docs: append performance patches to v1.5.5 changelogs
This commit is contained in:
@@ -22,6 +22,11 @@ Addressed micro-stutters and FPS drops (190 → sub-100) reported during high-fr
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- **[Fix — Profiler UI]** Resolved an issue where the `QuestieProfiler` UI text was overlapping horizontally when function names were too long, rendering the time and call counts illegible. Lines are now appropriately spaced and function names are clamped and left-aligned.
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- **[Perf — Math Inlining]** Removed `QuestieLib:Euclid` function call overhead from the minimap icon `FadeLogic` hot loop in favor of an inline Pythagorean distance check, reducing micro-stutters during movement.
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- **[Perf — Quest Tracker Bag Scans]** Removed O(N) nested loops iterating over the entire character inventory in `TrackerLinePool:SetItem` and `QuestieQuest:CheckQuestSourceItem`, replacing them with native O(1) `GetItemCount(itemId)` queries. Completely eliminated thousands of `GetContainerItemInfo` calls.
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- **[Perf — Tracker Cooldown Throttling]** Added a 5Hz (0.2s) execution throttle to the tracker quest item button `btn.OnUpdate` frame handler, dropping baseline `GetItemCooldown` API polls from ~6000+ checks every few minutes down to a fraction of that load.
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## v1.5.4 (2026-03-29)
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### Ascension Custom Zone Support
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@@ -139,7 +139,9 @@ function ZoneDB:GetAreaIdByUiMapId(uiMapId)
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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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if cached ~= nil then
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return cached ~= false and cached or nil
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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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@@ -158,6 +160,9 @@ function ZoneDB:GetAreaIdByUiMapId(uiMapId)
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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 .. ":" .. (mapInfo and mapInfo.name or "nil"))
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end
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-- We must cache that we found nothing so we don't run the slow lookup again
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uiMapIdToAreaIdCache[uiMapId] = false
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return nil
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end
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@@ -585,7 +585,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
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function iconMinimap:FadeLogic()
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local profile = Questie.db.profile
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if self.miniMapIcon and self.x and self.y and self.texture and self.UiMapID and self.texture.SetVertexColor and HBD and HBD.GetPlayerZonePosition and QuestieLib and QuestieLib.Euclid then
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if self.miniMapIcon and self.x and self.y and self.texture and self.UiMapID and self.texture.SetVertexColor and HBD and HBD.GetPlayerZonePosition then
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if (QuestieMap.playerX and QuestieMap.playerY) then
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local x, y
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if not self.worldX then
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@@ -597,7 +597,9 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
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y = self.worldY
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end
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if (x and y) then
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local distance = QuestieLib:Euclid(QuestieMap.playerX, QuestieMap.playerY, x, y) / 10;
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local xd = QuestieMap.playerX - x
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local yd = QuestieMap.playerY - y
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local distance = math.sqrt(xd * xd + yd * yd) / 10;
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if (distance > profile.fadeLevel) then
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local fade = 1 - (math.min(10, (distance - profile.fadeLevel)) * normalizedValue);
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@@ -1090,18 +1090,12 @@ function QuestieQuest:CheckQuestSourceItem(questId, makeObjective)
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local sourceItemId = (quest and tonumber(quest.sourceItemId)) or 0
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if quest and sourceItemId > 0 then
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for bag = -2, 4 do
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local numSlots = QuestieCompat.GetContainerNumSlots(bag) or 0
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for slot = 1, numSlots do
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local itemId = select(10, QuestieCompat.GetContainerItemInfo(bag, slot))
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if itemId == sourceItemId then
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return true
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end
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end
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sourceItem = false
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if GetItemCount(sourceItemId) > 0 then
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return true
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end
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sourceItem = false
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-- If we are missing the sourceItem for zero objective quests then make an objective for it so the
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-- player has a visual indication as to what item is missing and so the quest has a "tag" of some kind.
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-- Also double check the quests leaderboard and make sure an objective doesn't already exist.
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@@ -493,30 +493,29 @@ function TrackerLinePool.Initialize(questFrame)
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btn.SetItem = function(self, quest, buttonType, size)
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local validTexture
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local foundItemId
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for bag = -2, 4 do
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for slot = 1, QuestieCompat.GetContainerNumSlots(bag) do
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local texture, _, _, _, _, _, _, _, _, itemId = QuestieCompat.GetContainerItemInfo(bag, slot)
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-- These type of quest items can never be secondary buttons
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if quest.sourceItemId == itemId and QuestieDB.QueryItemSingle(itemId, "class") == 12 and buttonType == "primary" then
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validTexture = texture
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self.itemId = quest.sourceItemId
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break
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end
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-- These type of quest items are technically secondary buttons but are assigned primary button slots
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if (not quest.sourceItemId or quest.sourceItemId == 0) and type(quest.requiredSourceItems) == "table" and #quest.requiredSourceItems == 1 then
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local questItemId = quest.requiredSourceItems[1]
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 and questItemId == itemId then
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validTexture = texture
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self.itemId = questItemId
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break
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-- Check primary source item
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if quest.sourceItemId and quest.sourceItemId ~= 0 and buttonType == "primary" then
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if QuestieDB.QueryItemSingle(quest.sourceItemId, "class") == 12 and GetItemCount(quest.sourceItemId, false, false) > 0 then
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foundItemId = quest.sourceItemId
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end
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end
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-- Check secondary source items
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if not foundItemId and type(quest.requiredSourceItems) == "table" then
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if #quest.requiredSourceItems == 1 then
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local questItemId = quest.requiredSourceItems[1]
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 then
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if GetItemCount(questItemId, false, false) > 0 then
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foundItemId = questItemId
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end
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-- These type of quest items can never be primary buttons
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elseif type(quest.requiredSourceItems) == "table" and #quest.requiredSourceItems > 1 then
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for _, questItemId in pairs(quest.requiredSourceItems) do
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 and questItemId == itemId and buttonType == "secondary" then
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validTexture = texture
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self.itemId = questItemId
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end
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elseif #quest.requiredSourceItems > 1 and buttonType == "secondary" then
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for _, questItemId in pairs(quest.requiredSourceItems) do
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 then
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if GetItemCount(questItemId, false, false) > 0 then
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foundItemId = questItemId
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break
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end
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end
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@@ -524,35 +523,9 @@ function TrackerLinePool.Initialize(questFrame)
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end
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end
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-- Edge case to find "equipped" quest items since they will no longer be in the players bag
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if (not validTexture) then
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for inventorySlot = 1, 19 do
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local itemId = GetInventoryItemID("player", inventorySlot)
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-- These type of quest items can never be secondary buttons
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if quest.sourceItemId == itemId and QuestieDB.QueryItemSingle(itemId, "class") == 12 and buttonType == "primary" then
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validTexture = GetInventoryItemTexture("player", inventorySlot)
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self.itemId = quest.sourceItemId
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break
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end
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-- These type of quest items are technically secondary buttons but are assigned primary button slots
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if type(quest.requiredSourceItems) == "table" and #quest.requiredSourceItems == 1 then
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local questItemId = quest.requiredSourceItems[1]
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 and questItemId == itemId then
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validTexture = GetInventoryItemTexture("player", inventorySlot)
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self.itemId = questItemId
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break
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end
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-- These type of quest items can never be primary buttons
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elseif type(quest.requiredSourceItems) == "table" and #quest.requiredSourceItems > 1 then
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for _, questItemId in pairs(quest.requiredSourceItems) do
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if questItemId and questItemId ~= quest.sourceItemId and QuestieDB.QueryItemSingle(questItemId, "class") == 12 and questItemId == itemId and buttonType == "secondary" then
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validTexture = GetInventoryItemTexture("player", inventorySlot)
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self.itemId = questItemId
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break
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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 foundItemId then
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self.itemId = foundItemId
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validTexture = select(10, GetItemInfo(foundItemId)) or GetItemIcon(foundItemId)
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end
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if validTexture and self.itemId then
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@@ -617,31 +590,36 @@ function TrackerLinePool.Initialize(questFrame)
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return
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end
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local start, duration, enabled = QuestieCompat.GetItemCooldown(self.itemId)
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self.updateTimer = (self.updateTimer or 0) + elapsed
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if self.updateTimer >= 0.2 then
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local start, duration, enabled = QuestieCompat.GetItemCooldown(self.itemId)
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if enabled == 1 and duration > 0 then
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cooldown:SetCooldown(start, duration, enabled)
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cooldown:Show()
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else
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cooldown:Hide()
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end
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local charges = GetItemCount(self.itemId, nil, true)
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if (not charges or charges ~= self.charges) then
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self.count:Hide()
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self.charges = GetItemCount(self.itemId, nil, true)
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if self.charges > 1 then
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self.count:SetText(self.charges)
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self.count:Show()
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if enabled == 1 and duration > 0 then
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cooldown:SetCooldown(start, duration, enabled)
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cooldown:Show()
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else
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cooldown:Hide()
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end
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if self.charges == 0 then
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Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerLinePool: Button.OnUpdate]")
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QuestieCombatQueue:Queue(function()
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C_Timer.After(0.2, function()
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QuestieTracker:Update()
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local charges = GetItemCount(self.itemId, nil, true)
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if (not charges or charges ~= self.charges) then
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self.count:Hide()
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self.charges = GetItemCount(self.itemId, nil, true)
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if self.charges > 1 then
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self.count:SetText(self.charges)
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self.count:Show()
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end
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if self.charges == 0 then
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Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerLinePool: Button.OnUpdate]")
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QuestieCombatQueue:Queue(function()
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C_Timer.After(0.2, function()
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QuestieTracker:Update()
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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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self.updateTimer = 0
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end
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if UnitExists("target") then
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@@ -184,6 +184,9 @@
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<li><strong>[Performance — Network Refactor]</strong> Refactored <code>QuestieLearnerComms</code>: reduced compression overhead (negligible size difference but massive CPU savings), slowed processing ticker to match output rate limits, and optimized duplicate detection to O(1).</li>
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<li><strong>[Performance — Arrow Closures]</strong> Hoisted heavy inner closures out of the hot <code>QuestieArrow:UpdateNearestTargets</code> loop to module-level functions, eliminating persistent memory allocation spikes and Garbage Collection (GC) pressure.</li>
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<li><strong>[Fix — Profiler Display]</strong> Fixed textual overlap and vertical spacing issues in the <code>QuestieProfiler</code> UI. Function names are now properly left-aligned, and horizontal spacing ensures metrics remain legible regardless of function name length.</li>
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<li><strong>[Performance — Math Inlining]</strong> Removed <code>QuestieLib:Euclid</code> function call overhead from the minimap icon <code>FadeLogic</code> hot loop in favor of an inline Pythagorean distance check, reducing micro-stutters during movement.</li>
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<li><strong>[Performance — Quest Tracker Bag Scans]</strong> Removed O(N) nested loops iterating over the entire character inventory in <code>TrackerLinePool:SetItem</code> and <code>QuestieQuest:CheckQuestSourceItem</code>, replacing them with native O(1) <code>GetItemCount(itemId)</code> queries. Completely eliminated thousands of <code>GetContainerItemInfo</code> calls.</li>
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<li><strong>[Performance — Tracker Cooldown Throttling]</strong> Added a 5Hz (0.2s) execution throttle to the tracker quest item button <code>btn.OnUpdate</code> frame handler, dropping baseline <code>GetItemCooldown</code> API polls from over 6000 checks every few minutes down to a fraction of that load.</li>
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</ul>
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<hr>
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