mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-17 01:23:51 +00:00
game,warden,assets: fix unknown player names, warden heap overlap, and Vanilla Item.dbc
- game: clear pendingNameQueries on player out-of-range and DESTROY_OBJECT so re-entering players get a fresh name query instead of being silently skipped - game: add 5s periodic name resync scan that re-queries players with empty names and no pending query, recovering from dropped CMSG_NAME_QUERY responses - warden: fix UC_ERR_MAP by moving HEAP_BASE from 0x200000 to 0x20000000; the old heap [0x200000, 0x1200000) overlapped the module at 0x400000, causing Unicorn to reject the heap mapping and abort emulator initialisation - warden: add early overlap check between module and heap regions to catch future layout bugs at init time - assets: add loadDBCOptional() which logs at DEBUG level when a DBC is absent, for files that are not distributed on all expansions - assets: use loadDBCOptional for Item.dbc (absent on Vanilla 1.12 clients) and fall back to server-sent itemInfoCache displayInfoId for NPC weapon resolution
This commit is contained in:
parent
dc2aab5e90
commit
3cdaf78369
5 changed files with 114 additions and 3 deletions
|
|
@ -659,6 +659,30 @@ void GameHandler::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
// Periodically re-query names for players whose initial CMSG_NAME_QUERY was
|
||||
// lost (server didn't respond) or whose entity was recreated while the query
|
||||
// was still pending. Runs every 5 seconds to keep overhead minimal.
|
||||
if (state == WorldState::IN_WORLD && socket) {
|
||||
static float nameResyncTimer = 0.0f;
|
||||
nameResyncTimer += deltaTime;
|
||||
if (nameResyncTimer >= 5.0f) {
|
||||
nameResyncTimer = 0.0f;
|
||||
for (const auto& [guid, entity] : entityManager.getEntities()) {
|
||||
if (!entity || entity->getType() != ObjectType::PLAYER) continue;
|
||||
if (guid == playerGuid) continue;
|
||||
auto player = std::static_pointer_cast<Player>(entity);
|
||||
if (!player->getName().empty()) continue;
|
||||
if (playerNameCache.count(guid)) continue;
|
||||
if (pendingNameQueries.count(guid)) continue;
|
||||
// Player entity exists with empty name and no pending query — resend.
|
||||
LOG_DEBUG("Name resync: re-querying guid=0x", std::hex, guid, std::dec);
|
||||
pendingNameQueries.insert(guid);
|
||||
auto pkt = NameQueryPacket::build(guid);
|
||||
socket->send(pkt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pendingLootMoneyNotifyTimer_ > 0.0f) {
|
||||
pendingLootMoneyNotifyTimer_ -= deltaTime;
|
||||
if (pendingLootMoneyNotifyTimer_ <= 0.0f) {
|
||||
|
|
@ -7436,6 +7460,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
otherPlayerMoveTimeMs_.erase(guid);
|
||||
inspectedPlayerItemEntries_.erase(guid);
|
||||
pendingAutoInspect_.erase(guid);
|
||||
// Clear pending name query so the query is re-sent when this player
|
||||
// comes back into range (entity is recreated as a new object).
|
||||
pendingNameQueries.erase(guid);
|
||||
} else if (entity->getType() == ObjectType::GAMEOBJECT && gameObjectDespawnCallback_) {
|
||||
gameObjectDespawnCallback_(guid);
|
||||
}
|
||||
|
|
@ -8407,6 +8434,7 @@ void GameHandler::handleDestroyObject(network::Packet& packet) {
|
|||
otherPlayerMoveTimeMs_.erase(data.guid);
|
||||
inspectedPlayerItemEntries_.erase(data.guid);
|
||||
pendingAutoInspect_.erase(data.guid);
|
||||
pendingNameQueries.erase(data.guid);
|
||||
} else if (entity->getType() == ObjectType::GAMEOBJECT && gameObjectDespawnCallback_) {
|
||||
gameObjectDespawnCallback_(data.guid);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,9 +14,11 @@ namespace game {
|
|||
#ifdef HAVE_UNICORN
|
||||
|
||||
// Memory layout for emulated environment
|
||||
// Note: heap must not overlap the module region (typically loaded at 0x400000)
|
||||
// or the stack. Keep heap above 0x02000000 (32MB) to leave space for module + padding.
|
||||
constexpr uint32_t STACK_BASE = 0x00100000; // 1MB
|
||||
constexpr uint32_t STACK_SIZE = 0x00100000; // 1MB stack
|
||||
constexpr uint32_t HEAP_BASE = 0x00200000; // 2MB
|
||||
constexpr uint32_t HEAP_BASE = 0x02000000; // 32MB — well above typical module base (0x400000)
|
||||
constexpr uint32_t HEAP_SIZE = 0x01000000; // 16MB heap
|
||||
constexpr uint32_t API_STUB_BASE = 0x70000000; // API stub area (high memory)
|
||||
|
||||
|
|
@ -58,6 +60,17 @@ bool WardenEmulator::initialize(const void* moduleCode, size_t moduleSize, uint3
|
|||
moduleBase_ = baseAddress;
|
||||
moduleSize_ = (moduleSize + 0xFFF) & ~0xFFF; // Align to 4KB
|
||||
|
||||
// Detect overlap between module and heap/stack regions early.
|
||||
uint32_t modEnd = moduleBase_ + moduleSize_;
|
||||
if (modEnd > heapBase_ && moduleBase_ < heapBase_ + heapSize_) {
|
||||
std::cerr << "[WardenEmulator] Module [0x" << std::hex << moduleBase_
|
||||
<< ", 0x" << modEnd << ") overlaps heap [0x" << heapBase_
|
||||
<< ", 0x" << (heapBase_ + heapSize_) << ") — adjust HEAP_BASE\n" << std::dec;
|
||||
uc_close(uc_);
|
||||
uc_ = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Map module memory (code + data)
|
||||
err = uc_mem_map(uc_, moduleBase_, moduleSize_, UC_PROT_ALL);
|
||||
if (err != UC_ERR_OK) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue