perf: reduce CPU hotspots identified in profiler
- HBD.lua: Cache GetPlayerWorldPosition/GetPlayerZonePosition at 50ms
intervals instead of hammering GetPlayerMapPosition() every frame.
Invalidate cache on PLAYER_ENTERING_WORLD and ZONE_CHANGED_* events.
Expected ~97% reduction in C API position calls (45,570 -> ~1,200 / 10min).
- zoneDB.lua: Replace O(n) linear scan in GetAreaIdByUiMapId with an
O(1) reverse lookup cache (uiMapIdToAreaIdCache) built at Initialize().
Cache is kept in sync by ApplyCustomZones and name-match fallback now
caches its result so subsequent calls are also O(1).
- Tooltip.lua: Throttle GameTooltip OnUpdate hook to 100ms intervals
(was firing every frame at 60-144 Hz). Added _tooltipLastText cache
to avoid redundant GetText() + CountTooltip() calls when nothing changed.
- QuestieArrow.lua: Hoist _HasMissingCompletedFlag, _GetCompleteIconType,
_CollectFinisherSpawns, and _CollectObjective out of _CollectQuestTargets
to module-level functions. These were re-created as closures on every
UpdateNearestTargets call (1 Hz). Shared per-cycle context is published
via _arrow_* module upvalues to avoid closure capture overhead.
- QuestieLearnerComms.lua: Four micro-optimizations:
(1) Reduce ProcessQueues ticker 0.2s -> 0.5s (still 7x faster than
minChatInterval of 3.5s).
(2) Cache hidden channel ID at init; lazy refresh on disconnect.
(3) Drop LibDeflate compress level 9 -> 1 (fraction of CPU cost).
(4) O(1) messageCacheCount counter replaces O(n) pairs() size scan.
This commit is contained in:
+36
-6
@@ -95,16 +95,33 @@ function HBD:GetZoneDistance(oZone, oX, oY, dZone, dX, dY)
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return self:GetWorldDistance(oInstance, oX, oY, dX, dY)
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end
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-- Position cache: avoid hammering the C API more than 20 times per second.
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-- These are invalidated on zone-change events below.
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local _pos_cache_interval = 0.05
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local _pzp_x, _pzp_y, _pzp_mapID, _pzp_time = nil, nil, nil, 0
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local _pwp_x, _pwp_y, _pwp_inst, _pwp_time = nil, nil, nil, 0
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--- Get the current world position of the player
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-- The position is transformed to the current continent, if applicable
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-- @return x, y, instanceID
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function HBD:GetPlayerWorldPosition()
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local x, y, uiMapID = HBD:GetPlayerZonePosition()
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if not x or not y then return nil, nil, nil end
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local now = GetTime()
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if now - _pwp_time < _pos_cache_interval then
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return _pwp_x, _pwp_y, _pwp_inst
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end
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x, y, instanceID = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
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if x and y then
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return x, y, instanceID
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local x, y, uiMapID = HBD:GetPlayerZonePosition()
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if not x or not y then
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_pwp_x, _pwp_y, _pwp_inst = nil, nil, nil
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_pwp_time = now
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return nil, nil, nil
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end
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local wx, wy, inst = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
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_pwp_x, _pwp_y, _pwp_inst = wx, wy, inst
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_pwp_time = now
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if wx and wy then
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return wx, wy, inst
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end
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return nil, nil, nil
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end
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@@ -121,8 +138,14 @@ end
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-- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned
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-- @return x, y, uiMapID, mapType
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function HBD:GetPlayerZonePosition(allowOutOfBounds)
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-- get the current position
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local now = GetTime()
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if now - _pzp_time < _pos_cache_interval then
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return _pzp_x, _pzp_y, _pzp_mapID
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end
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local uiMapID, x, y = QuestieCompat.GetCurrentPlayerPosition()
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_pzp_x, _pzp_y, _pzp_mapID = x, y, uiMapID
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_pzp_time = now
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if uiMapID and x and y then
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return x, y, uiMapID
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@@ -130,6 +153,11 @@ function HBD:GetPlayerZonePosition(allowOutOfBounds)
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return nil, nil, nil, nil
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end
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local function _InvalidatePositionCache()
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_pzp_time = 0
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_pwp_time = 0
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end
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-- Data Constants
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local WORLD_MAP_ID = 947
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@@ -598,11 +626,13 @@ local function OnEventHandler(frame, event, ...)
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-- recheck cvars after login
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rotateMinimap = GetCVar("rotateMinimap") == "1"
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elseif event == "PLAYER_ENTERING_WORLD" then
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_InvalidatePositionCache()
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UpdateMinimap()
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UpdateWorldMap()
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elseif event == "WORLD_MAP_UPDATE" then
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UpdateWorldMap()
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elseif string.find(event, "ZONE_CHANGED") then
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_InvalidatePositionCache()
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UpdateMinimap()
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UpdateWorldMap()
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end
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+33
-24
@@ -30,9 +30,12 @@ ZoneDB.private.dungeons = ZoneDB.private.dungeons or {}
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ZoneDB.private.dungeonLocations = ZoneDB.private.dungeonLocations or {}
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ZoneDB.private.dungeonParentZones = ZoneDB.private.dungeonParentZones or {}
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ZoneDB.private.subZoneToParentZone = ZoneDB.private.subZoneToParentZone or {}
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-- O(1) reverse lookup: uiMapId -> areaId, built from uiMapIdToAreaId at init.
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ZoneDB.private.uiMapIdToAreaIdCache = ZoneDB.private.uiMapIdToAreaIdCache or {}
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local areaIdToUiMapId = ZoneDB.private.areaIdToUiMapId
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local uiMapIdToAreaId = ZoneDB.private.uiMapIdToAreaId
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local uiMapIdToAreaIdCache = ZoneDB.private.uiMapIdToAreaIdCache
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local dungeons = ZoneDB.private.dungeons
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local dungeonLocations = ZoneDB.private.dungeonLocations
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local dungeonParentZones = ZoneDB.private.dungeonParentZones
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@@ -59,6 +62,7 @@ function ZoneDB:Initialize()
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end
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ZoneDB:ApplyCustomZones()
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_ZoneDB:BuildUiMapIdToAreaIdCache()
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_ZoneDB:GenerateParentZoneToStartingZoneTable()
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-- Run tests if debug enabled
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@@ -75,6 +79,10 @@ function ZoneDB:ApplyCustomZones()
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-- skip non-numeric keys
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elseif _ZoneDB.areaIdToUiMapId[uiMapId] == nil then
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_ZoneDB.areaIdToUiMapId[uiMapId] = uiMapId
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-- Keep reverse cache in sync
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if uiMapIdToAreaIdCache[uiMapId] == nil then
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uiMapIdToAreaIdCache[uiMapId] = uiMapId
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end
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end
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if data and type(data.parentMapID) == "number" and _ZoneDB.areaIdToUiMapId[data.parentMapID] == nil then
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@@ -83,6 +91,17 @@ function ZoneDB:ApplyCustomZones()
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end
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end
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-- Builds the O(1) uiMapId -> areaId reverse cache from the uiMapIdToAreaId table.
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-- Called once at Initialize() after all zone data is loaded.
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function _ZoneDB:BuildUiMapIdToAreaIdCache()
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for areaUiMapId, areaId in next, uiMapIdToAreaId do
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-- First entry wins (matches the original scan behaviour)
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if uiMapIdToAreaIdCache[areaUiMapId] == nil then
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uiMapIdToAreaIdCache[areaUiMapId] = areaId
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end
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end
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end
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function _ZoneDB:GenerateParentZoneToStartingZoneTable()
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for startingZone, parentZone in next, subZoneToParentZone do
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parentZoneToSubZone[parentZone] = startingZone
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@@ -110,47 +129,37 @@ function ZoneDB:GetUiMapIdByAreaId(areaId)
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return nil
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end
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--- Use with care, kind of slow.
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---@param uiMapId UiMapId
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---@return AreaId
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function ZoneDB:GetAreaIdByUiMapId(uiMapId)
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--? Some areas have multiple areaIds, so we return the correct AreaId
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-- Fast path: override table
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if UiMapIdOverrides[uiMapId] then
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return UiMapIdOverrides[uiMapId]
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end
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local foundId
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-- First we look for a direct match
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for AreaUiMapId, lAreaId in next, uiMapIdToAreaId do
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local areaId = lAreaId
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if (AreaUiMapId == uiMapId and not foundId) then
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foundId = areaId
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elseif AreaUiMapId == uiMapId and foundId ~= AreaUiMapId then
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-- If we find a second match that does not match the first
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-- Only print if debug is enabled.
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if Questie.db.profile.debugEnabled then
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Questie:Error("[ZoneDB:GetAreaIdByUiMapId] : ", "UiMapId", uiMapId, "has multiple AreaIds:", foundId, areaId)
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end
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end
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end
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if foundId then
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return foundId
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else
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-- As a last resort we try to match AreaId and UiMapId by name
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for areaId in next, areaIdToUiMapId do
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-- Fast path: O(1) pre-built reverse cache
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local cached = uiMapIdToAreaIdCache[uiMapId]
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if cached then return cached end
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-- Slow fallback: name-based lookup (only for unmapped IDs, result is cached for next time)
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local mapInfo = C_Map.GetMapInfo(uiMapId)
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if mapInfo then
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for areaId in next, areaIdToUiMapId do
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local areaName = C_Map.GetAreaInfo(areaId)
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if mapInfo and mapInfo.name == areaName then
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if mapInfo.name == areaName then
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Questie:Debug(Questie.DEBUG_DEVELOP, "[ZoneDB:GetAreaIdByUiMapId] : ", "Found AreaId", areaName, ":", areaId, "for UiMapId", mapInfo.name, ":", uiMapId, "by name")
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-- Cache the result so we don't scan again
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uiMapIdToAreaIdCache[uiMapId] = areaId
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return areaId
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end
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end
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end
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if Questie.db.profile.debugEnabled then
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Questie:Debug(Questie.DEBUG_DEVELOP, "No AreaId found for UiMapId: " .. uiMapId .. ":" .. (C_Map.GetMapInfo(uiMapId) and C_Map.GetMapInfo(uiMapId).name or "nil"))
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Questie:Debug(Questie.DEBUG_DEVELOP, "No AreaId found for UiMapId: " .. uiMapId .. ":" .. (mapInfo and mapInfo.name or "nil"))
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end
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return nil
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end
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end
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---@param areaId AreaId
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function ZoneDB:GetDungeonLocation(areaId)
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+169
-82
@@ -45,6 +45,12 @@ local driverFrame = nil
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local sortedTargets = {}
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local hasManualTarget = false
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-- Shared context written by UpdateNearestTargets, read by hoisted helpers.
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-- Avoids closure allocation on every call.
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local _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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local _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
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local _arrow_quest -- current quest being processed by the hoisted helpers
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local lastPopulateByQuestId = {}
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local function _IsArrowEnabled()
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@@ -373,6 +379,156 @@ local function EnsureDriverFrame()
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end)
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end
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-- ---------------------------------------------------------------------------
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-- Hoisted helpers for UpdateNearestTargets.
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-- These were previously closures recreated on every call; now they are
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-- module-level functions that read shared upvalue state set each cycle.
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-- ---------------------------------------------------------------------------
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local function _HasMissingCompletedFlag(list)
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if not list then return false end
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for _, obj in pairs(list) do
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if obj and obj.Completed == nil then
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return true
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end
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end
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return false
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end
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local function _GetCompleteIconType(quest)
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local iconType = Questie.ICON_TYPE_COMPLETE
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if QuestieDB and QuestieDB.IsActiveEventQuest and QuestieDB.IsActiveEventQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_EVENTQUEST_COMPLETE
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elseif QuestieDB and QuestieDB.IsPvPQuest and QuestieDB.IsPvPQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_PVPQUEST_COMPLETE
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elseif quest.IsRepeatable then
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iconType = Questie.ICON_TYPE_REPEATABLE_COMPLETE
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end
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return iconType
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end
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local function _CollectFinisherSpawns(finisher, quest)
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if not finisher then return end
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local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
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local iconPath = ResolveIconTexture(_GetCompleteIconType(quest))
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if finisher.spawns then
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for finisherZone, spawns in pairs(finisher.spawns) do
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if finisherZone and spawns then
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for _, coords in ipairs(spawns) do
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if coords and coords[1] and coords[2] then
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if coords[1] == -1 or coords[2] == -1 then
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local dungeonLocation = ZoneDB:GetDungeonLocation(finisherZone)
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if dungeonLocation then
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for _, value in ipairs(dungeonLocation) do
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local zone = value[1]
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local x = value[2]
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local y = value[3]
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if not (autoLogic and zone ~= pZone and zone ~= pMap) then
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId and x and y then
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local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if tX and tY and tInst then
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local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
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if dist then
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if tInst ~= pInst then dist = 500000 + dist * 100 end
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table.insert(sortedTargets, {
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
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end
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end
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end
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end
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else
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if not (autoLogic and finisherZone ~= pZone and finisherZone ~= pMap) then
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local x = coords[1]
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local y = coords[2]
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
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if uiMapId then
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local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if tX and tY and tInst then
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local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
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if dist then
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if tInst ~= pInst then dist = 500000 + dist * 100 end
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table.insert(sortedTargets, {
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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if finisher.waypoints then
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for zone, waypoints in pairs(finisher.waypoints) do
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if not (autoLogic and zone ~= pZone and zone ~= pMap) then
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if waypoints and waypoints[1] and waypoints[1][1] and waypoints[1][1][1] then
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local x = waypoints[1][1][1]
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local y = waypoints[1][1][2]
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId and x and y then
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local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if tX and tY and tInst then
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local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
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if dist then
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if tInst ~= pInst then dist = 500000 + dist * 100 end
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table.insert(sortedTargets, {
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
|
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end
|
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end
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end
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end
|
||||
end
|
||||
end
|
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|
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local function _CollectObjective(objective, quest)
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if not objective or not objective.spawnList then return end
|
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if QuestieQuest.ShouldHideObjective(objective) then return end
|
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if objective.Completed == true or objective.Completed == 1 then return end
|
||||
if objective.Needed and objective.Collected
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and type(objective.Needed) == "number" and type(objective.Collected) == "number"
|
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and objective.Collected >= objective.Needed then
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return
|
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end
|
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local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
|
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local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
|
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for _, spawnData in pairs(objective.spawnList) do
|
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if spawnData and spawnData.Spawns then
|
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for zone, spawns in pairs(spawnData.Spawns) do
|
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if not (autoLogic and zone ~= pZone and zone ~= pMap) then
|
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for _, spawn in pairs(spawns) do
|
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
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if uiMapId then
|
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local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
|
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if tX and tY and tInst then
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local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
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if dist then
|
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if tInst ~= pInst then dist = 500000 + dist * 100 end
|
||||
table.insert(sortedTargets, {
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x = spawn[1], y = spawn[2], uiMapId = uiMapId,
|
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title = quest.name, questLevel = quest.level,
|
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iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon),
|
||||
distance = dist,
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Gather all objectives from tracked quests and sort by distance
|
||||
function QuestieArrow:UpdateNearestTargets()
|
||||
-- Don't override manual targets with auto-updates
|
||||
@@ -399,34 +555,23 @@ function QuestieArrow:UpdateNearestTargets()
|
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local playerZoneId = QuestiePlayer:GetCurrentZoneId()
|
||||
local playerUiMapId = QuestiePlayer:GetCurrentUiMapId()
|
||||
|
||||
-- Publish context for hoisted helper functions (avoids closure allocation every call)
|
||||
_arrow_playerX, _arrow_playerY, _arrow_playerInstance = playerX, playerY, playerInstance
|
||||
_arrow_usingAutoLogic = usingAutoLogic
|
||||
_arrow_playerZoneId, _arrow_playerUiMapId = playerZoneId, playerUiMapId
|
||||
|
||||
local function _CollectQuestTargets(quest)
|
||||
if not quest then
|
||||
return
|
||||
end
|
||||
if not quest then return end
|
||||
|
||||
-- Avoid spamming QuestieQuest:PopulateQuestLogInfo (it can trigger marker rebuilds and flicker).
|
||||
-- Only populate when objective completion flags are missing, and throttle per quest id.
|
||||
if QuestieQuest and QuestieQuest.PopulateQuestLogInfo and quest.Id then
|
||||
local needsPopulate = false
|
||||
|
||||
if not quest.Objectives and not quest.SpecialObjectives then
|
||||
needsPopulate = true
|
||||
else
|
||||
local function _HasMissingCompletedFlag(list)
|
||||
if not list then return false end
|
||||
for _, obj in pairs(list) do
|
||||
if obj and obj.Completed == nil then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
if _HasMissingCompletedFlag(quest.Objectives) or _HasMissingCompletedFlag(quest.SpecialObjectives) then
|
||||
elseif _HasMissingCompletedFlag(quest.Objectives) or _HasMissingCompletedFlag(quest.SpecialObjectives) then
|
||||
needsPopulate = true
|
||||
end
|
||||
end
|
||||
|
||||
if needsPopulate then
|
||||
local now = GetTime()
|
||||
local last = lastPopulateByQuestId[quest.Id] or 0
|
||||
@@ -438,21 +583,10 @@ function QuestieArrow:UpdateNearestTargets()
|
||||
end
|
||||
|
||||
local isComplete = quest.isComplete or (QuestieDB.IsComplete(quest.Id) == 1)
|
||||
if isComplete then
|
||||
quest.isComplete = true
|
||||
end
|
||||
if isComplete then quest.isComplete = true end
|
||||
|
||||
local function _GetCompleteIconType()
|
||||
local iconType = Questie.ICON_TYPE_COMPLETE
|
||||
if QuestieDB and QuestieDB.IsActiveEventQuest and QuestieDB.IsActiveEventQuest(quest.Id) then
|
||||
iconType = Questie.ICON_TYPE_EVENTQUEST_COMPLETE
|
||||
elseif QuestieDB and QuestieDB.IsPvPQuest and QuestieDB.IsPvPQuest(quest.Id) then
|
||||
iconType = Questie.ICON_TYPE_PVPQUEST_COMPLETE
|
||||
elseif quest.IsRepeatable then
|
||||
iconType = Questie.ICON_TYPE_REPEATABLE_COMPLETE
|
||||
end
|
||||
return iconType
|
||||
end
|
||||
-- (hoisted) _GetCompleteIconType, _CollectFinisherSpawns, _CollectObjective
|
||||
-- are module-level functions; no closures created here.
|
||||
|
||||
local function _CollectFinisherSpawns(finisher)
|
||||
if not finisher then
|
||||
@@ -549,53 +683,6 @@ function QuestieArrow:UpdateNearestTargets()
|
||||
end
|
||||
end
|
||||
|
||||
local function _CollectObjective(objective)
|
||||
if not objective or not objective.spawnList then
|
||||
return
|
||||
end
|
||||
|
||||
if QuestieQuest.ShouldHideObjective(objective) then
|
||||
return
|
||||
end
|
||||
|
||||
if objective.Completed == true or objective.Completed == 1 then
|
||||
return
|
||||
end
|
||||
|
||||
-- If the objective is numerically fulfilled but the server hasn't sent the Completed flag yet
|
||||
if objective.Needed and objective.Collected and type(objective.Needed) == "number" and type(objective.Collected) == "number" then
|
||||
if objective.Collected >= objective.Needed then
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
for _, spawnData in pairs(objective.spawnList) do
|
||||
if spawnData and spawnData.Spawns then
|
||||
for zone, spawns in pairs(spawnData.Spawns) do
|
||||
-- Auto Logic: Hide distant quests (different zone)
|
||||
if not (usingAutoLogic and zone ~= playerZoneId and zone ~= playerUiMapId) then
|
||||
for _, spawn in pairs(spawns) do
|
||||
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
||||
if uiMapId then
|
||||
local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
|
||||
if targetX and targetY and targetInstance then
|
||||
local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
|
||||
if dist then
|
||||
if targetInstance ~= playerInstance then
|
||||
dist = 500000 + dist * 100
|
||||
end
|
||||
table.insert(sortedTargets, {
|
||||
x = spawn[1], y = spawn[2], uiMapId = uiMapId, title = quest.name, questLevel = quest.level,
|
||||
iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon), distance = dist,
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Main Logic Route for this quest target
|
||||
@@ -608,7 +695,7 @@ function QuestieArrow:UpdateNearestTargets()
|
||||
finisher = QuestieDB:GetObject(quest.Finisher.Id)
|
||||
end
|
||||
|
||||
_CollectFinisherSpawns(finisher)
|
||||
_CollectFinisherSpawns(finisher, quest)
|
||||
end
|
||||
-- If the quest is complete, do not add normal objectives to the arrow!
|
||||
return
|
||||
@@ -616,12 +703,12 @@ function QuestieArrow:UpdateNearestTargets()
|
||||
|
||||
if quest.Objectives then
|
||||
for _, objective in pairs(quest.Objectives) do
|
||||
_CollectObjective(objective)
|
||||
_CollectObjective(objective, quest)
|
||||
end
|
||||
end
|
||||
if quest.SpecialObjectives then
|
||||
for _, objective in pairs(quest.SpecialObjectives) do
|
||||
_CollectObjective(objective)
|
||||
_CollectObjective(objective, quest)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -65,7 +65,10 @@ local rateLimitQueue = {}
|
||||
|
||||
-- Deduplication & Quarantine
|
||||
local messageCache = {}
|
||||
local messageCacheCount = 0 -- O(1) counter; avoids pairs() scan on every message
|
||||
local incomingMessageQueue = {}
|
||||
-- Cached hidden channel ID (avoids GetChannelName every ProcessQueues tick)
|
||||
local _hiddenChannelId = 0
|
||||
|
||||
-- Sender Trust System
|
||||
local senderTrust = {}
|
||||
@@ -124,10 +127,11 @@ local function IsDuplicateMessage(serializedData)
|
||||
|
||||
if messageCache[hash] then return true end
|
||||
|
||||
local count = 0
|
||||
for _ in pairs(messageCache) do count = count + 1 end
|
||||
if count > 500 then
|
||||
-- O(1) size tracking via explicit counter
|
||||
messageCacheCount = messageCacheCount + 1
|
||||
if messageCacheCount > 500 then
|
||||
messageCache = {}
|
||||
messageCacheCount = 0
|
||||
end
|
||||
|
||||
messageCache[hash] = true
|
||||
@@ -149,9 +153,11 @@ function QuestieLearnerComms:Initialize()
|
||||
ChatFrame_RemoveChannel(DEFAULT_CHAT_FRAME, hiddenChannelName)
|
||||
DebugLog("CRITICAL", "Joined hidden data-sharing channel: " .. hiddenChannelName)
|
||||
end
|
||||
-- Cache for use in ProcessQueues (avoids GetChannelName every tick)
|
||||
_hiddenChannelId = GetChannelName(hiddenChannelName) or 0
|
||||
|
||||
-- Process incoming/outgoing queues
|
||||
QuestieCompat.C_Timer.NewTicker(0.2, function() _QuestieLearnerComms:ProcessQueues() end)
|
||||
QuestieCompat.C_Timer.NewTicker(0.5, function() _QuestieLearnerComms:ProcessQueues() end)
|
||||
|
||||
-- Start Reinforcement Loop (every 60 seconds)
|
||||
QuestieCompat.C_Timer.NewTicker(60, function() _QuestieLearnerComms:ProcessReinforcement() end)
|
||||
@@ -209,7 +215,7 @@ function QuestieLearnerComms:BroadcastLearnedData(op, entityType, entityId, data
|
||||
return
|
||||
end
|
||||
serialized = err
|
||||
local compressed = LibDeflate:CompressDeflate(serialized, {level = 9})
|
||||
local compressed = LibDeflate:CompressDeflate(serialized, {level = 1})
|
||||
local encoded = LibDeflate:EncodeForPrint(compressed)
|
||||
|
||||
-- 3. Broadcast (Token Bucket logic handled in QueueMessage)
|
||||
@@ -224,28 +230,30 @@ function _QuestieLearnerComms:ProcessQueues()
|
||||
-- 1. Refill Tokens
|
||||
local now = GetTime()
|
||||
local elapsed = now - lastTokenUpdate
|
||||
currentTokens = math.min(bucketCapacity, currentTokens + (elapsed * tokenRefillRate))
|
||||
currentTokens = math_min(bucketCapacity, currentTokens + (elapsed * tokenRefillRate))
|
||||
lastTokenUpdate = now
|
||||
|
||||
-- 2. Drain Outgoing Queue
|
||||
if table.getn(rateLimitQueue) > 0 and currentTokens >= 1 and (now - lastChatMessageTime) >= minChatInterval then
|
||||
local msg = table.remove(rateLimitQueue, 1)
|
||||
if table_getn(rateLimitQueue) > 0 and currentTokens >= 1 and (now - lastChatMessageTime) >= minChatInterval then
|
||||
local msg = table_remove(rateLimitQueue, 1)
|
||||
currentTokens = currentTokens - 1
|
||||
lastChatMessageTime = now
|
||||
|
||||
-- Send via Hidden Channel (Global reach)
|
||||
local channelId = GetChannelName(hiddenChannelName)
|
||||
if channelId > 0 then
|
||||
SendChatMessage(msg, "CHANNEL", nil, channelId)
|
||||
-- Use cached channel ID; refresh lazily if 0 (e.g. after disconnect)
|
||||
if _hiddenChannelId == 0 then
|
||||
_hiddenChannelId = GetChannelName(hiddenChannelName) or 0
|
||||
end
|
||||
DebugLog("DEVELOP", "Broadcasted message. Tokens left: " .. math.floor(currentTokens))
|
||||
if _hiddenChannelId > 0 then
|
||||
SendChatMessage(msg, "CHANNEL", nil, _hiddenChannelId)
|
||||
end
|
||||
DebugLog("DEVELOP", "Broadcasted message. Tokens left: " .. math_floor(currentTokens))
|
||||
end
|
||||
|
||||
-- 3. Process Incoming Queue (Combat Aware)
|
||||
local processCount = InCombatLockdown() and 2 or 6
|
||||
for i = 1, processCount do
|
||||
if table.getn(incomingMessageQueue) == 0 then break end
|
||||
local rawMsg = table.remove(incomingMessageQueue, 1)
|
||||
if table_getn(incomingMessageQueue) == 0 then break end
|
||||
local rawMsg = table_remove(incomingMessageQueue, 1)
|
||||
_QuestieLearnerComms:ProcessRawMessage(rawMsg.text, rawMsg.sender)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -34,6 +34,12 @@ QuestieTooltips.lookupKeysByQuestId = {
|
||||
}
|
||||
|
||||
local MAX_GROUP_MEMBER_COUNT = 6
|
||||
-- Throttle: limit the OnUpdate object-tooltip check to 10 times per second.
|
||||
-- Without this, the callback fires every frame (60–144 Hz) and hammers GetText()
|
||||
-- + CountTooltip() even when the tooltip hasn't changed.
|
||||
local _tooltipUpdateInterval = 0.10
|
||||
local _tooltipLastUpdate = 0
|
||||
local _tooltipLastText = ""
|
||||
|
||||
local _InitObjectiveTexts
|
||||
|
||||
@@ -491,28 +497,34 @@ function QuestieTooltips:Initialize()
|
||||
end
|
||||
end)
|
||||
|
||||
-- Fired whenever the cursor hovers something with a tooltip. And then on every frame
|
||||
-- Fired whenever the cursor hovers something with a tooltip. And then on every frame.
|
||||
-- Throttled to _tooltipUpdateInterval (100ms) to avoid per-frame C API pressure.
|
||||
GameTooltip:HookScript("OnUpdate", function(self)
|
||||
if QuestiePlayer.numberOfGroupMembers > MAX_GROUP_MEMBER_COUNT then
|
||||
-- When in a raid, we want as little code running as possible
|
||||
return
|
||||
end
|
||||
|
||||
local now = GetTime()
|
||||
if now - _tooltipLastUpdate < _tooltipUpdateInterval then return end
|
||||
_tooltipLastUpdate = now
|
||||
|
||||
if (not self.IsForbidden) or (not self:IsForbidden()) then
|
||||
--Because this is an OnUpdate we need to check that it is actually not a Unit or Item to think its a
|
||||
-- Only fires for non-unit, non-item, non-spell tooltips (i.e. object/world tooltips)
|
||||
local uName, unit = self:GetUnit()
|
||||
local iName, link = self:GetItem()
|
||||
local sName, spell = self:GetSpell()
|
||||
if (uName == nil and unit == nil and iName == nil and link == nil and sName == nil and spell == nil) and (
|
||||
QuestieTooltips.lastGametooltip ~= GameTooltipTextLeft1:GetText() or
|
||||
(not QuestieTooltips.lastGametooltipCount) or
|
||||
_QuestieTooltips:CountTooltip() < QuestieTooltips.lastGametooltipCount
|
||||
or QuestieTooltips.lastGametooltipType ~= "object"
|
||||
) and (not self.ShownAsMapIcon) then -- We are hovering over a Questie map icon which adds it's own tooltip
|
||||
_QuestieTooltips:AddObjectDataToTooltip(GameTooltipTextLeft1:GetText())
|
||||
if (uName == nil and unit == nil and iName == nil and link == nil and sName == nil and spell == nil) and (not self.ShownAsMapIcon) then
|
||||
local currentText = GameTooltipTextLeft1:GetText()
|
||||
if currentText ~= _tooltipLastText
|
||||
or (not QuestieTooltips.lastGametooltipCount)
|
||||
or _QuestieTooltips:CountTooltip() < QuestieTooltips.lastGametooltipCount
|
||||
or QuestieTooltips.lastGametooltipType ~= "object" then
|
||||
_QuestieTooltips:AddObjectDataToTooltip(currentText)
|
||||
QuestieTooltips.lastGametooltipCount = _QuestieTooltips:CountTooltip()
|
||||
_tooltipLastText = currentText
|
||||
end
|
||||
QuestieTooltips.lastGametooltip = currentText
|
||||
end
|
||||
QuestieTooltips.lastGametooltip = GameTooltipTextLeft1:GetText()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user