Skip to content

Fix leader icon not updating on first leader change - #9

Merged
DanderBot merged 1 commit into
DanderBot:mainfrom
riyuk:bugfix/leader-icon-not-updating
Feb 18, 2026
Merged

Fix leader icon not updating on first leader change#9
DanderBot merged 1 commit into
DanderBot:mainfrom
riyuk:bugfix/leader-icon-not-updating

Conversation

@riyuk

@riyuk riyuk commented Feb 15, 2026

Copy link
Copy Markdown
Contributor

Problem

When creating a group (inviting someone) and then promoting them to leader, the crown icon stays stuck on the old leader's frame instead of moving to the new one.

Root Cause

The centralized PARTY_LEADER_CHANGED handler in Frames/Headers.lua uses a unitLeaderCache variable to track the current leader and only update the affected frames (old + new leader). However, unitLeaderCache is initialized as nil and never populated until the first leader change occurs.

On the first leader change:

  • oldLeader = nil (cache empty)
  • The condition frame.unit == oldLeader never matches any frame
  • The old leader's frame is never updated, so the crown remains visible

Fix

Added a not oldLeader guard to the update condition. When the cache is empty (first leader change), all frames are updated to ensure the crown is correctly removed from the previous leader. Once the cache is populated, subsequent leader changes continue to use the optimized path (only updating the two affected frames).

This fixes: https://discord.com/channels/1443538945605636149/1470515656574370075

@DanderBot
DanderBot merged commit c93a82d into DanderBot:main Feb 18, 2026
@DanderBot

Copy link
Copy Markdown
Owner

Thanks for the PR! This has been merged into main and will ship in the next build. Good catch on the unitLeaderCache being nil on first leader change — the not oldLeader guard is a clean fix.

DanderBot added a commit that referenced this pull request Feb 18, 2026
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
…ting

Fix leader icon not updating on first leader change
Krathe82 pushed a commit to Krathe82/DandersFrames that referenced this pull request Jun 6, 2026
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.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants