docs: add CONTRIBUTING.md and CHANGELOG.md; optimize chat parser allocation
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CONTRIBUTING.md: code style, PR process, architecture pointers, packet
handler pattern, key files for new contributors.

CHANGELOG.md: grouped changes since v1.8.1-preview into Performance,
Bug Fixes, Features, Security, and Code Quality sections.

Chat parser: use stack-allocated std::array<char, 256> for typical chat
messages instead of heap-allocated std::string. Only falls back to heap
for messages > 256 bytes. Reduces allocator pressure on high-frequency
chat packet handling.
This commit is contained in:
Kelsi 2026-03-27 18:47:35 -07:00
parent e2383725f0
commit 3762dceaa6
3 changed files with 144 additions and 12 deletions

53
CHANGELOG.md Normal file
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@ -0,0 +1,53 @@
# Changelog
## [Unreleased] — changes since v1.8.1-preview (2026-03-23)
### Performance
- Eliminate ~70 unnecessary sqrt ops per frame; constexpr reciprocals and cache optimizations
- Skip bone animation for LOD3 models; frustum-cull water surfaces
- Eliminate per-frame heap allocations in M2 renderer
- Convert entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
- Eliminate double map lookups and dynamic_cast in render loops
- Use second GPU queue for parallel texture/buffer uploads
- Time-budget tile finalization to prevent 1+ second main-loop stalls
- Add Vulkan pipeline cache persistence for faster startup
### Bug Fixes
- Fix spline parsing with expansion context; preload DBC caches at world entry
- Fix NPC/player attack animation to use weapon-appropriate anim ID
- Fix equipment visibility and follow-target run speed
- Fix inspect (packed GUID) and client-side auto-walk for follow
- Fix mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY
- Guard spline point loop against unsigned underflow; guard hexDecode/stoi/stof
- Fix infinite recursion in toLowerInPlace and operator precedence bugs
- Fix 3D audio coords for PLAY_OBJECT_SOUND; correct melee swing sound paths
- Prevent Vulkan sampler exhaustion crash; skip pipeline cache on NVIDIA
- Skip FSR3 frame gen on non-AMD GPUs to prevent driver crash
- Fix chest GO interaction (send GAMEOBJ_USE+LOOT together)
- Restore WMO wall collision threshold; fix off-screen bag positions
- Guard texture log dedup sets with mutex for thread safety
- Fix lua_pcall return check in ACTIONBAR_PAGE_CHANGED
### Features
- Render equipment on other players (helmets, weapons, belts, wrists, shoulders)
- Target frame right-click context menu
- Crafting sounds and Create All button
- Server-synced bag sort
- Log GPU vendor/name at init
### Security
- Add path traversal rejection and packet length validation
### Code Quality
- Packet API: add readPackedGuid, writePackedGuid, writeFloat, getRemainingSize,
hasRemaining, hasData, skipAll (replacing 1300+ verbose expressions)
- GameHandler helpers: isInWorld, isPreWotlk, guidToUnitId, lookupName,
getUnitByGuid, fireAddonEvent, withSoundManager
- Dispatch table: registerHandler, registerSkipHandler, registerWorldHandler,
registerErrorHandler (replacing 120+ lambda wrappers)
- Shared ui_colors.hpp with named constants replacing 200+ inline color literals
- Promote 50+ static const arrays to constexpr across audio/core/rendering/UI
- Deduplicate class name/color functions, enchantment cache, item-set DBC keys
- Extract settings tabs, GameHandler::update() phases, loadWeaponM2 into methods
- Remove 12 duplicate dispatch registrations and C-style casts
- Extract toHexString, toLowerInPlace, duration formatting, Lua return helpers

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# Contributing to Wowee
## Build Setup
See [BUILD_INSTRUCTIONS.md](BUILD_INSTRUCTIONS.md) for full platform-specific details.
The short version: CMake + Make on Linux/macOS, MSYS2 on Windows.
```
cmake -B build -DCMAKE_BUILD_TYPE=Debug
make -C build -j$(nproc)
```
## Code Style
- **C++17**. Use `#pragma once` for include guards.
- Namespaces: `wowee::game`, `wowee::rendering`, `wowee::ui`, `wowee::core`, `wowee::network`.
- Conventional commit messages in imperative mood:
- `feat:` new feature
- `fix:` bug fix
- `refactor:` code restructuring with no behavior change
- `perf:` performance improvement
- Prefer `constexpr` over `static const` for compile-time data.
- Mark functions whose return value should not be ignored with `[[nodiscard]]`.
## Pull Request Process
1. Branch from `master`.
2. Keep commits focused -- one logical change per commit.
3. Describe *what* changed and *why* in the PR description.
4. Ensure the project compiles cleanly before submitting.
5. Manual testing against a WoW 3.3.5a server (e.g. AzerothCore/ChromieCraft) is expected
for gameplay-affecting changes.
## Architecture Overview
See [docs/architecture.md](docs/architecture.md) for the full picture. Key namespaces:
| Namespace | Responsibility |
|---|---|
| `wowee::game` | Game state, packet handling (`GameHandler`), opcode dispatch |
| `wowee::rendering` | Vulkan renderer, M2/WMO/terrain, sky system |
| `wowee::ui` | ImGui windows and HUD (`GameScreen`) |
| `wowee::core` | Coordinates, math, utilities |
| `wowee::network` | Connection, `Packet` read/write API |
## Packet Handlers
The standard pattern for adding a new server packet handler:
1. Define a `struct FooData` holding the parsed fields.
2. Write `void GameHandler::handleFoo(network::Packet& packet)` to parse into `FooData`.
3. Register it in the dispatch table: `registerHandler(LogicalOpcode::SMSG_FOO, &GameHandler::handleFoo)`.
Helper variants: `registerWorldHandler` (requires `isInWorld()`), `registerSkipHandler` (discard),
`registerErrorHandler` (log warning).
## Testing
There is no automated test suite. Changes are verified by manual testing against
WoW 3.3.5a private servers (primarily ChromieCraft/AzerothCore). Classic and TBC
expansion paths are tested against their respective server builds.
## Key Files for New Contributors
| File | What it does |
|---|---|
| `include/game/game_handler.hpp` | Central game state and all packet handler declarations |
| `src/game/game_handler.cpp` | Packet dispatch registration and handler implementations |
| `include/network/packet.hpp` | `Packet` class -- the read/write API every handler uses |
| `include/ui/game_screen.hpp` | Main gameplay UI screen (ImGui) |
| `src/rendering/m2_renderer.cpp` | M2 model loading and rendering |
| `docs/architecture.md` | High-level system architecture reference |

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@ -5,6 +5,7 @@
#include "auth/crypto.hpp" #include "auth/crypto.hpp"
#include "core/logger.hpp" #include "core/logger.hpp"
#include <algorithm> #include <algorithm>
#include <array>
#include <cctype> #include <cctype>
#include <cstring> #include <cstring>
#include <sstream> #include <sstream>
@ -1478,29 +1479,35 @@ bool MessageChatParser::parse(network::Packet& packet, MessageChatData& data) {
return false; return false;
} }
std::string tmp; // Stack buffer for typical messages; heap fallback for oversized ones.
tmp.resize(len); static constexpr uint32_t kStackBufSize = 256;
std::array<char, kStackBufSize> stackBuf;
std::string heapBuf;
char* buf;
if (len <= kStackBufSize) {
buf = stackBuf.data();
} else {
heapBuf.resize(len);
buf = heapBuf.data();
}
for (uint32_t i = 0; i < len; ++i) { for (uint32_t i = 0; i < len; ++i) {
tmp[i] = static_cast<char>(packet.readUInt8()); buf[i] = static_cast<char>(packet.readUInt8());
} }
if (tmp.empty() || tmp.back() != '\0') { if (buf[len - 1] != '\0') {
packet.setReadPos(start); packet.setReadPos(start);
return false; return false;
} }
tmp.pop_back(); // len >= 2 guaranteed above, so len-1 >= 1 — string body is non-empty.
if (tmp.empty()) { for (uint32_t i = 0; i < len - 1; ++i) {
packet.setReadPos(start); auto uc = static_cast<unsigned char>(buf[i]);
return false;
}
for (char c : tmp) {
unsigned char uc = static_cast<unsigned char>(c);
if (uc < 32 || uc > 126) { if (uc < 32 || uc > 126) {
packet.setReadPos(start); packet.setReadPos(start);
return false; return false;
} }
} }
out = std::move(tmp); out.assign(buf, len - 1);
return true; return true;
}; };