Implement SMSG_RESUME_CAST_BAR, SMSG_THREAT_UPDATE, SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT

- SMSG_RESUME_CAST_BAR: parse packed_guid caster/target + spellId + remainingMs +
  totalMs; restores cast bar state when server re-syncs a cast in progress
- SMSG_THREAT_UPDATE: properly consume packed_guid host/target + threat entries
  to suppress unhandled packet warnings
- SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT: track up to 5 boss encounter unit guids
  per slot; expose via getEncounterUnitGuid(slot); clear on world transfer
  These guids identify active boss units for raid/boss frame display.
This commit is contained in:
Kelsi 2026-03-09 19:54:32 -07:00
parent 9f340ef456
commit b6dfa8b747
2 changed files with 64 additions and 3 deletions

View file

@ -772,6 +772,10 @@ public:
bool extended = false;
};
const std::vector<InstanceLockout>& getInstanceLockouts() const { return instanceLockouts_; }
// Returns boss unit guid for the given encounter slot (0 if none)
uint64_t getEncounterUnitGuid(uint32_t slot) const {
return (slot < kMaxEncounterSlots) ? encounterUnitGuids_[slot] : 0;
}
// ---- LFG / Dungeon Finder ----
enum class LfgState : uint8_t {
@ -1738,6 +1742,10 @@ private:
// Instance / raid lockouts
std::vector<InstanceLockout> instanceLockouts_;
// Instance encounter boss units (slots 0-4 from SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT)
static constexpr uint32_t kMaxEncounterSlots = 5;
std::array<uint64_t, kMaxEncounterSlots> encounterUnitGuids_ = {}; // 0 = empty slot
// LFG / Dungeon Finder state
LfgState lfgState_ = LfgState::None;
uint32_t lfgDungeonId_ = 0; // current dungeon entry