From 027640189a5eb3d6670af2b529d843b8695d9ea2 Mon Sep 17 00:00:00 2001 From: Paul Date: Sun, 22 Mar 2026 21:47:12 +0300 Subject: [PATCH] make start on ubuntu intel video cards --- include/game/world_packets.hpp | 7 +- include/rendering/m2_renderer.hpp | 7 ++ include/rendering/terrain_manager.hpp | 5 ++ src/core/application.cpp | 36 +++++----- src/game/world_packets.cpp | 21 +++--- src/rendering/m2_renderer.cpp | 96 +++++++++++++++++++++++++-- src/rendering/terrain_manager.cpp | 34 ++++++++-- src/ui/character_create_screen.cpp | 8 +-- 8 files changed, 170 insertions(+), 44 deletions(-) diff --git a/include/game/world_packets.hpp b/include/game/world_packets.hpp index c0408743..d72aebe6 100644 --- a/include/game/world_packets.hpp +++ b/include/game/world_packets.hpp @@ -399,9 +399,10 @@ enum class MovementFlags : uint32_t { WATER_WALK = 0x00008000, // Walk on water surface SWIMMING = 0x00200000, ASCENDING = 0x00400000, - CAN_FLY = 0x00800000, - FLYING = 0x01000000, - HOVER = 0x02000000, + DESCENDING = 0x00800000, + CAN_FLY = 0x01000000, + FLYING = 0x02000000, + HOVER = 0x40000000, }; /** diff --git a/include/rendering/m2_renderer.hpp b/include/rendering/m2_renderer.hpp index 08d83d32..c50dfb0f 100644 --- a/include/rendering/m2_renderer.hpp +++ b/include/rendering/m2_renderer.hpp @@ -416,6 +416,13 @@ private: static constexpr uint32_t MAX_MATERIAL_SETS = 8192; static constexpr uint32_t MAX_BONE_SETS = 8192; + // Dummy identity bone buffer + descriptor set for non-animated models. + // The pipeline layout declares set 2 (bones) and some drivers (Intel ANV) + // require all declared sets to be bound even when the shader doesn't access them. + ::VkBuffer dummyBoneBuffer_ = VK_NULL_HANDLE; + VmaAllocation dummyBoneAlloc_ = VK_NULL_HANDLE; + VkDescriptorSet dummyBoneSet_ = VK_NULL_HANDLE; + // Dynamic ribbon vertex buffer (CPU-written triangle strip) static constexpr size_t MAX_RIBBON_VERTS = 2048; // 9 floats each ::VkBuffer ribbonVB_ = VK_NULL_HANDLE; diff --git a/include/rendering/terrain_manager.hpp b/include/rendering/terrain_manager.hpp index 9fa540b3..ab6e881f 100644 --- a/include/rendering/terrain_manager.hpp +++ b/include/rendering/terrain_manager.hpp @@ -394,6 +394,11 @@ private: std::unordered_set uploadedM2Ids_; std::mutex uploadedM2IdsMutex_; + // Cross-tile dedup for WMO doodad preparation on background workers + // (prevents re-parsing thousands of doodads when same WMO spans multiple tiles) + std::unordered_set preparedWmoUniqueIds_; + std::mutex preparedWmoUniqueIdsMutex_; + // Dedup set for doodad placements across tile boundaries std::unordered_set placedDoodadIds; diff --git a/src/core/application.cpp b/src/core/application.cpp index c5e7dccb..a4728379 100644 --- a/src/core/application.cpp +++ b/src/core/application.cpp @@ -3671,13 +3671,13 @@ void Application::spawnPlayerCharacter() { uint32_t raceId = charSectionsDbc->getUInt32(r, csL ? (*csL)["RaceID"] : 1); uint32_t sexId = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); + uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); if (raceId != targetRaceId || sexId != targetSexId) continue; // Section 0 = skin: match by colorIndex = skin byte - const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6; + const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 4; if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) { std::string tex1 = charSectionsDbc->getString(r, csTex1); if (!tex1.empty()) { @@ -5353,9 +5353,9 @@ void Application::buildCharSectionsCache() { uint32_t raceF = csL ? (*csL)["RaceID"] : 1; uint32_t sexF = csL ? (*csL)["SexID"] : 2; uint32_t secF = csL ? (*csL)["BaseSection"] : 3; - uint32_t varF = csL ? (*csL)["VariationIndex"] : 4; - uint32_t colF = csL ? (*csL)["ColorIndex"] : 5; - uint32_t tex1F = csL ? (*csL)["Texture1"] : 6; + uint32_t varF = csL ? (*csL)["VariationIndex"] : 8; + uint32_t colF = csL ? (*csL)["ColorIndex"] : 9; + uint32_t tex1F = csL ? (*csL)["Texture1"] : 4; for (uint32_t r = 0; r < dbc->getRecordCount(); r++) { uint32_t race = dbc->getUInt32(r, raceF); uint32_t sex = dbc->getUInt32(r, sexF); @@ -5962,9 +5962,9 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x if (rId != npcRace || sId != npcSex) continue; uint32_t section = csDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t color = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); - uint32_t tex1F = csL ? (*csL)["Texture1"] : 6; + uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t color = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); + uint32_t tex1F = csL ? (*csL)["Texture1"] : 4; if (section == 0 && def.basePath.empty() && color == npcSkin) { def.basePath = csDbc->getString(r, tex1F); @@ -6080,11 +6080,11 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x if (raceId != targetRace || sexId != targetSex) continue; uint32_t section = csDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); if (section != 3) continue; - uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t colorIdx = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); + uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t colorIdx = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); if (variation != static_cast(extraCopy.hairStyleId)) continue; if (colorIdx != static_cast(extraCopy.hairColorId)) continue; - def.hairTexturePath = csDbc->getString(r, csL ? (*csL)["Texture1"] : 6); + def.hairTexturePath = csDbc->getString(r, csL ? (*csL)["Texture1"] : 4); break; } @@ -7193,7 +7193,7 @@ void Application::spawnOnlinePlayer(uint64_t guid, const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr; uint32_t targetRaceId = raceId; uint32_t targetSexId = genderId; - const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 6; + const uint32_t csTex1 = csL ? (*csL)["Texture1"] : 4; bool foundSkin = false; bool foundUnderwear = false; @@ -7204,8 +7204,8 @@ void Application::spawnOnlinePlayer(uint64_t guid, uint32_t rRace = charSectionsDbc->getUInt32(r, csL ? (*csL)["RaceID"] : 1); uint32_t rSex = charSectionsDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2); uint32_t baseSection = charSectionsDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); + uint32_t variationIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t colorIndex = charSectionsDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); if (rRace != targetRaceId || rSex != targetSexId) continue; @@ -8189,9 +8189,9 @@ void Application::processCreatureSpawnQueue(bool unlimited) { uint32_t sId = csDbc->getUInt32(r, csL ? (*csL)["SexID"] : 2); if (rId != nRace || sId != nSex) continue; uint32_t section = csDbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t color = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); - uint32_t tex1F = csL ? (*csL)["Texture1"] : 6; + uint32_t variation = csDbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t color = csDbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); + uint32_t tex1F = csL ? (*csL)["Texture1"] : 4; if (section == 0 && color == nSkin) { std::string t = csDbc->getString(r, tex1F); if (!t.empty()) displaySkinPaths.push_back(t); diff --git a/src/game/world_packets.cpp b/src/game/world_packets.cpp index 27051cb2..e740ea4c 100644 --- a/src/game/world_packets.cpp +++ b/src/game/world_packets.cpp @@ -832,7 +832,7 @@ void MovementPacket::writeMovementPayload(network::Packet& packet, const Movemen packet.writeUInt8(static_cast(info.transportSeat)); // Optional second transport time for interpolated movement. - if (info.flags2 & 0x0200) { + if (info.flags2 & 0x0400) { // MOVEMENTFLAG2_INTERPOLATED_MOVEMENT packet.writeUInt32(info.transportTime2); } } @@ -994,26 +994,27 @@ bool UpdateObjectParser::parseMovementBlock(network::Packet& packet, UpdateBlock LOG_DEBUG(" OnTransport: guid=0x", std::hex, block.transportGuid, std::dec, " offset=(", block.transportX, ", ", block.transportY, ", ", block.transportZ, ")"); - if (moveFlags2 & 0x0200) { // MOVEMENTFLAG2_INTERPOLATED_MOVEMENT + if (moveFlags2 & 0x0400) { // MOVEMENTFLAG2_INTERPOLATED_MOVEMENT if (rem() < 4) return false; /*uint32_t tTime2 =*/ packet.readUInt32(); } } // Swimming/flying pitch - // WotLK 3.3.5a movement flags relevant here: + // WotLK 3.3.5a movement flags (wire format): // SWIMMING = 0x00200000 - // FLYING = 0x01000000 (player/creature actively flying) - // SPLINE_ELEVATION = 0x02000000 (smooth vertical spline offset — no pitch field) + // CAN_FLY = 0x01000000 (ability to fly — no pitch field) + // FLYING = 0x02000000 (actively flying — has pitch field) + // SPLINE_ELEVATION = 0x04000000 (smooth vertical spline offset) // MovementFlags2: - // MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING = 0x0010 + // MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING = 0x0020 // // Pitch is present when SWIMMING or FLYING are set, or the always-allow flag is set. - // The original code checked 0x02000000 (SPLINE_ELEVATION) which neither covers SWIMMING - // nor FLYING, causing misaligned reads for swimming/flying entities in SMSG_UPDATE_OBJECT. + // Note: CAN_FLY (0x01000000) does NOT gate pitch; only FLYING (0x02000000) does. + // (TBC uses 0x01000000 for FLYING — see TbcMoveFlags in packet_parsers_tbc.cpp.) if ((moveFlags & 0x00200000) /* SWIMMING */ || - (moveFlags & 0x01000000) /* FLYING */ || - (moveFlags2 & 0x0010) /* MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING */) { + (moveFlags & 0x02000000) /* FLYING */ || + (moveFlags2 & 0x0020) /* MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING */) { if (rem() < 4) return false; /*float pitch =*/ packet.readFloat(); } diff --git a/src/rendering/m2_renderer.cpp b/src/rendering/m2_renderer.cpp index f711f542..b4bfa439 100644 --- a/src/rendering/m2_renderer.cpp +++ b/src/rendering/m2_renderer.cpp @@ -366,6 +366,41 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout vkCreateDescriptorPool(device, &ci, nullptr, &boneDescPool_); } + // Create a small identity-bone SSBO + descriptor set so that non-animated + // draws always have a valid set 2 bound. The Intel ANV driver segfaults + // on vkCmdDrawIndexed when a declared descriptor set slot is unbound. + { + // Single identity matrix (bone 0 = identity) + glm::mat4 identity(1.0f); + VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO}; + bci.size = sizeof(glm::mat4); + bci.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; + VmaAllocationCreateInfo aci{}; + aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU; + aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT; + VmaAllocationInfo allocInfo{}; + vmaCreateBuffer(ctx->getAllocator(), &bci, &aci, + &dummyBoneBuffer_, &dummyBoneAlloc_, &allocInfo); + if (allocInfo.pMappedData) { + memcpy(allocInfo.pMappedData, &identity, sizeof(identity)); + } + + dummyBoneSet_ = allocateBoneSet(); + if (dummyBoneSet_) { + VkDescriptorBufferInfo bufInfo{}; + bufInfo.buffer = dummyBoneBuffer_; + bufInfo.offset = 0; + bufInfo.range = sizeof(glm::mat4); + VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET}; + write.dstSet = dummyBoneSet_; + write.dstBinding = 0; + write.descriptorCount = 1; + write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + write.pBufferInfo = &bufInfo; + vkUpdateDescriptorSets(device, 1, &write, 0, nullptr); + } + } + // --- Pipeline layouts --- // Main M2 pipeline layout: set 0 = perFrame, set 1 = material, set 2 = bones @@ -746,6 +781,9 @@ void M2Renderer::shutdown() { if (ribbonPipelineLayout_) { vkDestroyPipelineLayout(device, ribbonPipelineLayout_, nullptr); ribbonPipelineLayout_ = VK_NULL_HANDLE; } // Destroy descriptor pools and layouts + if (dummyBoneBuffer_) { vmaDestroyBuffer(alloc, dummyBoneBuffer_, dummyBoneAlloc_); dummyBoneBuffer_ = VK_NULL_HANDLE; } + // dummyBoneSet_ is freed implicitly when boneDescPool_ is destroyed + dummyBoneSet_ = VK_NULL_HANDLE; if (materialDescPool_) { vkDestroyDescriptorPool(device, materialDescPool_, nullptr); materialDescPool_ = VK_NULL_HANDLE; } if (boneDescPool_) { vkDestroyDescriptorPool(device, boneDescPool_, nullptr); boneDescPool_ = VK_NULL_HANDLE; } if (materialSetLayout_) { vkDestroyDescriptorSetLayout(device, materialSetLayout_, nullptr); materialSetLayout_ = VK_NULL_HANDLE; } @@ -812,7 +850,11 @@ VkDescriptorSet M2Renderer::allocateMaterialSet() { ai.descriptorSetCount = 1; ai.pSetLayouts = &materialSetLayout_; VkDescriptorSet set = VK_NULL_HANDLE; - vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &set); + VkResult result = vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &set); + if (result != VK_SUCCESS) { + LOG_ERROR("M2Renderer: material descriptor set allocation failed (", result, ")"); + return VK_NULL_HANDLE; + } return set; } @@ -822,7 +864,11 @@ VkDescriptorSet M2Renderer::allocateBoneSet() { ai.descriptorSetCount = 1; ai.pSetLayouts = &boneSetLayout_; VkDescriptorSet set = VK_NULL_HANDLE; - vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &set); + VkResult result = vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &set); + if (result != VK_SUCCESS) { + LOG_ERROR("M2Renderer: bone descriptor set allocation failed (", result, ")"); + return VK_NULL_HANDLE; + } return set; } @@ -1303,6 +1349,10 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) { gpuModel.indexBuffer = buf.buffer; gpuModel.indexAlloc = buf.allocation; } + + if (!gpuModel.vertexBuffer || !gpuModel.indexBuffer) { + LOG_ERROR("M2Renderer::loadModel: GPU buffer upload failed for model ", modelId); + } } // Load ALL textures from the model into a local vector. @@ -1751,6 +1801,7 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) { } models[modelId] = std::move(gpuModel); + spatialIndexDirty_ = true; // Map may have rehashed — refresh cachedModel pointers LOG_DEBUG("Loaded M2 model: ", model.name, " (", models[modelId].vertexCount, " vertices, ", models[modelId].indexCount / 3, " triangles, ", models[modelId].batches.size(), " batches)"); @@ -2504,6 +2555,7 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const uint32_t currentModelId = UINT32_MAX; const M2ModelGPU* currentModel = nullptr; + bool currentModelValid = false; // State tracking VkPipeline currentPipeline = VK_NULL_HANDLE; @@ -2519,6 +2571,12 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const float fadeAlpha; }; + // Validate per-frame descriptor set before any Vulkan commands + if (!perFrameSet) { + LOG_ERROR("M2Renderer::render: perFrameSet is VK_NULL_HANDLE — skipping M2 render"); + return; + } + // Bind per-frame descriptor set (set 0) — shared across all draws vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &perFrameSet, 0, nullptr); @@ -2528,6 +2586,13 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const currentPipeline = opaquePipeline_; bool opaquePass = true; // Pass 1 = opaque, pass 2 = transparent (set below for second pass) + // Bind dummy bone set (set 2) so non-animated draws have a valid binding. + // Animated instances override this with their real bone set per-instance. + if (dummyBoneSet_) { + vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, + pipelineLayout_, 2, 1, &dummyBoneSet_, 0, nullptr); + } + for (const auto& entry : sortedVisible_) { if (entry.index >= instances.size()) continue; auto& instance = instances[entry.index]; @@ -2535,14 +2600,17 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const // Bind vertex + index buffers once per model group if (entry.modelId != currentModelId) { currentModelId = entry.modelId; + currentModelValid = false; auto mdlIt = models.find(currentModelId); if (mdlIt == models.end()) continue; currentModel = &mdlIt->second; - if (!currentModel->vertexBuffer) continue; + if (!currentModel->vertexBuffer || !currentModel->indexBuffer) continue; + currentModelValid = true; VkDeviceSize offset = 0; vkCmdBindVertexBuffers(cmd, 0, 1, ¤tModel->vertexBuffer, &offset); vkCmdBindIndexBuffer(cmd, currentModel->indexBuffer, 0, VK_INDEX_TYPE_UINT16); } + if (!currentModelValid) continue; const M2ModelGPU& model = *currentModel; @@ -2785,7 +2853,6 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const continue; } vkCmdPushConstants(cmd, pipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(pc), &pc); - vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0); lastDrawCallCount++; } @@ -2799,6 +2866,7 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const currentModelId = UINT32_MAX; currentModel = nullptr; + currentModelValid = false; // Reset pipeline to opaque so the first transparent bind always sets explicitly currentPipeline = opaquePipeline_; @@ -2817,14 +2885,17 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const // `!opaquePass && !rawTransparent → continue` handles opaque skipping) if (entry.modelId != currentModelId) { currentModelId = entry.modelId; + currentModelValid = false; auto mdlIt = models.find(currentModelId); if (mdlIt == models.end()) continue; currentModel = &mdlIt->second; - if (!currentModel->vertexBuffer) continue; + if (!currentModel->vertexBuffer || !currentModel->indexBuffer) continue; + currentModelValid = true; VkDeviceSize offset = 0; vkCmdBindVertexBuffers(cmd, 0, 1, ¤tModel->vertexBuffer, &offset); vkCmdBindIndexBuffer(cmd, currentModel->indexBuffer, 0, VK_INDEX_TYPE_UINT16); } + if (!currentModelValid) continue; const M2ModelGPU& model = *currentModel; @@ -4168,6 +4239,21 @@ void M2Renderer::clear() { } if (boneDescPool_) { vkResetDescriptorPool(device, boneDescPool_, 0); + // Re-allocate the dummy bone set (invalidated by pool reset) + dummyBoneSet_ = allocateBoneSet(); + if (dummyBoneSet_ && dummyBoneBuffer_) { + VkDescriptorBufferInfo bufInfo{}; + bufInfo.buffer = dummyBoneBuffer_; + bufInfo.offset = 0; + bufInfo.range = sizeof(glm::mat4); + VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET}; + write.dstSet = dummyBoneSet_; + write.dstBinding = 0; + write.descriptorCount = 1; + write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + write.pBufferInfo = &bufInfo; + vkUpdateDescriptorSets(device, 1, &write, 0, nullptr); + } } } models.clear(); diff --git a/src/rendering/terrain_manager.cpp b/src/rendering/terrain_manager.cpp index f380cc65..ba929d7c 100644 --- a/src/rendering/terrain_manager.cpp +++ b/src/rendering/terrain_manager.cpp @@ -562,7 +562,17 @@ std::shared_ptr TerrainManager::prepareTile(int x, int y) { // Pre-load WMO doodads (M2 models inside WMO) if (!workerRunning.load()) return nullptr; - if (!wmoModel.doodadSets.empty() && !wmoModel.doodads.empty()) { + + // Skip WMO doodads if this placement was already prepared by another tile's worker. + // This prevents 15+ copies of Stormwind's ~6000 doodads from being parsed + // simultaneously, which was the primary cause of OOM during world load. + bool wmoAlreadyPrepared = false; + if (placement.uniqueId != 0) { + std::lock_guard lock(preparedWmoUniqueIdsMutex_); + wmoAlreadyPrepared = !preparedWmoUniqueIds_.insert(placement.uniqueId).second; + } + + if (!wmoAlreadyPrepared && !wmoModel.doodadSets.empty() && !wmoModel.doodads.empty()) { glm::mat4 wmoMatrix(1.0f); wmoMatrix = glm::translate(wmoMatrix, pos); wmoMatrix = glm::rotate(wmoMatrix, rot.z, glm::vec3(0, 0, 1)); @@ -575,6 +585,7 @@ std::shared_ptr TerrainManager::prepareTile(int x, int y) { setsToLoad.push_back(placement.doodadSet); } std::unordered_set loadedDoodadIndices; + std::unordered_set wmoPreparedModelIds; // within-WMO model dedup for (uint32_t setIdx : setsToLoad) { const auto& doodadSet = wmoModel.doodadSets[setIdx]; for (uint32_t di = 0; di < doodadSet.count; di++) { @@ -599,15 +610,16 @@ std::shared_ptr TerrainManager::prepareTile(int x, int y) { uint32_t doodadModelId = static_cast(std::hash{}(m2Path)); - // Skip file I/O if model already uploaded from a previous tile + // Skip file I/O if model already uploaded or already prepared within this WMO bool modelAlreadyUploaded = false; { std::lock_guard lock(uploadedM2IdsMutex_); modelAlreadyUploaded = uploadedM2Ids_.count(doodadModelId) > 0; } + bool modelAlreadyPreparedInWmo = !wmoPreparedModelIds.insert(doodadModelId).second; pipeline::M2Model m2Model; - if (!modelAlreadyUploaded) { + if (!modelAlreadyUploaded && !modelAlreadyPreparedInWmo) { std::vector m2Data = assetManager->readFile(m2Path); if (m2Data.empty()) continue; @@ -1404,7 +1416,11 @@ void TerrainManager::unloadTile(int x, int y) { wmoRenderer->removeInstances(fit->wmoInstanceIds); } for (uint32_t uid : fit->tileUniqueIds) placedDoodadIds.erase(uid); - for (uint32_t uid : fit->tileWmoUniqueIds) placedWmoIds.erase(uid); + for (uint32_t uid : fit->tileWmoUniqueIds) { + placedWmoIds.erase(uid); + std::lock_guard lock(preparedWmoUniqueIdsMutex_); + preparedWmoUniqueIds_.erase(uid); + } finalizingTiles_.erase(fit); return; } @@ -1425,6 +1441,8 @@ void TerrainManager::unloadTile(int x, int y) { } for (uint32_t uid : tile->wmoUniqueIds) { placedWmoIds.erase(uid); + std::lock_guard lock(preparedWmoUniqueIdsMutex_); + preparedWmoUniqueIds_.erase(uid); } // Remove M2 doodad instances @@ -1509,6 +1527,10 @@ void TerrainManager::unloadAll() { std::lock_guard lock(uploadedM2IdsMutex_); uploadedM2Ids_.clear(); } + { + std::lock_guard lock(preparedWmoUniqueIdsMutex_); + preparedWmoUniqueIds_.clear(); + } LOG_INFO("Unloading all terrain tiles"); loadedTiles.clear(); @@ -1561,6 +1583,10 @@ void TerrainManager::softReset() { std::lock_guard lock(uploadedM2IdsMutex_); uploadedM2Ids_.clear(); } + { + std::lock_guard lock(preparedWmoUniqueIdsMutex_); + preparedWmoUniqueIds_.clear(); + } // Clear tile cache — keys are (x,y) without map name, so stale entries from // a different map with overlapping coordinates would produce wrong geometry. diff --git a/src/ui/character_create_screen.cpp b/src/ui/character_create_screen.cpp index fa81756f..63933924 100644 --- a/src/ui/character_create_screen.cpp +++ b/src/ui/character_create_screen.cpp @@ -257,8 +257,8 @@ void CharacterCreateScreen::updateAppearanceRanges() { if (raceId != targetRaceId || sexId != targetSexId) continue; uint32_t baseSection = dbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variationIndex = dbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t colorIndex = dbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); + uint32_t variationIndex = dbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t colorIndex = dbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); if (baseSection == 0 && variationIndex == 0) { skinMax = std::max(skinMax, static_cast(colorIndex)); @@ -284,8 +284,8 @@ void CharacterCreateScreen::updateAppearanceRanges() { if (raceId != targetRaceId || sexId != targetSexId) continue; uint32_t baseSection = dbc->getUInt32(r, csL ? (*csL)["BaseSection"] : 3); - uint32_t variationIndex = dbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 4); - uint32_t colorIndex = dbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 5); + uint32_t variationIndex = dbc->getUInt32(r, csL ? (*csL)["VariationIndex"] : 8); + uint32_t colorIndex = dbc->getUInt32(r, csL ? (*csL)["ColorIndex"] : 9); if (baseSection == 1 && colorIndex == static_cast(skin)) { faceMax = std::max(faceMax, static_cast(variationIndex));