fix(items): keep retrying nil slot reads instead of accepting after one pass
Single-retry was still flashing slots empty on the inventory when lag exceeded 0.25s — the retry pass would read nil and broadcast the empty. Track a per-slot retry counter (capped at RETRY_MAX=12, ~3s) so we keep deferring until the link comes back or we hit the ceiling. Bank was never affected — it goes through PLAYERBANKSLOTS_CHANGED, not BAG_UPDATE.
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@@ -46,6 +46,14 @@ Bagnon.BagEvents = BagEvents
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local slots = {}
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local bagTypes = {}
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local pendingBags = {}
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local retryCounts = {}
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-- Retry knobs. Server lag spikes on Ascension can easily exceed a second;
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-- keep retrying so we don't broadcast an empty slot while item data is still
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-- in flight. Accept whatever we read after RETRY_MAX attempts so a genuinely
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-- emptied slot eventually resolves.
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local RETRY_INTERVAL = 0.25
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local RETRY_MAX = 12 -- ~3s worst case
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local function ToIndex(bag, slot)
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return (bag < 0 and bag*100 - slot) or bag*100 + slot
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@@ -55,20 +63,20 @@ local function GetBagSize(bag)
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return (bag == KEYRING_CONTAINER and GetKeyRingSize()) or GetContainerNumSlots(bag)
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end
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-- Defers a re-check of a bag by ~0.25s; used when a previously occupied slot
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-- reads back nil (lag race between BAG_UPDATE and item data arriving).
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local retryFrame = CreateFrame('Frame')
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retryFrame.elapsed = 0
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retryFrame:Hide()
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retryFrame:SetScript('OnUpdate', function(self, elapsed)
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self.elapsed = self.elapsed + elapsed
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if self.elapsed < 0.25 then return end
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if self.elapsed < RETRY_INTERVAL then return end
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self.elapsed = 0
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self:Hide()
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local bags = pendingBags
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pendingBags = {}
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for bag in pairs(bags) do
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Bagnon.BagEvents:UpdateItems(bag, true)
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Bagnon.BagEvents:UpdateItems(bag)
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end
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if not next(pendingBags) then
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self:Hide()
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end
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end)
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@@ -134,8 +142,9 @@ function BagEvents:RemoveItem(bag, slot)
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end
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end
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function BagEvents:UpdateItem(bag, slot, isRetry)
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local data = slots[ToIndex(bag, slot)]
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function BagEvents:UpdateItem(bag, slot)
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local index = ToIndex(bag, slot)
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local data = slots[index]
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if data then
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local prevLink = data[1]
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@@ -146,12 +155,17 @@ function BagEvents:UpdateItem(bag, slot, isRetry)
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local onCooldown = (start > 0 and duration > 0 and enable > 0)
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-- A previously occupied slot reading back nil is usually a lag race between
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-- BAG_UPDATE and item data arriving from the server. Defer once before drawing
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-- the slot as empty; on the second pass we trust whatever we read.
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if prevLink and (not link) and (not isRetry) then
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scheduleRetry(bag)
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return
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-- BAG_UPDATE and item data arriving from the server. Keep deferring up to
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-- RETRY_MAX times so a multi-second lag spike doesn't flash items empty.
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if prevLink and (not link) then
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local n = (retryCounts[index] or 0) + 1
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if n < RETRY_MAX then
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retryCounts[index] = n
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scheduleRetry(bag)
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return
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end
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end
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retryCounts[index] = nil
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if not(prevLink == link and prevCount == count) then
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data[1] = link
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@@ -164,9 +178,9 @@ function BagEvents:UpdateItem(bag, slot, isRetry)
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end
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end
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function BagEvents:UpdateItems(bag, isRetry)
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function BagEvents:UpdateItems(bag)
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for slot = 1, GetBagSize(bag) do
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self:UpdateItem(bag, slot, isRetry)
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self:UpdateItem(bag, slot)
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end
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end
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