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feat(game): introduce GameHandler domain interfaces and eliminate friend declarations
Add game_interfaces.hpp with five narrow domain contracts that GameHandler now publishes to its domain handlers, replacing the previous friend-class anti-pattern. Changes: - include/game/game_interfaces.hpp (new): IConnectionState, ITargetingState, IEntityAccess, ISocialState, IPvpState — each interface exposes only the state its consumer legitimately needs - include/game/game_handler.hpp: GameHandler inherits all five interfaces; include of game_interfaces.hpp added - include/game/movement_handler.hpp: remove `friend class GameHandler`; add public named accessors for previously-private fields (monsterMovePacketsThisTickRef, timeSinceLastMoveHeartbeatRef, resetMovementClock, setFalling, setFallStartMs) - include/game/spell_handler.hpp: remove `friend class GameHandler/InventoryHandler/ CombatHandler/EntityController`; promote private packet handlers (handlePetSpells, handleListStabledPets, pet stable commands, DBC loaders) to public; add accessor methods for aura cache, known spells, and player aura slot mutation - src/game/game_handler.cpp, game_handler_callbacks.cpp, game_handler_packets.cpp: replace direct private field access with the new accessor API (e.g. casting_ → isCasting(), monsterMovePacketsThisTick_ → ...ThisTickRef()) - src/game/inventory_handler.cpp, combat_handler.cpp, entity_controller.cpp: replace friend-class private access with public accessor calls No behaviour change. All 13 test suites pass. Zero build warnings.
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10 changed files with 196 additions and 47 deletions
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@ -1065,7 +1065,7 @@ void CombatHandler::setTarget(uint64_t guid) {
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// Clear stale aura data from the previous target so the buff bar shows
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// an empty state until the server sends SMSG_AURA_UPDATE_ALL for the new target.
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if (owner_.getSpellHandler()) for (auto& slot : owner_.getSpellHandler()->targetAuras_) slot = AuraSlot{};
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if (owner_.getSpellHandler()) owner_.getSpellHandler()->clearTargetAuras();
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// Clear previous target's cast bar on target change
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// (the new target's cast state is naturally fetched from spellHandler_->unitCastStates_ by GUID)
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