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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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@ -1019,10 +1019,11 @@ void GameHandler::registerOpcodeHandlers() {
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// SMSG_SPELL_COOLDOWN often arrives before SMSG_ACTION_BUTTONS during login,
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// so the per-slot cooldownRemaining would be 0 without this sync.
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if (spellHandler_) {
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const auto& cooldowns = spellHandler_->getSpellCooldowns();
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for (auto& slot : actionBar) {
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if (slot.type == ActionBarSlot::SPELL && slot.id != 0) {
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auto cdIt = spellHandler_->spellCooldowns_.find(slot.id);
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if (cdIt != spellHandler_->spellCooldowns_.end() && cdIt->second > 0.0f) {
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auto cdIt = cooldowns.find(slot.id);
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if (cdIt != cooldowns.end() && cdIt->second > 0.0f) {
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slot.cooldownRemaining = cdIt->second;
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slot.cooldownTotal = cdIt->second;
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}
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@ -1033,8 +1034,8 @@ void GameHandler::registerOpcodeHandlers() {
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if (qi && qi->valid) {
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for (const auto& sp : qi->spells) {
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if (sp.spellId == 0) continue;
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auto cdIt = spellHandler_->spellCooldowns_.find(sp.spellId);
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if (cdIt != spellHandler_->spellCooldowns_.end() && cdIt->second > 0.0f) {
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auto cdIt = cooldowns.find(sp.spellId);
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if (cdIt != cooldowns.end() && cdIt->second > 0.0f) {
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slot.cooldownRemaining = cdIt->second;
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slot.cooldownTotal = cdIt->second;
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break;
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