mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Fix M2 texture loading, /unstuckgy, and WMO floor detection
- Add mutex to AssetManager::loadTexture/loadDBC/fileExists to prevent StormLib thread-safety races that silently fail texture reads; stop caching texture load failures so transient errors are retried. - Replace /unstuckgy DBC lookup (which used wrong coordinate transform) with hardcoded safe locations per map. - Widen WMO floor raycast from single grid cell to ±1 unit range query to catch bridge/walkway triangles at cell boundaries. - Tighten swept collision hit threshold (0.5 → 0.15) and grid query margin (2.5 → 1.5) to prevent false-positive wall pushes. - Tighten post-wall-push Z snap lower bound (-1.0 → -0.3) to prevent gradual floor sinking.
This commit is contained in:
parent
387cc5ddf4
commit
046d4615ea
5 changed files with 43 additions and 48 deletions
|
|
@ -613,42 +613,22 @@ void Application::setupUICallbacks() {
|
|||
auto* ft = cc->getFollowTargetMutable();
|
||||
if (!ft) return;
|
||||
|
||||
auto wsl = assetManager->loadDBC("WorldSafeLocs.dbc");
|
||||
if (!wsl || !wsl->isLoaded()) {
|
||||
LOG_WARNING("WorldSafeLocs.dbc not available for /unstuckgy");
|
||||
return;
|
||||
}
|
||||
|
||||
// Use current map and position.
|
||||
// Hardcoded safe locations per map (canonical WoW coords)
|
||||
uint32_t mapId = gameHandler ? gameHandler->getCurrentMapId() : 0;
|
||||
glm::vec3 cur = *ft;
|
||||
float bestDist2 = std::numeric_limits<float>::max();
|
||||
glm::vec3 bestPos = cur;
|
||||
|
||||
for (uint32_t i = 0; i < wsl->getRecordCount(); i++) {
|
||||
uint32_t recMap = wsl->getUInt32(i, 1);
|
||||
if (recMap != mapId) continue;
|
||||
float x = wsl->getFloat(i, 2);
|
||||
float y = wsl->getFloat(i, 3);
|
||||
float z = wsl->getFloat(i, 4);
|
||||
glm::vec3 glPos = core::coords::adtToWorld(x, y, z);
|
||||
float dx = glPos.x - cur.x;
|
||||
float dy = glPos.y - cur.y;
|
||||
float dz = glPos.z - cur.z;
|
||||
float d2 = dx*dx + dy*dy + dz*dz;
|
||||
if (d2 < bestDist2) {
|
||||
bestDist2 = d2;
|
||||
bestPos = glPos;
|
||||
}
|
||||
glm::vec3 safeCanonical;
|
||||
switch (mapId) {
|
||||
case 0: safeCanonical = glm::vec3(-8833.38f, 628.63f, 94.0f); break; // Stormwind Trade District
|
||||
case 1: safeCanonical = glm::vec3(1629.36f, -4373.34f, 31.2f); break; // Orgrimmar
|
||||
case 530: safeCanonical = glm::vec3(-3961.64f, -13931.2f, 100.6f); break; // Shattrath
|
||||
case 571: safeCanonical = glm::vec3(5804.14f, 624.77f, 647.8f); break; // Dalaran
|
||||
default:
|
||||
LOG_WARNING("No hardcoded safe location for map ", mapId);
|
||||
return;
|
||||
}
|
||||
|
||||
if (bestDist2 == std::numeric_limits<float>::max()) {
|
||||
LOG_WARNING("No graveyard found on map ", mapId);
|
||||
return;
|
||||
}
|
||||
|
||||
*ft = bestPos;
|
||||
cc->setDefaultSpawn(bestPos, cc->getYaw(), cc->getPitch());
|
||||
glm::vec3 safePos = core::coords::canonicalToRender(safeCanonical);
|
||||
*ft = safePos;
|
||||
cc->setDefaultSpawn(safePos, cc->getYaw(), cc->getPitch());
|
||||
cc->reset();
|
||||
});
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue