QoL: rebuild the teleport tables if they came up empty at login - #2018
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EllesmereGaming merged 1 commit intoSep 8, 2026
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MAP_TELEPORT_SPELLS and TELEPORT_BY_NAME were built exactly once at file load from C_ChallengeMode/GetLFGDungeonInfo data. If that data was not cached yet at that moment on login, both tables stayed permanently empty for the whole session, and every teleport button in the /ekeys popup stayed hidden with no way to recover short of a reload. The build now runs from RebuildTeleportTables() and re-runs from ShowKeystonePopup() whenever the tables are still empty, so a late-populated cache self-heals the next time /ekeys is opened. Fix from Svart. His GitHub account is currently suspended, so this is being submitted on his behalf.
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Fix from Svart. His GitHub account is currently suspended, so this is being submitted on his behalf.
What does this PR do?
Fixes dungeon teleport buttons in the
/ekeyspopup being unclickable/hidden.MAP_TELEPORT_SPELLSandTELEPORT_BY_NAMEwere built exactly once at file load fromC_ChallengeMode/GetLFGDungeonInfodata. If that data was not cached yet at that moment on login, both tables stayed permanently empty for the whole session, and every teleport button stayed hidden with no way to recover short of a reload.The build is extracted into
RebuildTeleportTables()and re-run fromShowKeystonePopup()whenever the tables are still empty, so a late-populated cache self-heals the next time/ekeysis opened.How was it tested?
Author-tested by Svart; not independently retested in-game by me before opening this on his behalf.
Checklist
HookScript/hooksecurefunconly, neverSetScripton Blizzard frames -- N/A, no frame code touched