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
This commit is contained in:
Kelsi 2026-03-21 02:46:21 -07:00
parent 0d2fd02dca
commit e21f808714
5 changed files with 51 additions and 6 deletions

View file

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