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debug: add GO interaction diagnostics at every decision point
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Adds [GO-DIAG] WARNING-level logs at: - Right-click dispatch (raypick hit / re-interact with target) - interactWithGameObject entry + all BLOCKED paths - SMSG_SPELL_GO (wasInTimedCast, lastGoGuid, pendingGoGuid state) - SMSG_LOOT_RESPONSE (items, gold, guid) - Raypick candidate GO positions (entity pos + hit center + radius) These logs will pinpoint exactly where the interaction fails: - No GO-DIAG lines = GOs not in entity manager / not visible - Raypick GO pos=(0,0,0) = GO position not set from update block - BLOCKED = guard condition preventing interaction - SPELL_GO wasInTimedCast=false = timer race (already fixed)
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5e83d04f4a
commit
169595433a
4 changed files with 34 additions and 3 deletions
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@ -6114,10 +6114,14 @@ void GameHandler::interactWithNpc(uint64_t guid) {
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}
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void GameHandler::interactWithGameObject(uint64_t guid) {
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if (guid == 0) return;
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if (!isInWorld()) return;
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LOG_WARNING("[GO-DIAG] interactWithGameObject called: guid=0x", std::hex, guid, std::dec);
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if (guid == 0) { LOG_WARNING("[GO-DIAG] BLOCKED: guid==0"); return; }
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if (!isInWorld()) { LOG_WARNING("[GO-DIAG] BLOCKED: not in world"); return; }
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// Do not overlap an actual spell cast.
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if (spellHandler_ && spellHandler_->casting_ && spellHandler_->currentCastSpellId_ != 0) return;
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if (spellHandler_ && spellHandler_->casting_ && spellHandler_->currentCastSpellId_ != 0) {
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LOG_WARNING("[GO-DIAG] BLOCKED: already casting spellId=", spellHandler_->currentCastSpellId_);
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return;
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}
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// Always clear melee intent before GO interactions.
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stopAutoAttack();
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// Set the pending GO guid so that:
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