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Fix chest interaction and measure server RTT for latency meter
Chests (and lockboxes, coffers, etc.) failed to open because CMSG_LOOT was only sent on Classic/Turtle expansions, and only when GO type was already cached as type 3. Fix: always send CMSG_LOOT after CMSG_GAMEOBJ_USE (server silently ignores it for non-lootable objects). Also broaden CMSG_GAMEOBJ_REPORT_USE to all non-mailbox WotLK GOs. Latency meter: record pingTimestamp_ in sendPing() and compute RTT in handlePong(); add toggleable "Show Latency Meter" checkbox in Interface settings (saved to settings.cfg).
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4 changed files with 42 additions and 16 deletions
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@ -7642,6 +7642,9 @@ void GameHandler::sendPing() {
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LOG_DEBUG("Sending CMSG_PING (heartbeat)");
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LOG_DEBUG(" Sequence: ", pingSequence);
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// Record send time for RTT measurement
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pingTimestamp_ = std::chrono::steady_clock::now();
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// Build and send ping packet
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auto packet = PingPacket::build(pingSequence, lastLatency);
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socket->send(packet);
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@ -7663,7 +7666,12 @@ void GameHandler::handlePong(network::Packet& packet) {
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return;
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}
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LOG_DEBUG("Heartbeat acknowledged (sequence: ", data.sequence, ")");
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// Measure round-trip time
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auto rtt = std::chrono::steady_clock::now() - pingTimestamp_;
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lastLatency = static_cast<uint32_t>(
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std::chrono::duration_cast<std::chrono::milliseconds>(rtt).count());
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LOG_DEBUG("Heartbeat acknowledged (sequence: ", data.sequence, ", latency: ", lastLatency, "ms)");
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}
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uint32_t GameHandler::nextMovementTimestampMs() {
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@ -15077,10 +15085,12 @@ void GameHandler::performGameObjectInteractionNow(uint64_t guid) {
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// animation/sound and expects the client to request the mail list.
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bool isMailbox = false;
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bool chestLike = false;
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// Chest-type game objects (type=3): on all expansions, also send CMSG_LOOT so
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// the server opens the loot response. Other harvestable/interactive types rely
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// on the server auto-sending SMSG_LOOT_RESPONSE after CMSG_GAMEOBJ_USE.
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bool shouldSendLoot = isActiveExpansion("classic") || isActiveExpansion("turtle");
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// Always send CMSG_LOOT after CMSG_GAMEOBJ_USE for any gameobject that could be
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// lootable. The server silently ignores CMSG_LOOT for non-lootable objects
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// (doors, buttons, etc.), so this is safe. Not sending it is the main reason
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// chests fail to open when their GO type is not yet cached or their name doesn't
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// contain the word "chest" (e.g. lockboxes, coffers, strongboxes, caches).
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bool shouldSendLoot = true;
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if (entity && entity->getType() == ObjectType::GAMEOBJECT) {
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auto go = std::static_pointer_cast<GameObject>(entity);
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auto* info = getCachedGameObjectInfo(go->getEntry());
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@ -15096,22 +15106,20 @@ void GameHandler::performGameObjectInteractionNow(uint64_t guid) {
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refreshMailList();
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} else if (info && info->type == 3) {
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chestLike = true;
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// Type-3 chests require CMSG_LOOT on all expansions (AzerothCore WotLK included)
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shouldSendLoot = true;
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} else if (turtleMode) {
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// Turtle compatibility: keep eager loot open behavior.
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shouldSendLoot = true;
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}
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}
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if (!chestLike && !goName.empty()) {
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std::string lower = goName;
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std::transform(lower.begin(), lower.end(), lower.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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chestLike = (lower.find("chest") != std::string::npos);
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if (chestLike) shouldSendLoot = true;
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chestLike = (lower.find("chest") != std::string::npos ||
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lower.find("lockbox") != std::string::npos ||
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lower.find("strongbox") != std::string::npos ||
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lower.find("coffer") != std::string::npos ||
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lower.find("cache") != std::string::npos);
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}
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// For WotLK chest-like gameobjects, also send CMSG_GAMEOBJ_REPORT_USE.
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if (!isMailbox && chestLike && isActiveExpansion("wotlk")) {
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// For WotLK, CMSG_GAMEOBJ_REPORT_USE is required for chests (and is harmless for others).
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if (!isMailbox && isActiveExpansion("wotlk")) {
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network::Packet reportUse(wireOpcode(Opcode::CMSG_GAMEOBJ_REPORT_USE));
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reportUse.writeUInt64(guid);
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socket->send(reportUse);
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