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Combat fix: restore reliable melee hits via movement/state sync
Resolved a melee desync where attacks could fail unless constantly moving through target. Movement opcode handling: - In 0x006B compatibility path, prefer compressed-move batch detection before weather alias routing. - Route 0x006B payloads shaped like SMSG_COMPRESSED_MOVES sub-packets to handleCompressedMoves(). Root/unroot state synchronization: - Added handling for SMSG_FORCE_MOVE_ROOT and SMSG_FORCE_MOVE_UNROOT. - Added handleForceMoveRootState() to apply server-authoritative ROOT flag locally. - Send CMSG_FORCE_MOVE_ROOT_ACK / CMSG_FORCE_MOVE_UNROOT_ACK with current movement payload and counter. Melee facing stability: - Added periodic facing sync during auto-attack (MSG_MOVE_SET_FACING) when angular drift to target exceeds threshold. - Keeps server front-arc/facing checks aligned while stationary meleeing. Noise reduction / stream hygiene: - Consume optional legacy/system packets safely: SMSG_FRIEND_LIST, SMSG_IGNORE_LIST, SMSG_ADDON_INFO, SMSG_EXPECTED_SPAM_RECORDS. Validation: - Rebuilt successfully with cmake --build build -j32.
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2 changed files with 116 additions and 1 deletions
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@ -1128,6 +1128,7 @@ private:
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// ---- Speed change handler ----
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void handleForceRunSpeedChange(network::Packet& packet);
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void handleForceMoveRootState(network::Packet& packet, bool rooted);
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// ---- Arena / Battleground handlers ----
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void handleBattlefieldStatus(network::Packet& packet);
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@ -1361,6 +1362,7 @@ private:
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uint64_t autoAttackTarget = 0;
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bool autoAttackOutOfRange_ = false;
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float autoAttackResendTimer_ = 0.0f; // Re-send CMSG_ATTACKSWING every ~1s while attacking
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float autoAttackFacingSyncTimer_ = 0.0f; // Periodic facing sync while meleeing
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std::unordered_set<uint64_t> hostileAttackers_;
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std::vector<CombatTextEntry> combatText;
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