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.
This commit is contained in:
Paul 2026-04-05 20:25:02 +03:00
parent 34c0e3ca28
commit 65839287b4
10 changed files with 196 additions and 47 deletions

View file

@ -573,13 +573,12 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
movementInfo.flags = 0;
movementInfo.flags2 = 0;
if (movementHandler_) {
movementHandler_->movementClockStart_ = std::chrono::steady_clock::now();
movementHandler_->lastMovementTimestampMs_ = 0;
movementHandler_->resetMovementClock();
}
movementInfo.time = nextMovementTimestampMs();
if (movementHandler_) {
movementHandler_->isFalling_ = false;
movementHandler_->fallStartMs_ = 0;
movementHandler_->setFalling(false);
movementHandler_->setFallStartMs(0);
}
movementInfo.fallTime = 0;
movementInfo.jumpVelocity = 0.0f;
@ -1945,8 +1944,8 @@ void GameHandler::interactWithGameObject(uint64_t guid) {
if (guid == 0) { LOG_WARNING("[GO-DIAG] BLOCKED: guid==0"); return; }
if (!isInWorld()) { LOG_WARNING("[GO-DIAG] BLOCKED: not in world"); return; }
// Do not overlap an actual spell cast.
if (spellHandler_ && spellHandler_->casting_ && spellHandler_->currentCastSpellId_ != 0) {
LOG_WARNING("[GO-DIAG] BLOCKED: already casting spellId=", spellHandler_->currentCastSpellId_);
if (spellHandler_ && spellHandler_->isCasting() && spellHandler_->getCurrentCastSpellId() != 0) {
LOG_WARNING("[GO-DIAG] BLOCKED: already casting spellId=", spellHandler_->getCurrentCastSpellId());
return;
}
// Always clear melee intent before GO interactions.