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Add multi-expansion support with data-driven protocol layer
Replace hardcoded WotLK protocol constants with a data-driven architecture supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion has JSON profiles for opcodes, update fields, and DBC layouts, plus C++ polymorphic packet parsers for binary format differences (movement flags, speed fields, transport data, spline format, char enum layout). Key components: - ExpansionRegistry: scans Data/expansions/*/expansion.json at startup - OpcodeTable: logical enum <-> wire values loaded from JSON - UpdateFieldTable: field indices loaded from JSON per expansion - DBCLayout: schema-driven DBC field lookups replacing magic numbers - PacketParsers: WotLK/TBC/Classic parsers with correct flag positions - Multi-manifest AssetManager: layered manifests with priority ordering - HDPackManager: overlay texture packs with expansion compatibility - Auth screen expansion picker replacing hardcoded version dropdown
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51 changed files with 5258 additions and 887 deletions
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@ -15,8 +15,8 @@ namespace wowee {
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namespace rendering { class Renderer; }
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namespace ui { class UIManager; }
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namespace auth { class AuthHandler; }
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namespace game { class GameHandler; class World; }
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namespace pipeline { class AssetManager; }
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namespace game { class GameHandler; class World; class ExpansionRegistry; }
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namespace pipeline { class AssetManager; class DBCLayout; class HDPackManager; }
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namespace audio { enum class VoiceType; }
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namespace core {
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@ -54,6 +54,9 @@ public:
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game::GameHandler* getGameHandler() { return gameHandler.get(); }
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game::World* getWorld() { return world.get(); }
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pipeline::AssetManager* getAssetManager() { return assetManager.get(); }
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game::ExpansionRegistry* getExpansionRegistry() { return expansionRegistry_.get(); }
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pipeline::DBCLayout* getDBCLayout() { return dbcLayout_.get(); }
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pipeline::HDPackManager* getHDPackManager() { return hdPackManager_.get(); }
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// Singleton access
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static Application& getInstance() { return *instance; }
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@ -104,6 +107,9 @@ private:
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std::unique_ptr<game::GameHandler> gameHandler;
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std::unique_ptr<game::World> world;
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std::unique_ptr<pipeline::AssetManager> assetManager;
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std::unique_ptr<game::ExpansionRegistry> expansionRegistry_;
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std::unique_ptr<pipeline::DBCLayout> dbcLayout_;
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std::unique_ptr<pipeline::HDPackManager> hdPackManager_;
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AppState state = AppState::AUTHENTICATION;
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bool running = false;
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