Commit graph

220 commits

Author SHA1 Message Date
Kelsi
26a685187e Fix /logout hang caused by blocking worker thread joins
unloadAll() joins worker threads which blocks if they're mid-tile
(prepareTile can take seconds for heavy ADTs). Replace with softReset()
which clears tile data, queues, and water surfaces without stopping
worker threads — workers find empty queues and idle naturally.
2026-02-25 13:37:09 -08:00
Kelsi
872b10fe68 Fix water descriptor pool leak and add water rendering diagnostics
- Add VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT to water material
  descriptor pool so individual sets can be freed when tiles are unloaded
- Free descriptor sets in destroyWaterMesh() instead of leaking them
- Add terrain manager unloadAll() during logout to properly clear stale
  tiles, water surfaces, and queues between sessions
- Add diagnostic logging for water surface loading, material allocation
  failures, and render skip reasons to investigate missing water
2026-02-25 13:26:08 -08:00
Kelsi
956e2c8bb1 Reduce city stutter: lower spawn rate, resync interval, M2 render distance
- MAX_SPAWNS_PER_FRAME 8→3 (each spawn does sync M2 load, 5-50ms each)
- Creature resync scan interval 1s→3s (O(N) entity iteration)
- M2 render distance: add 1000+ instance tier at 500 units, reduce 2000+
  tier from 350→300 units to cap draw call count in dense cities
2026-02-25 12:16:55 -08:00
Kelsi
53405ea322 Fix crash on re-login by clearing all per-session state on logout
logoutToLogin() was only clearing a handful of flags, leaving stale
entity instance maps, pending spawn queues, transport state, mount
state, and charge state from the previous session.  On second login,
these stale GUIDs and instance IDs caused invalid renderer operations
and crashes.

Now clears: creature/player/gameObject instance maps, all pending
spawn queues, transport doodad batches, mount/charge state, player
identity, and renderer world geometry (WMO instances, M2 models,
quest markers).  Also disconnects TransportManager from WMORenderer
before teardown to prevent dangling pointer access.
2026-02-25 12:09:00 -08:00
Kelsi
570dec8b88 Fix loading screen graphical artifacts on window resize
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Recreate Vulkan swapchain in LoadingScreen::render() when the dirty flag
is set, so resizing the window during world loading no longer renders
into a stale swapchain with mismatched framebuffers.
2026-02-25 03:45:13 -08:00
Kelsi
4c8fa9f1fe Add Windows and macOS CPU affinity support
- Windows: SetThreadAffinityMask to pin main thread to core 0 and
  exclude workers from core 0
- macOS: thread_policy_set with THREAD_AFFINITY_POLICY tags to hint
  scheduler separation (tag 1 for main, tag 2 for workers)
2026-02-25 03:41:18 -08:00
Kelsi
86505ad377 Merge per-chunk water surfaces, restore incremental tile finalization, and pin main thread CPU affinity
Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.

Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.

Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
2026-02-25 03:39:45 -08:00
Kelsi
f2f6ffd2cd Fix voice gender using server data and update loading screen UI
- Use authoritative playerRace/playerGender at spawn for voice profiles
  instead of unreliable model name parsing
- Support nonbinary gender with useFemaleModel body type fallback
- Move voice setup into spawnPlayerCharacter() for all spawn paths
- Remove legacy single-player default Human Male clip preloading
- Make loading screen text black and move progress bar to top
2026-02-23 06:22:30 -08:00
Kelsi
639df4815e Handle SMSG_GAMEOBJECT_CUSTOM_ANIM to unfreeze gameobjects on use
When the server sends a custom animation packet (e.g. chest being
opened), unfreeze the M2 instance so it plays its open animation.
2026-02-23 05:39:02 -08:00
Kelsi
58681753e5 Freeze gameobject M2 animations to prevent cycling
Gameobject M2 instances (books, crates, chests) were continuously
cycling their animations because M2Renderer unconditionally loops
all sequences. Added setInstanceAnimationFrozen() and freeze all
gameobject instances at creation time so they stay in their bind pose.
2026-02-23 05:31:02 -08:00
Kelsi
30e9998a86 Add diagnostics for invisible creatures and update shadow signatures
- Log warning when WotLK M2 skin file is missing (causes invisible creatures)
- Move skin loading inside version >= 264 check to skip unnecessary readFile
- Update renderShadow header signatures to match implementation (shadow culling)
2026-02-23 04:59:39 -08:00
Kelsi
2cfa9d6b19 Remove per-frame chrono profiling from application and game handler
Strip ~30 chrono::now() calls per frame from Application::update() and
GameHandler::update() that existed only for periodic LOG_DEBUG dumps.
Retain renderer timing used by the live performance HUD overlay.
2026-02-23 04:41:22 -08:00
Kelsi
820a36ac12 Remove per-frame profiling instrumentation and periodic debug logging
Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
2026-02-23 04:26:20 -08:00
Kelsi
f4d947fab1 Make frame timing logs opt-in 2026-02-22 07:45:49 -08:00
Kelsi
6d55c19987 Stabilize net parsing and reduce texture-cache churn 2026-02-22 07:44:32 -08:00
Kelsi
ae88b226b5 Stabilize streaming memory and parser handling; revert socket recv optimizations 2026-02-22 07:26:54 -08:00
Kelsi
7dd1dada5f Work on character rendering and frustrum culling etc 2026-02-22 05:58:45 -08:00
Kelsi
e8e859384e Fix minimap MSAA pipeline, defer swapchain recreation, fix player character spawn order
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes
- Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty()
  to prevent mid-frame render pass destruction crashes on resolution/fullscreen change
- Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
2026-02-22 03:49:44 -08:00
Kelsi
ebd0084c22 Fix MSAA crash by deferring change to between frames, fix M2 GO orientation
MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.

Also add +180° to M2 game object orientation to fix facing direction.
2026-02-22 03:37:47 -08:00
Kelsi
b1a9d231c7 Fix MSAA 8x crash: clearValueCount must match attachment count
Render pass begin used 2 clear values but MSAA render pass has 3
attachments (MSAA color, depth, resolve). Vulkan requires clear
value count >= attachment count, causing a driver crash at 8x.

Also fix renderYawM2 reference removed in previous commit.
2026-02-22 03:11:21 -08:00
Kelsi
786b35ae0d Remove +90° rotation from M2 game object orientation
M2 game objects don't need the extra 90° yaw offset that was
previously applied — orientation from server is used directly.
2026-02-22 03:07:33 -08:00
Kelsi
6d213ad49b Fix M2 game object orientation to use +90° render yaw like characters
M2 game objects (signs, posts) were using orientation - 90° while
characters/NPCs use orientation + 90° for the canonical-to-render yaw
conversion. Both renderers build model matrices identically, so they
need the same offset. The old -90° was calibrated when terrain was
rotated 90°; with correct terrain the signs appeared sideways.
2026-02-22 02:31:16 -08:00
Kelsi
83b576e8d9 Vulcan Nightmare
Experimentally bringing up vulcan support
2026-02-21 22:04:17 -08:00
Kelsi
21f7b0f199 Remove nearest-known displayId model fallback cache for missing creature display mappings - that was weird and I'm done with the horror show 2026-02-21 04:18:14 -08:00
Kelsi
fa3060bdf7 Harden runtime against stutter-inducing log floods and missing display IDs
- Re-gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and DEBUG

- Deduplicate missing/failed texture warnings in asset and M2 texture loaders

- Deduplicate unhandled opcode warnings by state/opcode key in non-IN_WORLD phases

- Throttle malformed spline point-count warnings across world/classic/tbc parsers

- Ignore suspiciously huge display IDs from malformed packets with throttled warning

- Add nearest-known displayId model fallback cache for missing creature display mappings

- Clear display fallback caches on expansion reload and logout
2026-02-21 04:05:53 -08:00
Kelsi
d40cfcad90 Reduce Stormwind stutter from spawn retry churn and log I/O
- Cache non-renderable creature display IDs and fail-fast future spawn attempts

- Mark GUIDs tied to non-renderable displays as permanent failures to avoid long retry loops

- Skip queued spawn retry work immediately for known non-renderable display IDs

- Clear non-renderable display cache on expansion reload/logout

- Downgrade high-volume UNIT spawn logs to debug and fix mislabeled time-sync log
2026-02-21 03:29:13 -08:00
Kelsi
b2b196aa33 Reduce creature spawn stutter from repeated missing-display logging
- add one-time warning caches for missing CreatureDisplayInfo and missing model path lookups
- log each missing displayId/model-path only once instead of every spawn retry/frame
- remove duplicate empty-model-path warning in spawnOnlineCreature (already reported by lookup path)

This cuts high-frequency log I/O and string formatting in hotspots when server sends unknown displayIds, while preserving first-occurrence diagnostics.
2026-02-21 02:43:06 -08:00
Kelsi
1003b25ff4 Improve runtime stutter handling and ground clutter performance
- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes

- remove expensive detail dedupe scans from the hot render path

- add progressive/lazy clutter updates around player movement to smooth frame pacing

- lower noisy runtime INFO logging to DEBUG/throttled paths

- keep terrain/game screen updates responsive while preserving existing behavior
2026-02-21 01:26:16 -08:00
Kelsi
c04e97e375 Fix street sign interaction text and M2 sign orientation
Add page-text support for sign-like gameobject interactions by handling SMSG_GAMEOBJECT_PAGETEXT and SMSG_PAGE_TEXT_QUERY_RESPONSE, and issuing CMSG_PAGE_TEXT_QUERY when page IDs are available from cached GO template data.

Normalize received page text tokens before chat display and add a fallback for basic signpost GO type clicks to print sign names when no page data is present.

Correct M2 gameobject yaw alignment for signposts/arrows by applying render-space -90deg offset consistently across spawn, position update, and move-callback transforms; keep WMO orientation path unchanged.
2026-02-20 23:31:30 -08:00
Kelsi
73273a6ab5 Refine NPC virtual weapon and facial-hair resolution
- prioritize AzerothCore-compatible virtual item base indices (including 56) for NPC held weapons\n- resolve UNIT_VIRTUAL_ITEM_SLOT values strictly via Item.dbc entry -> DisplayID to avoid display-ID collisions\n- keep NPC offhand detached in this path to prevent erroneous shields/hilts\n- tighten facial geoset filtering to selected variants with minimal fallback (1xx/2xx/3xx)\n- reduce beard/sideburn overdraw while preserving selected chin/mustache channel
2026-02-20 23:09:56 -08:00
Kelsi
d76537a8aa Fix NPC virtual weapons and stabilize facial hair geosets
- resolve creature virtual item values as Item.dbc entry -> DisplayID before direct ItemDisplayInfo fallback\n- use correct WotLK virtual item base index set (starting at 56) and keep retry attach loop for late update fields\n- keep NPC main-hand weapon attachment path and clear erroneous offhand attachments\n- refactor NPC virtual weapon attach into helper with per-creature retry tracking\n- tighten humanoid facial hair geoset selection to avoid loading all beard/sideburn meshes\n- adjust facial 3xx preference to favor chin-hair channel when available
2026-02-20 23:04:57 -08:00
Kelsi
ce6887071c Refine NPC hair and facial geoset selection
- select humanoid scalp geoset by race/sex/style and filter overlapping scalp variants\n- constrain group 1 connectors to selected hair connector with safe fallback\n- add facial geoset handling for groups 100/200/300 from CharFacialHairStyles\n- allow selected facial 100 and fallback 100/101 when needed\n- map facial 200/300 directly from DBC indices (supports valid 200/300 variants)\n- keep existing NPC arm accessory suppression and clothing normalization
2026-02-20 22:28:07 -08:00
Kelsi
4e66f123eb Stabilize NPC arm appearance by removing accessory arm geosets
- exclude group 3 and group 8 from NPC geoset normalization to prevent looped/extra arm meshes\n- keep group 4 bare fallback (401) so forearms remain present\n- retain slot-aware NPC texture compositing so equipped NPCs can still tint/texturize arms without mesh artifacts
2026-02-20 22:16:57 -08:00
Kelsi
bffe8788bf Restore NPC tabard geoset selection
- include group 12 in humanoid clothing normalization\n- only enable tabard geoset when CreatureDisplayInfoExtra slot 9 is present\n- keep cape/robe conflict normalization behavior unchanged
2026-02-20 21:54:06 -08:00
Kelsi
40ce3ec97d Fix NPC clothing geoset selection and cape visibility rules
- normalize humanoid NPC clothing geosets at spawn time to avoid conflicting overlays\n- force pants-first selection for group 13 to prevent robe/kilt meshes on trouser NPCs\n- hide cloak groups for NPCs unless a renderable cape texture can actually be resolved\n- avoid falling back to missing equipment texture paths during region compositing\n- stop model-scope type-2 cape texture writes that could leak cape/white textures across shared model IDs\n- add group texture override usage in character renderer draw path\n- update character preview equipment application to reuse preview applyEquipment path\n- keep hand-only keybone fallback for attachments to prevent helmet/anchor misbinds
2026-02-20 21:50:32 -08:00
Kelsi
3368dbb9ec Fix NPC apparel fallback and reduce world-entry stutter
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing.

Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
2026-02-20 20:31:04 -08:00
Kelsi
48d9de810d Reduce runtime streaming stutter by throttling heavy spawn workloads
- Add per-frame cap for first-time creature model loads to spread expensive model/texture decode work across frames instead of burst loading.

- Keep cached creature spawns flowing while deferring uncached display IDs, preserving world population updates with smoother frame pacing.

- Defer transport WMO doodad instancing into a queued batch processor with a strict per-frame budget to avoid multi-hundred-ms spikes when ships/elevators register.

- Process deferred transport doodad batches in both normal gameplay update and loading-screen warmup loop so heavy transport setup can be amortized before and after world entry.

- Cleanup pending transport doodad batches on gameobject despawn to prevent stale work and avoid attaching children to removed parents.

- Lower character texture cache miss logging from INFO to DEBUG to reduce log I/O contention during movement-heavy asset streaming.
2026-02-20 20:00:44 -08:00
Kelsi
acb63d4f6e Hide post-login world hitch behind loading screen
- keep character-selection state until world entry load/finalize completes
- move expensive post-load setup (test transport + creature callback prep) before loading screen shutdown
- add bounded world warmup pass under loading screen to drain initial network/spawn backlog
- start intro camera pan after warmup so rotation begins when gameplay becomes visible
- guard test transport setup so it runs once per session
- add per-update world socket parse budget to prevent single-frame packet-drain stalls

This reduces visible 3-4s stutter after login by shifting startup work behind the loading screen and time-slicing packet processing.
2026-02-20 17:29:09 -08:00
Kelsi
ebaeea43cb Fix NPC movement animation sync and minimap marker behavior
- Use interpolated moveInstanceTo() for normal server NPC position deltas so walk/run animations play instead of visual sliding
- Keep hard snaps only for dead units and large corrections/teleports
- Add per-creature render position cache to drive interpolation safely across frames and clear it on spawn/despawn/reset
- Keep minimap controls visible regardless of quest-status availability
- Correct minimap NPC/quest marker projection mapping to match minimap shader transform
- Add optional nearby NPC minimap dots setting (default OFF), exposed in Gameplay > Interface and persisted in settings
2026-02-20 16:40:22 -08:00
Kelsi
504d5d2b15 Fix combat interaction, creature skin fallback, clipping, and minimap marker anchoring
- Right-click attack fallback for non-interactable hostile creatures
- Robust creature skin path resolution for WotLK/non-humanoid display skin fields
- Strengthened client-side anti-overlap spacing for active melee targets (including wolf/worg models)
- Minimap questgiver markers now use live minimap view radius and exact minimap center to prevent player-relative drift
2026-02-20 16:27:21 -08:00
Kelsi
f7372a282d Improve selected-NPC ring visuals, anchoring, and occlusion behavior
Selection ring rendering has been upgraded to better match WoW-like target feedback and remain readable across complex geometry.

Visual updates:
- Reworked ring mesh/shader from a simple two-band strip to a unit-disc + radial fragment shaping.
- Implemented a thinner outer ring profile.
- Added an inward color/alpha gradient that fades from the ring toward the center.

Placement/anchoring updates:
- Added CharacterRenderer::getInstanceFootZ() to query model foot plane from instance bounds.
- Added Application::getRenderFootZForGuid() to resolve per-GUID foot height via live instance mapping.
- Updated GameScreen target selection placement to anchor the effect at target foot Z.

Ground/surface stability:
- In renderSelectionCircle(), added floor clamping against terrain, WMO, and M2 floor probes at target XY.
- Raised final placement offset to reduce residual clipping on uneven surfaces.

Depth/visibility behavior:
- Added polygon offset during ring draw to reduce z-fighting.
- Disabled depth testing for the selection effect draw pass (with state restore) so the ring remains visible through terrain/WMO occluders, per requested behavior.

State safety:
- Restored modified GL state after selection pass (depth test / polygon offset / depth mask / cull).

Build validation:
- Verified with cmake build target "wowee" after each stage; final build succeeds.
2026-02-20 16:02:34 -08:00
Kelsi
1f7c220fdb Fix WotLK quest accept packet parsing and wolf display fallback
- Send CMSG_QUESTGIVER_ACCEPT_QUEST with trailing u8 flag on non-classic expansions to match AzerothCore parsing and prevent opcode 393 ByteBufferException.

- Keep classic/turtle on short accept packet format (guid + questId).

- Add displayId fallback for 31048/31049 to Creature\Wolf\Wolf.m2 so Diseased Young Wolf variants render instead of being dropped.
2026-02-20 03:52:22 -08:00
Kelsi
52ac3bcba3 Opcode tables: sync Classic/WotLK to canonical headers and expand logical mapping coverage
Classic: synchronized Data/expansions/classic/opcodes.json to /home/k/Desktop/classicopcodes.h with exact symbol/value parity (0 missing, 0 mismatches).

WotLK: synchronized Data/expansions/wotlk/opcodes.json to /home/k/Desktop/azerothcoreOpcodes.h and aligned symbol names to AzerothCore naming.

Logical opcode layer: expanded include/game/opcode_table.hpp and src/game/opcode_table.cpp to include missing canonical opcode symbols required by synced tables, and removed legacy alias fallback block so canonical names are used directly.

Gameplay/handler updates included from ongoing fixes: duel/taxi stale opcode cleanup, level-up/sound handling adjustments, and related parser/packet references updated to match canonical opcode identifiers.

Validated by successful full build: cmake --build build -j32.
2026-02-20 02:50:59 -08:00
Kelsi
68896b5233 Remove hardcoded WotLK defaults, use JSON as single source of truth for opcodes/fields/DBC layouts 2026-02-20 00:39:20 -08:00
Kelsi
8a9d9f47db Add combat sounds, melee ability animations, and player vocalizations
Wire CombatSoundManager into SMSG_ATTACKERSTATEUPDATE for weapon swing,
impact, and miss sounds. Add attack grunt and wound vocalizations to
ActivitySoundManager using correct WoW MPQ PC-suffix paths. Trigger
attack animation on SMSG_SPELL_GO for warrior melee abilities. Add
client-side melee range and facing checks to prevent server rejections.
Snap charge arrival to target's current position for reliable melee range.
2026-02-19 21:31:37 -08:00
Kelsi
e163813dee Add Warrior Charge ability with ribbon trail visual effect
Implements charge rush-to-target for spell IDs 100/6178/11578 with
smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs,
client-side range validation, and sound fallback chain.
2026-02-19 21:13:13 -08:00
Kelsi
da49593268 Add 3D level-up effect using LevelUp.m2 spell model
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
2026-02-19 20:36:25 -08:00
Kelsi
2bbd0fdc5f Fix movement desync: strafe animation and missing SET_FACING
Two bugs caused the client to look like a bot to server GMs:

1. Strafe animation played during forward+strafe (W+A) instead of the
   walk/run animation. Added pureStrafe guard so strafe animations only
   play when exclusively strafing (no forward key or auto-run active).

2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
   predicts movement from the last known facing; without SET_FACING the
   heartbeat position appeared to teleport each time the player changed
   direction. Now sent at up to 10 Hz whenever facing changes >3°,
   skipped while keyboard-turning (handled server-side by TURN flags).
2026-02-19 16:40:17 -08:00
Kelsi
871da33942 Clean README mentions and finalize current gameplay/UI fixes 2026-02-19 03:31:49 -08:00
Kelsi
512d60c9be Fix gossip quest flow and questgiver marker state 2026-02-19 02:04:56 -08:00