mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Harden transport updates and fix waterfall particle tint
This commit is contained in:
parent
ef6be2f186
commit
4a9c86b1e6
6 changed files with 137 additions and 100 deletions
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@ -17,6 +17,7 @@
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#include <unordered_set>
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#include <map>
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#include <optional>
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#include <algorithm>
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namespace wowee::game {
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class TransportManager;
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@ -516,10 +517,18 @@ public:
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void setPlayerOnTransport(uint64_t transportGuid, const glm::vec3& localOffset) {
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playerTransportGuid_ = transportGuid;
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playerTransportOffset_ = localOffset;
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playerTransportStickyGuid_ = transportGuid;
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playerTransportStickyTimer_ = 8.0f;
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movementInfo.transportGuid = transportGuid;
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}
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void clearPlayerTransport() {
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if (playerTransportGuid_ != 0) {
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playerTransportStickyGuid_ = playerTransportGuid_;
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playerTransportStickyTimer_ = std::max(playerTransportStickyTimer_, 1.5f);
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}
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playerTransportGuid_ = 0;
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playerTransportOffset_ = glm::vec3(0.0f);
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movementInfo.transportGuid = 0;
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}
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// Cooldowns
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@ -1032,6 +1041,8 @@ private:
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std::unordered_set<uint64_t> serverUpdatedTransportGuids_;
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uint64_t playerTransportGuid_ = 0; // Transport the player is riding (0 = none)
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glm::vec3 playerTransportOffset_ = glm::vec3(0.0f); // Player offset on transport
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uint64_t playerTransportStickyGuid_ = 0; // Last transport player was on (temporary retention)
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float playerTransportStickyTimer_ = 0.0f; // Seconds to keep sticky transport alive after transient clears
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std::unique_ptr<TransportManager> transportManager_; // Transport movement manager
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std::vector<uint32_t> knownSpells;
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std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
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@ -217,6 +217,13 @@ void GameHandler::update(float deltaTime) {
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if (taxiStartGrace_ > 0.0f) {
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taxiStartGrace_ -= deltaTime;
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}
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if (playerTransportStickyTimer_ > 0.0f) {
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playerTransportStickyTimer_ -= deltaTime;
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if (playerTransportStickyTimer_ <= 0.0f) {
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playerTransportStickyTimer_ = 0.0f;
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playerTransportStickyGuid_ = 0;
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}
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}
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// Taxi logic timing
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auto taxiStart = std::chrono::high_resolution_clock::now();
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@ -1985,11 +1992,18 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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if (entityManager.hasEntity(guid)) {
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const bool isKnownTransport = transportGuids_.count(guid) > 0;
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if (isKnownTransport) {
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if (playerTransportGuid_ == guid) {
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LOG_INFO("Keeping transport in-range while player is aboard: 0x", std::hex, guid, std::dec);
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continue;
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}
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LOG_INFO("Processing out-of-range removal for transport: 0x", std::hex, guid, std::dec);
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// Keep transports alive across out-of-range flapping.
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// Boats/zeppelins are global movers and removing them here can make
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// them disappear until a later movement snapshot happens to recreate them.
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const bool playerAboardNow = (playerTransportGuid_ == guid);
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const bool stickyAboard = (playerTransportStickyGuid_ == guid && playerTransportStickyTimer_ > 0.0f);
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const bool movementSaysAboard = (movementInfo.transportGuid == guid);
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LOG_INFO("Preserving transport on out-of-range: 0x",
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std::hex, guid, std::dec,
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" now=", playerAboardNow,
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" sticky=", stickyAboard,
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" movement=", movementSaysAboard);
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continue;
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}
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LOG_DEBUG("Entity went out of range: 0x", std::hex, guid, std::dec);
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@ -2006,8 +2020,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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serverUpdatedTransportGuids_.erase(guid);
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clearTransportAttachment(guid);
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if (playerTransportGuid_ == guid) {
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playerTransportGuid_ = 0;
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playerTransportOffset_ = glm::vec3(0.0f);
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clearPlayerTransport();
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}
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entityManager.removeEntity(guid);
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}
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@ -2051,7 +2064,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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// Track player-on-transport state
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if (block.guid == playerGuid) {
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if (block.onTransport) {
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playerTransportGuid_ = block.transportGuid;
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setPlayerOnTransport(block.transportGuid, glm::vec3(0.0f));
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// Convert transport offset from server → canonical coordinates
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glm::vec3 serverOffset(block.transportX, block.transportY, block.transportZ);
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playerTransportOffset_ = core::coords::serverToCanonical(serverOffset);
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@ -2063,13 +2076,12 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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movementInfo.z = composed.z;
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}
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LOG_INFO("Player on transport: 0x", std::hex, playerTransportGuid_, std::dec,
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" offset=(", playerTransportOffset_.x, ", ", playerTransportOffset_.y, ", ", playerTransportOffset_.z, ")");
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" offset=(", playerTransportOffset_.x, ", ", playerTransportOffset_.y, ", ", playerTransportOffset_.z, ")");
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} else {
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if (playerTransportGuid_ != 0) {
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LOG_INFO("Player left transport");
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}
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playerTransportGuid_ = 0;
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playerTransportOffset_ = glm::vec3(0.0f);
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clearPlayerTransport();
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}
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}
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@ -2657,7 +2669,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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// Track player-on-transport state from MOVEMENT updates
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if (block.onTransport) {
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playerTransportGuid_ = block.transportGuid;
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setPlayerOnTransport(block.transportGuid, glm::vec3(0.0f));
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// Convert transport offset from server → canonical coordinates
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glm::vec3 serverOffset(block.transportX, block.transportY, block.transportZ);
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playerTransportOffset_ = core::coords::serverToCanonical(serverOffset);
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@ -2679,8 +2691,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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movementInfo.z = pos.z;
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if (playerTransportGuid_ != 0) {
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LOG_INFO("Player left transport (MOVEMENT)");
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playerTransportGuid_ = 0;
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playerTransportOffset_ = glm::vec3(0.0f);
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clearPlayerTransport();
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}
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}
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}
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@ -2772,9 +2783,17 @@ void GameHandler::handleDestroyObject(network::Packet& packet) {
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// Remove entity
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if (entityManager.hasEntity(data.guid)) {
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if (transportGuids_.count(data.guid) > 0) {
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serverUpdatedTransportGuids_.erase(data.guid);
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LOG_INFO("Ignoring destroy for transport entity: 0x", std::hex, data.guid, std::dec);
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return;
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const bool playerAboardNow = (playerTransportGuid_ == data.guid);
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const bool stickyAboard = (playerTransportStickyGuid_ == data.guid && playerTransportStickyTimer_ > 0.0f);
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const bool movementSaysAboard = (movementInfo.transportGuid == data.guid);
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if (playerAboardNow || stickyAboard || movementSaysAboard) {
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serverUpdatedTransportGuids_.erase(data.guid);
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LOG_INFO("Preserving in-use transport on destroy: 0x", std::hex, data.guid, std::dec,
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" now=", playerAboardNow,
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" sticky=", stickyAboard,
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" movement=", movementSaysAboard);
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return;
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}
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}
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// Mirror out-of-range handling: invoke render-layer despawn callbacks before entity removal.
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auto entity = entityManager.getEntity(data.guid);
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@ -2785,6 +2804,13 @@ void GameHandler::handleDestroyObject(network::Packet& packet) {
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gameObjectDespawnCallback_(data.guid);
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}
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}
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if (transportGuids_.count(data.guid) > 0) {
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transportGuids_.erase(data.guid);
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serverUpdatedTransportGuids_.erase(data.guid);
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if (playerTransportGuid_ == data.guid) {
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clearPlayerTransport();
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}
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}
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clearTransportAttachment(data.guid);
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entityManager.removeEntity(data.guid);
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LOG_INFO("Destroyed entity: 0x", std::hex, data.guid, std::dec,
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@ -57,22 +57,13 @@ void TransportManager::registerTransport(uint64_t guid, uint32_t wmoInstanceId,
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transport.basePosition = spawnWorldPos - offset0; // Infer base from spawn
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transport.position = spawnWorldPos; // Start at spawn position (base + offset0)
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// Sanity check: firstWaypoint should match spawnWorldPos
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// TransportAnimation paths are local offsets; first waypoint is expected near origin.
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// Warn only if the local path itself looks suspicious.
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glm::vec3 firstWaypoint = path.points[0].pos;
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glm::vec3 waypointDiff = spawnWorldPos - firstWaypoint;
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const float mismatchDist = glm::length(waypointDiff);
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if (mismatchDist > 1.0f) {
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if (glm::length(firstWaypoint) > 10.0f) {
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LOG_WARNING("Transport 0x", std::hex, guid, std::dec, " path ", pathId,
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": firstWaypoint mismatch! spawnPos=(", spawnWorldPos.x, ",", spawnWorldPos.y, ",", spawnWorldPos.z, ")",
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" firstWaypoint=(", firstWaypoint.x, ",", firstWaypoint.y, ",", firstWaypoint.z, ")",
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" diff=(", waypointDiff.x, ",", waypointDiff.y, ",", waypointDiff.z, ")");
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}
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const bool firstWaypointIsOrigin = glm::dot(firstWaypoint, firstWaypoint) < 0.0001f;
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if (mismatchDist > 500.0f || (firstWaypointIsOrigin && mismatchDist > 50.0f)) {
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transport.allowBootstrapVelocity = false;
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LOG_WARNING("Transport 0x", std::hex, guid, std::dec,
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" disabling DBC bootstrap velocity due to large spawn/path mismatch (dist=",
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mismatchDist, ", firstIsOrigin=", firstWaypointIsOrigin, ")");
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": first local waypoint far from origin: (",
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firstWaypoint.x, ",", firstWaypoint.y, ",", firstWaypoint.z, ")");
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}
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}
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@ -576,14 +567,17 @@ void TransportManager::updateServerTransport(uint64_t guid, const glm::vec3& pos
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if (dt > 0.001f) {
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glm::vec3 v = (position - prevPos) / dt;
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const float speed = glm::length(v);
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constexpr float kMinAuthoritativeSpeed = 0.15f;
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constexpr float kMaxSpeed = 60.0f;
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if (speed > kMaxSpeed) {
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v *= (kMaxSpeed / speed);
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}
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if (speed >= kMinAuthoritativeSpeed) {
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if (speed > kMaxSpeed) {
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v *= (kMaxSpeed / speed);
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}
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transport->serverLinearVelocity = v;
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transport->serverAngularVelocity = 0.0f;
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transport->hasServerVelocity = true;
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transport->serverLinearVelocity = v;
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transport->serverAngularVelocity = 0.0f;
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transport->hasServerVelocity = true;
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}
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}
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} else {
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// Bootstrap velocity from mapped DBC path on first authoritative sample.
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@ -611,55 +605,41 @@ void TransportManager::updateServerTransport(uint64_t guid, const glm::vec3& pos
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std::sqrt(bestDistSq), ", path=", transport->pathId, ")");
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} else {
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size_t n = path.points.size();
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size_t nextIdx = (bestIdx + 1) % n;
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uint32_t t0 = path.points[bestIdx].tMs;
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uint32_t t1 = path.points[nextIdx].tMs;
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if (nextIdx == 0 && t1 <= t0 && path.durationMs > 0) {
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t1 = path.durationMs;
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constexpr float kMinBootstrapSpeed = 0.25f;
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constexpr float kMaxSpeed = 60.0f;
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auto tryApplySegment = [&](size_t a, size_t b) {
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uint32_t t0 = path.points[a].tMs;
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uint32_t t1 = path.points[b].tMs;
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if (b == 0 && t1 <= t0 && path.durationMs > 0) {
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t1 = path.durationMs;
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}
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if (t1 <= t0) return;
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glm::vec3 seg = path.points[b].pos - path.points[a].pos;
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float dtSeg = static_cast<float>(t1 - t0) / 1000.0f;
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if (dtSeg <= 0.001f) return;
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glm::vec3 v = seg / dtSeg;
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float speed = glm::length(v);
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if (speed < kMinBootstrapSpeed) return;
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if (speed > kMaxSpeed) {
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v *= (kMaxSpeed / speed);
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}
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transport->serverLinearVelocity = v;
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transport->serverAngularVelocity = 0.0f;
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transport->hasServerVelocity = true;
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};
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// Prefer nearest forward meaningful segment from bestIdx.
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for (size_t step = 1; step < n && !transport->hasServerVelocity; ++step) {
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size_t a = (bestIdx + step - 1) % n;
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size_t b = (bestIdx + step) % n;
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tryApplySegment(a, b);
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}
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if (t1 <= t0 && n > 2) {
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size_t prevIdx = (bestIdx + n - 1) % n;
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t0 = path.points[prevIdx].tMs;
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t1 = path.points[bestIdx].tMs;
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glm::vec3 seg = path.points[bestIdx].pos - path.points[prevIdx].pos;
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float dtSeg = static_cast<float>(t1 - t0) / 1000.0f;
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if (dtSeg > 0.001f) {
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glm::vec3 v = seg / dtSeg;
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float speed = glm::length(v);
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constexpr float kMinBootstrapSpeed = 0.25f;
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constexpr float kMaxSpeed = 60.0f;
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if (speed < kMinBootstrapSpeed) {
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speed = 0.0f;
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}
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if (speed > kMaxSpeed) {
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v *= (kMaxSpeed / speed);
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}
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if (speed >= kMinBootstrapSpeed) {
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transport->serverLinearVelocity = v;
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transport->serverAngularVelocity = 0.0f;
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transport->hasServerVelocity = true;
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}
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}
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} else {
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glm::vec3 seg = path.points[nextIdx].pos - path.points[bestIdx].pos;
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float dtSeg = static_cast<float>(t1 - t0) / 1000.0f;
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if (dtSeg > 0.001f) {
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glm::vec3 v = seg / dtSeg;
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float speed = glm::length(v);
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constexpr float kMinBootstrapSpeed = 0.25f;
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constexpr float kMaxSpeed = 60.0f;
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if (speed < kMinBootstrapSpeed) {
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speed = 0.0f;
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}
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if (speed > kMaxSpeed) {
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v *= (kMaxSpeed / speed);
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}
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if (speed >= kMinBootstrapSpeed) {
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transport->serverLinearVelocity = v;
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transport->serverAngularVelocity = 0.0f;
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transport->hasServerVelocity = true;
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}
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}
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// Fallback: nearest backward meaningful segment.
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for (size_t step = 1; step < n && !transport->hasServerVelocity; ++step) {
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size_t b = (bestIdx + n - step + 1) % n;
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size_t a = (bestIdx + n - step) % n;
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tryApplySegment(a, b);
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}
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if (transport->hasServerVelocity) {
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@ -408,13 +408,15 @@ void parseFBlock(const std::vector<uint8_t>& data, uint32_t offset,
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uint32_t ofsKeys = disk.ofsKeys;
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if (valueType == 0) {
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// Color: 3 bytes per key {r, g, b}
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// Color: 3 bytes per key.
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// WotLK particle FBlock color keys are stored as BGR in practice for many assets
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// (notably water/waterfall emitters). Decode to RGB explicitly.
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if (ofsKeys + nKeys * 3 > data.size()) return;
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fb.vec3Values.reserve(nKeys);
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for (uint32_t i = 0; i < nKeys; i++) {
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uint8_t r = data[ofsKeys + i * 3 + 0];
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uint8_t b = data[ofsKeys + i * 3 + 0];
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uint8_t g = data[ofsKeys + i * 3 + 1];
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uint8_t b = data[ofsKeys + i * 3 + 2];
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uint8_t r = data[ofsKeys + i * 3 + 2];
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fb.vec3Values.emplace_back(r / 255.0f, g / 255.0f, b / 255.0f);
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}
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} else if (valueType == 1) {
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@ -1548,25 +1548,23 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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}
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}
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// Frustum + distance cull: skip expensive bone computation for off-screen instances
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// Aggressive culling for performance (double frame rate target)
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// Frustum + distance cull: skip expensive bone computation for off-screen instances.
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// Keep thresholds aligned with render culling so visible distant ambient actors
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// (fish/seagulls/etc.) continue animating instead of freezing in idle poses.
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float worldRadius = model.boundRadius * instance.scale;
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float cullRadius = worldRadius;
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if (model.disableAnimation) {
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cullRadius = std::max(cullRadius, 3.0f);
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}
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glm::vec3 toCam = instance.position - cachedCamPos_;
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float distSq = glm::dot(toCam, toCam);
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float effectiveMaxDistSq = cachedMaxRenderDistSq_ * std::max(1.0f, cullRadius / 12.0f);
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if (!model.disableAnimation) {
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// Ultra-aggressive animation culling for 60fps target
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if (worldRadius < 0.8f) {
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effectiveMaxDistSq = std::min(effectiveMaxDistSq, 25.0f * 25.0f); // Ultra tight for small
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} else if (worldRadius < 1.5f) {
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effectiveMaxDistSq = std::min(effectiveMaxDistSq, 50.0f * 50.0f); // Very tight for medium
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} else if (worldRadius < 3.0f) {
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effectiveMaxDistSq = std::min(effectiveMaxDistSq, 80.0f * 80.0f); // Tight for large
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}
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if (model.disableAnimation) {
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effectiveMaxDistSq *= 2.6f;
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}
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if (distSq > effectiveMaxDistSq) continue;
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if (cullRadius > 0.0f && !updateFrustum.intersectsSphere(instance.position, cullRadius)) continue;
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float paddedRadius = std::max(cullRadius * 1.5f, cullRadius + 3.0f);
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if (cullRadius > 0.0f && !updateFrustum.intersectsSphere(instance.position, paddedRadius)) continue;
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boneWorkIndices_.push_back(idx);
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}
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@ -2334,6 +2332,15 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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float alpha = interpFBlockFloat(em.particleAlpha, lifeRatio);
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float scale = interpFBlockFloat(em.particleScale, lifeRatio);
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// Some waterfall/spray emitters become overly dark after channel-correct decoding.
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// Apply a small correction only for strongly blue-dominant particle colors.
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if (color.b > color.r * 1.4f && color.b > color.g * 1.15f) {
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float luma = color.r * 0.2126f + color.g * 0.7152f + color.b * 0.0722f;
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color = glm::mix(color, glm::vec3(luma), 0.35f);
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color *= 1.35f;
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color = glm::clamp(color, glm::vec3(0.28f, 0.35f, 0.45f), glm::vec3(1.0f));
|
||||
}
|
||||
|
||||
GLuint tex = whiteTexture;
|
||||
if (p.emitterIndex < static_cast<int>(gpu.particleTextures.size())) {
|
||||
tex = gpu.particleTextures[p.emitterIndex];
|
||||
|
|
|
|||
|
|
@ -506,6 +506,17 @@ void WaterRenderer::render(const Camera& camera, float time) {
|
|||
glm::vec4 color = getLiquidColor(surface.liquidType);
|
||||
float alpha = getLiquidAlpha(surface.liquidType);
|
||||
|
||||
// WMO liquid material IDs are not always 1:1 with terrain LiquidType.dbc semantics.
|
||||
// Avoid accidental magma/slime tint (red/green waterfalls) by forcing WMO liquids
|
||||
// to water-like shading unless they're explicitly ocean.
|
||||
if (surface.wmoId != 0) {
|
||||
const uint8_t basicType = (surface.liquidType == 0) ? 0 : ((surface.liquidType - 1) % 4);
|
||||
if (basicType == 2 || basicType == 3) {
|
||||
color = glm::vec4(0.2f, 0.4f, 0.6f, 1.0f);
|
||||
alpha = 0.45f;
|
||||
}
|
||||
}
|
||||
|
||||
// City/canal liquid profile: clearer water + stronger ripples/sun shimmer.
|
||||
// Stormwind canals typically use LiquidType 5 in this data set.
|
||||
bool canalProfile = (surface.wmoId != 0) || (surface.liquidType == 5);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue