mirror of
https://github.com/brues-code/ClassicAPI.git
synced 2026-11-14 15:10:39 +00:00
Compare commits
| Author | SHA1 | Date | |
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ee2b4d22ac | ||
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59a603f9b2 |
@@ -1,3 +1,4 @@
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AOELOOT = "AoE Loot"
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BINDING_NAME_FOCUSTARGET = "Focus Target";
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BINDING_NAME_TARGETFOCUS = "Target Focus";
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FOCUSTARGET = "Focus Target";
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@@ -12,4 +12,9 @@
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<Binding name="TARGETFOCUS">
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TargetUnit("focus");
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</Binding>
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<Binding name="AOELOOT">
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if not C_Loot.IsScanInProgress() then
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C_Loot.ScanNearbyLoot()
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end
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</Binding>
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</Bindings>
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+163
-56
@@ -147,41 +147,54 @@ static int __fastcall Script_IsItemDataCached(void *L) {
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return 1;
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}
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// Pending explicit-request tracking. We deliberately do NOT eagerly
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// create cache entries when an addon calls `C_Item.RequestLoadItemData`
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// at addon-load / PLAYER_ENTERING_WORLD time — empirically (pfQuest),
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// pre-creating the entry blocks the engine's natural prefetch path
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// from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The entry stays in a
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// permanently-pending state because nothing ever sends the query.
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// Pending-request tracking. We deliberately do NOT eagerly create cache
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// entries during the startup window — empirically (pfQuest), pre-creating
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// the entry at addon-load / PLAYER_ENTERING_WORLD time, before the
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// engine's network/opcode dispatch has settled, blocks the engine's
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// natural prefetch from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The
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// entry stays permanently pending because nothing ever sends the query.
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// This applies to BOTH paths into the cache:
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// - explicit `C_Item.RequestLoadItemData(ByID)`
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// - implicit `WarmCache` (the `GetItemInfo` hook + every `GetItem*`
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// getter's cache-miss warmup) — see `WarmCache`.
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//
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// Instead we hook the engine's item-cache response handler at
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// `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that fills cache
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// entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`). After the engine
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// finishes filling any entries and walking its own callback lists,
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// we sweep our pending set and fire `ITEM_DATA_LOAD_RESULT(itemID, 1)`
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// for any tracked items that now resolve. The engine's natural
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// prefetch (for player-inventory items) takes care of the actual
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// `SMSG_ITEM_QUERY_SINGLE` for us.
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// Both route through `Track`, which records the item without touching
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// the cache while `g_settled` is false. We hook the engine's item-cache
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// response handler at `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that
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// fills cache entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`); after the
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// engine finishes filling entries and walking its own callback lists, we
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// sweep our pending set and fire the per-item completion event for any
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// tracked item that now resolves. The engine's natural prefetch (for
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// player-inventory items) takes care of the actual query for us.
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//
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// For items the engine *doesn't* naturally prefetch (e.g. quest
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// reward IDs the player has never owned), we escalate after
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// `kEscalateTicks` by issuing our own `CacheFetch` with a no-op
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// For items the engine *doesn't* naturally prefetch (e.g. quest reward
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// IDs the player has never owned), `OnWorldTick` escalates once the
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// startup gate has settled by issuing our own `CacheFetch` with a no-op
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// callback — that creates the entry and queues the query, and the
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// response handler hook still fires our event when the data lands.
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// `kMaxWaitTicks` is the hard timeout that gives up and fires
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// `ITEM_DATA_LOAD_RESULT(itemID, nil)`.
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// `kMaxWaitTicks` is the hard timeout that gives up and fires the
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// completion event with failure.
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struct Pending {
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uint32_t itemID;
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int ticksWaiting;
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bool requestIssued;
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bool implicit; // true: fire GET_ITEM_INFO_RECEIVED; false: ITEM_DATA_LOAD_RESULT
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bool failed; // set by the escalation callback on a server "no such item" reply
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};
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constexpr int kMaxPending = 64;
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constexpr int kEscalateTicks = 60;
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constexpr int kMaxPending = 512;
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constexpr int kMaxWaitTicks = 1200;
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// World ticks after which we assume the engine's startup
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// network/opcode-dispatch state has settled and eager queries are safe.
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// Also latched the moment the engine's own response handler fires (a
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// response proves dispatch is live) — see `ItemStatsCacheResponse_h`.
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// One-way latch; see the relog note in `WarmCache`.
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constexpr int kSettleTicks = 60;
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static Pending g_pending[kMaxPending];
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static int g_pendingCount = 0;
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static bool g_settled = false;
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static int g_worldTicks = 0;
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static int FindPending(uint32_t itemID) {
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for (int i = 0; i < g_pendingCount; ++i) {
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@@ -197,27 +210,92 @@ static void RemovePendingAt(int idx) {
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g_pending[idx] = g_pending[g_pendingCount];
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}
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// No-op callback for the escalation path — we just need a non-null
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// callback pointer so the engine's `_GetRecord` queues the query.
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// The response handler hook will detect the fill and fire the event;
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// this callback doesn't need to do anything.
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static void __stdcall ItemLoadCallback_NoOp(void * /*userData*/, int /*success*/) {}
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// Callback for the escalation path. The engine queues the query when we
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// pass a non-null callback to `_GetRecord`; it then invokes this with the
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// itemID smuggled through `userData`. On a successful fill the engine has
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// already set the entry's loaded flag, so the response-handler sweep
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// reports success — we do nothing here. On a server failure (high-bit
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// itemID in `SMSG_ITEM_QUERY_SINGLE_RESPONSE`) the engine does NOT set the
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// loaded flag (verified in `FUN_0055BDB0`), so the sweep can't detect it;
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// we mark the pending entry failed so the sweep / tick fires failure
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// immediately instead of waiting out `kMaxWaitTicks`.
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static void __stdcall ItemLoadCallback_Escalated(void *userData, int success) {
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if (success)
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return;
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const auto itemID = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(userData));
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const int idx = FindPending(itemID);
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if (idx >= 0)
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g_pending[idx].failed = true;
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}
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static void RequestAndMaybeNotify(uint32_t itemID) {
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// Already loaded — fire success synchronously.
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static void FireByTag(uint32_t itemID, bool success, bool implicit) {
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if (implicit)
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FireGetItemInfoReceived(static_cast<int>(itemID), success);
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else
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FireItemDataLoadResult(static_cast<int>(itemID), success);
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}
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// Records an item we owe a completion event for, WITHOUT eagerly
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// creating the cache entry. During the startup window (before
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// `g_settled`) this is the only safe way to "request" an item: calling
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// `CacheFetch` with a callback now would create an orphan entry the
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// engine's prefetch then skips, leaving it permanently pending (see the
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// block comment above). `OnWorldTick` issues the actual query once
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// settled, and the response-handler sweep fires the event — tagged
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// implicit (GET_ITEM_INFO_RECEIVED) or explicit (ITEM_DATA_LOAD_RESULT).
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// Returns false only when the request was dropped because the pending
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// set is full (the caller is still tracking nothing). All other outcomes
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// — already-loaded, already-tracking, newly-tracked — return true.
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static bool Track(uint32_t itemID, bool implicit) {
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if (CacheFetch(itemID, nullptr) != nullptr) {
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FireItemDataLoadResult(static_cast<int>(itemID), true);
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return;
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// Already loaded. Explicit RequestLoadItemData fires its
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// completion event synchronously (modern API contract). Implicit
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// warmup mirrors the engine's already-loaded shortcut, which does
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// not re-invoke the callback — so a cache hit fires nothing.
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if (!implicit)
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FireItemDataLoadResult(static_cast<int>(itemID), true);
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return true;
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}
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const int idx = FindPending(itemID);
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if (idx >= 0) {
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// Already tracking. An explicit request supersedes a pending
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// implicit one so the explicit caller's ITEM_DATA_LOAD_RESULT is
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// honored (the two events are mutually exclusive per fill).
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if (!implicit)
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g_pending[idx].implicit = false;
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return true;
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}
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// Already tracking — second request just dedups.
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if (FindPending(itemID) >= 0)
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return;
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if (g_pendingCount >= kMaxPending)
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return;
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return false;
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g_pending[g_pendingCount].itemID = itemID;
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g_pending[g_pendingCount].ticksWaiting = 0;
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g_pending[g_pendingCount].requestIssued = false;
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g_pending[g_pendingCount].implicit = implicit;
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g_pending[g_pendingCount].failed = false;
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++g_pendingCount;
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return true;
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}
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static bool RequestAndMaybeNotify(uint32_t itemID) { return Track(itemID, /*implicit=*/false); }
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// Fires + removes a pending entry if it has resolved either way: loaded
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// (engine set the flag) → success, or `failed` (escalation callback saw a
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// server rejection) → failure. Returns true if it fired and removed the
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// entry at `i`, so callers must NOT advance their index when it does.
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static bool TryCompletePending(int i) {
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const uint32_t itemID = g_pending[i].itemID;
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const bool implicit = g_pending[i].implicit;
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if (CacheFetch(itemID, nullptr) != nullptr) {
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RemovePendingAt(i);
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FireByTag(itemID, true, implicit);
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return true;
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}
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if (g_pending[i].failed) {
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RemovePendingAt(i);
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FireByTag(itemID, false, implicit);
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return true;
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}
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return false;
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}
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// Response handler hook. After the engine fills cache entries from
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@@ -237,16 +315,17 @@ static void __fastcall ItemStatsCacheResponse_h(void *cache, void * /*edx_unused
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void *packetReader, int flag) {
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using Trampoline_t = void(__fastcall *)(void *cache, void *edx, void *packetReader, int flag);
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reinterpret_cast<Trampoline_t>(ItemStatsCacheResponse_o)(cache, nullptr, packetReader, flag);
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// The engine just processed an item-query response, which proves its
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// network/opcode dispatch is live — eager queries are safe from here
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// on. Latch the startup gate so `WarmCache` stops deferring.
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g_settled = true;
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// Sweep pending — the engine just finished filling any matching
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// entries. Peek (no callback) returns non-null iff the entry's
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// loaded flag is set.
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// entries (and, on the failure branch, invoked our escalation
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// callback which marked any rejected items `failed`). Fire whatever
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// resolved this response, success or failure.
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for (int i = 0; i < g_pendingCount;) {
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const uint32_t itemID = g_pending[i].itemID;
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if (CacheFetch(itemID, nullptr) != nullptr) {
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RemovePendingAt(i);
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FireItemDataLoadResult(static_cast<int>(itemID), true);
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if (TryCompletePending(i))
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continue;
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}
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++i;
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}
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}
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@@ -258,23 +337,34 @@ static const Game::HookAutoRegister _hookCacheResponse{
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// Escalation + timeout. The hook covers the happy path (engine fills
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// cache → we fire). This tick is only responsible for:
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// 1. Issuing a query for items the engine doesn't naturally prefetch
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// (e.g. quest rewards) — wait `kEscalateTicks` so we don't race
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// the engine's startup-time state machine, then call CacheFetch
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// with a no-op callback. The engine sends the SMSG, the response
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// handler hook fires the event when the response lands.
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// 2. Giving up after `kMaxWaitTicks` for items that never resolve
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// (bad itemID, server doesn't respond, etc.) — fire failure.
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// 1. Latching the startup gate via a tick-count fallback, in case no
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// engine response arrives early enough to latch it first.
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// 2. Issuing a query for items the engine doesn't naturally prefetch
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// (e.g. quest rewards) — but only once `g_settled`, so we don't
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// race the engine's startup-time state machine. The engine sends
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// the SMSG, the response handler hook fires the event when the
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// response lands.
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// 3. Firing failure immediately for items the server rejected (the
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// escalation callback marked them `failed`), and as a last resort
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// giving up after `kMaxWaitTicks` for items that never resolve at
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// all (lost query, server silent) — fire failure.
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static void OnWorldTick() {
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if (!g_settled && ++g_worldTicks >= kSettleTicks)
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g_settled = true;
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for (int i = 0; i < g_pendingCount;) {
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if (!g_pending[i].requestIssued && g_pending[i].ticksWaiting >= kEscalateTicks) {
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CacheFetch(g_pending[i].itemID, &ItemLoadCallback_NoOp);
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if (!g_pending[i].requestIssued && g_settled) {
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CacheFetch(g_pending[i].itemID, &ItemLoadCallback_Escalated);
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g_pending[i].requestIssued = true;
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}
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// A server rejection (marked by the escalation callback) resolves
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// the item as failure without waiting out the timeout.
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if (TryCompletePending(i))
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continue;
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if (g_pending[i].ticksWaiting >= kMaxWaitTicks) {
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const uint32_t itemID = g_pending[i].itemID;
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const bool implicit = g_pending[i].implicit;
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RemovePendingAt(i);
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FireItemDataLoadResult(static_cast<int>(itemID), false);
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FireByTag(itemID, false, implicit);
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continue;
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}
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++g_pending[i].ticksWaiting;
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@@ -291,7 +381,24 @@ static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
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// `ITEM_DATA_LOAD_RESULT`), matching modern semantics for ambient
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// cache fills.
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void WarmCache(uint32_t itemID) {
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CacheFetch(itemID, &ItemLoadCallback_Implicit);
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// Post-settle (steady state): query immediately for lowest latency.
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// The engine invokes our implicit callback when the data lands.
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if (g_settled) {
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CacheFetch(itemID, &ItemLoadCallback_Implicit);
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return;
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}
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// Startup window: do NOT eagerly create the cache entry — that
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// orphans it (the engine's prefetch skips already-existing entries,
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// and our SMSG goes into a hole while dispatch isn't ready), leaving
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// the item permanently nil for the session. This is the exact race
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// that broke pfQuest/Questie scanning at PLAYER_ENTERING_WORLD. Defer
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// through the pending set instead; OnWorldTick issues the query once
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// settled and the response-handler sweep fires GET_ITEM_INFO_RECEIVED.
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//
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// NOTE: g_settled is a one-way latch per process. The race this
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// guards is the initial-login cold-WDB window. On relog the WDB is
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// already warm so cold-fetch pressure is minimal; we don't re-arm it.
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Track(itemID, /*implicit=*/true);
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}
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// Hook for `Script_GetItemInfo`. Pre-warms the cache from arg 1, then
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@@ -314,8 +421,8 @@ static int __fastcall Script_RequestLoadItemDataByID(void *L) {
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Game::Lua::PushBoolean(L, 0);
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return 1;
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}
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RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
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Game::Lua::PushBoolean(L, 1);
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const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
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Game::Lua::PushBoolean(L, accepted ? 1 : 0);
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return 1;
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}
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@@ -329,8 +436,8 @@ static int __fastcall Script_RequestLoadItemData(void *L) {
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Game::Lua::PushBoolean(L, 0);
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return 1;
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}
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RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
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Game::Lua::PushBoolean(L, 1);
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const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
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Game::Lua::PushBoolean(L, accepted ? 1 : 0);
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return 1;
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}
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Reference in New Issue
Block a user