Add CI/CD pipeline, in-game changelog and version display [skip ci] - #7
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DanderBot
added a commit
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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.
DanderBot
added a commit
that referenced
this pull request
Apr 10, 2026
Live testing surfaced more secret-tainting: the spellId from the
UNIT_SPELLCAST_START event payload is itself secret-tainted on
nameplates, not just the values from UnitCastingInfo. So:
C_Spell.IsSpellImportant(secretSpellId) returns a SECRET boolean.
not <secretBool> raises 'attempt to perform boolean test on a
secret boolean value'.
Combined with earlier findings, the rule is: essentially everything
derived from a nameplate context is secret. The only safe pattern is
to read at render time and pipe directly into secret-safe sinks
(SetText, SetTexture, SetAlphaFromBoolean, SetVertexColorFromBoolean,
SetShownFromBoolean, SetTimerDuration).
Refactor of TargetedList_DelayedPickup:
* REMOVED: important-spells filter at pickup. Will be re-added in
commit #5 via SetShownFromBoolean(IsSpellImportant(spellId), true,
false) at render time, so the filter never inspects the secret
bool in Lua.
* REMOVED: spellName / spellTexture reads at pickup. The render
pipeline will fetch them via C_Spell.GetSpellName /
C_Spell.GetSpellTexture and feed them straight into SetText /
SetTexture sinks.
* Active-cast record now stores spellId opaquely as a secret token
— never inspected, only passed into C_Spell.* + sinks.
* Debug log simplified to clean values only: casterUnit + channel
flag. The previous tostring(spellName) call would have crashed on
a secret string.
Refactor of TargetedList_OnCastStop:
* REMOVED: interrupter source extraction (gotcha #7). The
interrupter GUID arrives in the event payload as a secret string;
truth-testing it ('not interrupterGuid') is not allowed and
UnitNameFromGUID(secretGuid) returns a secret string that can't
be formatted in Lua. The render pipeline will display the
interrupter name (if at all) by piping UnitNameFromGUID's result
directly into a SetText sink at render time.
* Stop event still records the wasInterrupted flag for the render
pipeline to play the interrupted-flash animation.
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Add CI/CD pipeline, in-game changelog and version display [skip ci]
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.
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Live testing surfaced more secret-tainting: the spellId from the
UNIT_SPELLCAST_START event payload is itself secret-tainted on
nameplates, not just the values from UnitCastingInfo. So:
C_Spell.IsSpellImportant(secretSpellId) returns a SECRET boolean.
not <secretBool> raises 'attempt to perform boolean test on a
secret boolean value'.
Combined with earlier findings, the rule is: essentially everything
derived from a nameplate context is secret. The only safe pattern is
to read at render time and pipe directly into secret-safe sinks
(SetText, SetTexture, SetAlphaFromBoolean, SetVertexColorFromBoolean,
SetShownFromBoolean, SetTimerDuration).
Refactor of TargetedList_DelayedPickup:
* REMOVED: important-spells filter at pickup. Will be re-added in
commit DanderBot#5 via SetShownFromBoolean(IsSpellImportant(spellId), true,
false) at render time, so the filter never inspects the secret
bool in Lua.
* REMOVED: spellName / spellTexture reads at pickup. The render
pipeline will fetch them via C_Spell.GetSpellName /
C_Spell.GetSpellTexture and feed them straight into SetText /
SetTexture sinks.
* Active-cast record now stores spellId opaquely as a secret token
— never inspected, only passed into C_Spell.* + sinks.
* Debug log simplified to clean values only: casterUnit + channel
flag. The previous tostring(spellName) call would have crashed on
a secret string.
Refactor of TargetedList_OnCastStop:
* REMOVED: interrupter source extraction (gotcha DanderBot#7). The
interrupter GUID arrives in the event payload as a secret string;
truth-testing it ('not interrupterGuid') is not allowed and
UnitNameFromGUID(secretGuid) returns a secret string that can't
be formatted in Lua. The render pipeline will display the
interrupter name (if at all) by piping UnitNameFromGUID's result
directly into a SetText sink at render time.
* Stop event still records the wasInterrupted flag for the render
pipeline to play the interrupted-flash animation.
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Summary
This sets up the full CI/CD pipeline for DandersFrames — automated builds, CurseForge uploads, nightly betas, and an in-game changelog so players can actually see what changed.
What's new
CI/CD Pipeline (GitHub Actions)
Two workflows:
release.yml— Triggers on pushes tomainand version tags (v*). Packages the addon via BigWigs Packager, uploads to CurseForge, creates a GitHub Release, and optionally pings Discord.nightly-beta.yml— Runs every night at 3 AM UTC. If there are new commits since the last beta, it creates a beta tag and triggers the release workflow. Can also be triggered manually.In-Game Changelog
v4.0.6 alphaorv4.0.6 betain orange)Build Infrastructure
Changelog.lua— Auto-generated by CI with version, build date, release channel, and changelog text. Ships as a dev stub locally. Do not edit this file.generate_changelog.sh— ReadsCHANGELOG.md, determines version/channel from git tags, and writesChangelog.lua..pkgmeta— BigWigs Packager config for CurseForge.CHANGELOG.md— Human-maintained changelog. This is what players see in-game.How releases work
Automatic alpha builds
Every push to
mainautomatically creates an alpha build on CurseForge. The version is derived from the last tag (e.g.v4.0.5-alpha.3= 3 commits afterv4.0.5).Important: If a commit should NOT produce an alpha build and/or should NOT appear in the changelog, add
[skip ci]to the commit message. This is useful for things like README edits, workflow changes, or anything that isn't an actual addon change.Automatic beta builds (nightly)
Every night, the nightly workflow checks if there are new (non-
[skip ci]) commits since the last beta. If yes, it automatically creates a beta tag (e.g.v4.0.5-beta.1) and triggers a build. You can also trigger it manually from the Actions tab whenever you want.What alpha and beta players see
Alpha and beta builds auto-generate a changelog from commit messages — each commit becomes one line in the "Unreleased" section. Commits tagged with
[skip ci]are excluded automatically.This auto-generated section is prepended to whatever is already in
CHANGELOG.md, so players always see both the latest unreleased changes and the last stable release notes.Creating a stable release
When you're ready to ship a proper release:
CHANGELOG.md— Add a new section at the top with the version number and date. Write the changes however you like — this is what players will see in-game. Keep the previous versions below so there's always a full history.maingit tag v4.0.6 && git push --tagsThat's it. The tag name determines the version and release channel. No manual beta tagging needed — that's handled by the nightly workflow.
What happens to the changelog on major bumps?
You never need to manually clear
CHANGELOG.md— keep the full history in the file. The build script is smart about it: on a minor or major version bump (e.g.v4.0.x→v4.1.0orv5.0.0), the in-game changelog automatically trims down to only the latest version's section. Players see a fresh start, but the full history stays in the repo for reference.Required GitHub Secrets
CF_API_KEYPAT_TOKENContents: Read+Write(for nightly beta tag creation)DISCORD_WEBHOOK_URLHow to create the PAT_TOKEN
The nightly beta workflow needs a Personal Access Token to create tags and trigger the release workflow (the default
GITHUB_TOKENcan't trigger other workflows).DandersFrames CIand pick an expiration (or no expiration)PAT_TOKEN, Value: paste the tokenSame process for
CF_API_KEY(get it from CurseForge → Account → API Tokens) andDISCORD_WEBHOOK_URL(Discord → Server Settings → Integrations → Webhooks).Testing
Please pull this branch and test it locally before merging — check that the addon loads, the info button works, and the changelog overlay shows up correctly in-game. Better safe than sorry! :D
Files changed
.github/workflows/release.yml,.github/workflows/nightly-beta.yml,.pkgmeta,CHANGELOG.md,Changelog.lua,generate_changelog.shDandersFrames.toc(version placeholder + CurseForge project ID + Changelog.lua in load order),GUI/GUI.lua(version display + info button + changelog overlay)