Files
ClassicAPI/src/quest/Data.cpp
T
Brues 7f52afeef4 perf(event): fire custom events through O(1) AutoReserve::Slot()
Every custom-event fire resolved its name to a slot via
Event::Custom::Lookup - a linear strcmp scan over the ~46-entry
reservation table, on every single fire. The slot itself was already
cached per table build; only the name->reservation hop was repeated.
On a client that is purely CPU-bound, that is wasted work on paths
that burst exactly when frames are scarce (nameplate churn, cast spam,
loot rolls, mouse/modifier input).

AutoReserve now remembers its reservation index (the ctor's dedup
resolves duplicate names to the same entry) and exposes Slot() - two
loads. Reload safety is unchanged and stays centralized: Slot() reads
through the shared table PrepareForReload/RetryClaims maintain, so the
value can never go stale. Lookup is deleted; LookupByName remains for
engine-defined names.

All fire sites converted to the instance handle:
- CastEvents: the k* name constants become the AutoReserve instances,
  so all 19 fire sites stay textually identical; the Fire/FireReticle/
  FireRemote helpers take the reservation by reference.
- equipmentset: reservations move into Set.h as C++17 inline consts so
  the Data and Api TUs share one handle.
- Cache::QueryLoad::Register takes the AutoReserve pointer instead of
  an event-name string (creature/gameobject callers updated).
- Tts keeps its lazy VanillaTTS-stand-down reservations via
  null-guarded pointers set at registration.
- GlobalMouse/InputEvents/lossofcontrol instances moved above their
  fire sites (static-init list order is irrelevant).
2026-08-24 10:11:10 -05:00

85 lines
3.5 KiB
C++

// 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 "Game.h"
#include "event/Custom.h"
#include "quest/Cache.h"
#include <cstdint>
namespace Quest::Data {
static constexpr const char *kQuestDataLoadResult = "QUEST_DATA_LOAD_RESULT";
static const Event::Custom::AutoReserve _reserveQuestDataLoadResult{kQuestDataLoadResult};
// Same `__stdcall(userData, success)` shape as `Item::Data::ItemLoadCallback`.
// The engine's invocation pattern at 0x00562EEB et al. is:
// mov ecx, [entry+0x18] ; userData (= arg4 we passed to _GetRecord)
// push 1 ; success (1/0)
// push ecx ; userData
// call [entry+0x08] ; this callback
// `ret 8` cleans both args. We encode the questID into `userData` at
// request time so the callback knows which quest completed.
static void __stdcall QuestLoadCallback(void *userData, int success) {
const auto questID =
static_cast<int>(reinterpret_cast<uintptr_t>(userData));
Event::Custom::FireIdSuccess(_reserveQuestDataLoadResult.Slot(), questID,
success != 0);
}
static void RequestAndMaybeNotify(uint32_t questID) {
const bool wasCached = (Quest::Cache::Peek(questID) != nullptr);
void *userData = reinterpret_cast<void *>(static_cast<uintptr_t>(questID));
Quest::Cache::Lookup(questID, reinterpret_cast<void *>(&QuestLoadCallback), userData);
// Cache-hit-already-loaded path: engine returns the record without
// invoking our callback. Fire the event ourselves so addons get the
// notification regardless of cache state, matching modern semantics.
if (wasCached) {
Event::Custom::FireIdSuccess(_reserveQuestDataLoadResult.Slot(),
static_cast<int>(questID), true);
}
}
static int __fastcall Script_RequestLoadQuestByID(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_QuestLog.RequestLoadQuestByID(questID)");
return 0;
}
const int questID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (questID <= 0)
return 0;
RequestAndMaybeNotify(static_cast<uint32_t>(questID));
return 0;
}
static int __fastcall Script_IsQuestDataCachedByID(void *L) {
const int questID =
Game::Lua::IsNumber(L, 1) ? static_cast<int>(Game::Lua::ToNumber(L, 1)) : 0;
const bool cached =
(questID > 0) && (Quest::Cache::Peek(static_cast<uint32_t>(questID)) != nullptr);
Game::Lua::PushBool(L, cached);
return 1;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_QuestLog", "RequestLoadQuestByID",
&Script_RequestLoadQuestByID);
Game::Lua::RegisterTableFunction("C_QuestLog", "IsQuestDataCachedByID",
&Script_IsQuestDataCachedByID);
// Event name reserved at file scope via `AutoReserve`.
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Quest::Data