mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Fix weapon attachments and inspect fallback
This commit is contained in:
parent
2774b47867
commit
60c93fa1e3
3 changed files with 183 additions and 3 deletions
|
|
@ -263,6 +263,20 @@ void GameHandler::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
// Auto-inspect throttling (fallback for player equipment visuals).
|
||||
if (inspectRateLimit_ > 0.0f) {
|
||||
inspectRateLimit_ = std::max(0.0f, inspectRateLimit_ - deltaTime);
|
||||
}
|
||||
if (state == WorldState::IN_WORLD && socket && inspectRateLimit_ <= 0.0f && !pendingAutoInspect_.empty()) {
|
||||
uint64_t guid = *pendingAutoInspect_.begin();
|
||||
pendingAutoInspect_.erase(pendingAutoInspect_.begin());
|
||||
if (guid != 0 && guid != playerGuid && entityManager.hasEntity(guid)) {
|
||||
auto pkt = InspectPacket::build(guid);
|
||||
socket->send(pkt);
|
||||
inspectRateLimit_ = 0.75f; // keep it gentle
|
||||
}
|
||||
}
|
||||
|
||||
// Send periodic heartbeat if in world
|
||||
if (state == WorldState::IN_WORLD) {
|
||||
timeSinceLastPing += deltaTime;
|
||||
|
|
@ -760,6 +774,10 @@ void GameHandler::handlePacket(network::Packet& packet) {
|
|||
handleItemQueryResponse(packet);
|
||||
break;
|
||||
|
||||
case Opcode::SMSG_INSPECT_RESULTS:
|
||||
handleInspectResults(packet);
|
||||
break;
|
||||
|
||||
// ---- XP ----
|
||||
case Opcode::SMSG_LOG_XPGAIN:
|
||||
handleXpGain(packet);
|
||||
|
|
@ -2847,6 +2865,8 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
otherPlayerVisibleItemEntries_.erase(guid);
|
||||
otherPlayerVisibleDirty_.erase(guid);
|
||||
otherPlayerMoveTimeMs_.erase(guid);
|
||||
inspectedPlayerItemEntries_.erase(guid);
|
||||
pendingAutoInspect_.erase(guid);
|
||||
} else if (entity->getType() == ObjectType::GAMEOBJECT && gameObjectDespawnCallback_) {
|
||||
gameObjectDespawnCallback_(guid);
|
||||
}
|
||||
|
|
@ -3263,6 +3283,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
|
|||
}
|
||||
if (applyInventoryFields(block.fields)) slotsChanged = true;
|
||||
if (slotsChanged) rebuildOnlineInventory();
|
||||
maybeDetectVisibleItemLayout();
|
||||
extractSkillFields(lastPlayerFields_);
|
||||
extractExploredZoneFields(lastPlayerFields_);
|
||||
}
|
||||
|
|
@ -4991,6 +5012,95 @@ void GameHandler::handleItemQueryResponse(network::Packet& packet) {
|
|||
rebuildOnlineInventory();
|
||||
maybeDetectVisibleItemLayout();
|
||||
emitAllOtherPlayerEquipment();
|
||||
// If we have inspect-based item entry lists, re-emit for any players that now resolve.
|
||||
if (playerEquipmentCallback_) {
|
||||
for (const auto& [guid, entries] : inspectedPlayerItemEntries_) {
|
||||
std::array<uint32_t, 19> displayIds{};
|
||||
std::array<uint8_t, 19> invTypes{};
|
||||
for (int s = 0; s < 19; s++) {
|
||||
uint32_t entry = entries[s];
|
||||
if (entry == 0) continue;
|
||||
auto infoIt = itemInfoCache_.find(entry);
|
||||
if (infoIt == itemInfoCache_.end()) continue;
|
||||
displayIds[s] = infoIt->second.displayInfoId;
|
||||
invTypes[s] = static_cast<uint8_t>(infoIt->second.inventoryType);
|
||||
}
|
||||
playerEquipmentCallback_(guid, displayIds, invTypes);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameHandler::handleInspectResults(network::Packet& packet) {
|
||||
// Best-effort parsing across Classic/TBC/WotLK variants.
|
||||
// We only care about item entry IDs per equip slot.
|
||||
if (packet.getSize() - packet.getReadPos() < 8) return;
|
||||
|
||||
uint64_t guid = packet.readUInt64();
|
||||
if (guid == 0) return;
|
||||
|
||||
const size_t remaining = packet.getSize() - packet.getReadPos();
|
||||
|
||||
auto tryParseFixed = [&](size_t perSlotBytes, size_t itemIdOffset) -> std::optional<std::array<uint32_t, 19>> {
|
||||
if (remaining < 19 * perSlotBytes) return std::nullopt;
|
||||
auto saved = packet.getReadPos();
|
||||
std::array<uint32_t, 19> items{};
|
||||
bool plausible = false;
|
||||
|
||||
for (int i = 0; i < 19; i++) {
|
||||
if (perSlotBytes == 4) {
|
||||
items[i] = packet.readUInt32();
|
||||
} else if (perSlotBytes == 8) {
|
||||
uint32_t a = packet.readUInt32();
|
||||
uint32_t b = packet.readUInt32();
|
||||
items[i] = (itemIdOffset == 0) ? a : b;
|
||||
} else {
|
||||
packet.setReadPos(saved);
|
||||
return std::nullopt;
|
||||
}
|
||||
if (items[i] > 0 && items[i] < 5000000u) plausible = true;
|
||||
}
|
||||
|
||||
// Rewind to allow other attempts if implausible.
|
||||
if (!plausible) {
|
||||
packet.setReadPos(saved);
|
||||
return std::nullopt;
|
||||
}
|
||||
return items;
|
||||
};
|
||||
|
||||
std::optional<std::array<uint32_t, 19>> parsed;
|
||||
// Common shapes: [guid][19*uint32 itemId] or [guid][19*(uint32 itemId, uint32 enchant)].
|
||||
parsed = tryParseFixed(4, 0);
|
||||
if (!parsed) parsed = tryParseFixed(8, 0);
|
||||
if (!parsed) parsed = tryParseFixed(8, 4); // sometimes itemId is second dword
|
||||
|
||||
if (!parsed) {
|
||||
LOG_WARNING("SMSG_INSPECT_RESULTS: unrecognized payload size=", remaining, " for guid=0x", std::hex, guid, std::dec);
|
||||
return;
|
||||
}
|
||||
|
||||
inspectedPlayerItemEntries_[guid] = *parsed;
|
||||
|
||||
// Query item templates so we can resolve displayInfoId/inventoryType.
|
||||
for (uint32_t entry : *parsed) {
|
||||
if (entry == 0) continue;
|
||||
queryItemInfo(entry, 0);
|
||||
}
|
||||
|
||||
// If templates already exist, emit immediately.
|
||||
if (playerEquipmentCallback_) {
|
||||
std::array<uint32_t, 19> displayIds{};
|
||||
std::array<uint8_t, 19> invTypes{};
|
||||
for (int s = 0; s < 19; s++) {
|
||||
uint32_t entry = (*parsed)[s];
|
||||
if (entry == 0) continue;
|
||||
auto infoIt = itemInfoCache_.find(entry);
|
||||
if (infoIt == itemInfoCache_.end()) continue;
|
||||
displayIds[s] = infoIt->second.displayInfoId;
|
||||
invTypes[s] = static_cast<uint8_t>(infoIt->second.inventoryType);
|
||||
}
|
||||
playerEquipmentCallback_(guid, displayIds, invTypes);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -5233,6 +5343,8 @@ void GameHandler::maybeDetectVisibleItemLayout() {
|
|||
int bestBase = -1;
|
||||
int bestStride = 0;
|
||||
int bestMatches = 0;
|
||||
int bestMismatches = 9999;
|
||||
int bestScore = -999999;
|
||||
|
||||
const int strides[] = {2, 3, 4, 1};
|
||||
for (int stride : strides) {
|
||||
|
|
@ -5241,16 +5353,28 @@ void GameHandler::maybeDetectVisibleItemLayout() {
|
|||
if (base + 18 * stride > static_cast<int>(maxKey)) continue;
|
||||
|
||||
int matches = 0;
|
||||
int mismatches = 0;
|
||||
for (int s = 0; s < 19; s++) {
|
||||
uint32_t want = equipEntries[s];
|
||||
if (want == 0) continue;
|
||||
const uint16_t idx = static_cast<uint16_t>(base + s * stride);
|
||||
auto it = lastPlayerFields_.find(idx);
|
||||
if (it != lastPlayerFields_.end() && it->second == want) matches++;
|
||||
if (it == lastPlayerFields_.end()) continue;
|
||||
if (it->second == want) {
|
||||
matches++;
|
||||
} else if (it->second != 0) {
|
||||
mismatches++;
|
||||
}
|
||||
}
|
||||
|
||||
if (matches > bestMatches || (matches == bestMatches && matches > 0 && base < bestBase)) {
|
||||
int score = matches * 2 - mismatches * 3;
|
||||
if (score > bestScore ||
|
||||
(score == bestScore && matches > bestMatches) ||
|
||||
(score == bestScore && matches == bestMatches && mismatches < bestMismatches) ||
|
||||
(score == bestScore && matches == bestMatches && mismatches == bestMismatches && base < bestBase)) {
|
||||
bestScore = score;
|
||||
bestMatches = matches;
|
||||
bestMismatches = mismatches;
|
||||
bestBase = base;
|
||||
bestStride = stride;
|
||||
}
|
||||
|
|
@ -5258,11 +5382,13 @@ void GameHandler::maybeDetectVisibleItemLayout() {
|
|||
}
|
||||
|
||||
if (bestMatches < 2 || bestBase < 0 || bestStride <= 0) return;
|
||||
if (bestMismatches > 1) return;
|
||||
|
||||
visibleItemEntryBase_ = bestBase;
|
||||
visibleItemStride_ = bestStride;
|
||||
LOG_INFO("Detected PLAYER_VISIBLE_ITEM entry layout: base=", visibleItemEntryBase_,
|
||||
" stride=", visibleItemStride_, " (matches=", bestMatches, ")");
|
||||
" stride=", visibleItemStride_, " (matches=", bestMatches,
|
||||
" mismatches=", bestMismatches, " score=", bestScore, ")");
|
||||
|
||||
// Backfill existing player entities already in view.
|
||||
for (const auto& [guid, ent] : entityManager.getEntities()) {
|
||||
|
|
@ -5298,6 +5424,13 @@ void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<ui
|
|||
}
|
||||
}
|
||||
|
||||
// If the server isn't sending visible item fields (all zeros), fall back to inspect.
|
||||
bool any = false;
|
||||
for (uint32_t e : newEntries) { if (e != 0) { any = true; break; } }
|
||||
if (!any && socket && state == WorldState::IN_WORLD) {
|
||||
pendingAutoInspect_.insert(guid);
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
otherPlayerVisibleDirty_.insert(guid);
|
||||
emitOtherPlayerEquipment(guid);
|
||||
|
|
@ -5311,10 +5444,12 @@ void GameHandler::emitOtherPlayerEquipment(uint64_t guid) {
|
|||
|
||||
std::array<uint32_t, 19> displayIds{};
|
||||
std::array<uint8_t, 19> invTypes{};
|
||||
bool anyEntry = false;
|
||||
|
||||
for (int s = 0; s < 19; s++) {
|
||||
uint32_t entry = it->second[s];
|
||||
if (entry == 0) continue;
|
||||
anyEntry = true;
|
||||
auto infoIt = itemInfoCache_.find(entry);
|
||||
if (infoIt == itemInfoCache_.end()) continue;
|
||||
displayIds[s] = infoIt->second.displayInfoId;
|
||||
|
|
@ -5323,6 +5458,13 @@ void GameHandler::emitOtherPlayerEquipment(uint64_t guid) {
|
|||
|
||||
playerEquipmentCallback_(guid, displayIds, invTypes);
|
||||
otherPlayerVisibleDirty_.erase(guid);
|
||||
|
||||
// If we had entries but couldn't resolve any templates, also try inspect as a fallback.
|
||||
bool anyResolved = false;
|
||||
for (uint32_t did : displayIds) { if (did != 0) { anyResolved = true; break; } }
|
||||
if (anyEntry && !anyResolved) {
|
||||
pendingAutoInspect_.insert(guid);
|
||||
}
|
||||
}
|
||||
|
||||
void GameHandler::emitAllOtherPlayerEquipment() {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue