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fix: equipment visibility (remove layout verification gate), follow uses run speed
Equipment: removed the visibleItemLayoutVerified_ gate from updateOtherPlayerVisibleItems(). The default WotLK field layout (base=284, stride=2) is correct and should be used immediately. The verification heuristic was silently blocking ALL other-player equipment rendering by queuing for auto-inspect (which doesn't return items in WotLK anyway). Follow: auto-follow now uses run speed (autoRunning) instead of walk speed. Also uses squared distance for the distance checks. Commands: /quit, /exit aliases for /logout; /difficulty normal/heroic/25/25heroic sends CMSG_CHANGEPLAYER_DIFFICULTY.
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b366773f29
commit
cccd52b32f
4 changed files with 97 additions and 28 deletions
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@ -13167,6 +13167,18 @@ void GameHandler::cancelLogout() {
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LOG_INFO("Cancelled logout");
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}
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void GameHandler::sendSetDifficulty(uint32_t difficulty) {
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if (!isInWorld()) {
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LOG_WARNING("Cannot change difficulty: not in world");
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return;
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}
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network::Packet packet(wireOpcode(Opcode::CMSG_CHANGEPLAYER_DIFFICULTY));
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packet.writeUInt32(difficulty);
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socket->send(packet);
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LOG_INFO("CMSG_CHANGEPLAYER_DIFFICULTY sent: difficulty=", difficulty);
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}
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void GameHandler::setStandState(uint8_t standState) {
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if (!isInWorld()) {
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LOG_WARNING("Cannot change stand state: not in world or not connected");
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@ -15190,18 +15202,17 @@ void GameHandler::maybeDetectVisibleItemLayout() {
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void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<uint16_t, uint32_t>& fields) {
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if (guid == 0 || guid == playerGuid) return;
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if (visibleItemEntryBase_ < 0 || visibleItemStride_ <= 0) {
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// Layout not detected yet — queue this player for inspect as fallback.
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if (socket && state == WorldState::IN_WORLD) {
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pendingAutoInspect_.insert(guid);
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LOG_DEBUG("Queued player 0x", std::hex, guid, std::dec, " for auto-inspect (layout not detected)");
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}
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return;
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}
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// Use the current base/stride (defaults are correct for WotLK 3.3.5a: base=284, stride=2).
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// The heuristic may refine these later, but we proceed immediately with whatever values
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// are set rather than waiting for verification.
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const int base = visibleItemEntryBase_;
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const int stride = visibleItemStride_;
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if (base < 0 || stride <= 0) return; // Defensive: should never happen with defaults.
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std::array<uint32_t, 19> newEntries{};
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for (int s = 0; s < 19; s++) {
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uint16_t idx = static_cast<uint16_t>(visibleItemEntryBase_ + s * visibleItemStride_);
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uint16_t idx = static_cast<uint16_t>(base + s * stride);
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auto it = fields.find(idx);
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if (it != fields.end()) newEntries[s] = it->second;
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}
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@ -15210,7 +15221,7 @@ void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<ui
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for (uint32_t e : newEntries) { if (e != 0) nonZero++; }
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if (nonZero > 0) {
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LOG_INFO("updateOtherPlayerVisibleItems: guid=0x", std::hex, guid, std::dec,
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" nonZero=", nonZero,
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" nonZero=", nonZero, " base=", base, " stride=", stride,
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" head=", newEntries[0], " shoulders=", newEntries[2],
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" chest=", newEntries[4], " legs=", newEntries[6],
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" mainhand=", newEntries[15], " offhand=", newEntries[16]);
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@ -15231,11 +15242,16 @@ void GameHandler::updateOtherPlayerVisibleItems(uint64_t guid, const std::map<ui
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}
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}
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// If the server isn't sending visible item fields (all zeros), fall back to inspect.
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bool any = false;
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for (uint32_t e : newEntries) { if (e != 0) { any = true; break; } }
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if (!any && socket && state == WorldState::IN_WORLD) {
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pendingAutoInspect_.insert(guid);
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// Only fall back to auto-inspect if ALL extracted entries are zero (server didn't
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// send visible item fields at all). If we got at least one non-zero entry, the
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// update-field approach is working and inspect is unnecessary.
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if (nonZero == 0) {
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LOG_DEBUG("updateOtherPlayerVisibleItems: guid=0x", std::hex, guid, std::dec,
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" all entries zero (base=", base, " stride=", stride,
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" fieldCount=", fields.size(), ") — queuing auto-inspect");
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if (socket && state == WorldState::IN_WORLD) {
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pendingAutoInspect_.insert(guid);
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}
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}
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if (changed) {
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