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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).
85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
// This file is part of ClassicAPI.
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//
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// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
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// of the GNU General Public License as published by the Free Software Foundation, either
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// version 3 of the License, or (at your option) any later version.
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//
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// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
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#include "Game.h"
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#include "event/Custom.h"
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#include "quest/Cache.h"
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#include <cstdint>
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namespace Quest::Data {
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static constexpr const char *kQuestDataLoadResult = "QUEST_DATA_LOAD_RESULT";
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static const Event::Custom::AutoReserve _reserveQuestDataLoadResult{kQuestDataLoadResult};
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// Same `__stdcall(userData, success)` shape as `Item::Data::ItemLoadCallback`.
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// The engine's invocation pattern at 0x00562EEB et al. is:
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// mov ecx, [entry+0x18] ; userData (= arg4 we passed to _GetRecord)
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// push 1 ; success (1/0)
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// push ecx ; userData
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// call [entry+0x08] ; this callback
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// `ret 8` cleans both args. We encode the questID into `userData` at
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// request time so the callback knows which quest completed.
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static void __stdcall QuestLoadCallback(void *userData, int success) {
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const auto questID =
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static_cast<int>(reinterpret_cast<uintptr_t>(userData));
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Event::Custom::FireIdSuccess(_reserveQuestDataLoadResult.Slot(), questID,
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success != 0);
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}
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static void RequestAndMaybeNotify(uint32_t questID) {
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const bool wasCached = (Quest::Cache::Peek(questID) != nullptr);
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void *userData = reinterpret_cast<void *>(static_cast<uintptr_t>(questID));
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Quest::Cache::Lookup(questID, reinterpret_cast<void *>(&QuestLoadCallback), userData);
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// Cache-hit-already-loaded path: engine returns the record without
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// invoking our callback. Fire the event ourselves so addons get the
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// notification regardless of cache state, matching modern semantics.
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if (wasCached) {
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Event::Custom::FireIdSuccess(_reserveQuestDataLoadResult.Slot(),
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static_cast<int>(questID), true);
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}
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}
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static int __fastcall Script_RequestLoadQuestByID(void *L) {
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if (!Game::Lua::IsNumber(L, 1)) {
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Game::Lua::Error(L, "Usage: C_QuestLog.RequestLoadQuestByID(questID)");
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return 0;
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}
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const int questID = static_cast<int>(Game::Lua::ToNumber(L, 1));
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if (questID <= 0)
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return 0;
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RequestAndMaybeNotify(static_cast<uint32_t>(questID));
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return 0;
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}
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static int __fastcall Script_IsQuestDataCachedByID(void *L) {
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const int questID =
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Game::Lua::IsNumber(L, 1) ? static_cast<int>(Game::Lua::ToNumber(L, 1)) : 0;
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const bool cached =
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(questID > 0) && (Quest::Cache::Peek(static_cast<uint32_t>(questID)) != nullptr);
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Game::Lua::PushBool(L, cached);
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return 1;
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}
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static void RegisterLuaFunctions() {
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Game::Lua::RegisterTableFunction("C_QuestLog", "RequestLoadQuestByID",
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&Script_RequestLoadQuestByID);
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Game::Lua::RegisterTableFunction("C_QuestLog", "IsQuestDataCachedByID",
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&Script_IsQuestDataCachedByID);
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// Event name reserved at file scope via `AutoReserve`.
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}
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static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
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} // namespace Quest::Data
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