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Build-Along: RepairBuddy — Smart Auto-Repair & Vendor Companion

Difficulty: Intermediate | Mode: Performance Zealot | Reading time: ~25 minutes


Step 1: What We're Building

RepairBuddy is a vendor companion addon that does four things:

  1. Auto-repairs your gear when you open a vendor, using guild funds if available
  2. Auto-sells junk (grey quality items) and reports the gold earned
  3. Tracks repair costs over time in SavedVariables so you can see how much you spend on repairs per session, per day, or lifetime
  4. Warns about low durability when any equipped item drops below a configurable threshold — before you get to a vendor

These are common features, but we are building them under Performance Zealot constraints. That means every line of code is written to minimize memory allocations, avoid garbage collection pressure, and stay purely event-driven. No OnUpdate polling. No table creation in hot paths. No uncached global lookups.

Why Performance Zealot Mode?

RepairBuddy is a good candidate for performance optimization because:

  • Bag scanning touches every slot — iterating 5 bags with up to 36 slots each means 180 potential iterations. If any of those iterations create garbage (temporary tables, intermediate strings), you pay for it on every vendor visit.
  • Durability checks run on equipment change events — these fire frequently during gameplay (swapping gear, items breaking). Sloppy code here adds up.
  • The addon is always loaded — even when you are not at a vendor, the durability warning system is active. Always-on addons must be lean.

What You Will Learn

  • Caching globals as locals for faster function lookup
  • Pre-building format strings to avoid runtime string concatenation
  • Table reuse with wipe() instead of creating new tables
  • Purely event-driven architecture — no OnUpdate, no timers for polling
  • The /perf diagnostic command that Performance Zealot mode requires in every addon
  • Efficient SavedVariables initialization with defaults merging

Step 2: Prerequisites and Mode Setup

Before starting, make sure you have a basic understanding of WoW addon structure (TOC files, Lua namespaces, events). If you are new to addon development, read the Getting Started guide first.

Set the Development Mode

If you are using the better-addons plugin with Claude Code, set Performance Zealot mode:

/wow-mode zealot

This tells all AI agents to enforce performance constraints: every generated file will include local caching blocks, throttled handlers, table reuse patterns, and the /perf diagnostic. The Reviewer agent will flag unthrottled OnUpdate, uncached globals, and table creation in hot paths as critical issues.

What Performance Zealot Means

The Performance Zealot philosophy is simple: your addon should be invisible to the game client. If a player opens /eventtrace or checks addon memory usage, RepairBuddy should be nearly undetectable. Every allocation is a future garbage collection pause. Every uncached global lookup is a hash table traversal that did not need to happen. Every unthrottled handler is CPU time stolen from rendering.

We are not optimizing prematurely — we are building with the right patterns from the start, so optimization is never needed later.


Step 3: Project Setup

Create the addon directory structure. RepairBuddy uses four files:

Interface/AddOns/RepairBuddy/
  RepairBuddy.toc     -- Addon metadata and load order
  Data.lua            -- Constants, defaults, pre-built format strings
  Core.lua            -- Event handling, auto-repair, auto-sell, durability
  Config.lua          -- Settings API panel

The TOC File

RepairBuddy.toc
## Interface: 120001
## Title: RepairBuddy
## Notes: Performance-optimized auto-repair, junk selling, and durability tracking
## Author: YourName
## Version: @project-version@
## Category: Inventory
## IconTexture: Interface\Icons\Trade_BlackSmithing
## SavedVariables: RepairBuddyDB
## AddonCompartmentFunc: RepairBuddy_OnAddonCompartmentClick
## AddonCompartmentFuncOnEnter: RepairBuddy_OnAddonCompartmentEnter
## AddonCompartmentFuncOnLeave: RepairBuddy_OnAddonCompartmentLeave

Data.lua
Core.lua
Config.lua

Load Order Matters

Data.lua loads first because it defines constants, defaults, and format strings that Core.lua and Config.lua depend on. In Performance Zealot mode, we centralize all constants and pre-built strings in a single file so they are allocated once at load time.

File Responsibilities

File Purpose Hot Path?
Data.lua Constants, defaults, format strings No — runs once at load time
Core.lua Event handlers, repair/sell/durability logic Yes — runs on merchant open and equipment change
Config.lua Settings API panel, slash commands, /perf No — runs only when user opens settings

This separation keeps hot-path code in Core.lua clean and focused. Configuration and constants never pollute the event handler file.


Step 4: Performance Zealot Foundations

Before writing any feature code, we establish the performance foundations that every file in a Zealot-mode addon must have.

Data.lua — Constants and Format Strings

Data.lua
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Pre-built format strings — never concatenate at runtime
ns.FMT = {
    REPAIR_COST   = "|cff00ff00RepairBuddy|r: Repaired for %s",
    REPAIR_GUILD  = "|cff00ff00RepairBuddy|r: Repaired for %s (guild funds)",
    REPAIR_BROKE  = "|cff00ff00RepairBuddy|r: Not enough gold to repair (%s needed)",
    JUNK_SOLD     = "|cff00ff00RepairBuddy|r: Sold %d junk item(s) for %s",
    JUNK_NONE     = "|cff00ff00RepairBuddy|r: No junk to sell",
    DURABILITY    = "|cffff6600RepairBuddy|r: Warning — %s is at %d%% durability",
    PERF_REPORT   = "|cff00ff00RepairBuddy|r: %.1f KB | %d events handled",
}

-- Defaults for SavedVariables
ns.defaults = {
    autoRepair = true,
    useGuildFunds = true,
    autoSellJunk = true,
    durabilityWarning = true,
    durabilityThreshold = 20,
    totalRepairCost = 0,
    sessionRepairCost = 0,
    totalJunkValue = 0,
    repairCount = 0,
    eventCount = 0,
}

-- PERF: Equipment slot IDs — static, never changes
ns.EQUIPMENT_SLOTS = {
    1, 2, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 19
}
ns.NUM_EQUIPMENT_SLOTS = #ns.EQUIPMENT_SLOTS

-- PERF: Bag IDs — static array
ns.BAG_IDS = { 0, 1, 2, 3, 4 }
ns.NUM_BAGS = #ns.BAG_IDS

Performance Win: Pre-built Format Strings

Every format() call in RepairBuddy uses a pre-built string from ns.FMT. Compare:

-- BAD: creates 4 intermediate strings every call
print("|cff00ff00RepairBuddy|r: Repaired for " .. GetCoinTextureString(cost))
-- GOOD: one format() call, no intermediate strings
print(format(ns.FMT.REPAIR_COST, GetCoinTextureString(cost)))

The slow version creates a new string for each .. concatenation — four string objects that become garbage immediately. The fast version creates one string via format() using a pre-existing template.

Local Caching Block

Every .lua file in a Performance Zealot addon starts with a local caching block immediately after the namespace line. This caches every WoW API function and Lua global used in the file as a local upvalue.

Why? Lua resolves global variables by walking up the environment chain and performing a hash table lookup. Local variables are resolved by index — a direct array access. In code that runs on every event or every frame, this difference is measurable.

Core.lua — caching block (top of file)
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Cached globals — local lookup is O(1), global is hash lookup
local pairs, ipairs, next = pairs, ipairs, next
local format = string.format
local wipe = wipe
local print = print

-- PERF: Cached WoW API functions
local GetRepairAllCost = GetRepairAllCost
local RepairAllItems = RepairAllItems
local CanMerchantRepair = CanMerchantRepair
local GetMoney = GetMoney
local GetCoinTextureString = GetCoinTextureString
local GetInventoryItemDurability = GetInventoryItemDurability
local GetInventoryItemLink = GetInventoryItemLink
local InCombatLockdown = InCombatLockdown
local IsInGuild = IsInGuild
local C_Container = C_Container
local UpdateAddOnMemoryUsage = UpdateAddOnMemoryUsage
local GetAddOnMemoryUsage = GetAddOnMemoryUsage

Performance Anti-Pattern: Uncached Globals in Loops

-- BAD: GetContainerItemInfo is resolved via hash lookup 180 times
for bag = 0, 4 do
    for slot = 1, C_Container.GetContainerNumSlots(bag) do
        local info = C_Container.GetContainerItemInfo(bag, slot)
    end
end
With the caching block above, C_Container is already a local — so C_Container.GetContainerItemInfo is a local table access followed by a direct function call. Without it, every iteration walks the global environment chain.

Reusable Tables

Performance Zealot mode forbids creating tables inside functions that run more than once. Instead, allocate tables at file scope and reuse them with wipe():

-- PERF: Pre-allocated scan results table — reused on every merchant visit
local scanResults = {}

-- PERF: Pre-allocated durability results — reused on every equipment change
local durabilityResults = {}

These tables are allocated once when the file loads and never again. Every time we need to scan bags or check durability, we wipe() them and refill.


Step 5: Core Logic — Auto-Repair

The auto-repair system activates on the MERCHANT_SHOW event — fired every time the player opens a vendor window. It checks whether the vendor offers repairs, calculates the cost, and repairs if the player can afford it.

Event Architecture

Core.lua — event dispatch
local events = {}
local db  -- PERF: local reference to SavedVariables, set in ADDON_LOADED

function events:ADDON_LOADED(loadedAddon)
    if loadedAddon ~= addonName then return end

    -- Initialize SavedVariables with defaults
    if not RepairBuddyDB then
        RepairBuddyDB = {}
    end
    for k, v in pairs(ns.defaults) do
        if RepairBuddyDB[k] == nil then
            RepairBuddyDB[k] = v
        end
    end

    -- PERF: Local reference avoids global lookup on every access
    db = RepairBuddyDB
    ns.db = db

    -- Reset session counter
    db.sessionRepairCost = 0

    self:UnregisterEvent("ADDON_LOADED")
end

Local Reference to SavedVariables

Notice db = RepairBuddyDB — we store a local reference to the SavedVariables table. Every subsequent access uses db.autoRepair instead of RepairBuddyDB.autoRepair, avoiding a global table lookup each time.

The Repair Handler

Core.lua — auto-repair
function events:MERCHANT_SHOW()
    db.eventCount = db.eventCount + 1

    -- Auto-repair
    if db.autoRepair and CanMerchantRepair() then
        local cost, canRepair = GetRepairAllCost()

        if canRepair and cost > 0 then
            local playerMoney = GetMoney()

            -- Try guild funds first if enabled and in a guild
            if db.useGuildFunds and IsInGuild() then
                RepairAllItems(true)  -- true = use guild bank
                print(format(ns.FMT.REPAIR_GUILD, GetCoinTextureString(cost)))
            elseif playerMoney >= cost then
                RepairAllItems(false)
                print(format(ns.FMT.REPAIR_COST, GetCoinTextureString(cost)))
            else
                print(format(ns.FMT.REPAIR_BROKE, GetCoinTextureString(cost)))
                return  -- Can't afford repair, skip cost tracking
            end

            -- Track repair costs
            db.totalRepairCost = db.totalRepairCost + cost
            db.sessionRepairCost = db.sessionRepairCost + cost
            db.repairCount = db.repairCount + 1
        end
    end

    -- Auto-sell junk (runs after repair)
    if db.autoSellJunk then
        SellJunk()
    end
end

Performance Win: Event-Driven, Not Polled

The repair logic runs only when MERCHANT_SHOW fires — once per vendor visit. There is no timer checking "are we at a vendor?" every few seconds. Event-driven architecture means zero CPU cost when the feature is not active.


Step 6: Auto-Sell Junk — The Performance Challenge

Selling junk items requires scanning every bag slot. With 5 bags of up to 36 slots each, that is up to 180 slots to check. This is the most performance-sensitive part of RepairBuddy because a naive implementation creates garbage on every iteration.

The Naive Approach (Do Not Use)

Performance Anti-Pattern: Table Creation in Scan Loop

-- BAD: GetContainerItemInfo returns a NEW table every call
-- BAD: String concatenation in the loop body
local function SellJunkBad()
    local totalValue = 0
    local count = 0
    for bag = 0, 4 do
        for slot = 1, C_Container.GetContainerNumSlots(bag) do
            local info = C_Container.GetContainerItemInfo(bag, slot)
            if info and info.quality == Enum.ItemQuality.Poor then
                C_Container.UseContainerItem(bag, slot)
                totalValue = totalValue + (info.stackCount * info.itemID)
                count = count + 1
                -- BAD: string concat in loop
                print("Sold: " .. info.hyperlink)
            end
        end
    end
end
This creates a new info table on every non-empty slot — potentially 100+ table allocations per vendor visit. Each one becomes garbage immediately after the if check.

The Performance Zealot Approach

Core.lua — junk selling
-- PERF: Reusable variables — no allocations in the scan loop
local junkCount = 0
local junkValue = 0

local function SellJunk()
    junkCount = 0
    junkValue = 0

    -- PERF: Use cached C_Container, iterate with numeric for
    for i = 1, ns.NUM_BAGS do
        local bagID = ns.BAG_IDS[i]
        local numSlots = C_Container.GetContainerNumSlots(bagID)

        for slot = 1, numSlots do
            local info = C_Container.GetContainerItemInfo(bagID, slot)

            -- PERF: Early return chain — skip as fast as possible
            if info and info.quality == Enum.ItemQuality.Poor and not info.hasNoValue then
                C_Container.UseContainerItem(bagID, slot)
                junkValue = junkValue + (info.sellPrice * info.stackCount)
                junkCount = junkCount + 1
            end
        end
    end

    if junkCount > 0 then
        print(format(ns.FMT.JUNK_SOLD, junkCount, GetCoinTextureString(junkValue)))
        db.totalJunkValue = db.totalJunkValue + junkValue
    end
end

Performance Win: Minimize Work Per Iteration

The key optimizations:

  1. Counter variables are file-scope localsjunkCount and junkValue are reset to 0 at the start, not allocated as new variables. No table wrapping, no closure capture.
  2. Early return chain — the if condition checks info existence first (cheapest check), then quality (integer comparison), then hasNoValue. Most slots either are empty or are not grey quality, so we skip them in the first or second check.
  3. Single print at the end — we do not print per item. One format() call with the pre-built template produces one output string.
  4. Numeric for over bag IDs — using ns.BAG_IDS[i] with a numeric loop avoids the overhead of pairs() hash traversal on a sequential table.

Understanding GetContainerItemInfo

C_Container.GetContainerItemInfo(bagID, slot) returns a ContainerItemInfo table or nil for empty slots. The table contains:

Field Type Description
iconFileID number Item icon texture ID
stackCount number Number of items in the stack
isLocked boolean Is the item locked (e.g., during trade)
quality number Item quality (0=Poor/grey, 1=Common, ...)
isReadable boolean Can the item be read (books, letters)
hasLoot boolean Does the item contain loot (lockboxes)
hyperlink string Item link for chat/tooltips
hasNoValue boolean Item cannot be sold to a vendor
itemID number The item's ID
sellPrice number Vendor sell price per unit

Sell Price Calculation

The sellPrice field is the price per single item, not per stack. Multiply by stackCount to get the total value: info.sellPrice * info.stackCount.

Note that C_Container.GetContainerItemInfo() returns a new table on every call — this is a Blizzard API behavior we cannot avoid. The optimization focus is on everything else around it: no additional allocations, no string work, and fast early returns to minimize how many of these tables we actually inspect.


Step 7: Durability Warning System

The durability system warns the player when any equipped item drops below a configurable threshold (default: 20%). It runs on equipment change events — never on a timer.

When to Scan

Two events trigger a durability scan:

  • PLAYER_EQUIPMENT_CHANGED — fires when any equipment slot changes (gear swap, item breaks further)
  • PLAYER_ENTERING_WORLD — fires on login, reload, and zone transitions. We scan here to catch durability changes that happened while logged out.

We do not use UPDATE_INVENTORY_DURABILITY here because it fires during combat (when items take durability damage from deaths or hits). Printing warnings during an encounter is disruptive. Instead, we scan on equipment change and world entry — moments when the player can actually act on the information.

The Durability Scanner

Core.lua — durability warning
-- PERF: Pre-allocated results table, reused every scan
local durSlot = 0
local durCurrent = 0
local durMax = 0

local function CheckDurability()
    if not db.durabilityWarning then return end

    local threshold = db.durabilityThreshold

    -- PERF: Numeric for over static slot array — no pairs(), no allocation
    for i = 1, ns.NUM_EQUIPMENT_SLOTS do
        durSlot = ns.EQUIPMENT_SLOTS[i]
        durCurrent, durMax = GetInventoryItemDurability(durSlot)

        if durCurrent and durMax and durMax > 0 then
            local pct = (durCurrent / durMax) * 100

            if pct <= threshold and pct > 0 then
                local link = GetInventoryItemLink("player", durSlot)
                if link then
                    print(format(ns.FMT.DURABILITY, link, pct))
                end
            end
        end
    end
end

function events:PLAYER_EQUIPMENT_CHANGED()
    db.eventCount = db.eventCount + 1
    CheckDurability()
end

function events:PLAYER_ENTERING_WORLD()
    db.eventCount = db.eventCount + 1
    CheckDurability()
end

Performance Win: Scan Only on Change Events

Compare these two approaches:

-- BAD: Burns CPU every 5 seconds whether anything changed or not
C_Timer.NewTicker(5, function()
    CheckDurability()
end)
-- GOOD: Runs ONLY when equipment actually changes
function events:PLAYER_EQUIPMENT_CHANGED()
    CheckDurability()
end

The timer version runs 12 times per minute, 720 times per hour — the vast majority of which find nothing changed. The event version runs only when the game engine tells us something changed. Over a 4-hour raid session, that could be the difference between 2,880 unnecessary scans and perhaps 10 meaningful ones.

Equipment Slot IDs

The ns.EQUIPMENT_SLOTS table contains the inventory slot IDs for all equipment positions that have durability. We exclude slots that never have durability (trinkets, rings, neck, cloak slot 15 has durability on cloaks). The slot IDs are:

Slot ID Equipment
1 Head
2 Neck
3 Shoulder
5 Chest
6 Waist
7 Legs
8 Feet
9 Wrist
10 Hands
11-12 Rings
13-14 Trinkets
15 Cloak
16-17 Weapons
19 Tabard

GetInventoryItemDurability(slot) returns nil, nil for slots without durability, so the if durCurrent and durMax guard handles non-durability slots gracefully.


Step 8: The /perf Diagnostic Command

Performance Zealot mode requires every addon to include a /perf diagnostic command. This is not optional — it is how you verify that your addon is actually performing well, and it is how other developers can audit your addon's resource usage.

What to Measure

The diagnostic should report:

  1. Memory usage — how many kilobytes your addon occupies
  2. Event count — how many events your addon has processed since login
  3. Feature status — which features are active (helps correlate memory with behavior)

Implementation

Config.lua — /perf command
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Cached globals
local format = string.format
local print = print
local collectgarbage = collectgarbage
local UpdateAddOnMemoryUsage = UpdateAddOnMemoryUsage
local GetAddOnMemoryUsage = GetAddOnMemoryUsage
local GetCoinTextureString = GetCoinTextureString

-- /perf diagnostic
SLASH_REPAIRBUDDYPERF1 = "/repairbuddyperf"
SLASH_REPAIRBUDDYPERF2 = "/rbperf"
SlashCmdList["REPAIRBUDDYPERF"] = function()
    UpdateAddOnMemoryUsage()
    local mem = GetAddOnMemoryUsage(addonName)
    local db = ns.db

    print(format(ns.FMT.PERF_REPORT, mem, db.eventCount))
    print(format("|cff00ff00RepairBuddy|r: Repairs: %d | Cost: %s | Junk: %s",
        db.repairCount,
        GetCoinTextureString(db.totalRepairCost),
        GetCoinTextureString(db.totalJunkValue)))
end

Reading the Memory Number

GetAddOnMemoryUsage() returns kilobytes. A well-written utility addon like RepairBuddy should use under 20 KB. If you see numbers climbing over time (memory leak), you are creating tables or strings that are not being collected. Run collectgarbage("collect") before measuring to get a clean reading of retained memory.

Main Slash Command

Config.lua — main slash command
SLASH_REPAIRBUDDY1 = "/repairbuddy"
SLASH_REPAIRBUDDY2 = "/rb"
SlashCmdList["REPAIRBUDDY"] = function(msg)
    local cmd = (msg or ""):lower()
    if cmd == "config" or cmd == "settings" then
        Settings.OpenToCategory(ns.categoryID)
    elseif cmd == "perf" then
        SlashCmdList["REPAIRBUDDYPERF"]()
    elseif cmd == "stats" then
        local db = ns.db
        print(format("|cff00ff00RepairBuddy|r Stats:"))
        print(format("  Total repairs: %d", db.repairCount))
        print(format("  Total repair cost: %s", GetCoinTextureString(db.totalRepairCost)))
        print(format("  Session repair cost: %s", GetCoinTextureString(db.sessionRepairCost)))
        print(format("  Total junk sold: %s", GetCoinTextureString(db.totalJunkValue)))
    else
        print("|cff00ff00RepairBuddy|r: /rb config | stats | perf")
    end
end

Step 9: Settings and Data Visualization

Settings API Panel

RepairBuddy uses the modern Settings API for its configuration panel — no legacy InterfaceOptions calls.

Config.lua — settings panel
local function RegisterSettings()
    local db = ns.db
    local category, layout = Settings.RegisterVerticalLayoutCategory(addonName)
    ns.categoryID = category:GetID()

    -- Auto-repair toggle
    do
        local setting = Settings.RegisterAddOnSetting(category,
            "autoRepair", "autoRepair", db, type(true),
            "Auto-Repair", true)
        Settings.CreateCheckbox(category, setting,
            "Automatically repair all equipment when visiting a repair vendor.")
    end

    -- Guild funds toggle
    do
        local setting = Settings.RegisterAddOnSetting(category,
            "useGuildFunds", "useGuildFunds", db, type(true),
            "Use Guild Funds", true)
        Settings.CreateCheckbox(category, setting,
            "Use guild bank funds for repairs when available.")
    end

    -- Auto-sell junk toggle
    do
        local setting = Settings.RegisterAddOnSetting(category,
            "autoSellJunk", "autoSellJunk", db, type(true),
            "Auto-Sell Junk", true)
        Settings.CreateCheckbox(category, setting,
            "Automatically sell grey-quality items when visiting a vendor.")
    end

    -- Durability warning toggle
    do
        local setting = Settings.RegisterAddOnSetting(category,
            "durabilityWarning", "durabilityWarning", db, type(true),
            "Durability Warnings", true)
        Settings.CreateCheckbox(category, setting,
            "Show a warning when any equipped item falls below the durability threshold.")
    end

    -- Durability threshold slider
    do
        local setting = Settings.RegisterAddOnSetting(category,
            "durabilityThreshold", "durabilityThreshold", db, type(1),
            "Warning Threshold (%)", 20)
        local options = Settings.CreateSliderOptions(5, 50, 5)
        Settings.CreateSlider(category, setting, options,
            "Warn when any item drops below this durability percentage.")
    end

    Settings.RegisterAddOnCategory(category)
end

EventUtil.ContinueOnAddOnLoaded(addonName, RegisterSettings)

Addon Compartment

Config.lua — addon compartment handlers
function RepairBuddy_OnAddonCompartmentClick()
    Settings.OpenToCategory(ns.categoryID)
end

function RepairBuddy_OnAddonCompartmentEnter(_, menuButtonFrame)
    GameTooltip:SetOwner(menuButtonFrame, "ANCHOR_LEFT")
    GameTooltip:SetText("RepairBuddy")
    if ns.db then
        GameTooltip:AddLine(format("Total repairs: %s",
            GetCoinTextureString(ns.db.totalRepairCost)), 1, 1, 1)
        GameTooltip:AddLine(format("Session: %s",
            GetCoinTextureString(ns.db.sessionRepairCost)), 1, 1, 1)
    end
    GameTooltip:AddLine("Click to open settings", 0.7, 0.7, 0.7)
    GameTooltip:Show()
end

function RepairBuddy_OnAddonCompartmentLeave()
    GameTooltip:Hide()
end

Step 10: Complete Code

Here is the complete, copy-pasteable code for all three files. Drop the RepairBuddy directory into Interface/AddOns/ and reload your UI.

Data.lua

Data.lua
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Pre-built format strings — allocated once at load time
ns.FMT = {
    REPAIR_COST   = "|cff00ff00RepairBuddy|r: Repaired for %s",
    REPAIR_GUILD  = "|cff00ff00RepairBuddy|r: Repaired for %s (guild funds)",
    REPAIR_BROKE  = "|cff00ff00RepairBuddy|r: Not enough gold to repair (%s needed)",
    JUNK_SOLD     = "|cff00ff00RepairBuddy|r: Sold %d junk item(s) for %s",
    JUNK_NONE     = "|cff00ff00RepairBuddy|r: No junk to sell",
    DURABILITY    = "|cffff6600RepairBuddy|r: Warning — %s is at %d%% durability",
    PERF_REPORT   = "|cff00ff00RepairBuddy|r: %.1f KB | %d events handled",
}

-- Defaults for SavedVariables
ns.defaults = {
    autoRepair = true,
    useGuildFunds = true,
    autoSellJunk = true,
    durabilityWarning = true,
    durabilityThreshold = 20,
    totalRepairCost = 0,
    sessionRepairCost = 0,
    totalJunkValue = 0,
    repairCount = 0,
    eventCount = 0,
}

-- PERF: Static equipment slot IDs (slots that can have durability)
ns.EQUIPMENT_SLOTS = {
    1, 2, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 19
}
ns.NUM_EQUIPMENT_SLOTS = #ns.EQUIPMENT_SLOTS

-- PERF: Static bag IDs
ns.BAG_IDS = { 0, 1, 2, 3, 4 }
ns.NUM_BAGS = #ns.BAG_IDS

Core.lua

Core.lua
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Cached Lua globals
local pairs = pairs
local format = string.format
local print = print

-- PERF: Cached WoW API
local GetRepairAllCost = GetRepairAllCost
local RepairAllItems = RepairAllItems
local CanMerchantRepair = CanMerchantRepair
local GetMoney = GetMoney
local GetCoinTextureString = GetCoinTextureString
local GetInventoryItemDurability = GetInventoryItemDurability
local GetInventoryItemLink = GetInventoryItemLink
local IsInGuild = IsInGuild
local C_Container = C_Container

-- PERF: Reusable counters — no allocations in hot paths
local junkCount = 0
local junkValue = 0
local durSlot = 0
local durCurrent = 0
local durMax = 0

-- Local reference to SavedVariables (set in ADDON_LOADED)
local db

----------------------------------------------------------------
-- Junk Selling
----------------------------------------------------------------
local function SellJunk()
    junkCount = 0
    junkValue = 0

    for i = 1, ns.NUM_BAGS do
        local bagID = ns.BAG_IDS[i]
        local numSlots = C_Container.GetContainerNumSlots(bagID)

        for slot = 1, numSlots do
            local info = C_Container.GetContainerItemInfo(bagID, slot)

            if info and info.quality == Enum.ItemQuality.Poor and not info.hasNoValue then
                C_Container.UseContainerItem(bagID, slot)
                junkValue = junkValue + (info.sellPrice * info.stackCount)
                junkCount = junkCount + 1
            end
        end
    end

    if junkCount > 0 then
        print(format(ns.FMT.JUNK_SOLD, junkCount, GetCoinTextureString(junkValue)))
        db.totalJunkValue = db.totalJunkValue + junkValue
    end
end

----------------------------------------------------------------
-- Durability Check
----------------------------------------------------------------
local function CheckDurability()
    if not db.durabilityWarning then return end

    local threshold = db.durabilityThreshold

    for i = 1, ns.NUM_EQUIPMENT_SLOTS do
        durSlot = ns.EQUIPMENT_SLOTS[i]
        durCurrent, durMax = GetInventoryItemDurability(durSlot)

        if durCurrent and durMax and durMax > 0 then
            local pct = (durCurrent / durMax) * 100

            if pct <= threshold and pct > 0 then
                local link = GetInventoryItemLink("player", durSlot)
                if link then
                    print(format(ns.FMT.DURABILITY, link, pct))
                end
            end
        end
    end
end

----------------------------------------------------------------
-- Event Handlers
----------------------------------------------------------------
local events = {}

function events:ADDON_LOADED(loadedAddon)
    if loadedAddon ~= addonName then return end

    if not RepairBuddyDB then
        RepairBuddyDB = {}
    end
    for k, v in pairs(ns.defaults) do
        if RepairBuddyDB[k] == nil then
            RepairBuddyDB[k] = v
        end
    end

    db = RepairBuddyDB
    ns.db = db
    db.sessionRepairCost = 0

    self:UnregisterEvent("ADDON_LOADED")
end

function events:MERCHANT_SHOW()
    db.eventCount = db.eventCount + 1

    if db.autoRepair and CanMerchantRepair() then
        local cost, canRepair = GetRepairAllCost()

        if canRepair and cost > 0 then
            local playerMoney = GetMoney()

            if db.useGuildFunds and IsInGuild() then
                RepairAllItems(true)
                print(format(ns.FMT.REPAIR_GUILD, GetCoinTextureString(cost)))
            elseif playerMoney >= cost then
                RepairAllItems(false)
                print(format(ns.FMT.REPAIR_COST, GetCoinTextureString(cost)))
            else
                print(format(ns.FMT.REPAIR_BROKE, GetCoinTextureString(cost)))
                return
            end

            db.totalRepairCost = db.totalRepairCost + cost
            db.sessionRepairCost = db.sessionRepairCost + cost
            db.repairCount = db.repairCount + 1
        end
    end

    if db.autoSellJunk then
        SellJunk()
    end
end

function events:PLAYER_EQUIPMENT_CHANGED()
    db.eventCount = db.eventCount + 1
    CheckDurability()
end

function events:PLAYER_ENTERING_WORLD()
    db.eventCount = db.eventCount + 1
    CheckDurability()
end

----------------------------------------------------------------
-- Event Frame
----------------------------------------------------------------
local eventFrame = CreateFrame("Frame")
eventFrame:SetScript("OnEvent", function(self, event, ...)
    local handler = events[event]
    if handler then
        handler(self, ...)
    end
end)

for event in pairs(events) do
    eventFrame:RegisterEvent(event)
end

Config.lua

Config.lua
-- Mode: Performance Zealot | Zero-waste addon
local addonName, ns = ...

-- PERF: Cached globals
local format = string.format
local print = print
local GetCoinTextureString = GetCoinTextureString
local UpdateAddOnMemoryUsage = UpdateAddOnMemoryUsage
local GetAddOnMemoryUsage = GetAddOnMemoryUsage

----------------------------------------------------------------
-- Settings Panel
----------------------------------------------------------------
local function RegisterSettings()
    local db = ns.db
    local category, layout = Settings.RegisterVerticalLayoutCategory(addonName)
    ns.categoryID = category:GetID()

    do
        local setting = Settings.RegisterAddOnSetting(category,
            "autoRepair", "autoRepair", db, type(true),
            "Auto-Repair", true)
        Settings.CreateCheckbox(category, setting,
            "Automatically repair all equipment when visiting a repair vendor.")
    end

    do
        local setting = Settings.RegisterAddOnSetting(category,
            "useGuildFunds", "useGuildFunds", db, type(true),
            "Use Guild Funds", true)
        Settings.CreateCheckbox(category, setting,
            "Use guild bank funds for repairs when available.")
    end

    do
        local setting = Settings.RegisterAddOnSetting(category,
            "autoSellJunk", "autoSellJunk", db, type(true),
            "Auto-Sell Junk", true)
        Settings.CreateCheckbox(category, setting,
            "Automatically sell grey-quality items when visiting a vendor.")
    end

    do
        local setting = Settings.RegisterAddOnSetting(category,
            "durabilityWarning", "durabilityWarning", db, type(true),
            "Durability Warnings", true)
        Settings.CreateCheckbox(category, setting,
            "Show a warning when any equipped item falls below the durability threshold.")
    end

    do
        local setting = Settings.RegisterAddOnSetting(category,
            "durabilityThreshold", "durabilityThreshold", db, type(1),
            "Warning Threshold (%)", 20)
        local options = Settings.CreateSliderOptions(5, 50, 5)
        Settings.CreateSlider(category, setting, options,
            "Warn when any item drops below this durability percentage.")
    end

    Settings.RegisterAddOnCategory(category)
end

EventUtil.ContinueOnAddOnLoaded(addonName, RegisterSettings)

----------------------------------------------------------------
-- Slash Commands
----------------------------------------------------------------
SLASH_REPAIRBUDDYPERF1 = "/repairbuddyperf"
SLASH_REPAIRBUDDYPERF2 = "/rbperf"
SlashCmdList["REPAIRBUDDYPERF"] = function()
    UpdateAddOnMemoryUsage()
    local mem = GetAddOnMemoryUsage(addonName)
    local db = ns.db

    print(format(ns.FMT.PERF_REPORT, mem, db.eventCount))
    print(format("|cff00ff00RepairBuddy|r: Repairs: %d | Cost: %s | Junk: %s",
        db.repairCount,
        GetCoinTextureString(db.totalRepairCost),
        GetCoinTextureString(db.totalJunkValue)))
end

SLASH_REPAIRBUDDY1 = "/repairbuddy"
SLASH_REPAIRBUDDY2 = "/rb"
SlashCmdList["REPAIRBUDDY"] = function(msg)
    local cmd = (msg or ""):lower()
    if cmd == "config" or cmd == "settings" then
        Settings.OpenToCategory(ns.categoryID)
    elseif cmd == "perf" then
        SlashCmdList["REPAIRBUDDYPERF"]()
    elseif cmd == "stats" then
        local db = ns.db
        print("|cff00ff00RepairBuddy|r Stats:")
        print(format("  Total repairs: %d", db.repairCount))
        print(format("  Total repair cost: %s", GetCoinTextureString(db.totalRepairCost)))
        print(format("  Session repair cost: %s", GetCoinTextureString(db.sessionRepairCost)))
        print(format("  Total junk sold: %s", GetCoinTextureString(db.totalJunkValue)))
    else
        print("|cff00ff00RepairBuddy|r: /rb config | stats | perf")
    end
end

----------------------------------------------------------------
-- Addon Compartment
----------------------------------------------------------------
function RepairBuddy_OnAddonCompartmentClick()
    Settings.OpenToCategory(ns.categoryID)
end

function RepairBuddy_OnAddonCompartmentEnter(_, menuButtonFrame)
    GameTooltip:SetOwner(menuButtonFrame, "ANCHOR_LEFT")
    GameTooltip:SetText("RepairBuddy")
    if ns.db then
        GameTooltip:AddLine(format("Total repairs: %s",
            GetCoinTextureString(ns.db.totalRepairCost)), 1, 1, 1)
        GameTooltip:AddLine(format("Session: %s",
            GetCoinTextureString(ns.db.sessionRepairCost)), 1, 1, 1)
    end
    GameTooltip:AddLine("Click to open settings", 0.7, 0.7, 0.7)
    GameTooltip:Show()
end

function RepairBuddy_OnAddonCompartmentLeave()
    GameTooltip:Hide()
end

Performance Checklist

Before shipping, verify RepairBuddy against the Performance Zealot checklist:

Check Status
All globals cached as locals Every file has a caching block
No table creation in hot paths Counters are file-scope locals, reset with assignment
No string concatenation in loops All output uses pre-built ns.FMT templates
No OnUpdate handlers Purely event-driven architecture
No timers for polling Durability checks run on change events only
Events unregistered when done ADDON_LOADED unregistered after init
/perf diagnostic included /rbperf reports memory and event count
wipe() used over t = {} No runtime table allocation in any feature
Numeric for over sequential data Bag and slot iteration uses numeric loops
Single event frame for entire addon One eventFrame handles all events

Run /rbperf after a play session. RepairBuddy should report under 15 KB of memory usage. If you see it climbing over time, you have a leak — check for tables or strings being created and never released.

Next Steps

Want to extend RepairBuddy? Here are some ideas that stay within Performance Zealot constraints:

  • Repair cost graph — store daily totals in SavedVariables, render with a simple StatusBar-based chart
  • Auto-delete specific items — maintain a whitelist in SavedVariables, check against it during the junk scan
  • Durability percentage on character frame — hook the character panel to overlay a FontString (use Enhancement Artist mode for this, since it requires hooksecurefunc on Blizzard frames)