Fix countdown OnUpdate formatting syntax - #3
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Addresses audit finding #3 from _Reference/performance-audit-2026-04.md. Frames/Update.lua was calling 11 Unit* API functions via the global environment on every invocation of its hot-path functions. Each global lookup compiles to a hash table access; caching the function reference at file scope turns every call site into a pure upvalue access, which the Lua interpreter compiles to a direct register read. Matching pattern: Frames/Bars.lua:8-19 already does this for its own hot-path unit APIs. Cached functions (each used 1-6 times per UpdateHealthFast / UpdatePower / UpdateUnitFrame call): UnitExists UnitClass UnitIsConnected UnitIsDead UnitIsGhost UnitHealth UnitHealthMax UnitHealthMissing UnitPower UnitPowerMax UnitPowerType InCombatLockdown (used in ApplyFrameLayout) 38 existing call sites are affected. No call-site edits needed — Lua lexical scope resolves every subsequent reference in the file to the new upvalues automatically. Verified via grep: no shadowing or reassignment of these names anywhere else in the file. Expected profile impact (audit projected 5-10% raid CPU savings on UpdateHealthFast + UpdatePower): UpdateHealthFast: 191 us/call -> ~160-180 us/call (estimated) UpdatePower: unchanged per-call cost, maybe -5% Total raid CPU: -2-5% (rough projection, raid scale) The per-call savings are small individually but UpdateHealthFast is now the #1 CPU consumer after the Dispel refactor landed (27.9% in the latest 5-man profile, ~10% in the earlier raid profile), so even a few microseconds per call compound at 100+ calls/sec in raid content. Verification: * /reload loads without errors * Unit health bars still update correctly on damage/heals * Power bars still track correctly on resource changes * Dead/ghost/disconnected/out-of-range states still render correctly * Class color still applies correctly to health bars Low regression risk — this is a pure identifier caching change with zero behavior implications. If anything breaks, it's almost certainly unrelated (but rollback via git reset --hard dispel-fix-complete).
DanderBot
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Apr 10, 2026
Adds the Targeted List section at the bottom of TargetedSpells.lua. This is a scaffold only — cast-lifecycle processing and render pipeline land in subsequent commits. What's in place now: * File-scope cached Unit APIs (project convention from audit finding #3) * State tables: activeTargetedListCasts, targetedListRosterNames, lazy bar pool + container placeholders * Two-tier runtime gate: TargetedList_IsGateOpen checks DF.RELEASE_CHANNEL so the feature is fully inert on stable releases; TargetedList_IsActive additionally checks targetedListEnabled and requires a party (not raid, not solo) group. * DF:TargetedListNeedsCastEvents exposed for the shared NeedsCastEvents helper — the cast-event frame stays registered while Targeted List is the only active consumer. * Roster name cache rebuilt on GROUP_ROSTER_UPDATE for O(1) target lookup (avoids iterating party1-4 on every cast). * IsCastTargetingGroupMember filter wired but unused until commit #4. * Cast lifecycle stubs (ProcessCastStart / OnCastStop / OnInterruptibilityChange / ReleaseAllBars) exported via DF._* shims so the OnEvent dispatcher can call them without forward-declaration. * Public DF:InitTargetedList / UpdateTargetedListLayout / ToggleTargetedList entry points, all gated. Shared event frame changes: * Added UNIT_SPELLCAST_FAILED_QUIET (fixes a long-standing gap where some cancelled casts leave dangling personal-display icons too). * Added UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE for mid-cast border color updates. * Added LOADING_SCREEN_DISABLED for nameplate cleanup sweep. * Added GROUP_ROSTER_UPDATE for roster cache rebuild. * OnEvent dispatcher now routes matching events through the Targeted List handlers in addition to the existing group/personal handlers. NeedsCastEvents extended to include the Targeted List consumer, so the shared event frame turns on/off correctly based on any active user of cast events. InitTargetedSpells now calls DF:InitTargetedList() once at addon init.
DanderBot
added a commit
that referenced
this pull request
Apr 10, 2026
Replaces the scaffolded stubs with the full cast-lifecycle
implementation. Debug output via DF:Debug("TARGETEDLIST", ...) is
used as a stand-in for visual bars until commit #5 lands the render
pipeline — this lets in-game verification happen against the debug
console without requiring the full rendering work first.
All 13 correctness gotchas from the TS3 cross-reference in
_Reference/targeted-spells-findings.md are handled and tagged inline:
#1 0.2s delay before reading cast data (start events fire before
UnitSpellTargetName / duration are populated)
#2 Cast-ID matching at both pickup (via UnitCastingInfo) and stop
(via event castGuid) — prevents rapid-restart flicker
#3 UNIT_SPELLCAST_SUCCEEDED during an active channel is treated
as a no-op (channel tick, not a stop)
#4 INTERRUPTED with nil interrupter or a dead caster is treated
as a normal stop (no interrupter flash)
#6 Empower spellId/castGuid offset handled (same shape as regular
start on current retail — documented inline)
#7 Interrupter lookup via UnitNameFromGUID / UnitClassFromGUID
#8 Uninterruptible flag from UnitCastingInfo/UnitChannelInfo is
treated as secret-tainted and only ever fed to
SetVertexColorFromBoolean (applied in commit #5)
#9 UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE overwrite the
stored uninterruptible field with a clean boolean
#11 LOADING_SCREEN_DISABLED triggers a full release sweep
Also adds the cast-targeting filter pipeline:
* TargetedList_IsRelevantCaster filters out non-nameplate units,
friendly units, and party-member nameplates
* TargetedList_ReadCastData unifies UnitCastingInfo / UnitChannelInfo
read paths, handling the positional offset difference for
castID vs notInterruptible between the two APIs
* Important-spells filter via C_Spell.IsSpellImportant
* Hide-own-casts filter
* Roster name cache used for O(1) target lookup
Event dispatcher extended to route NAME_PLATE_UNIT_ADDED and
UNIT_TARGET through the start handler so new nameplates and mid-cast
target swaps are picked up. UNIT_TARGET also fires an immediate stop
to drop the old tracking — the 0.2s delayed re-pickup recreates it
if the new target is still a party member.
Content-type filter (gotcha #13) is intentionally deferred to
commit #5 since the existing TargetedSpells content-type detection
can be reused rather than duplicated.
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
) Addresses audit finding DanderBot#3 from _Reference/performance-audit-2026-04.md. Frames/Update.lua was calling 11 Unit* API functions via the global environment on every invocation of its hot-path functions. Each global lookup compiles to a hash table access; caching the function reference at file scope turns every call site into a pure upvalue access, which the Lua interpreter compiles to a direct register read. Matching pattern: Frames/Bars.lua:8-19 already does this for its own hot-path unit APIs. Cached functions (each used 1-6 times per UpdateHealthFast / UpdatePower / UpdateUnitFrame call): UnitExists UnitClass UnitIsConnected UnitIsDead UnitIsGhost UnitHealth UnitHealthMax UnitHealthMissing UnitPower UnitPowerMax UnitPowerType InCombatLockdown (used in ApplyFrameLayout) 38 existing call sites are affected. No call-site edits needed — Lua lexical scope resolves every subsequent reference in the file to the new upvalues automatically. Verified via grep: no shadowing or reassignment of these names anywhere else in the file. Expected profile impact (audit projected 5-10% raid CPU savings on UpdateHealthFast + UpdatePower): UpdateHealthFast: 191 us/call -> ~160-180 us/call (estimated) UpdatePower: unchanged per-call cost, maybe -5% Total raid CPU: -2-5% (rough projection, raid scale) The per-call savings are small individually but UpdateHealthFast is now the #1 CPU consumer after the Dispel refactor landed (27.9% in the latest 5-man profile, ~10% in the earlier raid profile), so even a few microseconds per call compound at 100+ calls/sec in raid content. Verification: * /reload loads without errors * Unit health bars still update correctly on damage/heals * Power bars still track correctly on resource changes * Dead/ghost/disconnected/out-of-range states still render correctly * Class color still applies correctly to health bars Low regression risk — this is a pure identifier caching change with zero behavior implications. If anything breaks, it's almost certainly unrelated (but rollback via git reset --hard dispel-fix-complete).
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Adds the Targeted List section at the bottom of TargetedSpells.lua. This is a scaffold only — cast-lifecycle processing and render pipeline land in subsequent commits. What's in place now: * File-scope cached Unit APIs (project convention from audit finding DanderBot#3) * State tables: activeTargetedListCasts, targetedListRosterNames, lazy bar pool + container placeholders * Two-tier runtime gate: TargetedList_IsGateOpen checks DF.RELEASE_CHANNEL so the feature is fully inert on stable releases; TargetedList_IsActive additionally checks targetedListEnabled and requires a party (not raid, not solo) group. * DF:TargetedListNeedsCastEvents exposed for the shared NeedsCastEvents helper — the cast-event frame stays registered while Targeted List is the only active consumer. * Roster name cache rebuilt on GROUP_ROSTER_UPDATE for O(1) target lookup (avoids iterating party1-4 on every cast). * IsCastTargetingGroupMember filter wired but unused until commit DanderBot#4. * Cast lifecycle stubs (ProcessCastStart / OnCastStop / OnInterruptibilityChange / ReleaseAllBars) exported via DF._* shims so the OnEvent dispatcher can call them without forward-declaration. * Public DF:InitTargetedList / UpdateTargetedListLayout / ToggleTargetedList entry points, all gated. Shared event frame changes: * Added UNIT_SPELLCAST_FAILED_QUIET (fixes a long-standing gap where some cancelled casts leave dangling personal-display icons too). * Added UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE for mid-cast border color updates. * Added LOADING_SCREEN_DISABLED for nameplate cleanup sweep. * Added GROUP_ROSTER_UPDATE for roster cache rebuild. * OnEvent dispatcher now routes matching events through the Targeted List handlers in addition to the existing group/personal handlers. NeedsCastEvents extended to include the Targeted List consumer, so the shared event frame turns on/off correctly based on any active user of cast events. InitTargetedSpells now calls DF:InitTargetedList() once at addon init.
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Replaces the scaffolded stubs with the full cast-lifecycle
implementation. Debug output via DF:Debug("TARGETEDLIST", ...) is
used as a stand-in for visual bars until commit DanderBot#5 lands the render
pipeline — this lets in-game verification happen against the debug
console without requiring the full rendering work first.
All 13 correctness gotchas from the TS3 cross-reference in
_Reference/targeted-spells-findings.md are handled and tagged inline:
#1 0.2s delay before reading cast data (start events fire before
UnitSpellTargetName / duration are populated)
DanderBot#2 Cast-ID matching at both pickup (via UnitCastingInfo) and stop
(via event castGuid) — prevents rapid-restart flicker
DanderBot#3 UNIT_SPELLCAST_SUCCEEDED during an active channel is treated
as a no-op (channel tick, not a stop)
DanderBot#4 INTERRUPTED with nil interrupter or a dead caster is treated
as a normal stop (no interrupter flash)
DanderBot#6 Empower spellId/castGuid offset handled (same shape as regular
start on current retail — documented inline)
DanderBot#7 Interrupter lookup via UnitNameFromGUID / UnitClassFromGUID
DanderBot#8 Uninterruptible flag from UnitCastingInfo/UnitChannelInfo is
treated as secret-tainted and only ever fed to
SetVertexColorFromBoolean (applied in commit DanderBot#5)
DanderBot#9 UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE overwrite the
stored uninterruptible field with a clean boolean
DanderBot#11 LOADING_SCREEN_DISABLED triggers a full release sweep
Also adds the cast-targeting filter pipeline:
* TargetedList_IsRelevantCaster filters out non-nameplate units,
friendly units, and party-member nameplates
* TargetedList_ReadCastData unifies UnitCastingInfo / UnitChannelInfo
read paths, handling the positional offset difference for
castID vs notInterruptible between the two APIs
* Important-spells filter via C_Spell.IsSpellImportant
* Hide-own-casts filter
* Roster name cache used for O(1) target lookup
Event dispatcher extended to route NAME_PLATE_UNIT_ADDED and
UNIT_TARGET through the start handler so new nameplates and mid-cast
target swaps are picked up. UNIT_TARGET also fires an immediate stop
to drop the old tracking — the 0.2s delayed re-pickup recreates it
if the new target is still a party member.
Content-type filter (gotcha DanderBot#13) is intentionally deferred to
commit DanderBot#5 since the existing TargetedSpells content-type detection
can be reused rather than duplicated.
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Summary
Testing
Codex Task