perf: skip TestGameCache wait on clustering-only redraws
- SmoothReset now accepts { skipCacheTest = true } to short-circuit the game cache wait and draw-queue drain
- ClusterRedraw passes the flag so icon-cluster and dense-pin-clustering sliders redraw immediately
- QuestieOptionsAdvanced wires the spawn-pin-dedup-radius slider directly to ClusterRedraw instead of the delayed SmoothReset path
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@@ -374,7 +374,7 @@ function QuestieOptions.tabs.advanced:Initialize()
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if QuestieDB and QuestieDB.ClearModeCaches then
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QuestieDB:ClearModeCaches()
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end
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QuestieOptionsUtils:Delay(0.05, QuestieQuest.SmoothReset, l10n('Setting spawn pin dedup radius to %s : Redrawing!', value))
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QuestieOptions:ClusterRedraw()
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end,
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},
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learnerCommsIntensity = {
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@@ -118,8 +118,9 @@ end
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function QuestieOptions:ClusterRedraw()
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Questie:Debug(Questie.DEBUG_INFO, "Clustering changed, redrawing!")
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--Redraw clusters here
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QuestieQuest:SmoothReset();
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-- Cluster-only changes don't depend on quest log state — skip the
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-- TestGameCache wait and draw-queue drain that SmoothReset does.
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QuestieQuest:SmoothReset({ skipCacheTest = true })
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end
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---@return table
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@@ -330,7 +330,10 @@ local function _UpdateSpecials(questId)
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end
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end
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function QuestieQuest:SmoothReset()
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---@param opts? table Options table
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---@field opts.skipCacheTest boolean If true, skip the TestGameCache wait and draw-queue drain. Use for clustering-only changes that don't depend on quest log state.
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function QuestieQuest:SmoothReset(opts)
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opts = opts or {}
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestieQuest:SmoothReset]")
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if QuestieQuest._isResetting then
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QuestieQuest._resetAgain = true
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@@ -344,6 +347,8 @@ function QuestieQuest:SmoothReset()
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local stepTable = {
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function()
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-- Wait until game cache has quest log okay.
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-- Skipped when opts.skipCacheTest is set (clustering-only redraws).
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if opts.skipCacheTest then return true end
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return QuestLogCache.TestGameCache()
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end,
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function()
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