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Author SHA1 Message Date
Brues ee2b4d22ac GetItemInfo failure fix
commit 52064f025188267ab44dae41af93261ae1bcfc03
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 18 23:33:09 2026 -0500

    Item cache: fast-fail server rejections; report pending overflow

    Two follow-ups to the WarmCache startup-latch fix.

    Failure fast-path: the escalation path used a no-op callback, so a
    server "no such item" reply (high-bit itemID — the FUN_0055BDB0 failure
    branch does NOT set the entry loaded flag) went undetected and the item
    waited out the full kMaxWaitTicks (~20s) before reporting failure.
    Replace it with ItemLoadCallback_Escalated, which marks the pending
    entry failed when the engine reports !success. A shared TryCompletePending
    helper resolves each entry either way (loaded -> success, failed ->
    failure) and is now used by both the response-handler sweep and the
    tick, so rejections fire in the same response. Genuinely lost queries
    (server silent) still fall back to the timeout.

    Overflow: Track now returns false when the pending set is full instead
    of silently dropping, and the explicit RequestLoadItemData/ByID Lua
    functions propagate that as their boolean return. Bump kMaxPending
    256 -> 512 since the unsettled window now also holds implicit warmups.

commit 797a73de44e6a4ceb0ac434944a137dcd47c18f3
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 18 23:24:04 2026 -0500

    Item cache: gate WarmCache behind a startup-settled latch

    The previous fix (ad13440) deferred only the explicit
    RequestLoadItemData path out of the engine startup window. The implicit
    WarmCache path — the GetItemInfo hook plus every GetItem* getter cache-
    miss warmup — still eagerly called CacheFetch(callback) with no gate, so
    it orphaned cache entries during the exact PLAYER_ENTERING_WORLD /
    addon-load window the original bug was about. pfQuest/Questie scan item
    data there, so those items stayed permanently nil for the session.

    WarmCache now gates on a one-way g_settled latch:
    - Pre-settle (startup): defer through the same pending set as
      RequestLoadItemData, tagged implicit so the response-handler sweep
      fires GET_ITEM_INFO_RECEIVED (not ITEM_DATA_LOAD_RESULT).
    - Post-settle: eager CacheFetch as before, for low-latency mid-session
      lookups.

    The latch flips true the moment the engine response handler fires (proof
    dispatch is live) or after kSettleTicks world ticks, whichever first.
    Per-process, not re-armed on relog (cold-WDB race is initial-login only).

    Unify both paths through Track(itemID, implicit); sweep and timeout fire
    the correct event by tag. Escalation now gates on g_settled instead of a
    fixed per-item tick count, draining the startup backlog as soon as it is
    safe. Bump kMaxPending 64 -> 256 to absorb the larger startup burst.
2026-06-18 23:34:37 -05:00
Brues 59a603f9b2 AoE Loot binding 2026-06-18 23:23:26 -05:00
3 changed files with 169 additions and 56 deletions
+1
View File
@@ -1,3 +1,4 @@
AOELOOT = "AoE Loot"
BINDING_NAME_FOCUSTARGET = "Focus Target";
BINDING_NAME_TARGETFOCUS = "Target Focus";
FOCUSTARGET = "Focus Target";
+5
View File
@@ -12,4 +12,9 @@
<Binding name="TARGETFOCUS">
TargetUnit("focus");
</Binding>
<Binding name="AOELOOT">
if not C_Loot.IsScanInProgress() then
C_Loot.ScanNearbyLoot()
end
</Binding>
</Bindings>
+163 -56
View File
@@ -147,41 +147,54 @@ static int __fastcall Script_IsItemDataCached(void *L) {
return 1;
}
// Pending explicit-request tracking. We deliberately do NOT eagerly
// create cache entries when an addon calls `C_Item.RequestLoadItemData`
// at addon-load / PLAYER_ENTERING_WORLD time — empirically (pfQuest),
// pre-creating the entry blocks the engine's natural prefetch path
// from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The entry stays in a
// permanently-pending state because nothing ever sends the query.
// Pending-request tracking. We deliberately do NOT eagerly create cache
// entries during the startup window — empirically (pfQuest), pre-creating
// the entry at addon-load / PLAYER_ENTERING_WORLD time, before the
// engine's network/opcode dispatch has settled, blocks the engine's
// natural prefetch from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The
// entry stays permanently pending because nothing ever sends the query.
// This applies to BOTH paths into the cache:
// - explicit `C_Item.RequestLoadItemData(ByID)`
// - implicit `WarmCache` (the `GetItemInfo` hook + every `GetItem*`
// getter's cache-miss warmup) — see `WarmCache`.
//
// Instead we hook the engine's item-cache response handler at
// `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that fills cache
// entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`). After the engine
// finishes filling any entries and walking its own callback lists,
// we sweep our pending set and fire `ITEM_DATA_LOAD_RESULT(itemID, 1)`
// for any tracked items that now resolve. The engine's natural
// prefetch (for player-inventory items) takes care of the actual
// `SMSG_ITEM_QUERY_SINGLE` for us.
// Both route through `Track`, which records the item without touching
// the cache while `g_settled` is false. We hook the engine's item-cache
// response handler at `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that
// fills cache entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`); after the
// engine finishes filling entries and walking its own callback lists, we
// sweep our pending set and fire the per-item completion event for any
// tracked item that now resolves. The engine's natural prefetch (for
// player-inventory items) takes care of the actual query for us.
//
// For items the engine *doesn't* naturally prefetch (e.g. quest
// reward IDs the player has never owned), we escalate after
// `kEscalateTicks` by issuing our own `CacheFetch` with a no-op
// For items the engine *doesn't* naturally prefetch (e.g. quest reward
// IDs the player has never owned), `OnWorldTick` escalates once the
// startup gate has settled by issuing our own `CacheFetch` with a no-op
// callback — that creates the entry and queues the query, and the
// response handler hook still fires our event when the data lands.
// `kMaxWaitTicks` is the hard timeout that gives up and fires
// `ITEM_DATA_LOAD_RESULT(itemID, nil)`.
// `kMaxWaitTicks` is the hard timeout that gives up and fires the
// completion event with failure.
struct Pending {
uint32_t itemID;
int ticksWaiting;
bool requestIssued;
bool implicit; // true: fire GET_ITEM_INFO_RECEIVED; false: ITEM_DATA_LOAD_RESULT
bool failed; // set by the escalation callback on a server "no such item" reply
};
constexpr int kMaxPending = 64;
constexpr int kEscalateTicks = 60;
constexpr int kMaxPending = 512;
constexpr int kMaxWaitTicks = 1200;
// World ticks after which we assume the engine's startup
// network/opcode-dispatch state has settled and eager queries are safe.
// Also latched the moment the engine's own response handler fires (a
// response proves dispatch is live) — see `ItemStatsCacheResponse_h`.
// One-way latch; see the relog note in `WarmCache`.
constexpr int kSettleTicks = 60;
static Pending g_pending[kMaxPending];
static int g_pendingCount = 0;
static bool g_settled = false;
static int g_worldTicks = 0;
static int FindPending(uint32_t itemID) {
for (int i = 0; i < g_pendingCount; ++i) {
@@ -197,27 +210,92 @@ static void RemovePendingAt(int idx) {
g_pending[idx] = g_pending[g_pendingCount];
}
// No-op callback for the escalation path — we just need a non-null
// callback pointer so the engine's `_GetRecord` queues the query.
// The response handler hook will detect the fill and fire the event;
// this callback doesn't need to do anything.
static void __stdcall ItemLoadCallback_NoOp(void * /*userData*/, int /*success*/) {}
// Callback for the escalation path. The engine queues the query when we
// pass a non-null callback to `_GetRecord`; it then invokes this with the
// itemID smuggled through `userData`. On a successful fill the engine has
// already set the entry's loaded flag, so the response-handler sweep
// reports success — we do nothing here. On a server failure (high-bit
// itemID in `SMSG_ITEM_QUERY_SINGLE_RESPONSE`) the engine does NOT set the
// loaded flag (verified in `FUN_0055BDB0`), so the sweep can't detect it;
// we mark the pending entry failed so the sweep / tick fires failure
// immediately instead of waiting out `kMaxWaitTicks`.
static void __stdcall ItemLoadCallback_Escalated(void *userData, int success) {
if (success)
return;
const auto itemID = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(userData));
const int idx = FindPending(itemID);
if (idx >= 0)
g_pending[idx].failed = true;
}
static void RequestAndMaybeNotify(uint32_t itemID) {
// Already loaded — fire success synchronously.
static void FireByTag(uint32_t itemID, bool success, bool implicit) {
if (implicit)
FireGetItemInfoReceived(static_cast<int>(itemID), success);
else
FireItemDataLoadResult(static_cast<int>(itemID), success);
}
// Records an item we owe a completion event for, WITHOUT eagerly
// creating the cache entry. During the startup window (before
// `g_settled`) this is the only safe way to "request" an item: calling
// `CacheFetch` with a callback now would create an orphan entry the
// engine's prefetch then skips, leaving it permanently pending (see the
// block comment above). `OnWorldTick` issues the actual query once
// settled, and the response-handler sweep fires the event — tagged
// implicit (GET_ITEM_INFO_RECEIVED) or explicit (ITEM_DATA_LOAD_RESULT).
// Returns false only when the request was dropped because the pending
// set is full (the caller is still tracking nothing). All other outcomes
// — already-loaded, already-tracking, newly-tracked — return true.
static bool Track(uint32_t itemID, bool implicit) {
if (CacheFetch(itemID, nullptr) != nullptr) {
FireItemDataLoadResult(static_cast<int>(itemID), true);
return;
// Already loaded. Explicit RequestLoadItemData fires its
// completion event synchronously (modern API contract). Implicit
// warmup mirrors the engine's already-loaded shortcut, which does
// not re-invoke the callback — so a cache hit fires nothing.
if (!implicit)
FireItemDataLoadResult(static_cast<int>(itemID), true);
return true;
}
const int idx = FindPending(itemID);
if (idx >= 0) {
// Already tracking. An explicit request supersedes a pending
// implicit one so the explicit caller's ITEM_DATA_LOAD_RESULT is
// honored (the two events are mutually exclusive per fill).
if (!implicit)
g_pending[idx].implicit = false;
return true;
}
// Already tracking — second request just dedups.
if (FindPending(itemID) >= 0)
return;
if (g_pendingCount >= kMaxPending)
return;
return false;
g_pending[g_pendingCount].itemID = itemID;
g_pending[g_pendingCount].ticksWaiting = 0;
g_pending[g_pendingCount].requestIssued = false;
g_pending[g_pendingCount].implicit = implicit;
g_pending[g_pendingCount].failed = false;
++g_pendingCount;
return true;
}
static bool RequestAndMaybeNotify(uint32_t itemID) { return Track(itemID, /*implicit=*/false); }
// Fires + removes a pending entry if it has resolved either way: loaded
// (engine set the flag) → success, or `failed` (escalation callback saw a
// server rejection) → failure. Returns true if it fired and removed the
// entry at `i`, so callers must NOT advance their index when it does.
static bool TryCompletePending(int i) {
const uint32_t itemID = g_pending[i].itemID;
const bool implicit = g_pending[i].implicit;
if (CacheFetch(itemID, nullptr) != nullptr) {
RemovePendingAt(i);
FireByTag(itemID, true, implicit);
return true;
}
if (g_pending[i].failed) {
RemovePendingAt(i);
FireByTag(itemID, false, implicit);
return true;
}
return false;
}
// Response handler hook. After the engine fills cache entries from
@@ -237,16 +315,17 @@ static void __fastcall ItemStatsCacheResponse_h(void *cache, void * /*edx_unused
void *packetReader, int flag) {
using Trampoline_t = void(__fastcall *)(void *cache, void *edx, void *packetReader, int flag);
reinterpret_cast<Trampoline_t>(ItemStatsCacheResponse_o)(cache, nullptr, packetReader, flag);
// The engine just processed an item-query response, which proves its
// network/opcode dispatch is live — eager queries are safe from here
// on. Latch the startup gate so `WarmCache` stops deferring.
g_settled = true;
// Sweep pending — the engine just finished filling any matching
// entries. Peek (no callback) returns non-null iff the entry's
// loaded flag is set.
// entries (and, on the failure branch, invoked our escalation
// callback which marked any rejected items `failed`). Fire whatever
// resolved this response, success or failure.
for (int i = 0; i < g_pendingCount;) {
const uint32_t itemID = g_pending[i].itemID;
if (CacheFetch(itemID, nullptr) != nullptr) {
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), true);
if (TryCompletePending(i))
continue;
}
++i;
}
}
@@ -258,23 +337,34 @@ static const Game::HookAutoRegister _hookCacheResponse{
// Escalation + timeout. The hook covers the happy path (engine fills
// cache → we fire). This tick is only responsible for:
// 1. Issuing a query for items the engine doesn't naturally prefetch
// (e.g. quest rewards) — wait `kEscalateTicks` so we don't race
// the engine's startup-time state machine, then call CacheFetch
// with a no-op callback. The engine sends the SMSG, the response
// handler hook fires the event when the response lands.
// 2. Giving up after `kMaxWaitTicks` for items that never resolve
// (bad itemID, server doesn't respond, etc.) — fire failure.
// 1. Latching the startup gate via a tick-count fallback, in case no
// engine response arrives early enough to latch it first.
// 2. Issuing a query for items the engine doesn't naturally prefetch
// (e.g. quest rewards) — but only once `g_settled`, so we don't
// race the engine's startup-time state machine. The engine sends
// the SMSG, the response handler hook fires the event when the
// response lands.
// 3. Firing failure immediately for items the server rejected (the
// escalation callback marked them `failed`), and as a last resort
// giving up after `kMaxWaitTicks` for items that never resolve at
// all (lost query, server silent) — fire failure.
static void OnWorldTick() {
if (!g_settled && ++g_worldTicks >= kSettleTicks)
g_settled = true;
for (int i = 0; i < g_pendingCount;) {
if (!g_pending[i].requestIssued && g_pending[i].ticksWaiting >= kEscalateTicks) {
CacheFetch(g_pending[i].itemID, &ItemLoadCallback_NoOp);
if (!g_pending[i].requestIssued && g_settled) {
CacheFetch(g_pending[i].itemID, &ItemLoadCallback_Escalated);
g_pending[i].requestIssued = true;
}
// A server rejection (marked by the escalation callback) resolves
// the item as failure without waiting out the timeout.
if (TryCompletePending(i))
continue;
if (g_pending[i].ticksWaiting >= kMaxWaitTicks) {
const uint32_t itemID = g_pending[i].itemID;
const bool implicit = g_pending[i].implicit;
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), false);
FireByTag(itemID, false, implicit);
continue;
}
++g_pending[i].ticksWaiting;
@@ -291,7 +381,24 @@ static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// `ITEM_DATA_LOAD_RESULT`), matching modern semantics for ambient
// cache fills.
void WarmCache(uint32_t itemID) {
CacheFetch(itemID, &ItemLoadCallback_Implicit);
// Post-settle (steady state): query immediately for lowest latency.
// The engine invokes our implicit callback when the data lands.
if (g_settled) {
CacheFetch(itemID, &ItemLoadCallback_Implicit);
return;
}
// Startup window: do NOT eagerly create the cache entry — that
// orphans it (the engine's prefetch skips already-existing entries,
// and our SMSG goes into a hole while dispatch isn't ready), leaving
// the item permanently nil for the session. This is the exact race
// that broke pfQuest/Questie scanning at PLAYER_ENTERING_WORLD. Defer
// through the pending set instead; OnWorldTick issues the query once
// settled and the response-handler sweep fires GET_ITEM_INFO_RECEIVED.
//
// NOTE: g_settled is a one-way latch per process. The race this
// guards is the initial-login cold-WDB window. On relog the WDB is
// already warm so cold-fetch pressure is minimal; we don't re-arm it.
Track(itemID, /*implicit=*/true);
}
// Hook for `Script_GetItemInfo`. Pre-warms the cache from arg 1, then
@@ -314,8 +421,8 @@ static int __fastcall Script_RequestLoadItemDataByID(void *L) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, 1);
const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, accepted ? 1 : 0);
return 1;
}
@@ -329,8 +436,8 @@ static int __fastcall Script_RequestLoadItemData(void *L) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, 1);
const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, accepted ? 1 : 0);
return 1;
}