Pinned frames: re-apply on zone-in so they show on BG/arena entry#162
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Krathe82 wants to merge 2 commits into
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Pinned frames: re-apply on zone-in so they show on BG/arena entry#162Krathe82 wants to merge 2 commits into
Krathe82 wants to merge 2 commits into
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…entry Pinned sets often failed to appear on entering a battleground/arena until the user manually disabled+re-enabled them in settings. PinnedFrames never registered PLAYER_ENTERING_WORLD, so nothing re-drove the show path (SetEnabled) once the instance finished loading: the roster events that normally trigger it fire as you're added to the BG raid — before the instance/frames/roster names are ready, and often in combat (where Reinitialize defers). With no zone-in re-apply, the containers stayed hidden; the manual toggle worked only because it calls SetEnabled directly. Register PLAYER_ENTERING_WORLD and re-apply once the instance has settled: reinitialize on a party<->raid mode change, otherwise re-assert each set's visibility + debounced ProcessAllSets. In combat, defer via the existing pendingReinitialize path (drained on PLAYER_REGEN_ENABLED). Not the PvP disable gate (verified off for the reporter) — purely the missing trigger.
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Reported: pinned frames often don't appear when entering a battleground/arena — the user has to open settings and disable+re-enable the set to make them show. (Confirmed not the Disable in PvP gate — that was off for the reporter.)
Cause:
PinnedFramesnever registeredPLAYER_ENTERING_WORLD. The show path (SetEnabled) is normally driven by roster events, but on a BG/arena entry those fire as you're added to the instance raid — before the instance/frames/roster names are ready, and often in combat (whereReinitializedefers). With nothing re-driving it once the zone-in settled, the containers stayed hidden. The manual toggle only worked because it callsSetEnableddirectly.Fix: register
PLAYER_ENTERING_WORLDand re-apply once the instance has settled — reinitialize on a party↔raid mode change, otherwise re-assert each set's visibility + a debouncedProcessAllSets. In combat, defer via the existingpendingReinitializepath (drained onPLAYER_REGEN_ENABLED).Self-contained — one file, +32 lines.