return keeps its declared type.
|
||||
Game::Lua::PushString(L, value != nullptr ? value : "");
|
||||
Game::Lua::PushString(L, defaultValue != nullptr ? defaultValue : "");
|
||||
Game::Lua::PushBool(L, false); // isStoredServerAccount
|
||||
Game::Lua::PushBool(L, false); // isStoredServerCharacter
|
||||
Game::Lua::PushBool(L, false); // isLockedFromUser
|
||||
Game::Lua::PushBool(L, false); // isSecure
|
||||
Game::Lua::PushBool(L, (flags & Offsets::CVAR_FLAG_READ_ONLY) != 0);
|
||||
return 7;
|
||||
}
|
||||
|
||||
// `C_CVar.DoesCVarExist(name)` — a ClassicAPI addition, named for the
|
||||
// `DoesAddOnExist` / `DoesSpellExist` pair. It answers the question callers
|
||||
// actually have, which is whether GetCVar and SetCVar will work on this name,
|
||||
// so it uses the same lookup they do. That makes the invariant exact:
|
||||
//
|
||||
// C_CVar.DoesCVarExist(name) == (C_CVar.GetCVarInfo(name) ~= nil)
|
||||
//
|
||||
// and it holds for a name preserved out of Config.wtf without the client
|
||||
// implementing it: such a cvar is real and reachable from the console, but no
|
||||
// Lua getter can see it, so reporting it as existing would be a lie to every
|
||||
// caller who then tried to read it.
|
||||
//
|
||||
// Returns false rather than raising for a non-string, matching the two
|
||||
// Does*Exist functions it is named after -- a predicate should answer, not
|
||||
// throw.
|
||||
int __fastcall Script_C_CVar_DoesCVarExist(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1)) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
auto findCVar = reinterpret_cast<FindCVar_t>(Offsets::FUN_FIND_CVAR);
|
||||
Game::Lua::PushBool(L, findCVar(Game::Lua::ToString(L, 1)) != nullptr);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_CVar.AreCVarsLoaded()` — whether the cvar registry is up.
|
||||
//
|
||||
// Reports the registry's own initialised state rather than a constant, so it
|
||||
// states a fact instead of an assumption. In practice it is always true by the
|
||||
// time anything can call it: the config system starts from the boot path
|
||||
// (FUN_0063D380, reached straight out of the entry point), which registers
|
||||
// commands and replays Config.wtf long before a Lua state exists. So there is
|
||||
// no window in which Lua could observe false.
|
||||
//
|
||||
// It is a real question upstream, where an account's cvars can be stored
|
||||
// server-side and arrive after login. Nothing here is fetched over the network,
|
||||
// so once the boot path has run there is nothing further to wait for.
|
||||
int __fastcall Script_C_CVar_AreCVarsLoaded(void *L) {
|
||||
const uint32_t mask = *reinterpret_cast<const uint32_t *>(Offsets::VAR_CVAR_HASH_MASK);
|
||||
Game::Lua::PushBool(L, mask != Offsets::CVAR_HASH_MASK_UNINITIALIZED);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "GetCVarInfo", &Script_C_CVar_GetCVarInfo);
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "DoesCVarExist",
|
||||
&Script_C_CVar_DoesCVarExist);
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "AreCVarsLoaded",
|
||||
&Script_C_CVar_AreCVarsLoaded);
|
||||
}
|
||||
|
||||
// Cvar storage is process-global, so the same surface works pre-login.
|
||||
void RegisterGlueFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "GetCVarInfo", &Script_C_CVar_GetCVarInfo);
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "DoesCVarExist",
|
||||
&Script_C_CVar_DoesCVarExist);
|
||||
Game::Lua::RegisterTableFunction("C_CVar", "AreCVarsLoaded",
|
||||
&Script_C_CVar_AreCVarsLoaded);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
const Game::GlueModuleAutoRegister _glueAutoreg{&RegisterGlueFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace CVar::Info
|
||||
@@ -0,0 +1,109 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `CVar::ScriptMemory` — turn the interface memory watchdog off by default.
|
||||
//
|
||||
// The engine polls Lua's live allocation against the `scriptMemory` cvar
|
||||
// (KB; registered with default "49152", so 48 MB) in `FUN_00495590`:
|
||||
//
|
||||
// limit = *(int *)(scriptMemoryCVar + 0x28); // parsed-int cache
|
||||
// if (enabled && limit > 0) {
|
||||
// if (luaKB() > limit) ForceFullGC();
|
||||
// if (luaKB() > limit) {
|
||||
// if (!deadline) { deadline = now + 15000;
|
||||
// Fire(MEMORY_EXHAUSTED, "%d", mb); }
|
||||
// else if (now >= deadline) Quit(); // FUN_00401560(0)
|
||||
// } else if (deadline) { deadline = 0; Fire(MEMORY_RECOVERED); }
|
||||
// }
|
||||
//
|
||||
// FrameXML turns MEMORY_EXHAUSTED into the "disable some interface add-ons
|
||||
// and restart" popup, and 15 seconds later the client EXITS. So the cap is
|
||||
// not advisory: it ends the session.
|
||||
//
|
||||
// 48 MB was a reasonable budget for the addons of the day and is not one for
|
||||
// a modern set, so the popup and the shutdown land on people whose addons
|
||||
// are working correctly. The gate is `limit > 0`, so writing 0 disables the
|
||||
// poll outright — the value Blizzard's own AddOns dialog at character select
|
||||
// lets a user type, via `SetScriptMemory` (which multiplies by 1024;
|
||||
// verified `SHL EAX,0xa` at 0x0046DA8D).
|
||||
//
|
||||
// Nothing else caps Lua memory. `lmemPool.cpp`'s allocator (`FUN_006FAE90`)
|
||||
// is six size classes that fall through to the Storm heap for anything
|
||||
// larger, with no ceiling of its own; its "not enough memory" is a genuine
|
||||
// allocation failure. So 0 hands the bound to the process address space
|
||||
// (this client is Large Address Aware) rather than to a number picked in
|
||||
// 2006 — the engine's real limit instead of an invented one.
|
||||
//
|
||||
// TIMING IS THE WHOLE TRICK. The cvar becomes READ-ONLY partway through boot:
|
||||
// in the world, `SetCVar("scriptMemory", "49152")` raises `"scriptMemory" is
|
||||
// read only` and `GetCVarInfo` reports `isReadOnly`, which is bit
|
||||
// `CVAR_FLAG_READ_ONLY` at `+0x1C` — and the innermost setter
|
||||
// (`FUN_0063E0B0`) opens with `if (flags & 4) return;`, so a write then is a
|
||||
// silent no-op. But the bit is NOT set yet on the glue state, where the write
|
||||
// below lands: verified in game by deleting the Config.wtf line, launching,
|
||||
// and finding 0 in the AddOns dialog and back in Config.wtf on exit.
|
||||
//
|
||||
// The bit is not set at registration either: the disassembly at `0x00402E24`
|
||||
// pushes flags 0 and registerConsole 0, so the registrar computes
|
||||
// `0 | 1 | 0x80000000`, and nothing in the binary ORs bit 2 into a cvar's
|
||||
// flags. Something between the glue screen and the world sets it; the
|
||||
// mechanism is still unidentified. Practical consequence: this must keep
|
||||
// running from the GLUE registration. Do not "simplify" it to the in-game
|
||||
// hook alone — the write would silently stop working, and the in-game hook
|
||||
// stays only as a second chance for a boot that somehow skips glue.
|
||||
//
|
||||
// We override the DEFAULT ONLY: if the live value differs from the value the
|
||||
// cvar was registered with, someone chose it and we leave it alone. The cvar
|
||||
// carries the archive flag, so our 0 persists to Config.wtf and the
|
||||
// comparison then fails on every later boot — the write happens once per
|
||||
// install, not once per session. The one false positive is a user who puts
|
||||
// exactly the default in Config.wtf, which reads as untouched; recovering the
|
||||
// watchdog means choosing any other value.
|
||||
//
|
||||
// Runs from both the glue and in-game registration flows. Cvar storage is
|
||||
// process-global and the write is idempotent by construction (afterwards the
|
||||
// value no longer equals the default), so whichever fires first wins and the
|
||||
// other is a no-op. Glue fires earliest, which also means the AddOns dialog
|
||||
// shows 0 rather than 48 on a first launch.
|
||||
|
||||
#include "cvar/Factory.h"
|
||||
|
||||
#include "Game.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
namespace CVar::ScriptMemory {
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr const char *kCVarName = "scriptMemory";
|
||||
|
||||
void ApplyDefaultOverride() {
|
||||
Factory::Handle cvar = Factory::Find(kCVarName);
|
||||
if (cvar == nullptr)
|
||||
return; // registered at boot by the engine; absent only if that moved
|
||||
const char *value = Factory::GetString(cvar);
|
||||
const char *fallback = Factory::GetDefaultString(cvar);
|
||||
if (value == nullptr || fallback == nullptr)
|
||||
return;
|
||||
if (std::strcmp(value, fallback) != 0)
|
||||
return; // deliberately set — the user's choice stands
|
||||
Factory::SetInt(cvar, 0); // lands on the glue state; see the timing note
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&ApplyDefaultOverride};
|
||||
const Game::GlueModuleAutoRegister _glueAutoreg{&ApplyDefaultOverride};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace CVar::ScriptMemory
|
||||
+1
-4
@@ -64,11 +64,8 @@ namespace Debug::Probe {
|
||||
|
||||
namespace {
|
||||
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
|
||||
const uint8_t *ResolvePlayer() {
|
||||
auto fn = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
return static_cast<const uint8_t *>(fn("player"));
|
||||
return static_cast<const uint8_t *>(Game::ResolveUnitToken("player"));
|
||||
}
|
||||
|
||||
const uint8_t *ResolvePlayerDescriptor() {
|
||||
|
||||
@@ -0,0 +1,246 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// Modern EditBox method backports — cursor, selection, focus and text-state
|
||||
// accessors that vanilla's 48-method EditBox registry lacks but modern addons
|
||||
// call unconditionally (the caret bug that motivated this: TwitchEmotes'
|
||||
// autocomplete calls SetCursorPosition after replacing the text).
|
||||
//
|
||||
// SetCursorPosition / GetCursorPosition — caret as a byte offset
|
||||
// GetUTF8CursorPosition — caret as a character index
|
||||
// ClearHighlightText — drop the selection, keep the caret
|
||||
// HasFocus — does this box own keyboard focus
|
||||
// HasText — is the box non-empty
|
||||
// Set/GetHighlightColor — the text-selection highlight color
|
||||
// ClearHistory — empty the up/down input history
|
||||
//
|
||||
// The engine already stores and manipulates all of this; we just expose it.
|
||||
// Every method is registered on the EditBox method registry, so — like any
|
||||
// per-type frame method — only EditBox frames dispatch to them (a Button or
|
||||
// Frame still gets "method not found"), so the resolved `this` is always a
|
||||
// real CSimpleEditBox.
|
||||
//
|
||||
// The caret is a BYTE offset into the UTF-8 text buffer (field +0x36c), which
|
||||
// is exactly what modern WoW's byte-based EditBox cursor uses — for ASCII text
|
||||
// a byte offset equals a character index, so callers passing `#text` land at
|
||||
// the end either way.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace EditBox::Methods {
|
||||
|
||||
namespace {
|
||||
|
||||
using SetCursorByte_t = void(__thiscall *)(void *editbox, int byteOffset);
|
||||
using CollapseSelection_t = void(__thiscall *)(void *editbox);
|
||||
using CountChars_t = int(__thiscall *)(void *editbox, int startByte, int byteCount);
|
||||
using RegionSetColor_t = void(__thiscall *)(void *region, const uint32_t *colorBGRA);
|
||||
using RegionGetColor_t = void(__thiscall *)(void *region, uint32_t *outBGRA);
|
||||
using SetHistoryMax_t = void(__thiscall *)(void *editbox, int maxLines);
|
||||
|
||||
// A Lua color arg (0..1) clamped and scaled to a 0..255 byte, matching the
|
||||
// engine's own float->byte color conversion (truncating, like Texture's
|
||||
// SetVertexColor). `dflt` is used when the arg is absent.
|
||||
uint32_t ColorByte(void *L, int idx, double dflt) {
|
||||
double v = Game::Lua::IsNumber(L, idx) ? Game::Lua::ToNumber(L, idx) : dflt;
|
||||
if (v < 0.0)
|
||||
v = 0.0;
|
||||
else if (v > 1.0)
|
||||
v = 1.0;
|
||||
return static_cast<uint32_t>(v * 255.0);
|
||||
}
|
||||
|
||||
int __fastcall Script_SetCursorPosition(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:SetCursorPosition(position)");
|
||||
return 0;
|
||||
}
|
||||
const int pos = static_cast<int>(Game::Lua::ToNumber(L, 2));
|
||||
reinterpret_cast<SetCursorByte_t>(
|
||||
Offsets::FUN_EDITBOX_SET_CURSOR_BYTE)(eb, pos);
|
||||
reinterpret_cast<CollapseSelection_t>(
|
||||
Offsets::FUN_EDITBOX_COLLAPSE_SELECTION)(eb);
|
||||
// COLLAPSE_SELECTION moves selStart/selEnd but doesn't flag them; set the
|
||||
// selection-dirty bit (2) so any highlight from before is cleared on the
|
||||
// next paint. SET_CURSOR_BYTE already set the cursor-dirty bit (4).
|
||||
Game::Ref<uint32_t>(eb, Offsets::OFF_EDITBOX_FLAGS) |= 2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetCursorPosition(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:GetCursorPosition()");
|
||||
return 0;
|
||||
}
|
||||
Game::Lua::PushNumber(L, static_cast<double>(
|
||||
Game::Read<int>(eb, Offsets::OFF_EDITBOX_CURSOR_BYTE)));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// The caret as a 0-based CHARACTER index (UTF-8 codepoints before the caret),
|
||||
// vs GetCursorPosition's byte offset. Equal for ASCII; differs once the text
|
||||
// holds multibyte characters.
|
||||
int __fastcall Script_GetUTF8CursorPosition(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:GetUTF8CursorPosition()");
|
||||
return 0;
|
||||
}
|
||||
const int cursorByte = Game::Read<int>(eb, Offsets::OFF_EDITBOX_CURSOR_BYTE);
|
||||
const int chars = reinterpret_cast<CountChars_t>(
|
||||
Offsets::FUN_EDITBOX_COUNT_CHARS)(eb, 0, cursorByte);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(chars));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Drop the current selection without moving the caret. Collapsing selection to
|
||||
// the caret (selStart = selEnd = cursor) is exactly what the engine's own
|
||||
// helper does; vanilla can only clear a selection via HighlightText(0, 0),
|
||||
// which yanks it to offset 0 instead of leaving the caret in place.
|
||||
int __fastcall Script_ClearHighlightText(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:ClearHighlightText()");
|
||||
return 0;
|
||||
}
|
||||
reinterpret_cast<CollapseSelection_t>(
|
||||
Offsets::FUN_EDITBOX_COLLAPSE_SELECTION)(eb);
|
||||
Game::Ref<uint32_t>(eb, Offsets::OFF_EDITBOX_FLAGS) |= 2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// True when this edit box currently owns keyboard focus. The engine tracks the
|
||||
// focused box in one global (written by SetFocus / cleared by ClearFocus), so
|
||||
// focus is just pointer identity against it.
|
||||
int __fastcall Script_HasFocus(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
Game::Lua::PushBool(L,
|
||||
eb == Game::Read<void *>(Offsets::VAR_FOCUSED_EDITBOX));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// True when the box holds any text (its byte length is non-zero).
|
||||
int __fastcall Script_HasText(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 1;
|
||||
}
|
||||
Game::Lua::PushBool(L,
|
||||
Game::Read<int>(eb, Offsets::OFF_EDITBOX_TEXT_LENGTH) > 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// SetHighlightColor(r, g, b [, a]) — the color of the text-selection highlight.
|
||||
// The engine paints the selection with three Texture regions (start-line,
|
||||
// middle-block, end-line); their vertex color is the highlight color, so set
|
||||
// it on all three via the engine's own region color setter. Colors are 0..1;
|
||||
// alpha defaults to 1. Takes effect on the next selection paint.
|
||||
int __fastcall Script_SetHighlightColor(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr || !Game::Lua::IsNumber(L, 2) ||
|
||||
!Game::Lua::IsNumber(L, 3) || !Game::Lua::IsNumber(L, 4)) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:SetHighlightColor(r, g, b [, a])");
|
||||
return 0;
|
||||
}
|
||||
const uint32_t r = ColorByte(L, 2, 1.0);
|
||||
const uint32_t g = ColorByte(L, 3, 1.0);
|
||||
const uint32_t b = ColorByte(L, 4, 1.0);
|
||||
const uint32_t a = ColorByte(L, 5, 1.0);
|
||||
const uint32_t packed = b | (g << 8) | (r << 16) | (a << 24); // {b,g,r,a}
|
||||
auto setColor = reinterpret_cast<RegionSetColor_t>(
|
||||
Offsets::FUN_FONTSTRING_SET_COLOR);
|
||||
for (int off = Offsets::OFF_EDITBOX_HIGHLIGHT_REGION;
|
||||
off <= Offsets::OFF_EDITBOX_HIGHLIGHT_REGION + 8; off += 4) {
|
||||
void *region = Game::Read<void *>(eb, off);
|
||||
if (region != nullptr)
|
||||
setColor(region, &packed);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// GetHighlightColor() -> r, g, b, a (each 0..1). Reads the color off the first
|
||||
// highlight region; a region with no explicit color reads back white (opaque).
|
||||
int __fastcall Script_GetHighlightColor(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:GetHighlightColor()");
|
||||
return 0;
|
||||
}
|
||||
uint32_t packed = 0xFFFFFFFF;
|
||||
void *region = Game::Read<void *>(eb, Offsets::OFF_EDITBOX_HIGHLIGHT_REGION);
|
||||
if (region != nullptr)
|
||||
reinterpret_cast<RegionGetColor_t>(Offsets::FUN_REGION_GET_COLOR)(
|
||||
region, &packed);
|
||||
const double inv = 1.0 / 255.0;
|
||||
Game::Lua::PushNumber(L, ((packed >> 16) & 0xff) * inv); // r
|
||||
Game::Lua::PushNumber(L, ((packed >> 8) & 0xff) * inv); // g
|
||||
Game::Lua::PushNumber(L, (packed & 0xff) * inv); // b
|
||||
Game::Lua::PushNumber(L, ((packed >> 24) & 0xff) * inv); // a
|
||||
return 4;
|
||||
}
|
||||
|
||||
// Empties the up/down input history, keeping the line limit so the box keeps
|
||||
// recording afterward. The engine's SetHistoryLines internal frees the whole
|
||||
// ring at max 0, so clear = free (0) then reallocate at the saved max — which
|
||||
// drops every entry and resets the write position. No-op when history was
|
||||
// never enabled (max 0).
|
||||
int __fastcall Script_ClearHistory(void *L) {
|
||||
void *eb = Game::Lua::ResolveObject(L, 1);
|
||||
if (eb == nullptr) {
|
||||
Game::Lua::Error(L, "Usage: EditBox:ClearHistory()");
|
||||
return 0;
|
||||
}
|
||||
const int max = Game::Read<int>(eb, Offsets::OFF_EDITBOX_HISTORY_MAX);
|
||||
if (max > 0) {
|
||||
auto setMax = reinterpret_cast<SetHistoryMax_t>(
|
||||
Offsets::FUN_EDITBOX_SET_HISTORY_MAX);
|
||||
setMax(eb, 0);
|
||||
setMax(eb, max);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
const Game::Lua::FrameMethodEntry g_methods[] = {
|
||||
{"SetCursorPosition", &Script_SetCursorPosition},
|
||||
{"GetCursorPosition", &Script_GetCursorPosition},
|
||||
{"GetUTF8CursorPosition", &Script_GetUTF8CursorPosition},
|
||||
{"ClearHighlightText", &Script_ClearHighlightText},
|
||||
{"HasFocus", &Script_HasFocus},
|
||||
{"HasText", &Script_HasText},
|
||||
{"SetHighlightColor", &Script_SetHighlightColor},
|
||||
{"GetHighlightColor", &Script_GetHighlightColor},
|
||||
{"ClearHistory", &Script_ClearHistory},
|
||||
};
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterFrameMethods(
|
||||
reinterpret_cast<void *>(Offsets::VAR_EDITBOX_METHOD_REGISTRY),
|
||||
g_methods,
|
||||
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])));
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace EditBox::Methods
|
||||
@@ -386,7 +386,7 @@ int __fastcall Script_UseEquipmentSet(void *L) {
|
||||
const uint32_t setID = ArgSetID(L, 1);
|
||||
const Set *s = Data::FindByID(setID);
|
||||
if (s == nullptr) {
|
||||
const int evt = Event::Custom::Lookup(kSwapFinishedEvent);
|
||||
const int evt = kEvtSwapFinished.Slot();
|
||||
if (evt >= 0)
|
||||
Event::Custom::Fire(evt, "%d%d", 0, static_cast<int>(setID));
|
||||
Game::Lua::PushBoolean(L, 0);
|
||||
@@ -396,7 +396,7 @@ int __fastcall Script_UseEquipmentSet(void *L) {
|
||||
// Fire PENDING right after the set-exists check, before any of
|
||||
// the swap work. Addon UI can use this to gate swap-in-progress
|
||||
// visuals.
|
||||
const int pendingEvt = Event::Custom::Lookup(kSwapPendingEvent);
|
||||
const int pendingEvt = kEvtSwapPending.Slot();
|
||||
if (pendingEvt >= 0)
|
||||
Event::Custom::Fire(pendingEvt, "%d", static_cast<int>(setID));
|
||||
|
||||
@@ -569,7 +569,7 @@ int __fastcall Script_UseEquipmentSet(void *L) {
|
||||
virtualPaperdoll[targetSlot - 1] = 0;
|
||||
}
|
||||
|
||||
const int evt = Event::Custom::Lookup(kSwapFinishedEvent);
|
||||
const int evt = kEvtSwapFinished.Slot();
|
||||
if (evt >= 0)
|
||||
Event::Custom::Fire(evt, "%d%d", 1, static_cast<int>(setID));
|
||||
|
||||
@@ -620,8 +620,5 @@ static void RegisterLuaFunctions() {
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
static const Event::Custom::AutoReserve _reserve{kEventName};
|
||||
static const Event::Custom::AutoReserve _reservePending{kSwapPendingEvent};
|
||||
static const Event::Custom::AutoReserve _reserveFinished{kSwapFinishedEvent};
|
||||
|
||||
} // namespace EquipmentSet::Api
|
||||
|
||||
@@ -75,7 +75,7 @@ uint32_t NextAvailableID() {
|
||||
}
|
||||
|
||||
void FireChanged() {
|
||||
const int slot = Event::Custom::Lookup(kEventName);
|
||||
const int slot = kEvtSetsChanged.Slot();
|
||||
if (slot >= 0)
|
||||
Event::Custom::Fire(slot, "");
|
||||
}
|
||||
@@ -143,6 +143,25 @@ int IndexOf(uint32_t setID) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
std::vector<const Set *> SetsContainingItem(uint64_t itemGuid) {
|
||||
EnsureLoaded();
|
||||
std::vector<const Set *> found;
|
||||
// The sentinels are slot markers, not items — a set with an empty or
|
||||
// ignored slot must not match a caller that hands us one of them.
|
||||
if (itemGuid == GUID_EMPTY || itemGuid == GUID_IGNORED)
|
||||
return found;
|
||||
|
||||
for (const Set &s : g_sets) {
|
||||
for (int i = 0; i < SLOT_COUNT; ++i) {
|
||||
if (s.items[i] == itemGuid) {
|
||||
found.push_back(&s);
|
||||
break; // one hit per set, however many slots match
|
||||
}
|
||||
}
|
||||
}
|
||||
return found;
|
||||
}
|
||||
|
||||
uint32_t Create(const char *name, const char *icon) {
|
||||
EnsureLoaded();
|
||||
if (g_path.empty() || name == nullptr || name[0] == '\0')
|
||||
|
||||
@@ -31,6 +31,18 @@ const Set *FindByID(uint32_t setID);
|
||||
const Set *FindByName(const char *name);
|
||||
int IndexOf(uint32_t setID); // 0-based; -1 if missing
|
||||
|
||||
// Every set that includes the item instance `itemGuid`, in set order.
|
||||
// Empty when the item belongs to no set, and for the reserved
|
||||
// `GUID_EMPTY` / `GUID_IGNORED` sentinels — those mark a slot as empty
|
||||
// or skipped, so they are never a real item and must not match.
|
||||
//
|
||||
// Matching is by GUID, so it identifies the one physical item that was
|
||||
// saved into the set rather than any copy of the same itemID: a second
|
||||
// Arcanite Reaper in the bag next to the set's own does not report as
|
||||
// part of the set. Pointers reference `All()`'s storage and stay valid
|
||||
// until the next mutation.
|
||||
std::vector<const Set *> SetsContainingItem(uint64_t itemGuid);
|
||||
|
||||
// Mutations — bump-and-save semantics. Each returns the affected
|
||||
// set's ID (or 0 on failure), persists to disk, and fires
|
||||
// `EQUIPMENT_SETS_CHANGED`. Callers don't need to manage the file
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "event/Custom.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
@@ -109,8 +111,9 @@ constexpr int LOC_MISSING = -1;
|
||||
// coincidence, not load-bearing).
|
||||
constexpr int LOC_IGNORED = 1;
|
||||
|
||||
// Custom event names. All three are reserved at module-init time
|
||||
// via `Event::Custom::AutoReserve` in `Api.cpp`.
|
||||
// Custom event reservations, shared by the Data and Api TUs (C++17 inline
|
||||
// variables — one instance each; the AutoReserve ctor dedups by name anyway).
|
||||
// Fire via `kEvt*.Slot()`.
|
||||
//
|
||||
// EQUIPMENT_SETS_CHANGED — no payload; fires on any mutation
|
||||
// (create / save / modify / delete /
|
||||
@@ -130,8 +133,8 @@ constexpr int LOC_IGNORED = 1;
|
||||
// pickup→equip pair actually completed,
|
||||
// matching modern's "we dispatched"
|
||||
// definition of success).
|
||||
constexpr const char *kEventName = "EQUIPMENT_SETS_CHANGED";
|
||||
constexpr const char *kSwapPendingEvent = "EQUIPMENT_SWAP_PENDING";
|
||||
constexpr const char *kSwapFinishedEvent = "EQUIPMENT_SWAP_FINISHED";
|
||||
inline const Event::Custom::AutoReserve kEvtSetsChanged{"EQUIPMENT_SETS_CHANGED"};
|
||||
inline const Event::Custom::AutoReserve kEvtSwapPending{"EQUIPMENT_SWAP_PENDING"};
|
||||
inline const Event::Custom::AutoReserve kEvtSwapFinished{"EQUIPMENT_SWAP_FINISHED"};
|
||||
|
||||
} // namespace EquipmentSet
|
||||
|
||||
@@ -13,8 +13,7 @@
|
||||
|
||||
#include "Storage.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "settings/Paths.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
@@ -25,22 +24,6 @@ namespace EquipmentSet::Storage {
|
||||
|
||||
namespace {
|
||||
|
||||
const char *ReadAccountName() {
|
||||
return Game::Read<const char *>(Offsets::VAR_ACCOUNT_NAME_PTR);
|
||||
}
|
||||
|
||||
const char *ReadCharacterName() {
|
||||
auto *p = reinterpret_cast<const char *>(Offsets::VAR_CHARACTER_NAME);
|
||||
return (p[0] == '\0') ? nullptr : p;
|
||||
}
|
||||
|
||||
const char *ReadRealmName() {
|
||||
auto *info = Game::Read<uint8_t *>(Offsets::VAR_REALM_INFO_PTR);
|
||||
if (info == nullptr)
|
||||
return nullptr;
|
||||
return Game::Read<const char *>(info, Offsets::OFF_REALM_INFO_NAME);
|
||||
}
|
||||
|
||||
// Removes trailing CR/LF/whitespace. Names from the engine are ASCII
|
||||
// only (the chat input filter rejects high bytes) so we don't have to
|
||||
// think about multi-byte trailing whitespace.
|
||||
@@ -74,23 +57,7 @@ bool ParseField(const std::string &line, const std::string &key, std::string *va
|
||||
} // namespace
|
||||
|
||||
std::string ResolveFilePath() {
|
||||
const char *account = ReadAccountName();
|
||||
if (account == nullptr || account[0] == '\0')
|
||||
return {};
|
||||
const char *realm = ReadRealmName();
|
||||
if (realm == nullptr || realm[0] == '\0')
|
||||
return {};
|
||||
const char *character = ReadCharacterName();
|
||||
if (character == nullptr)
|
||||
return {};
|
||||
std::string out = "WTF\\Account\\";
|
||||
out += account;
|
||||
out += '\\';
|
||||
out += realm;
|
||||
out += '\\';
|
||||
out += character;
|
||||
out += "\\ClassicAPI_EquipmentSets.txt";
|
||||
return out;
|
||||
return Settings::Paths::CharacterFile("ClassicAPI_EquipmentSets.txt");
|
||||
}
|
||||
|
||||
bool Load(const std::string &path, std::vector<Set> *outSets) {
|
||||
|
||||
+12
-10
@@ -244,25 +244,25 @@ void Grow() {
|
||||
} // namespace
|
||||
|
||||
AutoReserve::AutoReserve(const char *name) {
|
||||
if (name == nullptr || g_reservedCount >= MAX_RESERVED)
|
||||
if (name == nullptr)
|
||||
return;
|
||||
// Dedup: a name reserved twice resolves both instances to the one entry.
|
||||
for (int i = 0; i < g_reservedCount; ++i) {
|
||||
if (std::strcmp(g_reserved[i].name, name) == 0)
|
||||
if (std::strcmp(g_reserved[i].name, name) == 0) {
|
||||
index_ = i;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (g_reservedCount >= MAX_RESERVED)
|
||||
return; // overflow — index_ stays -1, Slot() reports unclaimed
|
||||
g_reserved[g_reservedCount].name = name;
|
||||
g_reserved[g_reservedCount].slot = -1;
|
||||
index_ = g_reservedCount;
|
||||
++g_reservedCount;
|
||||
}
|
||||
|
||||
int Lookup(const char *name) {
|
||||
if (name == nullptr)
|
||||
return -1;
|
||||
for (int i = 0; i < g_reservedCount; ++i) {
|
||||
if (std::strcmp(g_reserved[i].name, name) == 0)
|
||||
return g_reserved[i].slot;
|
||||
}
|
||||
return -1;
|
||||
int AutoReserve::Slot() const {
|
||||
return index_ >= 0 ? g_reserved[index_].slot : -1;
|
||||
}
|
||||
|
||||
int LookupByName(const char *name) {
|
||||
@@ -320,6 +320,8 @@ void PrepareForReload() {
|
||||
g_growLatched = false; // re-arm the one-shot grow for the new table
|
||||
}
|
||||
|
||||
static const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
|
||||
|
||||
// Diagnostic Lua functions — registered via the auto-register pattern
|
||||
// at the bottom of this file. Not on any hot path.
|
||||
namespace {
|
||||
|
||||
+22
-17
@@ -37,31 +37,36 @@ namespace Event::Custom {
|
||||
// DLL operate on the table independently of the others.
|
||||
//
|
||||
// The name pointer must outlive the engine (a string literal does).
|
||||
// Same name reserved twice is deduped; reserving more than `MAX_RESERVED`
|
||||
// names total (see Custom.cpp) silently drops the overflow — keep that cap
|
||||
// above the codebase-wide `AutoReserve` count.
|
||||
// Same name reserved twice is deduped (both instances resolve to the same
|
||||
// reservation); reserving more than `MAX_RESERVED` names total (see
|
||||
// Custom.cpp) silently drops the overflow — keep that cap above the
|
||||
// codebase-wide `AutoReserve` count.
|
||||
//
|
||||
// Fire through the instance: `Fire(_r.Slot(), …)`. `Slot()` is the O(1)
|
||||
// read of the reservation's current slot id — it resolves through the
|
||||
// shared reservation table, so reload invalidation (`PrepareForReload`)
|
||||
// and re-claiming (`RetryClaims`) stay centralized and the value is never
|
||||
// stale. Returns -1 while unclaimed (before the first Lua-side
|
||||
// `RegisterEvent` triggers `RetryClaims`), which `Fire` treats as a no-op.
|
||||
// Do NOT cache the return across frames — read it at fire time (the read
|
||||
// is two loads; there is nothing to save).
|
||||
struct AutoReserve {
|
||||
explicit AutoReserve(const char *name);
|
||||
};
|
||||
int Slot() const;
|
||||
|
||||
// Returns the slot id currently assigned to `name`, or -1 if not yet
|
||||
// claimed (e.g. before the first Lua-side `RegisterEvent` has
|
||||
// triggered `RetryClaims`). Slot indices may change across `/reload`,
|
||||
// so call this at fire time rather than caching the value.
|
||||
//
|
||||
// Only consults our reservation cache — for engine-defined events
|
||||
// (UNIT_FACTION, BAG_UPDATE, etc.) use `LookupByName`.
|
||||
int Lookup(const char *name);
|
||||
private:
|
||||
int index_ = -1; // into the reservation table; -1 = dropped (overflow)
|
||||
};
|
||||
|
||||
// Walks the live engine event table at `[VAR_EVENT_TABLE_BASE_PTR]`
|
||||
// looking for an entry whose name strcmps equal to `name`. Returns
|
||||
// the slot index, or -1 if no entry matches.
|
||||
//
|
||||
// Works for both engine-defined events AND our `AutoReserve`-claimed
|
||||
// custom events (both populate the same table). Slightly slower than
|
||||
// `Lookup` (O(table size) vs O(reservations)) — prefer `Lookup` for
|
||||
// names we've reserved. Use this for engine-defined events we want to
|
||||
// fire ourselves (e.g., polyfilling missing event dispatches).
|
||||
// custom events (both populate the same table). O(table size) — for
|
||||
// names we've reserved, prefer the O(1) `AutoReserve::Slot()`. Use this
|
||||
// for engine-defined events we want to fire ourselves (e.g., polyfilling
|
||||
// missing event dispatches).
|
||||
int LookupByName(const char *name);
|
||||
|
||||
// True iff at least one frame is currently registered for the event in
|
||||
@@ -88,7 +93,7 @@ bool HasListeners(int slot);
|
||||
// Fire(slot, "%s%d", keyName, down); // MODIFIER_STATE_CHANGED(key, down)
|
||||
//
|
||||
// No-op for `eventID < 0`, which lets callers cheaply guard on the
|
||||
// `Lookup()` result without an explicit if.
|
||||
// `Slot()` result without an explicit if.
|
||||
template <typename... Args>
|
||||
inline void Fire(int eventID, const char *format, Args... args) {
|
||||
if (eventID < 0)
|
||||
|
||||
+237
-4
@@ -69,10 +69,7 @@ void PushFlag(void *L, bool value) {
|
||||
// `[player + 0xE68]`. Returns nullptr if "player" isn't resolvable
|
||||
// or the sub-struct is uninitialized (pre-login / glue).
|
||||
const uint8_t *PlayerInfo() {
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
auto resolve = reinterpret_cast<ResolveUnitToken_t>(
|
||||
Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
auto *player = static_cast<const uint8_t *>(resolve("player"));
|
||||
auto *player = static_cast<const uint8_t *>(Game::ResolveUnitToken("player"));
|
||||
if (player == nullptr)
|
||||
return nullptr;
|
||||
return *reinterpret_cast<const uint8_t *const *>(
|
||||
@@ -410,6 +407,30 @@ static int __fastcall Script_C_Reputation_GetWatchedFactionData(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Reputation.GetFactionDataByID(factionID)` — modern table-shaped
|
||||
// accessor keyed by faction ID rather than by displayed-list position.
|
||||
// Returns nil when the ID has no `Faction.dbc` record.
|
||||
//
|
||||
// Unlike the index form, this doesn't need the faction to be in the
|
||||
// player's displayed reputation list: `ReadFactionData` fills an
|
||||
// unencountered faction cleanly (currentStanding 0, not at war), so a
|
||||
// lookup works for any real faction.
|
||||
static int __fastcall Script_C_Reputation_GetFactionDataByID(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: C_Reputation.GetFactionDataByID(factionID)");
|
||||
return 0;
|
||||
}
|
||||
const int factionID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
|
||||
FactionData d;
|
||||
if (!ReadFactionData(factionID, &d))
|
||||
return 0; // nil — no such faction
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
PushFactionDataTable(L, d);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Reputation.GetFactionDataByIndex(factionSortIndex)` — modern
|
||||
// table-shaped accessor over the displayed reputation list. 1-based
|
||||
// index covering the same range as vanilla's `GetFactionInfo(index)`
|
||||
@@ -443,6 +464,182 @@ static int __fastcall Script_C_Reputation_GetFactionDataByIndex(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Reputation.ToggleFactionAtWarByID(factionID)` — ClassicAPI
|
||||
// extension. Flips a faction's at-war state by ID rather than by
|
||||
// displayed-list position.
|
||||
//
|
||||
// Mirrors the stock `FactionToggleAtWar(index)` body exactly, minus the
|
||||
// index resolve: read the current at-war flag, negate it, hand it to the
|
||||
// engine's own setter. Every rule therefore stays with the engine —
|
||||
// refusing to make peace below -3000 standing, honouring the
|
||||
// peace-forced flag, the loot-session bail, and sending
|
||||
// `CMSG_SET_FACTION_ATWAR`. Going through the engine's setter also means
|
||||
// `Faction::UnitFactionPolyfill`'s hook on it fires `UNIT_FACTION`
|
||||
// ("any future C++ caller of the setter inherits the polyfill"), and its
|
||||
// change-detection keeps that silent when the engine refuses the toggle.
|
||||
//
|
||||
// Non-positive IDs are ignored (the stock path likewise skips
|
||||
// factionID 0, which is what its resolver returns for header rows).
|
||||
static int __fastcall Script_C_Reputation_ToggleFactionAtWarByID(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Reputation.ToggleFactionAtWarByID(factionID)");
|
||||
return 0;
|
||||
}
|
||||
const int factionID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
if (factionID <= 0)
|
||||
return 0;
|
||||
|
||||
// `newState` is declared `int`, not `char`, to match the detour
|
||||
// `Faction::UnitFactionPolyfill` installs on this setter: a `char`
|
||||
// argument only defines the low byte of EDX, leaving the detour's
|
||||
// `int` parameter with undefined high bits.
|
||||
using GetAtWar_t = unsigned int(__fastcall *)(int factionID);
|
||||
using SetAtWar_t = void(__fastcall *)(int factionID, int newState);
|
||||
auto getAtWar = reinterpret_cast<GetAtWar_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_FACTION_GET_AT_WAR));
|
||||
auto setAtWar = reinterpret_cast<SetAtWar_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_FACTION_SET_AT_WAR));
|
||||
|
||||
setAtWar(factionID, (getAtWar(factionID) != 0) ? 0 : 1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `factionID` → its 0..63 reputation-slot index, or -1 when the faction
|
||||
// has no slot (no record, or a header category). Same `Faction.dbc`
|
||||
// `RepListIndex` field `ReadFactionData` reads.
|
||||
static int RepSlotForFaction(int factionID) {
|
||||
if (factionID <= 0)
|
||||
return -1;
|
||||
const uint8_t *record = FactionRecord(factionID);
|
||||
if (record == nullptr)
|
||||
return -1;
|
||||
const int repListIndex = *reinterpret_cast<const int32_t *>(
|
||||
record + Offsets::OFF_FACTION_REP_LIST_INDEX);
|
||||
if (repListIndex < 0 || repListIndex >= Offsets::MAX_REP_SLOTS)
|
||||
return -1;
|
||||
return repListIndex;
|
||||
}
|
||||
|
||||
// Whether a reputation slot carries the INACTIVE flag.
|
||||
static bool RepSlotIsInactive(int repSlot) {
|
||||
auto *slot = reinterpret_cast<const uint8_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_PLAYER_REP_SLOTS) +
|
||||
static_cast<uintptr_t>(repSlot) * Offsets::REP_SLOT_STRIDE);
|
||||
return (*(slot + Offsets::OFF_REP_SLOT_FLAGS) &
|
||||
Offsets::REP_SLOT_FLAG_INACTIVE) != 0;
|
||||
}
|
||||
|
||||
// `C_Reputation.IsFactionActive(factionSortIndex)` — whether the faction
|
||||
// at a 1-based displayed-list position is NOT filed under "Inactive".
|
||||
//
|
||||
// Runs the same chain as the engine's own inactive check (resolve the
|
||||
// index to a faction id, then read the slot's INACTIVE bit) and returns
|
||||
// the inverse as a real boolean. A position that names no faction — out
|
||||
// of range, or a category header — reports `false`.
|
||||
static int __fastcall Script_C_Reputation_IsFactionActive(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Reputation.IsFactionActive(factionSortIndex)");
|
||||
return 0;
|
||||
}
|
||||
const int idx = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
|
||||
const int maxIdx = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_FACTION_VISIBLE_MAX_INDEX));
|
||||
|
||||
const int factionID = (idx >= 0 && idx <= maxIdx) ? Resolver()(idx) : 0;
|
||||
const int repSlot = RepSlotForFaction(factionID);
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
Game::Lua::PushBool(L, repSlot >= 0 && !RepSlotIsInactive(repSlot));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_Reputation.IsFactionActiveByID(factionID)` — ClassicAPI extension.
|
||||
// The same answer keyed by faction id. Reports `false` for a faction
|
||||
// with no reputation slot.
|
||||
static int __fastcall Script_C_Reputation_IsFactionActiveByID(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Reputation.IsFactionActiveByID(factionID)");
|
||||
return 0;
|
||||
}
|
||||
const int repSlot =
|
||||
RepSlotForFaction(static_cast<int>(Game::Lua::ToNumber(L, 1)));
|
||||
|
||||
Game::Lua::SetTop(L, 0);
|
||||
Game::Lua::PushBool(L, repSlot >= 0 && !RepSlotIsInactive(repSlot));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Shared body for the two by-ID inactive setters below. Hands the id to
|
||||
// the engine's own inactive setter, which flips the rep slot's INACTIVE
|
||||
// bit, tells the server, and rebuilds the displayed faction list so the
|
||||
// faction moves into or out of the "Inactive" category. That setter is
|
||||
// also what `Faction::UnitFactionPolyfill` hooks, so `UNIT_FACTION`
|
||||
// fires when the flag actually changes.
|
||||
//
|
||||
// `newState` is `int` rather than `char` to match that detour's
|
||||
// signature — see the note in ToggleFactionAtWarByID.
|
||||
static int SetFactionInactiveByID(void *L, int newState, const char *usage) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L, usage);
|
||||
return 0;
|
||||
}
|
||||
const int factionID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
if (factionID <= 0)
|
||||
return 0;
|
||||
|
||||
using SetInactive_t = void(__fastcall *)(int factionID, int newState);
|
||||
auto fn = reinterpret_cast<SetInactive_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_FACTION_SET_INACTIVE));
|
||||
fn(factionID, newState);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `C_Reputation.SetFactionInactiveByID(factionID)` — ClassicAPI
|
||||
// extension. Moves a faction into the "Inactive" category by ID rather
|
||||
// than by displayed-list position.
|
||||
static int __fastcall Script_C_Reputation_SetFactionInactiveByID(void *L) {
|
||||
return SetFactionInactiveByID(
|
||||
L, 1, "Usage: C_Reputation.SetFactionInactiveByID(factionID)");
|
||||
}
|
||||
|
||||
// `C_Reputation.SetFactionActiveByID(factionID)` — the inverse: takes a
|
||||
// faction back out of the "Inactive" category.
|
||||
static int __fastcall Script_C_Reputation_SetFactionActiveByID(void *L) {
|
||||
return SetFactionInactiveByID(
|
||||
L, 0, "Usage: C_Reputation.SetFactionActiveByID(factionID)");
|
||||
}
|
||||
|
||||
// `C_Reputation.SetSelectedFactionByID(factionID)` — ClassicAPI
|
||||
// extension. Selects a faction in the reputation pane by ID rather
|
||||
// than by displayed-list position, the same convenience
|
||||
// `SetWatchedFactionByID` gives over `SetWatchedFactionIndex`.
|
||||
//
|
||||
// The engine already stores the selection AS a factionID
|
||||
// (`VAR_FACTION_SELECTED_ID`) — the stock index form only resolves its
|
||||
// argument to an id before storing it — so this writes the id straight
|
||||
// through, with no list walk and no dependence on the faction being
|
||||
// currently listed. `GetSelectedFaction()` maps it back to an index,
|
||||
// reporting 0 while the faction isn't in the displayed list.
|
||||
//
|
||||
// Negative IDs are ignored; 0 clears the selection.
|
||||
static int __fastcall Script_C_Reputation_SetSelectedFactionByID(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L,
|
||||
"Usage: C_Reputation.SetSelectedFactionByID(factionID)");
|
||||
return 0;
|
||||
}
|
||||
const int factionID = static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
if (factionID < 0)
|
||||
return 0;
|
||||
|
||||
*reinterpret_cast<int32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_FACTION_SELECTED_ID)) = factionID;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `C_Reputation.SetWatchedFactionByID(factionID)` — sets the faction
|
||||
// shown above the XP bar by ID rather than by displayed-list index.
|
||||
// Modern API; vanilla 1.12 only exposes `SetWatchedFactionIndex(idx)`,
|
||||
@@ -478,10 +675,46 @@ static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("GetFactionParentID", &Script_GetFactionParentID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "SetWatchedFactionByID",
|
||||
&Script_C_Reputation_SetWatchedFactionByID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "SetSelectedFactionByID",
|
||||
&Script_C_Reputation_SetSelectedFactionByID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "ToggleFactionAtWarByID",
|
||||
&Script_C_Reputation_ToggleFactionAtWarByID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "IsFactionActive",
|
||||
&Script_C_Reputation_IsFactionActive);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "IsFactionActiveByID",
|
||||
&Script_C_Reputation_IsFactionActiveByID);
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Reputation", "IsFactionInactive",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_IS_FACTION_INACTIVE)));
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "SetFactionInactiveByID",
|
||||
&Script_C_Reputation_SetFactionInactiveByID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "SetFactionActiveByID",
|
||||
&Script_C_Reputation_SetFactionActiveByID);
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Reputation", "SetFactionInactive",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_SET_FACTION_INACTIVE)));
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Reputation", "SetFactionActive",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_SET_FACTION_ACTIVE)));
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Reputation", "ToggleFactionAtWar",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_FACTION_TOGGLE_AT_WAR)));
|
||||
// The stock global, mirrored into the namespace — the engine's own
|
||||
// handler already has the Lua C ABI, so it registers as-is.
|
||||
Game::Lua::RegisterTableFunction(
|
||||
"C_Reputation", "SetSelectedFaction",
|
||||
reinterpret_cast<Game::Lua::CFunction>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_SET_SELECTED_FACTION)));
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "GetWatchedFactionData",
|
||||
&Script_C_Reputation_GetWatchedFactionData);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "GetFactionStandings",
|
||||
&Script_C_Reputation_GetFactionStandings);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "GetFactionDataByID",
|
||||
&Script_C_Reputation_GetFactionDataByID);
|
||||
Game::Lua::RegisterTableFunction("C_Reputation", "GetFactionDataByIndex",
|
||||
&Script_C_Reputation_GetFactionDataByIndex);
|
||||
}
|
||||
|
||||
@@ -98,7 +98,7 @@ void __fastcall FireNotify_h(int factionID, int delta) {
|
||||
// any addon relying on the chat event firing first would expect.
|
||||
FireNotify_o(factionID, delta);
|
||||
|
||||
const int slot = Event::Custom::Lookup(kEventName);
|
||||
const int slot = _reserve.Slot();
|
||||
if (slot >= 0)
|
||||
Event::Custom::Fire(slot, "%d%d%d", factionID, newStanding, delta);
|
||||
|
||||
|
||||
+49
-12
@@ -103,6 +103,9 @@
|
||||
// (`FUN_FRAME_SCRIPT_RESOLVER`) and handing out an external per-frame cell for
|
||||
// that name — the `Tooltip::SetEvents` analog, applied to every frame.
|
||||
|
||||
#include "frame/Attributes.h"
|
||||
|
||||
#include "Common.h"
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "baselib/Ascii.h"
|
||||
@@ -141,13 +144,7 @@ void LowerCopy(char *dst, const char *src, size_t n) {
|
||||
dst[i] = '\0';
|
||||
}
|
||||
|
||||
// Bounded, always-terminated copy (avoids the C4996 strncpy/strcpy warnings).
|
||||
void BoundedCopy(char *dst, const char *src, size_t n) {
|
||||
size_t i = 0;
|
||||
for (; src && src[i] && i + 1 < n; ++i)
|
||||
dst[i] = src[i];
|
||||
dst[i] = '\0';
|
||||
}
|
||||
using Common::BoundedCopy;
|
||||
|
||||
// dst = tolower(a .. b .. c). Truncates at n-1.
|
||||
void Compose3Lower(char *dst, size_t n, const char *a, const char *b, const char *c) {
|
||||
@@ -653,7 +650,7 @@ bool DispatchVerb(void *L, int fi, const char *prefix, const char *suffix,
|
||||
if (!ReadModAttr(L, fi, prefix, "spell", suffix, spell, sizeof spell))
|
||||
return false;
|
||||
if (unit)
|
||||
Spell::AtUnit::CastByName(spell, unit);
|
||||
Spell::AtUnit::CastByName(spell, unit, /*placeGroundSpell*/ true);
|
||||
else
|
||||
Game::Lua::CallGlobalString(L, "CastSpellByName", spell);
|
||||
return true;
|
||||
@@ -945,11 +942,30 @@ void FireAttributeChanged(void *L, void *frame, const char *name) {
|
||||
// ---- the methods -----------------------------------------------------------
|
||||
|
||||
// Enables the frame's mouse so it can become the mouse-focus (a bare frame
|
||||
// otherwise never registers as hovered). Operates on self at index 1.
|
||||
// otherwise never registers as hovered).
|
||||
//
|
||||
// Two properties, both deliberate:
|
||||
// * STACK-NEUTRAL. The old form did SetTop(L, 1) to set up (self, true) for
|
||||
// the engine setter, which DESTROYED the (name, value) at stack[2]/[3] that
|
||||
// FireAttributeChanged reads right after — handing any OnAttributeChanged
|
||||
// handler a nil `arg2`. We instead push the call at the top and restore the
|
||||
// caller's stack, so DoSet's (self, name, value) survives intact.
|
||||
// * PROTECTED. SetAttribute is Frame-scoped (VAR_FRAME_METHOD_REGISTRY), so
|
||||
// `self` is a real Frame and the setter's type check normally passes;
|
||||
// invoking through lua_pcall is belt-and-suspenders so a best-effort side
|
||||
// effect can never surface an error in the addon's SetAttribute. (Calling
|
||||
// via pcall is also what lets us pass the args at the callee's own stack
|
||||
// base without clobbering ours.)
|
||||
void EnableFrameMouse(void *L) {
|
||||
Game::Lua::SetTop(L, 1); // (self)
|
||||
Game::Lua::PushBoolean(L, 1);
|
||||
CallScript(Offsets::FUN_SCRIPT_FRAME_ENABLEMOUSE, L);
|
||||
const int top = Game::Lua::GetTop(L);
|
||||
Game::Lua::PushCClosure(
|
||||
L,
|
||||
reinterpret_cast<Game::Lua::CFunction>(Offsets::FUN_SCRIPT_FRAME_ENABLEMOUSE),
|
||||
0);
|
||||
Game::Lua::PushValue(L, 1); // self (the frame)
|
||||
Game::Lua::PushBoolean(L, 1); // enable = true
|
||||
Game::Lua::PCall(L, 2, 0, 0); // best-effort; swallow a transient type error
|
||||
Game::Lua::SetTop(L, top); // restore the caller's stack
|
||||
}
|
||||
|
||||
int DoSet(void *L, bool fireHandler) { // (self, name, value)
|
||||
@@ -1088,4 +1104,25 @@ const Tick::WorldTick::AutoSubscribe _tick{&MouseoverTick};
|
||||
|
||||
} // namespace
|
||||
|
||||
// Drop every per-frame map before a /reload (or logout) resets the Lua state.
|
||||
// Both are keyed by the frame's C object pointer, which the allocator recycles
|
||||
// across a reload:
|
||||
// * g_attrHandlers holds OnAttributeChanged handler refs. The refs die with
|
||||
// the Lua reset, so a stale entry whose address a new frame reuses would
|
||||
// fire a DEAD ref from FireAttributeChanged — the invoker's protected pcall
|
||||
// catches it, but the engine error handler still prints it as an error "in
|
||||
// SetAttribute" (SecureStateDriverManager sets OnAttributeChanged every
|
||||
// session, so there's always at least one entry to go stale). This was the
|
||||
// "SetAttribute occasionally errors after /reload" report; same class of
|
||||
// bug as Tooltip::SetEvents issue #33.
|
||||
// * g_unitByFrame maps a frame to its `unit` token for the mouse-focus poll;
|
||||
// a stale entry at a reused address would point the mouseover at the wrong
|
||||
// unit and mislead the isNew mouse-enable gate.
|
||||
void PrepareForReload() {
|
||||
g_attrHandlers.clear();
|
||||
g_unitByFrame.clear();
|
||||
}
|
||||
|
||||
static const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
|
||||
|
||||
} // namespace Frame::Attributes
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace Frame::Attributes {
|
||||
|
||||
// Drop the per-frame attribute-handler and unit-token maps before a /reload (or
|
||||
// logout) resets the Lua state and recycles frame object pointers. Without it, a
|
||||
// stale OnAttributeChanged ref fires from a new frame that reused an old
|
||||
// address (surfaces as "SetAttribute occasionally errors after /reload"). Wired
|
||||
// from `FrameScript_Initialize_h` in DllMain.cpp alongside the other cleaners.
|
||||
void PrepareForReload();
|
||||
|
||||
} // namespace Frame::Attributes
|
||||
@@ -0,0 +1,178 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `button:SetScript("PreClick"|"PostClick", fn)` — backport of the modern
|
||||
// button scripts that fire immediately before and after OnClick, as real frame
|
||||
// scripts settable via the standard SetScript / GetScript / HookScript. Vanilla
|
||||
// 1.12 has only OnClick and OnDoubleClick on buttons.
|
||||
//
|
||||
// 1.12 already has the script-dispatch machinery, just not these two names.
|
||||
// Two co-hooks (same shape as Tooltip::SetEvents):
|
||||
//
|
||||
// - The Button script resolver FUN_BUTTON_SCRIPT_RESOLVER maps a script name
|
||||
// to its handler slot (OnClick -> button+0x4CC, …). SetScript/GetScript/
|
||||
// HookScript all go through it. We co-hook it: for PreClick/PostClick
|
||||
// (which the engine doesn't know) we hand back a pointer to an external
|
||||
// per-button cell — a button object has no free slot for two new scripts,
|
||||
// and the resolver's only contract is "return the address the script lives
|
||||
// at", so external storage works exactly like an in-object slot.
|
||||
//
|
||||
// - The engine fires a button's OnClick through the arg'd script runner
|
||||
// FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT(frame, frame+0x4CC, "%s", &buttonName).
|
||||
// We intercept that runner (through `Frame::RunnerHook`, the shared single
|
||||
// hook on it) and, when the fired slot IS the OnClick slot, re-invoke the
|
||||
// runner for our PreClick cell first, then let OnClick run, then re-invoke
|
||||
// for PostClick — reusing the SAME (fmt, varargs) so PreClick/PostClick
|
||||
// receive arg1 = the button name exactly like OnClick.
|
||||
//
|
||||
// Why the runner and not the button click vmethod (FUN_00779540): SuperWoW
|
||||
// inline-hooks that vmethod for click-casting, and a second MinHook there
|
||||
// corrupts the trampoline (ERROR #132 — see Offsets.h). The runner is
|
||||
// uncontested, fires at the same top-level dispatch level (so its exec-context
|
||||
// stamp is valid), and the OnClick slot address is an exact gate.
|
||||
//
|
||||
// Limitation: because the runner only runs when a slot is non-empty, PreClick/
|
||||
// PostClick fire only when the button also has an OnClick handler set. Modern
|
||||
// fires them regardless; on this client that would require hooking the click
|
||||
// vmethod, which SuperWoW owns. Bracketing an existing OnClick is the common
|
||||
// case and the one this backport serves.
|
||||
|
||||
#include "frame/ClickEvents.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "frame/RunnerHook.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Frame::ClickEvents {
|
||||
|
||||
namespace {
|
||||
|
||||
enum ScriptKind { SK_PRECLICK = 0, SK_POSTCLICK, SK_COUNT };
|
||||
|
||||
// Matched case-insensitively against the resolver's input name.
|
||||
constexpr const char *kNamesLower[SK_COUNT] = {"preclick", "postclick"};
|
||||
|
||||
// Per-button storage: one 8-byte {handler, context} slot per script kind. Only
|
||||
// buttons that actually had SetScript("PreClick"/"PostClick", …) called get an
|
||||
// entry, so the map stays small. unordered_map nodes are pointer-stable, so a
|
||||
// cell address handed to the engine stays valid until PrepareForReload clears
|
||||
// the map (buttons and their handler refs die on /reload).
|
||||
struct Cell {
|
||||
uint32_t slot[SK_COUNT][2]; // [kind] = {handler ref, exec context}
|
||||
};
|
||||
std::unordered_map<void *, Cell> g_cells;
|
||||
|
||||
uint32_t *SlotFor(void *button, int kind, bool create) {
|
||||
auto it = g_cells.find(button);
|
||||
if (it != g_cells.end())
|
||||
return it->second.slot[kind];
|
||||
if (!create)
|
||||
return nullptr;
|
||||
Cell &c = g_cells[button];
|
||||
for (auto &s : c.slot) {
|
||||
s[0] = 0;
|
||||
s[1] = 0;
|
||||
}
|
||||
return c.slot[kind];
|
||||
}
|
||||
|
||||
bool EqualsIgnoreCase(const char *s, const char *literal) {
|
||||
if (s == nullptr)
|
||||
return false;
|
||||
for (;; ++s, ++literal) {
|
||||
unsigned char a = static_cast<unsigned char>(*s);
|
||||
const unsigned char b = static_cast<unsigned char>(*literal);
|
||||
if (a >= 'A' && a <= 'Z')
|
||||
a = static_cast<unsigned char>(a + 32);
|
||||
if (a != b)
|
||||
return false;
|
||||
if (b == 0)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Recursion guard: a PreClick/OnClick/PostClick handler can programmatically
|
||||
// click a button again. While bracketing, further OnClick fires pass straight
|
||||
// through (the nested click still runs — it just doesn't get its own nested
|
||||
// PreClick/PostClick), which prevents runaway from a self-clicking handler.
|
||||
int g_firing = 0;
|
||||
|
||||
// --- Resolver co-hook (Button script-name -> slot) ---------------------
|
||||
using Resolver_t = int(__fastcall *)(void *self, void *edx, const char *name);
|
||||
Resolver_t g_resolverOriginal = nullptr;
|
||||
|
||||
int __fastcall Resolver_h(void *self, void *edx, const char *name) {
|
||||
const int engineSlot = g_resolverOriginal(self, edx, name);
|
||||
if (engineSlot != 0) // a base-frame or existing button script — leave it
|
||||
return engineSlot;
|
||||
for (int k = 0; k < SK_COUNT; ++k)
|
||||
if (EqualsIgnoreCase(name, kNamesLower[k]))
|
||||
return reinterpret_cast<int>(SlotFor(self, k, /*create*/ true));
|
||||
return 0;
|
||||
}
|
||||
|
||||
// --- Runner interceptor (fire PreClick before / PostClick after OnClick) ---
|
||||
// Subscribed to `Frame::RunnerHook`, the single shared hook on
|
||||
// FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT (MinHook allows one hook per address).
|
||||
|
||||
// Fire the handler (if any) for `kind` on `frame`, reusing the OnClick fire's
|
||||
// own (fmt, varargs) so arg1 = the button name. We call the engine runner
|
||||
// directly (its exec-context stamp is valid at this dispatch level). The runner
|
||||
// balances the Lua stack itself; we snapshot/restore the top as cheap insurance
|
||||
// against any imbalance leaking to the still-running button click code.
|
||||
void FireCell(void *frame, int kind, const char *fmt, void *varargs) {
|
||||
uint32_t *slot = SlotFor(frame, kind, /*create*/ false);
|
||||
if (slot == nullptr || slot[0] == 0)
|
||||
return;
|
||||
void *L = Game::Lua::State();
|
||||
const int savedTop = (L != nullptr) ? Game::Lua::GetTop(L) : 0;
|
||||
Frame::RunnerHook::Original(frame, slot, fmt, varargs);
|
||||
if (L != nullptr)
|
||||
Game::Lua::SetTop(L, savedTop);
|
||||
}
|
||||
|
||||
// Falls through (false) for every fire that isn't a top-level OnClick;
|
||||
// otherwise runs the whole bracket itself and reports it handled (true).
|
||||
bool OnRun(void *frame, uint32_t *slotPtr, const char *fmt, void *varargs) {
|
||||
const auto onClickSlot = reinterpret_cast<uint32_t *>(
|
||||
reinterpret_cast<char *>(frame) + Offsets::OFF_BUTTON_ONCLICK_HANDLER);
|
||||
if (slotPtr != onClickSlot || g_firing > 0)
|
||||
return false;
|
||||
|
||||
++g_firing;
|
||||
FireCell(frame, SK_PRECLICK, fmt, varargs);
|
||||
Frame::RunnerHook::Original(frame, slotPtr, fmt, varargs); // the button's OnClick
|
||||
FireCell(frame, SK_POSTCLICK, fmt, varargs);
|
||||
--g_firing;
|
||||
return true;
|
||||
}
|
||||
|
||||
static const Game::HookAutoRegister _resolverHook{
|
||||
Offsets::FUN_BUTTON_SCRIPT_RESOLVER,
|
||||
reinterpret_cast<void *>(&Resolver_h),
|
||||
reinterpret_cast<void **>(&g_resolverOriginal)};
|
||||
|
||||
static const Frame::RunnerHook::AutoSubscribe _runnerSub{&OnRun};
|
||||
|
||||
} // namespace
|
||||
|
||||
void PrepareForReload() {
|
||||
g_cells.clear();
|
||||
}
|
||||
|
||||
static const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
|
||||
|
||||
} // namespace Frame::ClickEvents
|
||||
@@ -0,0 +1,25 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace Frame::ClickEvents {
|
||||
|
||||
// Drop every per-button PreClick/PostClick handler cell before a `/reload` (or
|
||||
// logout) tears down the button objects and resets the Lua state. The handler
|
||||
// refs die with the Lua reset, and a recycled button address must not fire a
|
||||
// stale ref. Wired from `FrameScript_Initialize_h` in DllMain.cpp, alongside
|
||||
// the other per-reload cleaners.
|
||||
void PrepareForReload();
|
||||
|
||||
} // namespace Frame::ClickEvents
|
||||
@@ -0,0 +1,99 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `GetClickFrame(name)` — backport of the C global WoW registers for the
|
||||
// `/click` handler to resolve a frame by its global name. Vanilla 1.12
|
||||
// never shipped it; 3.3.5's `Script_GetClickFrame` (`0x00564130`) is the
|
||||
// reference.
|
||||
//
|
||||
// It lives in the DLL, not addon Lua, because Blizzard shipped it as an
|
||||
// engine-registered C global — the backport mirrors where the real
|
||||
// function lives, not the fact that Lua could fake it.
|
||||
//
|
||||
// Behaviour, matching the 3.3.5 resolver `FUN_00562990` (minus its private
|
||||
// name→frame memoization cache, which is only a perf optimization over the
|
||||
// global lookup):
|
||||
// 1. `_G[name]` — a plain global-table lookup.
|
||||
// 2. The value must be a frame wrapper table backed by a
|
||||
// `CFrameScriptObject`.
|
||||
// 3. Its real `GetName()` must equal `name`. This is the load-bearing
|
||||
// check: it stops a reassigned global (`_G["Foo"] = someOtherFrame`)
|
||||
// from resolving to a differently-named frame.
|
||||
// Return the frame on a match, otherwise nil.
|
||||
//
|
||||
// `GetName()` is the object's vtable slot +4 (`__thiscall`, returns
|
||||
// `const char *`) — verified from 1.12's own `Script_GetName`
|
||||
// (`0x0079FF60` / `0x007A1390`), which resolves self the same way and reads
|
||||
// the name from that slot. It's a base virtual present on every
|
||||
// `CFrameScriptObject` subtype, so calling it after `ResolveObject` is
|
||||
// safe without the RTTI subtype gate `Script_GetName` does first.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
namespace Frame::ClickFrame {
|
||||
|
||||
namespace {
|
||||
// CFrameScriptObject::GetName — vtable slot +4, thiscall, no args.
|
||||
using GetName_t = const char *(__thiscall *)(void *self);
|
||||
|
||||
const char *ObjectName(void *obj) {
|
||||
auto vtable = *reinterpret_cast<void ***>(obj);
|
||||
auto getName = reinterpret_cast<GetName_t>(vtable[1]);
|
||||
return getName(obj);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
static int __fastcall Script_GetClickFrame(void *L) {
|
||||
using namespace Game::Lua;
|
||||
|
||||
if (GetTop(L) < 1) {
|
||||
Error(L, "Usage: GetClickFrame(\"name\")");
|
||||
return 0;
|
||||
}
|
||||
const char *name = ToString(L, 1);
|
||||
if (name == nullptr) {
|
||||
PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// getglobal(name): push _G[name].
|
||||
PushString(L, name);
|
||||
GetTable(L, GLOBALS_INDEX);
|
||||
|
||||
if (Type(L, -1) != TYPE_TABLE) {
|
||||
PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void *obj = ResolveObject(L, -1);
|
||||
if (obj != nullptr) {
|
||||
const char *objName = ObjectName(obj);
|
||||
if (objName != nullptr && std::strcmp(objName, name) == 0)
|
||||
// The wrapper table is still on top — return it as-is.
|
||||
return 1;
|
||||
}
|
||||
|
||||
PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("GetClickFrame", &Script_GetClickFrame);
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace Frame::ClickFrame
|
||||
@@ -331,63 +331,6 @@ int __fastcall Script_HookScript(void *L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// ---- IsEventRegistered (Frame) ---------------------------------------------
|
||||
|
||||
// `frame:IsEventRegistered("event")` — vanilla has RegisterEvent /
|
||||
// UnregisterEvent but not the query. There's no engine Script_* to
|
||||
// delegate to, so we replicate the membership check that lives inside
|
||||
// Frame::RegisterEvent (FUN_00702140): find the event by name in the live
|
||||
// event table, then walk that entry's subscriber chain for this frame.
|
||||
// The frame pointer we compare against is the same CFrameScriptObject*
|
||||
// the engine stores (Game::Lua::ResolveObject resolves self exactly as
|
||||
// Script_RegisterEvent does).
|
||||
using SStrCmpI_t = int(__stdcall *)(const char *a, const char *b, int n);
|
||||
|
||||
bool FrameHasEvent(void *frame, const char *eventName) {
|
||||
const uint32_t count = Game::Read<uint32_t>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_COUNT));
|
||||
auto *base = Game::Read<const uint8_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_BASE_PTR));
|
||||
if (count == 0 || base == nullptr)
|
||||
return false;
|
||||
|
||||
auto sstrcmpi = reinterpret_cast<SStrCmpI_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_SSTR_CMP_I));
|
||||
|
||||
for (uint32_t i = 0; i < count; ++i) {
|
||||
const uint8_t *entry = base + i * Offsets::EVENT_ENTRY_STRIDE;
|
||||
const char *name = Game::Read<const char *>(
|
||||
entry, Offsets::OFF_EVENT_ENTRY_NAME);
|
||||
if (name == nullptr)
|
||||
continue;
|
||||
if (sstrcmpi(name, eventName, 0x7FFFFFFF) != 0)
|
||||
continue;
|
||||
// Names are unique, so this is the one entry — walk its chain.
|
||||
uintptr_t node = Game::Read<uintptr_t>(
|
||||
entry, Offsets::OFF_EVENT_ENTRY_HEAD);
|
||||
while ((node & 1) == 0 && node != 0) {
|
||||
if (Game::Read<void *>(node + Offsets::OFF_EVENT_NODE_FRAME) == frame)
|
||||
return true;
|
||||
node = Game::Read<uintptr_t>(node + Offsets::OFF_EVENT_NODE_NEXT);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
int __fastcall Script_IsEventRegistered(void *L) {
|
||||
if (!Game::Lua::IsString(L, 2)) {
|
||||
Game::Lua::Error(L, "Usage: frame:IsEventRegistered(\"event\")");
|
||||
return 0;
|
||||
}
|
||||
void *frame = Game::Lua::ResolveObject(L, 1);
|
||||
const char *eventName = Game::Lua::ToString(L, 2);
|
||||
const bool registered =
|
||||
frame != nullptr && eventName != nullptr && FrameHasEvent(frame, eventName);
|
||||
Game::Lua::PushBool(L, registered);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// ---- SetPoint one-arg form (Script_SetPoint co-hook) -----------------------
|
||||
|
||||
// Vanilla's Script_SetPoint accepts every modern form except the bare
|
||||
@@ -427,7 +370,6 @@ const Game::Lua::FrameMethodEntry g_frameMethods[] = {
|
||||
Offsets::FUN_SCRIPT_FRAME_HIDE>},
|
||||
{"SetResizeBounds", &Script_SetResizeBounds},
|
||||
{"HookScript", &Script_HookScript},
|
||||
{"IsEventRegistered", &Script_IsEventRegistered},
|
||||
{"GetEffectiveAlpha", &Script_GetEffectiveAlpha},
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#include "frame/RunnerHook.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
|
||||
namespace Frame::RunnerHook {
|
||||
|
||||
namespace {
|
||||
|
||||
// Chained at static-init time by each `AutoSubscribe` constructor, before
|
||||
// `DllMain`. Zero-initialized (namespace static) ahead of any dynamic init, so
|
||||
// the head is valid when subscribers link in.
|
||||
AutoSubscribe *g_head = nullptr;
|
||||
|
||||
using Runner_t = void(__cdecl *)(void *frame, uint32_t *slotPtr, const char *fmt,
|
||||
void *varargs);
|
||||
Runner_t g_orig = nullptr;
|
||||
|
||||
void __cdecl Hook(void *frame, uint32_t *slotPtr, const char *fmt, void *varargs) {
|
||||
for (AutoSubscribe *s = g_head; s != nullptr; s = s->next)
|
||||
if (s->fn(frame, slotPtr, fmt, varargs))
|
||||
return; // handled — suppressed, or the subscriber ran Original itself
|
||||
g_orig(frame, slotPtr, fmt, varargs);
|
||||
}
|
||||
|
||||
const Game::HookAutoRegister _hook{
|
||||
Offsets::FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT, reinterpret_cast<void *>(&Hook),
|
||||
reinterpret_cast<void **>(&g_orig)};
|
||||
|
||||
} // namespace
|
||||
|
||||
AutoSubscribe::AutoSubscribe(Interceptor f) : fn(f), next(g_head) { g_head = this; }
|
||||
|
||||
void Original(void *frame, uint32_t *slotPtr, const char *fmt, void *varargs) {
|
||||
g_orig(frame, slotPtr, fmt, varargs);
|
||||
}
|
||||
|
||||
} // namespace Frame::RunnerHook
|
||||
@@ -0,0 +1,56 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
// Shared interceptor for the engine's arg'd frame-script runner
|
||||
// `FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT` (0x00702710) — `__cdecl(frame, slotPtr,
|
||||
// fmt, vaPtr)`: stamps the exec context from `slotPtr[1]`, runs the handler in
|
||||
// `slotPtr[0]` through FUN_FRAME_RUN_SCRIPT_ARGS, restores. Exactly two engine
|
||||
// paths funnel through it: every arg'd input-script fire (OnClick,
|
||||
// OnMouseWheel, … via the variadic forwarder FUN_007026F0) and the event
|
||||
// dispatcher FUN_FIRE_EVENT's per-frame OnEvent fire, which passes
|
||||
// `slotPtr == frame + OFF_FRAME_ONEVENT_SLOT`.
|
||||
//
|
||||
// MinHook allows ONE hook per address, and more than one feature needs this
|
||||
// runner: `Frame::ClickEvents` brackets OnClick with PreClick/PostClick, and
|
||||
// `Frame::UnitEvent` suppresses OnEvent fires that a RegisterUnitEvent filter
|
||||
// rejects. So — exactly like `Event::SignalHook` and `Tick::WorldTick` — this
|
||||
// module owns the single hook and fans out. Declare a file-scope
|
||||
// static const Frame::RunnerHook::AutoSubscribe _sub{&interceptor};
|
||||
//
|
||||
// An interceptor returns `true` when it has fully handled the fire — either
|
||||
// suppressed it, or already ran the engine itself through `Original` (the
|
||||
// bracketing case). `false` falls through to the next subscriber and finally
|
||||
// the original. The FIRST `true` wins, so subscribers must claim disjoint slot
|
||||
// addresses; subscriber order is static-init order and must not matter.
|
||||
|
||||
namespace Frame::RunnerHook {
|
||||
|
||||
using Interceptor = bool (*)(void *frame, uint32_t *slotPtr, const char *fmt,
|
||||
void *varargs);
|
||||
|
||||
struct AutoSubscribe {
|
||||
explicit AutoSubscribe(Interceptor fn);
|
||||
Interceptor fn;
|
||||
AutoSubscribe *next;
|
||||
};
|
||||
|
||||
// The engine's runner (the MinHook trampoline) — for interceptors that run the
|
||||
// fire themselves, e.g. to bracket it, rather than suppress it. Valid only once
|
||||
// hooks are installed, i.e. from inside an interceptor.
|
||||
void Original(void *frame, uint32_t *slotPtr, const char *fmt, void *varargs);
|
||||
|
||||
} // namespace Frame::RunnerHook
|
||||
@@ -287,14 +287,13 @@ bool RunModern(int handlerRef, void *frame, const char *fmt, const void *vaPtr)
|
||||
// lua_State: top @ +0x08 (TValue *, next free slot)
|
||||
// TValue: tag @ +0x00 (int); GC/closure pointer @ +0x08 (16-byte TValue)
|
||||
// Closure: isC byte @ +0x06; union member (C func / Proto) @ +0x0C
|
||||
// Proto: numparams (u8) @ +0x45, is_vararg (u8) @ +0x46
|
||||
// Single-use here, so kept local (like the lua_State field offsets elsewhere).
|
||||
// The Proto fields this reads (numparams @ +0x45, is_vararg @ +0x46) are shared
|
||||
// with LuaSyntax::Upvalues and live in Offsets.h as OFF_LUA_PROTO_*.
|
||||
constexpr uintptr_t OFF_LUASTATE_TOP = 0x08;
|
||||
constexpr uintptr_t OFF_TVALUE_GC = 0x08;
|
||||
constexpr uintptr_t OFF_CLOSURE_ISC = 0x06;
|
||||
constexpr uintptr_t OFF_LCLOSURE_PROTO = 0x0C;
|
||||
constexpr uintptr_t OFF_PROTO_NUMPARAMS = 0x45;
|
||||
constexpr uintptr_t OFF_PROTO_IS_VARARG = 0x46;
|
||||
constexpr int kLuaTFunction = 6;
|
||||
constexpr uintptr_t kTValueSize = 0x10;
|
||||
|
||||
@@ -322,8 +321,8 @@ bool HandlerWantsArgs(void *L, int handlerRef) {
|
||||
const void *proto = reinterpret_cast<const void *>(
|
||||
Game::Read<uintptr_t>(cl, OFF_LCLOSURE_PROTO));
|
||||
if (proto != nullptr)
|
||||
wants = Game::Read<uint8_t>(proto, OFF_PROTO_NUMPARAMS) > 0 ||
|
||||
Game::Read<uint8_t>(proto, OFF_PROTO_IS_VARARG) != 0;
|
||||
wants = Game::Read<uint8_t>(proto, Offsets::OFF_LUA_PROTO_NUMPARAMS) > 0 ||
|
||||
Game::Read<uint8_t>(proto, Offsets::OFF_LUA_PROTO_IS_VARARG) != 0;
|
||||
}
|
||||
}
|
||||
Game::Lua::SetTop(L, -2); // pop the handler
|
||||
|
||||
@@ -0,0 +1,374 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `frame:RegisterUnitEvent(event, ...units)` — register for an event but only
|
||||
// receive it for the given unit tokens — plus the unit-aware
|
||||
// `frame:IsEventRegistered(event)` (registered [, unit…]).
|
||||
//
|
||||
// Vanilla owns everything except the filter, so the filter is all this adds:
|
||||
//
|
||||
// - Chain membership stays the engine's. RegisterUnitEvent delegates to the
|
||||
// engine's own `Script_RegisterEvent` (stack cut to (self, event)), so the
|
||||
// frame lands on the event's subscriber chain through the same code every
|
||||
// RegisterEvent uses — self typecheck, error text, and DllMain's
|
||||
// RegisterEvent hook included.
|
||||
// - The filter is stored here, keyed by frame, and dropped exactly where the
|
||||
// engine drops the frame's subscriber node: co-hooks on the C++ helpers
|
||||
// `Frame::UnregisterEvent` (FUN_FRAME_UNREGISTER_EVENT) and
|
||||
// `Frame::UnregisterAllEvents` (FUN_FRAME_UNREGISTER_ALL_EVENTS — also the
|
||||
// CScriptObject destructor's path, so frame destruction is covered).
|
||||
// - The check is one gate on the per-frame OnEvent fire. The dispatcher
|
||||
// FUN_FIRE_EVENT sets `_G.event`, walks the chain, and per frame calls the
|
||||
// runner FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT(frame, frame+OFF_FRAME_ONEVENT_SLOT,
|
||||
// fmt, va). We subscribe to that runner through `Frame::RunnerHook` (it is
|
||||
// shared with Frame::ClickEvents — one MinHook per address), and when the
|
||||
// frame has a filter for the event being dispatched and arg1 matches none
|
||||
// of its tokens, we return without invoking the handler. Suppressing at the
|
||||
// runner also suppresses HookScript chains and Frame::ScriptArgs' positional
|
||||
// path — they all live downstream of it, which is what retail does too.
|
||||
//
|
||||
// Semantics mirror Blizzard's 5.4.8 implementation (Ghidra-verified), where the
|
||||
// filter lives ON the subscriber node and the node's kind is fixed when it is
|
||||
// created: RegisterEvent on a filtered registration leaves the filter;
|
||||
// RegisterUnitEvent on a plain registration stays plain; RegisterUnitEvent on a
|
||||
// filtered registration replaces the units; RegisterUnitEvent with no usable
|
||||
// unit is a plain RegisterEvent. Switching kinds takes UnregisterEvent first.
|
||||
//
|
||||
// Two places we deliberately don't mirror 5.4.8, both additive:
|
||||
//
|
||||
// - UNIT COUNT. 5.4.8 reads exactly two units (a hardcoded two-iteration loop
|
||||
// over Lua indices 3 and 4) and folds each token's table index into a byte
|
||||
// of one dword on the node — `filter = filter * 0x100 + idx`. Retail later
|
||||
// filled that dword and documents "up to four units", which its 5.4.8
|
||||
// reader already anticipated by walking all four bytes generically. We
|
||||
// store strings in our own map, so there is no dword to fill and no reason
|
||||
// to pick a number: every argument past the event name that is a string is
|
||||
// taken as a unit. Retail's four are covered by definition.
|
||||
// - TOKEN VALIDATION. 5.4.8 looks each unit up in a static canonical token
|
||||
// table (case-sensitive) and drops unknowns; we keep the string and compare
|
||||
// case-insensitively, because ClassicAPI's own tokens (`focus`,
|
||||
// `nameplateN`, `markN`) are not in the engine's table.
|
||||
//
|
||||
// Filter rule: the filter applies only when the event's first argument is a
|
||||
// string (every UNIT_* event fires as "%s" + token). A first spec that isn't
|
||||
// `%s`, or a no-arg event (those go through FUN_FIRE_EVENT_NO_ARGS → a runner
|
||||
// we never see), fires as with RegisterEvent — one rule that holds on every
|
||||
// dispatch path, whose failure mode is an extra event rather than a lost one.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "frame/RunnerHook.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
namespace Frame::UnitEvent {
|
||||
|
||||
namespace {
|
||||
|
||||
using ScriptFn_t = int(__fastcall *)(void *L);
|
||||
// Storm SStrCmpI — `__stdcall`, RET 0xC (see Offsets.h; a __cdecl declaration
|
||||
// drifts ESP by 12 per call).
|
||||
using SStrCmpI_t = int(__stdcall *)(const char *a, const char *b, int n);
|
||||
|
||||
int CallScript(uintptr_t fn, void *L) { return reinterpret_cast<ScriptFn_t>(fn)(L); }
|
||||
|
||||
bool EqualsIgnoreCase(const char *a, const char *b) {
|
||||
if (a == nullptr || b == nullptr)
|
||||
return false;
|
||||
auto cmp = reinterpret_cast<SStrCmpI_t>(static_cast<uintptr_t>(Offsets::FUN_SSTR_CMP_I));
|
||||
return cmp(a, b, 0x7FFFFFFF) == 0;
|
||||
}
|
||||
|
||||
// One filtered registration — the unit filter 5.4.8 keeps on the event's
|
||||
// subscriber node for this frame. `event` is the CANONICAL name copied from the
|
||||
// event-table entry, so the fire-time compare against the dispatcher-set
|
||||
// `_G.event` (which is that same entry name) is a plain strcmp.
|
||||
struct Filter {
|
||||
std::string event;
|
||||
std::vector<std::string> units; // never empty; a filter with no unit is no filter
|
||||
};
|
||||
|
||||
// Keyed by frame. Entries die with the frame's subscriber node (the two
|
||||
// unregister co-hooks) and on /reload (PrepareForReload).
|
||||
std::unordered_map<const void *, std::vector<Filter>> g_filters;
|
||||
|
||||
// ---- event table -----------------------------------------------------------
|
||||
|
||||
// The live event-table entry whose name matches `eventName` (case-insensitive,
|
||||
// as Frame::RegisterEvent matches), or nullptr for an unknown event.
|
||||
const uint8_t *FindEventEntry(const char *eventName) {
|
||||
if (eventName == nullptr)
|
||||
return nullptr;
|
||||
const uint32_t count = Game::Read<uint32_t>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_COUNT));
|
||||
auto *base = Game::Read<const uint8_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_BASE_PTR));
|
||||
if (count == 0 || base == nullptr)
|
||||
return nullptr;
|
||||
for (uint32_t i = 0; i < count; ++i) {
|
||||
const uint8_t *entry = base + i * Offsets::EVENT_ENTRY_STRIDE;
|
||||
const char *name = Game::Read<const char *>(entry, Offsets::OFF_EVENT_ENTRY_NAME);
|
||||
if (name != nullptr && EqualsIgnoreCase(name, eventName))
|
||||
return entry; // names are unique
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Is `frame` on `entry`'s subscriber chain — the membership walk
|
||||
// Frame::RegisterEvent performs before appending.
|
||||
bool ChainHas(const uint8_t *entry, const void *frame) {
|
||||
uintptr_t node = Game::Read<uintptr_t>(entry, Offsets::OFF_EVENT_ENTRY_HEAD);
|
||||
while ((node & 1) == 0 && node != 0) {
|
||||
if (Game::Read<const void *>(node + Offsets::OFF_EVENT_NODE_FRAME) == frame)
|
||||
return true;
|
||||
node = Game::Read<uintptr_t>(node + Offsets::OFF_EVENT_NODE_NEXT);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ---- filter map --------------------------------------------------------------
|
||||
|
||||
Filter *FindFilter(const void *frame, const char *eventName) {
|
||||
auto it = g_filters.find(frame);
|
||||
if (it == g_filters.end())
|
||||
return nullptr;
|
||||
for (Filter &f : it->second)
|
||||
if (EqualsIgnoreCase(f.event.c_str(), eventName))
|
||||
return &f;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void EraseFilter(const void *frame, const char *eventName) {
|
||||
auto it = g_filters.find(frame);
|
||||
if (it == g_filters.end())
|
||||
return;
|
||||
std::vector<Filter> &v = it->second;
|
||||
for (size_t i = 0; i < v.size(); ++i) {
|
||||
if (EqualsIgnoreCase(v[i].event.c_str(), eventName)) {
|
||||
v.erase(v.begin() + static_cast<ptrdiff_t>(i));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (v.empty())
|
||||
g_filters.erase(it);
|
||||
}
|
||||
|
||||
// ---- Lua methods --------------------------------------------------------------
|
||||
|
||||
// `frame:RegisterUnitEvent(event, ...units)` → registered.
|
||||
int __fastcall Script_RegisterUnitEvent(void *L) {
|
||||
if (!Game::Lua::IsString(L, 2)) {
|
||||
Game::Lua::Error(L, "Usage: frame:RegisterUnitEvent(\"event\" [, \"unit1\", ...])");
|
||||
return 0;
|
||||
}
|
||||
void *frame = Game::Lua::ResolveObject(L, 1);
|
||||
if (frame == nullptr) {
|
||||
// Not a frame — hand it to the engine so it raises its own error, so
|
||||
// the message stays the engine's rather than a copy of it.
|
||||
Game::Lua::SetTop(L, 2);
|
||||
return CallScript(Offsets::FUN_SCRIPT_FRAME_REGISTEREVENT, L);
|
||||
}
|
||||
|
||||
// Read everything BEFORE reshaping the stack for the delegate — including
|
||||
// the top, which the reshape destroys. Like 5.4.8 we take only real strings
|
||||
// as units (a number is not coerced) and silently skip anything else.
|
||||
const std::string eventName = Game::Lua::ToString(L, 2);
|
||||
const int argTop = Game::Lua::GetTop(L);
|
||||
std::vector<std::string> units;
|
||||
for (int idx = 3; idx <= argTop; ++idx) {
|
||||
if (Game::Lua::Type(L, idx) != Game::Lua::TYPE_STRING)
|
||||
continue;
|
||||
const char *s = Game::Lua::ToString(L, idx);
|
||||
if (s != nullptr && *s != '\0')
|
||||
units.push_back(s);
|
||||
}
|
||||
const uint8_t *entry = FindEventEntry(eventName.c_str());
|
||||
const bool wasRegistered = entry != nullptr && ChainHas(entry, frame);
|
||||
|
||||
// Chain membership is the engine's: (self, event) → Script_RegisterEvent.
|
||||
Game::Lua::SetTop(L, 2);
|
||||
CallScript(Offsets::FUN_SCRIPT_FRAME_REGISTEREVENT, L);
|
||||
|
||||
// 5.4.8 node semantics (see the header). No usable unit → this was a plain
|
||||
// RegisterEvent and an existing filter is left alone; an unknown event has
|
||||
// no node to attach a filter to.
|
||||
if (entry != nullptr && !units.empty()) {
|
||||
if (Filter *f = FindFilter(frame, eventName.c_str())) {
|
||||
f->units = units; // filtered → replace the units
|
||||
} else if (!wasRegistered) {
|
||||
Filter fresh;
|
||||
fresh.event = Game::Read<const char *>(entry, Offsets::OFF_EVENT_ENTRY_NAME);
|
||||
fresh.units = units;
|
||||
g_filters[frame].push_back(fresh);
|
||||
}
|
||||
// else: already registered plainly → stays plain
|
||||
}
|
||||
|
||||
Game::Lua::PushBool(L, entry != nullptr && ChainHas(entry, frame));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `frame:IsEventRegistered(event)` → registered [, unit…]. Vanilla has
|
||||
// RegisterEvent / UnregisterEvent but not the query; the membership check is
|
||||
// the same chain walk Frame::RegisterEvent performs, so the answer is exactly
|
||||
// what the dispatcher sees. Units come back in registration order.
|
||||
int __fastcall Script_IsEventRegistered(void *L) {
|
||||
if (!Game::Lua::IsString(L, 2)) {
|
||||
Game::Lua::Error(L, "Usage: frame:IsEventRegistered(\"event\")");
|
||||
return 0;
|
||||
}
|
||||
void *frame = Game::Lua::ResolveObject(L, 1);
|
||||
const char *eventName = Game::Lua::ToString(L, 2);
|
||||
const uint8_t *entry = (frame != nullptr) ? FindEventEntry(eventName) : nullptr;
|
||||
const bool registered = entry != nullptr && ChainHas(entry, frame);
|
||||
Game::Lua::PushBool(L, registered);
|
||||
if (!registered)
|
||||
return 1;
|
||||
const Filter *f = FindFilter(frame, eventName);
|
||||
if (f == nullptr)
|
||||
return 1;
|
||||
if (Game::Lua::CheckStack(L, static_cast<int>(f->units.size()) + 1) == 0)
|
||||
return 1; // can't grow the stack — report registered, drop the units
|
||||
int pushed = 1;
|
||||
for (const std::string &u : f->units) {
|
||||
Game::Lua::PushString(L, u.c_str());
|
||||
++pushed;
|
||||
}
|
||||
return pushed;
|
||||
}
|
||||
|
||||
// ---- the gate ------------------------------------------------------------------
|
||||
|
||||
// True (and `*out` = arg1) when the runner's first conversion spec is `%s` —
|
||||
// the unit token of every unit event. Anything else means arg1 isn't a string
|
||||
// and the filter does not apply.
|
||||
bool FirstArgIsString(const char *fmt, const void *varargs, const char **out) {
|
||||
if (fmt == nullptr || varargs == nullptr)
|
||||
return false;
|
||||
const char *p = std::strchr(fmt, '%');
|
||||
if (p == nullptr || p[1] != 's')
|
||||
return false;
|
||||
*out = *static_cast<const char *const *>(varargs);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Frame::RunnerHook interceptor. Returns true ONLY to suppress a fire (the
|
||||
// engine runner is then never called for it); every other path returns false
|
||||
// and the fire proceeds untouched. Touches no Lua code: `_G.event` is read with
|
||||
// RawGet so an `__index` metatable on _G can never run script here, and no
|
||||
// reference into g_filters outlives the call.
|
||||
bool OnRun(void *frame, uint32_t *slotPtr, const char *fmt, void *varargs) {
|
||||
// Only the dispatcher's OnEvent fire passes the OnEvent slot.
|
||||
if (frame == nullptr ||
|
||||
slotPtr != reinterpret_cast<uint32_t *>(static_cast<uint8_t *>(frame) +
|
||||
Offsets::OFF_FRAME_ONEVENT_SLOT))
|
||||
return false;
|
||||
// Frames without filters pay one probe and leave.
|
||||
if (g_filters.empty())
|
||||
return false;
|
||||
auto it = g_filters.find(frame);
|
||||
if (it == g_filters.end())
|
||||
return false;
|
||||
|
||||
// Which event? The dispatcher has just set `_G.event` to the entry's name.
|
||||
void *L = Game::Lua::State();
|
||||
if (L == nullptr)
|
||||
return false;
|
||||
Game::Lua::PushString(L, "event");
|
||||
Game::Lua::RawGet(L, Game::Lua::GLOBALS_INDEX);
|
||||
const char *ev = Game::Lua::ToString(L, -1);
|
||||
const Filter *match = nullptr;
|
||||
if (ev != nullptr) {
|
||||
for (const Filter &f : it->second) {
|
||||
if (std::strcmp(f.event.c_str(), ev) == 0) {
|
||||
match = &f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Game::Lua::SetTop(L, -2);
|
||||
if (match == nullptr)
|
||||
return false;
|
||||
|
||||
// The filter applies only when arg1 is a string.
|
||||
const char *arg1 = nullptr;
|
||||
if (!FirstArgIsString(fmt, varargs, &arg1))
|
||||
return false;
|
||||
if (arg1 != nullptr) {
|
||||
for (const std::string &u : match->units)
|
||||
if (EqualsIgnoreCase(arg1, u.c_str()))
|
||||
return false;
|
||||
}
|
||||
return true; // no token matched — suppress
|
||||
}
|
||||
|
||||
// ---- unregister co-hooks (the filter dies with the node) ------------------------
|
||||
|
||||
// `__thiscall(frame, eventName)` mimicked as `__fastcall(ecx, edx_unused, …)`.
|
||||
using UnregisterEvent_t = void(__fastcall *)(void *frame, void *edx, const char *eventName);
|
||||
UnregisterEvent_t g_origUnregisterEvent = nullptr;
|
||||
|
||||
void __fastcall UnregisterEvent_h(void *frame, void *edx, const char *eventName) {
|
||||
if (frame != nullptr && !g_filters.empty())
|
||||
EraseFilter(frame, eventName);
|
||||
g_origUnregisterEvent(frame, edx, eventName);
|
||||
}
|
||||
|
||||
// `__fastcall(frame)`; the Lua wrapper has dead `(0)` calls after lua_error, so
|
||||
// tolerate a null frame.
|
||||
using UnregisterAll_t = void(__fastcall *)(void *frame, void *edx);
|
||||
UnregisterAll_t g_origUnregisterAll = nullptr;
|
||||
|
||||
void __fastcall UnregisterAllEvents_h(void *frame, void *edx) {
|
||||
if (frame != nullptr && !g_filters.empty())
|
||||
g_filters.erase(frame);
|
||||
g_origUnregisterAll(frame, edx);
|
||||
}
|
||||
|
||||
// ---- registration -----------------------------------------------------------------
|
||||
|
||||
const Game::Lua::FrameMethodEntry g_frameMethods[] = {
|
||||
{"RegisterUnitEvent", &Script_RegisterUnitEvent},
|
||||
{"IsEventRegistered", &Script_IsEventRegistered},
|
||||
};
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterFrameMethods(
|
||||
reinterpret_cast<void *>(Offsets::VAR_FRAME_METHOD_REGISTRY), g_frameMethods,
|
||||
static_cast<int>(sizeof(g_frameMethods) / sizeof(g_frameMethods[0])));
|
||||
}
|
||||
|
||||
// Frames survive /reload but the engine rebuilds the event table with empty
|
||||
// chains and every frame re-registers from scratch, so the filters start over
|
||||
// too — and a recycled frame pointer can never inherit a stale one.
|
||||
void PrepareForReload() { g_filters.clear(); }
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
|
||||
const Frame::RunnerHook::AutoSubscribe _runnerSub{&OnRun};
|
||||
|
||||
const Game::HookAutoRegister _hookUnregister{
|
||||
Offsets::FUN_FRAME_UNREGISTER_EVENT, reinterpret_cast<void *>(&UnregisterEvent_h),
|
||||
reinterpret_cast<void **>(&g_origUnregisterEvent)};
|
||||
const Game::HookAutoRegister _hookUnregisterAll{
|
||||
Offsets::FUN_FRAME_UNREGISTER_ALL_EVENTS,
|
||||
reinterpret_cast<void *>(&UnregisterAllEvents_h),
|
||||
reinterpret_cast<void **>(&g_origUnregisterAll)};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Frame::UnitEvent
|
||||
@@ -18,8 +18,7 @@
|
||||
|
||||
#include "Notes.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "settings/Paths.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
@@ -41,43 +40,11 @@ std::unordered_map<uint64_t, Entry> g_notes;
|
||||
std::string g_path;
|
||||
bool g_loaded = false;
|
||||
|
||||
const char *ReadAccountName() {
|
||||
return Game::Read<const char *>(Offsets::VAR_ACCOUNT_NAME_PTR);
|
||||
}
|
||||
|
||||
const char *ReadRealmName() {
|
||||
auto *info = Game::Read<uint8_t *>(Offsets::VAR_REALM_INFO_PTR);
|
||||
if (info == nullptr)
|
||||
return nullptr;
|
||||
return Game::Read<const char *>(info, Offsets::OFF_REALM_INFO_NAME);
|
||||
}
|
||||
|
||||
const char *ReadCharacterName() {
|
||||
auto *p = reinterpret_cast<const char *>(Offsets::VAR_CHARACTER_NAME);
|
||||
return (p[0] == '\0') ? nullptr : p;
|
||||
}
|
||||
|
||||
// WTF\Account\<acct>\<realm>\<char>\ClassicAPI_FriendNotes.txt, or empty until
|
||||
// the account + realm + character session globals are populated. Per-character
|
||||
// because the friends list is per-character in vanilla.
|
||||
std::string ResolveFilePath() {
|
||||
const char *account = ReadAccountName();
|
||||
if (account == nullptr || account[0] == '\0')
|
||||
return {};
|
||||
const char *realm = ReadRealmName();
|
||||
if (realm == nullptr || realm[0] == '\0')
|
||||
return {};
|
||||
const char *character = ReadCharacterName();
|
||||
if (character == nullptr)
|
||||
return {};
|
||||
std::string out = "WTF\\Account\\";
|
||||
out += account;
|
||||
out += '\\';
|
||||
out += realm;
|
||||
out += '\\';
|
||||
out += character;
|
||||
out += "\\ClassicAPI_FriendNotes.txt";
|
||||
return out;
|
||||
return Settings::Paths::CharacterFile("ClassicAPI_FriendNotes.txt");
|
||||
}
|
||||
|
||||
// Notes are a single line each; the file is tab-delimited, so a note must
|
||||
|
||||
@@ -107,7 +107,7 @@ void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_GameObjectInfo", "RequestLoadGameObjectByID",
|
||||
&Script_RequestLoadGameObjectByID);
|
||||
Cache::QueryLoad::Register(reinterpret_cast<void *>(Offsets::VAR_GAMEOBJECT_CACHE),
|
||||
kGameObjectDataLoadResult, Offsets::FUN_GAMEOBJECT_GET_RECORD);
|
||||
&_reserveLoadResult, Offsets::FUN_GAMEOBJECT_GET_RECORD);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user