v1.4.9: Validation fixes, Profiler fix, Quest link duplicate fix, Ascension fixes

This commit is contained in:
Xurkon
2026-03-26 06:47:54 -05:00
parent 284f0c3794
commit 1fc9727fee
194 changed files with 21008 additions and 743 deletions
+45 -86
View File
@@ -107,12 +107,14 @@ end
local function _dbStats(t)
if type(t) ~= "table" then return "type=" .. type(t) end
local n, minK, maxK = 0, math.huge, 0
for k in pairs(t) do
local k = next(t)
while k do
n = n + 1
if type(k) == "number" then
if k < minK then minK = k end
if k > maxK then maxK = k end
end
k = next(t, k)
end
return "count=" .. n .. " minID=" .. (minK == math.huge and 0 or minK) .. " maxID=" .. maxK
end
@@ -285,9 +287,7 @@ QuestieInit.Stages[1] = function() -- run as a coroutine
l10n:Initialize()
coYield()
QuestieCorrections:MinimalInit()
-- DB is cached — LoadBaseDB never runs, so count the WotLKDB globals here
-- and push them onto plugin.stats so the Database panel shows correct numbers.
QuestieInit:UpdateWotLKDBStats()
-- DB is cached — LoadBaseDB never runs, so the plugin loader will handle stats ingestion.
end
local dbCompiledCount = Questie.IsSoD and Questie.db.global.sod.dbCompiledCount or Questie.db.global.dbCompiledCount
@@ -310,12 +310,18 @@ QuestieInit.Stages[1] = function() -- run as a coroutine
Tutorial.Initialize()
--? Only run the validator on recompile if debug is enabled, otherwise it's a waste of time.
--? Note: Validation is skipped if plugins are pending because plugins inject data after Stage 1,
--? so the compiled binary would be stale and validation would fail unnecessarily.
if Questie.db.profile.debugEnabled and dbCompiled then
if Questie.db.profile.skipValidation ~= true then
local QuestiePluginAPI = QuestieLoader:ImportModule("QuestiePluginAPI")
if QuestiePluginAPI:HasPendingPlugins() then
Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestieInit] Skipping validation - plugins are pending and will inject data after compilation")
print("\124cFF4DDBFF Validation skipped (plugins pending), load complete.")
elseif Questie.db.profile.skipValidation == true then
print("\124cFF4DDBFF Validation skipped, load complete.")
else
runValidator()
print("\124cFF4DDBFF Load and Validation complete.")
else
print("\124cFF4DDBFF Validation skipped, load complete.")
end
end
@@ -333,8 +339,8 @@ QuestieInit.Stages[2] = function()
local keepWaiting = true
-- We had users reporting that a quest did not reach a valid state in the game cache.
-- In this case we still need to continue the initialization process, even though a specific quest might be bugged
-- 10-second timeout for cache validation (increased from 3s for slow servers)
C_Timer.After(10, function()
-- 30-second timeout for cache validation (increased from 10s for slow servers)
C_Timer.After(30, function()
if keepWaiting then
Questie:Debug(Questie.DEBUG_INFO, "[QuestieInit:Stage2] Quest cache validation timed out! Some data may still be loading.")
keepWaiting = false
@@ -441,6 +447,32 @@ QuestieInit.Stages[3] = function() -- run as a coroutine
end
end
-- Wait for registered plugins to finish loading (ensure data injection is complete)
local QuestiePluginAPI = QuestieLoader:ImportModule("QuestiePluginAPI")
local waitStart = GetTime()
-- Give other addons/scripts a moment to fire and register if they were waiting for PLAYER_LOGIN
Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieInit:Stage3] Waiting for plugins to register/finish. Initial pending: " .. QuestiePluginAPI.pendingPluginsCount)
while (GetTime() - waitStart < 2.0) do
coYield()
end
local timeout = 10
local elapsed = GetTime() - waitStart
while QuestiePluginAPI:HasPendingPlugins() and (elapsed < timeout) do
if ((math.floor(elapsed * 10) % 10) == 0) then -- log every second
Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieInit:Stage3] Still waiting for plugins... Pending: " .. QuestiePluginAPI.pendingPluginsCount .. " Elapsed: " .. string.format("%.1f", elapsed))
end
coYield()
elapsed = GetTime() - waitStart
end
if QuestiePluginAPI:HasPendingPlugins() then
Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieInit:Stage3] TIMEOUT waiting for plugins! Proceeding anyway. Pending: " .. QuestiePluginAPI.pendingPluginsCount)
else
Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieInit:Stage3] All registered plugins finished loading.")
end
-- We do this last because it will run for a while and we don't want to block the rest of the init
coYield()
AvailableQuests.CalculateAndDrawAll()
@@ -505,85 +537,12 @@ function QuestieInit:LoadDatabase(key)
end
end
function QuestieInit:UpdateWotLKDBStats()
local function _countTable(t)
if type(t) ~= "table" then return 0 end
local n = 0
for _ in pairs(t) do n = n + 1 end
return n
end
local counts = {
QUEST = _countTable(_G["QuestieX_WotLKDB_quest"]),
NPC = _countTable(_G["QuestieX_WotLKDB_npc"]),
OBJECT = _countTable(_G["QuestieX_WotLKDB_object"]),
ITEM = _countTable(_G["QuestieX_WotLKDB_item"]),
}
Questie.wotlkStatsCache = counts
local QuestiePluginAPI = QuestieLoader:ImportModule("QuestiePluginAPI")
if QuestiePluginAPI then
local wotlkPlugin = QuestiePluginAPI:GetPlugin("WotLKDB")
if wotlkPlugin then
wotlkPlugin.stats.QUEST = counts.QUEST
wotlkPlugin.stats.NPC = counts.NPC
wotlkPlugin.stats.OBJECT = counts.OBJECT
wotlkPlugin.stats.ITEM = counts.ITEM
end
end
-- Fix #11: When the database is already compiled (cached), LoadBaseDB is never
-- run, so the global cleanup there is skipped. We MUST clean the namespace here
-- to prevent continuous ADDON_ACTION_BLOCKED taint errors during gameplay.
-- (Doing this also frees ~20MB of redundant RAM since the data is cached!)
_G["QuestieX_WotLKDB_quest"] = nil
_G["QuestieX_WotLKDB_npc"] = nil
_G["QuestieX_WotLKDB_object"] = nil
_G["QuestieX_WotLKDB_item"] = nil
end
-- Stats are now managed via QuestiePluginAPI directly during injection.
-- Redundant UpdateWotLKDBStats removed to prevent duplication and inaccuracies.
function QuestieInit:LoadBaseDB()
local function _countTable(t)
if type(t) ~= "table" then return 0 end
local n = 0
for _ in pairs(t) do n = n + 1 end
return n
end
local function _pullGlobal(dbKey, globalName)
if type(_G[globalName]) == "table" then
QuestieDB[dbKey] = _G[globalName]
_G[globalName] = nil -- Remove tainted global from _G; data lives on through QuestieDB[dbKey]
return true
end
return false
end
-- Count BEFORE pulling so we have accurate numbers even after the globals are cleared
local _counts = {
QUEST = _countTable(_G["QuestieX_WotLKDB_quest"]),
NPC = _countTable(_G["QuestieX_WotLKDB_npc"]),
OBJECT = _countTable(_G["QuestieX_WotLKDB_object"]),
ITEM = _countTable(_G["QuestieX_WotLKDB_item"]),
}
local _pulled = {
quest = _pullGlobal("questData", "QuestieX_WotLKDB_quest"),
npc = _pullGlobal("npcData", "QuestieX_WotLKDB_npc"),
object = _pullGlobal("objectData", "QuestieX_WotLKDB_object"),
item = _pullGlobal("itemData", "QuestieX_WotLKDB_item"),
}
Questie:Debug(Questie.DEBUG_DEVELOP, "[DBDiag] WotLKDB pull: quest=" .. tostring(_pulled.quest) .. " npc=" .. tostring(_pulled.npc) .. " obj=" .. tostring(_pulled.object) .. " item=" .. tostring(_pulled.item))
Questie.wotlkStatsCache = _counts
local QuestiePluginAPI = QuestieLoader:ImportModule("QuestiePluginAPI")
if QuestiePluginAPI then
local wotlkPlugin = QuestiePluginAPI:GetPlugin("WotLKDB")
if wotlkPlugin then
wotlkPlugin.stats.QUEST = _counts.QUEST
wotlkPlugin.stats.NPC = _counts.NPC
wotlkPlugin.stats.OBJECT = _counts.OBJECT
wotlkPlugin.stats.ITEM = _counts.ITEM
end
end
-- Pointer compilation will look at npcDataOverrides etc, which are populated by plugins.
-- Base tables (Classic) are loaded here.
QuestieInit:LoadDatabase("npcData")
QuestieInit:LoadDatabase("objectData")