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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix Windows socket WSAENOTCONN disconnect; add boss encounter frames
Socket fixes (fixes Windows-only connection failure): - WorldSocket::connect() now waits for non-blocking connect to complete with select() before returning, preventing WSAENOTCONN on the first recv() call on Windows (Linux handles this implicitly but Windows requires writability poll after non-blocking connect) - Add net::isConnectionClosed() helper: treats WSAENOTCONN/WSAECONNRESET/ WSAESHUTDOWN/WSAECONNABORTED as graceful peer-close rather than recv errors - Apply isConnectionClosed() in both WorldSocket and TCPSocket recv loops UI: - Add renderBossFrames(): displays boss unit health bars in top-right corner when SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT has active slots; supports click-to-target and color-coded health bars (red→orange→yellow as HP drops)
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6 changed files with 135 additions and 1 deletions
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@ -772,6 +772,9 @@ public:
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bool extended = false;
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};
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const std::vector<InstanceLockout>& getInstanceLockouts() const { return instanceLockouts_; }
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// Boss encounter unit tracking (SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT)
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static constexpr uint32_t kMaxEncounterSlots = 5;
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// Returns boss unit guid for the given encounter slot (0 if none)
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uint64_t getEncounterUnitGuid(uint32_t slot) const {
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return (slot < kMaxEncounterSlots) ? encounterUnitGuids_[slot] : 0;
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@ -1743,7 +1746,6 @@ private:
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std::vector<InstanceLockout> instanceLockouts_;
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// Instance encounter boss units (slots 0-4 from SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT)
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static constexpr uint32_t kMaxEncounterSlots = 5;
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std::array<uint64_t, kMaxEncounterSlots> encounterUnitGuids_ = {}; // 0 = empty slot
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// LFG / Dungeon Finder state
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@ -91,6 +91,20 @@ inline bool isWouldBlock(int err) {
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#endif
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}
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// Returns true for errors that mean the peer closed the connection cleanly.
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// On Windows, WSAENOTCONN / WSAECONNRESET / WSAESHUTDOWN can be returned by
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// recv() when the server closes the connection, rather than returning 0.
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inline bool isConnectionClosed(int err) {
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#ifdef _WIN32
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return err == WSAENOTCONN || // socket not connected (server closed)
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err == WSAECONNRESET || // connection reset by peer
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err == WSAESHUTDOWN || // socket shut down
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err == WSAECONNABORTED; // connection aborted
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#else
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return err == ENOTCONN || err == ECONNRESET;
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#endif
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}
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inline bool isInProgress(int err) {
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#ifdef _WIN32
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return err == WSAEWOULDBLOCK || err == WSAEALREADY;
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@ -210,6 +210,7 @@ private:
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void renderMirrorTimers(game::GameHandler& gameHandler);
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void renderCombatText(game::GameHandler& gameHandler);
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void renderPartyFrames(game::GameHandler& gameHandler);
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void renderBossFrames(game::GameHandler& gameHandler);
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void renderGroupInvitePopup(game::GameHandler& gameHandler);
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void renderDuelRequestPopup(game::GameHandler& gameHandler);
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void renderLootRollPopup(game::GameHandler& gameHandler);
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@ -153,6 +153,11 @@ void TCPSocket::update() {
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if (net::isWouldBlock(err)) {
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break;
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}
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if (net::isConnectionClosed(err)) {
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// Peer closed the connection — treat the same as recv() returning 0
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sawClose = true;
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break;
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}
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LOG_ERROR("Receive failed: ", net::errorString(err));
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disconnect();
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@ -128,6 +128,39 @@ bool WorldSocket::connect(const std::string& host, uint16_t port) {
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sockfd = INVALID_SOCK;
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return false;
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}
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// Non-blocking connect in progress — wait up to 10s for completion.
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// On Windows, calling recv() before the connect completes returns
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// WSAENOTCONN; we must poll writability before declaring connected.
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fd_set writefds, errfds;
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FD_ZERO(&writefds);
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FD_ZERO(&errfds);
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FD_SET(sockfd, &writefds);
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FD_SET(sockfd, &errfds);
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struct timeval tv;
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tv.tv_sec = 10;
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tv.tv_usec = 0;
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int sel = ::select(static_cast<int>(sockfd) + 1, nullptr, &writefds, &errfds, &tv);
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if (sel <= 0) {
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LOG_ERROR("World server connection timed out (", host, ":", port, ")");
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net::closeSocket(sockfd);
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sockfd = INVALID_SOCK;
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return false;
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}
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// Verify the socket error code — writeable doesn't guarantee success on all platforms
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int sockErr = 0;
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socklen_t errLen = sizeof(sockErr);
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getsockopt(sockfd, SOL_SOCKET, SO_ERROR,
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reinterpret_cast<char*>(&sockErr), &errLen);
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if (sockErr != 0) {
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LOG_ERROR("Failed to connect to world server: ", net::errorString(sockErr));
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net::closeSocket(sockfd);
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sockfd = INVALID_SOCK;
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return false;
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}
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}
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connected = true;
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@ -369,6 +402,11 @@ void WorldSocket::update() {
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if (net::isWouldBlock(err)) {
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break;
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}
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if (net::isConnectionClosed(err)) {
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// Peer closed the connection — treat the same as recv() returning 0
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sawClose = true;
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break;
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}
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LOG_ERROR("Receive failed: ", net::errorString(err));
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disconnect();
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@ -403,6 +403,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (showNameplates_) renderNameplates(gameHandler);
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renderCombatText(gameHandler);
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renderPartyFrames(gameHandler);
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renderBossFrames(gameHandler);
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renderGroupInvitePopup(gameHandler);
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renderDuelRequestPopup(gameHandler);
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renderLootRollPopup(gameHandler);
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@ -4893,6 +4894,79 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
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ImGui::PopStyleVar();
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}
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// ============================================================
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// Boss Encounter Frames
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// ============================================================
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void GameScreen::renderBossFrames(game::GameHandler& gameHandler) {
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// Collect active boss unit slots
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struct BossSlot { uint32_t slot; uint64_t guid; };
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std::vector<BossSlot> active;
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for (uint32_t s = 0; s < game::GameHandler::kMaxEncounterSlots; ++s) {
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uint64_t g = gameHandler.getEncounterUnitGuid(s);
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if (g != 0) active.push_back({s, g});
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}
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if (active.empty()) return;
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const float frameW = 200.0f;
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const float startX = ImGui::GetIO().DisplaySize.x - frameW - 10.0f;
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float frameY = 120.0f;
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ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
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ImGuiWindowFlags_AlwaysAutoResize;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.15f, 0.05f, 0.05f, 0.85f));
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ImGui::SetNextWindowPos(ImVec2(startX, frameY), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(frameW, 0.0f), ImGuiCond_Always);
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if (ImGui::Begin("##BossFrames", nullptr, flags)) {
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for (const auto& bs : active) {
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ImGui::PushID(static_cast<int>(bs.guid));
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// Try to resolve name and health from entity manager
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std::string name = "Boss";
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uint32_t hp = 0, maxHp = 0;
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auto entity = gameHandler.getEntityManager().getEntity(bs.guid);
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if (entity && (entity->getType() == game::ObjectType::UNIT ||
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entity->getType() == game::ObjectType::PLAYER)) {
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auto unit = std::static_pointer_cast<game::Unit>(entity);
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const auto& n = unit->getName();
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if (!n.empty()) name = n;
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hp = unit->getHealth();
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maxHp = unit->getMaxHealth();
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}
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// Clickable name to target
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if (ImGui::Selectable(name.c_str(), gameHandler.getTargetGuid() == bs.guid)) {
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gameHandler.setTarget(bs.guid);
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}
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if (maxHp > 0) {
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float pct = static_cast<float>(hp) / static_cast<float>(maxHp);
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// Boss health bar in red shades
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram,
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pct > 0.5f ? ImVec4(0.8f, 0.2f, 0.2f, 1.0f) :
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pct > 0.2f ? ImVec4(0.9f, 0.5f, 0.1f, 1.0f) :
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ImVec4(1.0f, 0.8f, 0.1f, 1.0f));
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char label[32];
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std::snprintf(label, sizeof(label), "%u / %u", hp, maxHp);
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ImGui::ProgressBar(pct, ImVec2(-1, 14), label);
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ImGui::PopStyleColor();
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}
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ImGui::PopID();
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ImGui::Spacing();
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}
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}
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ImGui::End();
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ImGui::PopStyleColor();
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ImGui::PopStyleVar();
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}
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// ============================================================
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// Group Invite Popup (Phase 4)
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// ============================================================
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