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DenseBuffer

Struct DenseBuffer 

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pub struct DenseBuffer {
    chunks: Vec<SlotChunk>,
    pub(super) layout: Arc<FrozenBufferLayout>,
}
Expand description

Flat byte buffer holding all runtime rotation state for zero-allocation evaluation.

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§chunks: Vec<SlotChunk>§layout: Arc<FrozenBufferLayout>

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impl DenseBuffer

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pub(crate) fn aura_at(&self, handle: AuraSlotHandle) -> &AuraSlot

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pub(crate) fn activate_aura_at( &mut self, handle: AuraSlotHandle, expires_at: f64, base_duration: f64, stacks: i32, max_stacks: i32, )

Replace an aura slot with a fresh semantic activation.

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pub(crate) fn refresh_aura_at( &mut self, handle: AuraSlotHandle, expires_at: Option<f64>, stacks: i32, )

Refresh the expiry and stacks of an occupied aura slot.

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pub(crate) fn expire_aura_at(&mut self, handle: AuraSlotHandle)

Clear one aura slot for semantic expiry or reset.

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pub(crate) fn set_aura_stacks_at(&mut self, handle: AuraSlotHandle, stacks: i32)

Replace stacks on an occupied aura slot.

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pub(crate) fn set_aura_expiry_at( &mut self, handle: AuraSlotHandle, expires_at: f64, )

Replace expiry metadata on an occupied aura slot.

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pub(crate) fn set_aura_schedule_at( &mut self, handle: AuraSlotHandle, next_tick: f64, tick_interval: f64, base_tick_interval: f64, time_rate_multiplier: f64, remaining_ticks: i32, )

Replace periodic scheduling metadata on an occupied aura slot.

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pub(crate) fn set_aura_next_tick_at( &mut self, handle: AuraSlotHandle, next_tick: f64, )

Replace only the next periodic deadline on an occupied aura slot.

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pub(crate) fn set_aura_time_rate_at( &mut self, handle: AuraSlotHandle, multiplier: f64, )

Replace only the aura time-rate multiplier on an occupied aura slot.

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pub(crate) fn set_aura_snapshot_at( &mut self, handle: AuraSlotHandle, has_snapshot: i32, attack_power: f64, spell_power: f64, critical_chance: f64, versatility: f64, mastery_multiplier: f64, damage_multiplier: f64, )

Replace snapshot metadata on an occupied aura slot.

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pub(crate) fn transfer_aura_at( &mut self, handle: AuraSlotHandle, transfer: AuraTransferState, )

Install an opaque aura transfer into its destination slot.

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impl DenseBuffer

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pub(crate) fn new(layout: Arc<FrozenBufferLayout>) -> Self

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pub fn layout_fingerprint(&self) -> LayoutFingerprint

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pub fn clear_history(&mut self)

Clear every history slot’s previous-cast flags (prev_gcd / prev_off_gcd).

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pub fn reset_and_defaults(&mut self)

Zero the buffer and write standalone field defaults.

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pub(crate) fn as_mut_ptr(&mut self) -> *mut u8

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pub(crate) fn bytes(&self) -> &[u8] ⓘ

Active byte view truncated to the schema-declared byte_len.

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pub(crate) fn bytes_mut(&mut self) -> &mut [u8] ⓘ

Active mutable byte view. See Self::bytes.

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fn slot_ref<T>(&self, base: ByteOffset) -> &T
where T: Pod,

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fn slot_mut<T>(&mut self, base: ByteOffset) -> &mut T
where T: Pod,

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fn populate_standalone_defaults(&mut self)

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pub(crate) fn player(&self) -> &PlayerSlot

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pub(crate) fn player_mut(&mut self) -> &mut PlayerSlot

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pub(crate) fn combat(&self) -> &CombatSlot

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pub(crate) fn combat_mut(&mut self) -> &mut CombatSlot

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pub(crate) fn pet(&self) -> &PetSlot

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pub(crate) fn pet_mut(&mut self) -> &mut PetSlot

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pub(crate) fn spell_at(&self, handle: SpellSlotHandle) -> &SpellSlot

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pub(crate) fn spell_mut_at(&mut self, handle: SpellSlotHandle) -> &mut SpellSlot

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pub(crate) fn aura_projection_at( &self, handle: AuraProjectionSlotHandle, ) -> &AuraSlot

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pub(crate) fn aura_projection_mut_at( &mut self, handle: AuraProjectionSlotHandle, ) -> &mut AuraSlot

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pub(crate) fn cooldown_at(&self, handle: CooldownSlotHandle) -> &CooldownSlot

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pub(crate) fn cooldown_mut_at( &mut self, handle: CooldownSlotHandle, ) -> &mut CooldownSlot

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pub(crate) fn history_at(&self, handle: HistorySlotHandle) -> &HistorySlot

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pub(crate) fn history_mut_at( &mut self, handle: HistorySlotHandle, ) -> &mut HistorySlot

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pub(crate) fn resource_at(&self, handle: ResourceSlotHandle) -> &ResourceSlot

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pub(crate) fn resource_mut_at( &mut self, handle: ResourceSlotHandle, ) -> &mut ResourceSlot

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pub(crate) fn unit_at(&self, handle: UnitSlotHandle) -> &UnitSlot

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pub(crate) fn unit_mut_at(&mut self, handle: UnitSlotHandle) -> &mut UnitSlot

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pub(crate) fn talent_at(&self, handle: TalentSlotHandle) -> &TalentSlot

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pub(crate) fn talent_mut_at( &mut self, handle: TalentSlotHandle, ) -> &mut TalentSlot

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pub(crate) fn hero_tree_at(&self, handle: HeroTreeSlotHandle) -> &HeroTreeSlot

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pub(crate) fn hero_tree_mut_at( &mut self, handle: HeroTreeSlotHandle, ) -> &mut HeroTreeSlot

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pub(crate) fn item_at(&self, handle: ItemSlotHandle) -> &ItemSlot

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pub(crate) fn item_mut_at(&mut self, handle: ItemSlotHandle) -> &mut ItemSlot

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pub(crate) fn swing_at(&self, handle: SwingSlotHandle) -> &SwingSlot

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pub(crate) fn swing_mut_at(&mut self, handle: SwingSlotHandle) -> &mut SwingSlot

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pub(crate) fn equipment_at(&self, handle: EquipmentSlotHandle) -> &EquipmentSlot

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pub(crate) fn equipment_mut_at( &mut self, handle: EquipmentSlotHandle, ) -> &mut EquipmentSlot

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pub(crate) fn set_bonus_at(&self, handle: SetBonusSlotHandle) -> &SetBonusSlot

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pub(crate) fn set_bonus_mut_at( &mut self, handle: SetBonusSlotHandle, ) -> &mut SetBonusSlot

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pub(crate) fn weapon_imbue_at( &self, handle: WeaponImbueSlotHandle, ) -> &WeaponImbueSlot

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pub(crate) fn weapon_imbue_mut_at( &mut self, handle: WeaponImbueSlotHandle, ) -> &mut WeaponImbueSlot

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pub fn cooldown(&self, key: SpellIdx) -> Option<&CooldownSlot>

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pub fn cooldown_mut(&mut self, key: SpellIdx) -> Option<&mut CooldownSlot>

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pub fn aura(&self, key: AuraKey) -> Option<&AuraSlot>

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pub fn aura_projection(&self, key: AuraProjectionKey) -> Option<&AuraSlot>

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pub fn aura_projection_mut( &mut self, key: AuraProjectionKey, ) -> Option<&mut AuraSlot>

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pub fn resource(&self, key: ResourceType) -> Option<&ResourceSlot>

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pub fn resource_mut(&mut self, key: ResourceType) -> Option<&mut ResourceSlot>

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pub fn spell(&self, key: SpellIdx) -> Option<&SpellSlot>

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pub fn spell_mut(&mut self, key: SpellIdx) -> Option<&mut SpellSlot>

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pub fn history(&self, key: SpellIdx) -> Option<&HistorySlot>

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pub fn history_mut(&mut self, key: SpellIdx) -> Option<&mut HistorySlot>

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pub fn talent(&self, key: &str) -> Option<&TalentSlot>

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pub fn talent_mut(&mut self, key: &str) -> Option<&mut TalentSlot>

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pub fn hero_tree(&self, key: &str) -> Option<&HeroTreeSlot>

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pub fn hero_tree_mut(&mut self, key: &str) -> Option<&mut HeroTreeSlot>

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pub fn item(&self, key: &str) -> Option<&ItemSlot>

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pub fn item_mut(&mut self, key: &str) -> Option<&mut ItemSlot>

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pub fn swing(&self, key: &str) -> Option<&SwingSlot>

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pub fn swing_mut(&mut self, key: &str) -> Option<&mut SwingSlot>

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pub fn equipment(&self, key: &str) -> Option<&EquipmentSlot>

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pub fn equipment_mut(&mut self, key: &str) -> Option<&mut EquipmentSlot>

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pub fn set_bonus(&self, key: &str) -> Option<&SetBonusSlot>

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pub fn set_bonus_mut(&mut self, key: &str) -> Option<&mut SetBonusSlot>

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pub fn unit(&self, key: &str) -> Option<&UnitSlot>

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pub fn unit_mut(&mut self, key: &str) -> Option<&mut UnitSlot>

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pub fn weapon_imbue(&self, key: &str) -> Option<&WeaponImbueSlot>

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pub fn weapon_imbue_mut(&mut self, key: &str) -> Option<&mut WeaponImbueSlot>

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impl DenseBuffer

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pub fn dump(&self) -> String

Produce a human-readable dump of the entire buffer state.

Trait Implementations§

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impl Debug for DenseBuffer

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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