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Stabilize taxi/state sync and creature spawn handling
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38cef8d9c6
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18 changed files with 818 additions and 127 deletions
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@ -623,6 +623,8 @@ public:
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void activateTaxi(uint32_t destNodeId);
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bool isOnTaxiFlight() const { return onTaxiFlight_; }
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bool isTaxiMountActive() const { return taxiMountActive_; }
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bool isTaxiActivationPending() const { return taxiActivatePending_; }
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void forceClearTaxiAndMovementState();
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const ShowTaxiNodesData& getTaxiData() const { return currentTaxiData_; }
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uint32_t getTaxiCurrentNode() const { return currentTaxiData_.nearestNode; }
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@ -927,6 +929,8 @@ private:
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uint32_t pingSequence = 0; // Ping sequence number (increments)
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float timeSinceLastPing = 0.0f; // Time since last ping sent (seconds)
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float pingInterval = 30.0f; // Ping interval (30 seconds)
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float timeSinceLastMoveHeartbeat_ = 0.0f; // Periodic movement heartbeat to keep server position synced
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float moveHeartbeatInterval_ = 0.5f;
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uint32_t lastLatency = 0; // Last measured latency (milliseconds)
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// Player GUID and map
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@ -1086,6 +1090,7 @@ private:
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float taxiActivateTimer_ = 0.0f;
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bool taxiClientActive_ = false;
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float taxiLandingCooldown_ = 0.0f; // Prevent re-entering taxi right after landing
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float taxiStartGrace_ = 0.0f; // Ignore transient landing/dismount checks right after takeoff
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size_t taxiClientIndex_ = 0;
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std::vector<glm::vec3> taxiClientPath_;
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float taxiClientSpeed_ = 32.0f;
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