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feat: support SavedVariablesPerCharacter for per-character addon data
Implement the SavedVariablesPerCharacter TOC directive that many addons use to store different settings per character (Bartender, Dominos, MoveAnything, WeakAuras, etc.). Without this, all characters share the same addon data file. Per-character files are stored as <AddonName>.<CharacterName>.lua.saved alongside the existing account-wide <AddonName>.lua.saved files. The character name is resolved from the player GUID at world entry time. Changes: - TocFile::getSavedVariablesPerCharacter() parses the TOC directive - AddonManager loads/saves per-character vars alongside account-wide vars - Character name set from game handler before addon loading
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0d2fd02dca
commit
e21f808714
5 changed files with 51 additions and 6 deletions
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@ -68,6 +68,11 @@ std::string AddonManager::getSavedVariablesPath(const TocFile& addon) const {
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return addon.basePath + "/" + addon.addonName + ".lua.saved";
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}
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std::string AddonManager::getSavedVariablesPerCharacterPath(const TocFile& addon) const {
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if (characterName_.empty()) return "";
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return addon.basePath + "/" + addon.addonName + "." + characterName_ + ".lua.saved";
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}
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bool AddonManager::loadAddon(const TocFile& addon) {
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// Load SavedVariables before addon code (so globals are available at load time)
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auto savedVars = addon.getSavedVariables();
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@ -76,6 +81,15 @@ bool AddonManager::loadAddon(const TocFile& addon) {
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luaEngine_.loadSavedVariables(svPath);
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LOG_DEBUG("AddonManager: loaded saved variables for '", addon.addonName, "'");
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}
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// Load per-character SavedVariables
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auto savedVarsPC = addon.getSavedVariablesPerCharacter();
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if (!savedVarsPC.empty()) {
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std::string svpcPath = getSavedVariablesPerCharacterPath(addon);
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if (!svpcPath.empty()) {
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luaEngine_.loadSavedVariables(svpcPath);
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LOG_DEBUG("AddonManager: loaded per-character saved variables for '", addon.addonName, "'");
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}
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}
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bool success = true;
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for (const auto& filename : addon.files) {
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@ -120,6 +134,13 @@ void AddonManager::saveAllSavedVariables() {
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std::string svPath = getSavedVariablesPath(addon);
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luaEngine_.saveSavedVariables(svPath, savedVars);
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}
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auto savedVarsPC = addon.getSavedVariablesPerCharacter();
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if (!savedVarsPC.empty()) {
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std::string svpcPath = getSavedVariablesPerCharacterPath(addon);
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if (!svpcPath.empty()) {
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luaEngine_.saveSavedVariables(svpcPath, savedVarsPC);
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}
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}
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}
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}
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