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feat: add /reload command to re-initialize addon system
Add AddonManager::reload() which saves all SavedVariables, shuts down the Lua VM, re-initializes it, rescans .toc files, and reloads all addons. Wire /reload, /reloadui, /rl slash commands that call reload() and fire VARIABLES_LOADED + PLAYER_LOGIN + PLAYER_ENTERING_WORLD lifecycle events. Essential for addon development and troubleshooting.
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3 changed files with 51 additions and 0 deletions
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@ -6035,6 +6035,30 @@ void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
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return;
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}
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// /reload or /reloadui — reload all addons (save variables, re-init Lua, re-scan .toc files)
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if (cmdLower == "reload" || cmdLower == "reloadui" || cmdLower == "rl") {
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auto* am = core::Application::getInstance().getAddonManager();
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if (am) {
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am->reload();
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am->fireEvent("VARIABLES_LOADED");
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am->fireEvent("PLAYER_LOGIN");
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am->fireEvent("PLAYER_ENTERING_WORLD");
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game::MessageChatData rlMsg;
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rlMsg.type = game::ChatType::SYSTEM;
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rlMsg.language = game::ChatLanguage::UNIVERSAL;
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rlMsg.message = "Interface reloaded.";
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gameHandler.addLocalChatMessage(rlMsg);
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} else {
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game::MessageChatData rlMsg;
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rlMsg.type = game::ChatType::SYSTEM;
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rlMsg.language = game::ChatLanguage::UNIVERSAL;
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rlMsg.message = "Addon system not available.";
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gameHandler.addLocalChatMessage(rlMsg);
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}
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chatInputBuffer[0] = '\0';
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return;
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}
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// /stopmacro [conditions]
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// Halts execution of the current macro (remaining lines are skipped).
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// With a condition block, only stops if the conditions evaluate to true.
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