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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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5 changed files with 51 additions and 6 deletions
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@ -5182,6 +5182,21 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// Load addons once per session on first world entry
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if (addonManager_ && !addonsLoaded_) {
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// Set character name for per-character SavedVariables
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if (gameHandler) {
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const std::string& charName = gameHandler->lookupName(gameHandler->getPlayerGuid());
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if (!charName.empty()) {
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addonManager_->setCharacterName(charName);
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} else {
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// Fallback: find name from character list
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for (const auto& c : gameHandler->getCharacters()) {
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if (c.guid == gameHandler->getPlayerGuid()) {
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addonManager_->setCharacterName(c.name);
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break;
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}
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}
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}
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}
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addonManager_->loadAllAddons();
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addonsLoaded_ = true;
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addonManager_->fireEvent("VARIABLES_LOADED");
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