Commit graph

238 commits

Author SHA1 Message Date
Kelsi
2a7fba1f2a Eliminate per-frame allocations in M2 renderer to reduce CPU stutter
Use persistent vectors for animation work indices, futures, and glow sprites instead of allocating each frame.
2026-02-09 00:41:07 -08:00
Kelsi
730017ce61 Replace process-spawning audio with miniaudio for non-blocking playback
Eliminates severe stuttering from fork/exec + disk I/O by streaming audio directly from memory using miniaudio library.
2026-02-09 00:40:50 -08:00
Kelsi
51e93808b3 Add dynamic memory-based asset caching and aggressive loading
- Add MemoryMonitor class for dynamic cache sizing based on available RAM
- Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles)
- Scale worker threads to 75% of logical cores (no cap)
- Increase cache budget to 80% of available RAM, max file size to 50%
- Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances
- Fix camera positioning during taxi flights (external follow mode)
- Add 2-second landing cooldown to prevent re-entering taxi mode on lag
- Update interval reduced to 33ms for faster streaming responsiveness

Optimized for high-memory systems while scaling gracefully to lower-end hardware.
Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
2026-02-08 23:15:26 -08:00
Kelsi
132c6aebbc Add 1GB RAM cache for decompressed MPQ files
Eliminates repeated MPQ decompression overhead by caching decompressed
files in RAM with LRU eviction. Major performance improvement for file access.

Problem:
- Every readFile() call decompresses from MPQ (expensive!)
- M2 models, textures, WMO files decompressed repeatedly
- No caching of decompressed data
- MPQ decompression is CPU-intensive (zlib/bzip2)

Solution:
- Added 1GB LRU file cache to AssetManager
- Cache hit: instant return of decompressed data
- Cache miss: decompress once, cache for future access
- LRU eviction when cache full (removes least recently used)
- Don't cache files >100MB (avoid giant WMO chunks)
- Thread-safe with existing readMutex

Implementation:
- CachedFile struct: data + lastAccessTime
- fileCacheAccessCounter for LRU tracking
- Hit/miss statistics for monitoring
- Budget: 1GB (modern RAM easily handles this)

Performance impact:
- First load: same speed (decompress + cache)
- Subsequent loads: instant (no decompression)
- Expected 70-90% hit rate during normal play
- Huge benefit for frequently accessed models

Cache stats logged on shutdown to monitor effectiveness.
2026-02-08 22:37:29 -08:00
Kelsi
9e0dc76735 Add collision query caching to reduce map traversal overhead
Caches floor height checks to skip redundant collision queries when position
hasn't changed significantly. Major performance improvement during movement.

Problem:
- 17+ collision queries per frame during movement
- getFloorHeight calls expensive (WMO/terrain/M2 raycasts)
- Same queries repeated when barely moving

Solution:
- Cache last collision check position and result
- Skip checks if moved < 15cm (COLLISION_CACHE_DISTANCE)
- Update cache when threshold exceeded or result changes

Implementation:
- Added lastCollisionCheckPos_, cachedFloorHeight_, hasCachedFloor_
- Check distance moved before main ground height query
- Reuse cached floor height for micro-movements
- Full collision check only when meaningfully repositioned

Performance impact:
- Stationary/slow: ~90% reduction in collision queries
- Fast movement: Still helps on same-tile micro-adjustments
- No accuracy loss (15cm is smaller than collision step size)

This addresses "computationally heavy" operations during map traversal.
2026-02-08 22:30:37 -08:00
Kelsi
18a9c45e25 Add mount pitch and roll for realistic taxi flight animation
Flying mounts now tilt and bank realistically during taxi flights:
- Pitch (up/down): calculated from spline tangent's z-component (altitude change)
- Roll (banking): proportional to turn rate, clamped to ~40 degrees
- Yaw: existing horizontal orientation from spline direction

Implementation:
- Added mountPitch_ and mountRoll_ to Renderer (radians)
- Updated TaxiOrientationCallback to pass yaw, pitch, roll
- Calculate pitch using asin(tangent.z) for altitude tilt
- Calculate roll from yaw change rate: -orientDiff * 2.5, clamped to ±0.7 rad
- Applied to mount rotation: glm::vec3(pitch, roll, yaw)

This fixes the "weirdness" where mounts flew sideways or without natural banking.
2026-02-08 22:05:38 -08:00
Kelsi
55187414cf Fix taxi mount orientation and eliminate tile loading hitches
Fixes two critical taxi flight issues:

1. Mount orientation now correctly faces flight direction:
   - Prevent camera controller from updating facingYaw during taxi (externalFollow_ check)
   - Taxi orientation callback system updates mount rotation from spline tangent
   - Initial orientation set when flight starts
   - Smooth Catmull-Rom spline interpolation for natural curved paths

2. Eliminate frame hitches from tile loading during flight:
   - New taxiFlightStartCallback uploads ALL precached tiles to GPU before flight begins
   - Previously tiles loaded async during 3s mount delay but uploaded 1/frame during flight
   - Now processAllReadyTiles() blocks briefly after mount delay to batch upload everything
   - Combined with 2.0s terrain update interval and aggressive culling for smooth flight

Additional optimizations:
   - Aggressive taxi culling: skip models <15 units, all foliage/trees, underwater objects
   - Max render distance reduced to 150 units during taxi
   - Movement heartbeat packets disabled during taxi (server controls position)
   - Reduced taxi speed from 32 to 18 units/sec to prevent streaming overload
2026-02-08 22:00:33 -08:00
Kelsi
d7d6fe9810 Implement comprehensive taxi flight optimizations and proper spline paths
Major improvements:
- Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain)
- Add 3-second mounting delay with terrain precaching for entire route
- Implement LOD system for M2 models with distance-based quality reduction
- Add circular terrain loading pattern (13 tiles vs 25, 48% reduction)
- Increase terrain cache from 2GB to 8GB for modern systems

Performance optimizations during taxi:
- Cull small M2 models (boundRadius < 3.0) - not visible from altitude
- Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles
- Disable specular lighting on M2 models - saves Blinn-Phong calculations
- Disable shadow mapping on M2 models - saves shadow map sampling and PCF

Technical details:
- Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain
- Build full path from node pairs using TaxiPathEdge lookup
- Precache callback triggers during mounting delay for smooth takeoff
- Circular tile loading uses Euclidean distance check (dx²+dy² <= r²)
- LOD fallback to base mesh when higher LODs unavailable

Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
2026-02-08 21:32:38 -08:00
Kelsi
1eaaeb10e6 Tighten WMO collision detection when inside buildings
When inside a WMO, use:
- Smaller sweep step size (0.20 vs 0.35) for more frequent collision checks
- Tighter player radius (0.45 vs 0.50) for less claustrophobic corridors
- Stronger push response (0.12 vs 0.08 max) for more responsive walls

Prevents clipping through walls in tight indoor spaces while keeping
outdoor movement smooth.
2026-02-08 20:20:37 -08:00
Kelsi
8fa8ed9b6f Add M2 collision mesh parsing and mesh-based wall/floor collision
Parse bounding vertices, triangles, and normals from M2 files and use
them for proper triangle-level collision instead of AABB heuristics.
Spatial grid bucketing for efficient queries, closest-point wall push
with soft clamping, and ray-triangle floor detection alongside existing
AABB fallback.
2026-02-08 19:56:17 -08:00
Kelsi
756ae30d62 Fix WMO ramp/stair clipping with WoW-style floor snap and collision fixes
Remove active group fast path from getFloorHeight to fix bridge clipping.
Replace ground smoothing with immediate step-up snap (WoW-style: snap up,
smooth down). Accept upward Z from wall collision at all call sites. Skip
floor-like surfaces (absNz >= 0.45) in wall collision to prevent false
wall hits on ramps. Increase getFloorHeight allowAbove from 0.5 to 2.0
for ramp reacquisition. Prefer highest reachable surface in floor selection.
2026-02-08 17:38:30 -08:00
Kelsi
1192a83726 Add multi-tier unstuck system with void fall detection
Replace broken hardcoded-coordinate unstuck with tiered fallbacks:
last safe position > hearth bind > map spawn. Track safe positions
only on real geometry, let player fall after 500ms with no ground,
and auto-trigger unstuck after 5s of continuous falling.
2026-02-08 15:37:34 -08:00
Kelsi
0755e6cc80 Fix /unstuckgy hang by skipping WMO floor search
Add CameraController::teleportTo() that directly places the player at
the target position without the expensive floor-search loop in reset().
The loop does hundreds of WMO collision checks which hangs in cities.
2026-02-08 15:13:55 -08:00
Kelsi
44fdd5e3aa Fix trainer buy packet and grey out unmet prerequisites
CMSG_TRAINER_BUY_SPELL was missing the trainerId field — server expects
guid(8) + trainerId(4) + spellId(4) = 16 bytes, not 12. Spells with
unmet prerequisites (chainNode1/2/3), insufficient level, or already
known are now greyed out with disabled Train buttons. Tooltips show
prerequisite status in green/red.
2026-02-08 15:03:43 -08:00
Kelsi
f15dba80ba Fix trainer buy spell and add specialization tabs
Fix SMSG_BINDPOINTUPDATE opcode from 0x1B3 to 0x155 — the old value
collided with SMSG_TRAINER_BUY_SUCCEEDED, causing buy responses to be
misinterpreted as bindpoint updates. Add specialization tabs using
SkillLineAbility.dbc to group spells by class spec (category 7).
2026-02-08 14:46:01 -08:00
Kelsi
64a19657a7 Add trainer dialog system with spell list UI and buy support 2026-02-08 14:33:39 -08:00
Kelsi
475537f09a Add idle yawn emote and hearth home tooltip 2026-02-08 03:39:02 -08:00
Kelsi
915e7bfd7d Add bindpoint support and WMO snap fix 2026-02-08 03:32:00 -08:00
Kelsi
0ecc551fa9 Add /unstuckgy and 2GB terrain tile cache 2026-02-08 03:24:12 -08:00
Kelsi
22967debdb Fix taxi flights, mounts, and movement recovery 2026-02-08 03:05:38 -08:00
Kelsi
b520652242 Preload terrain textures on background thread and fix ramp Z-snapping
Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.
2026-02-08 01:16:23 -08:00
Kelsi
7748e61edd Add transport support, gameobject queries, and fix item use
- Add setInstancePosition() to M2Renderer and WMORenderer for moving
  transport instances at runtime
- Detect UPDATEFLAG_TRANSPORT on gameobjects and track transport GUIDs
- Parse player-on-transport state from movement blocks
- Wire transport move callback in Application to update render positions
- Implement CMSG_GAMEOBJECT_QUERY / SMSG_GAMEOBJECT_QUERY_RESPONSE so
  gameobjects display proper names instead of "Unknown"
- Add name/entry fields to GameObject entity class
- Fix CMSG_USE_ITEM packet: remove extra uint8 that shifted the item
  GUID by one byte, breaking hearthstone and all item usage
- Remove redundant CMSG_LOOT after CMSG_GAMEOBJECT_USE for chests
- Show PvP enabled/disabled state in toggle message
- Relax WMO ramp wall-collision step-up check to allow walking on
  gentle ramps where floor rise per step is under 0.1 units
- Add M2 fallback when WMO group files fail to load for gameobjects
- Handle re-creation of existing gameobject render instances by
  updating position instead of silently ignoring
2026-02-08 00:59:40 -08:00
Kelsi
e3a1aa6061 Add arena/BG opcodes, fix mount speed, buff bar icons, and autorun cancel
Add 36 arena and battleground opcodes with handlers for queue status, team events, invites, and errors. Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (uint8 not uint32) and remove manual mount speed tracking. Buff bar now shows spell icons and is positioned below the minimap. Both mouse buttons cancel autorun.
2026-02-07 23:47:43 -08:00
Kelsi
631e145489 Fix spirit healer resurrection with correct opcodes
Corrected death/resurrection opcode values (SMSG_SPIRIT_HEALER_CONFIRM=0x222, CMSG_SPIRIT_HEALER_ACTIVATE=0x21C, SMSG_RESURRECT_REQUEST=0x15B, CMSG_RESURRECT_RESPONSE=0x15C) and added resurrect dialog UI.
2026-02-07 23:12:24 -08:00
Kelsi
4a8a78c50d Refine resurrection flow 2026-02-07 21:47:14 -08:00
Kelsi
ca867f5c83 Fix chat focus and spirit healer confirm 2026-02-07 21:12:54 -08:00
Kelsi
f4c3c850bc Improve spirit healer dialog and target UI 2026-02-07 21:00:05 -08:00
Kelsi
caa7f22f59 Improve targeting, minimap, and bridge collisions 2026-02-07 20:51:53 -08:00
Kelsi
b52e81182d Fix movement, mounts, and terrain seams 2026-02-07 20:24:25 -08:00
Kelsi
9556d49ca1 Fix mounted first-person camera pivot 2026-02-07 20:05:07 -08:00
Kelsi
6f1f3b295b Load emotes from DBC 2026-02-07 20:02:14 -08:00
Kelsi
2cc2eb7f60 Add gameobject interaction and taxi activation 2026-02-07 19:44:03 -08:00
Kelsi
752e3dc80a Add tiled particle atlas support 2026-02-07 19:20:37 -08:00
Kelsi
c86d06bc32 Fix taxi node names and add flight path cost display
TaxiNodes.dbc name was read from field 6 (Korean locale, empty) instead
of field 5 (enUS). Add BFS-based cost computation from TaxiPath.dbc
edges and display gold/silver/copper next to each destination.
2026-02-07 19:04:15 -08:00
Kelsi
549b4f63bf Add mount rider bob and hoofbeat sounds, improve world map
- Rider character bobs with mount's run animation (sinusoidal, 0.12u amplitude)
- Mount hoofbeat footstep sounds triggered at 4 points per animation cycle
- M key opens map directly to player's current zone instead of continent
- Mouse wheel scroll zooms map in/out between world, continent, and zone views
- Fog of war darkens unexplored zones on continent view, clears on visit
2026-02-07 18:38:36 -08:00
Kelsi
a123d2a49a Fix mount stability, speed parsing, combat dismount, and self-targeting
- Fix SMSG_FORCE_RUN_SPEED_CHANGE parsing (missing uint32 field caused garbage speed)
- Always send speed ACK to prevent server stall, even on invalid values
- Defer mount model loading to next frame to avoid render-loop hang
- Compute mount height from tight vertex bounds instead of M2 header bounds
- Dismount when entering combat or casting spells while mounted
- Prevent auto-attacking yourself when self-targeted
- Leave combat when 40+ yards from target, close vendor at 15+ yards
- Pre-open X11 display for reliable mouse release in signal handlers
2026-02-07 18:33:14 -08:00
Kelsi
6ba143ddc0 Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
2026-02-07 17:59:40 -08:00
Kelsi
b11821a659 Fix M2 interior lighting and carpet sliding
- M2 interior darkening now uses global player-inside-WMO flag instead
  of per-instance queries that were unreliable
- Fix carpet/rug sliding by skipping lateral collision push when player
  is standing on top of any stepable low object, not just platforms
2026-02-07 17:05:30 -08:00
Kelsi
74a6e33608 Fix /unstuck to use full floor search via camera reset
The previous approach used getFloorHeight which has tight spatial query
bounds and couldn't find WMO floors far above the player. Now uses
reset() which does multi-radius WMO/terrain scanning.
2026-02-07 17:01:41 -08:00
Kelsi
e8f8426a43 Add taxi system, fix WMO interior lighting, ramp collision, and /unstuck
- Implement flight path system: SMSG_SHOWTAXINODES parser, CMSG_ACTIVATETAXIEXPRESS builder, BFS multi-hop pathfinding through TaxiNodes/TaxiPath DBC, taxi destination UI, movement blocking during flight
- Fix WMO interiors too dark by boosting vertex color lighting multiplier
- Dim M2 objects inside WMO interiors (rugs, furniture) via per-instance interior detection
- Fix ramp/stair clipping by lowering wall collision normal threshold from 0.85 to 0.55
- Restore 5-sample cardinal footprint for ground detection to fix rug slipping
- Fix /unstuck command to reset player Z to WMO/terrain floor height
- Handle MSG_MOVE_TELEPORT_ACK and SMSG_TRANSFER_PENDING for hearthstone teleports
- Fix spawning under Stormwind with online-mode camera controller reset
2026-02-07 16:59:20 -08:00
Kelsi
0e570fef96 Add tilde key toggle for auto-run
Pressing ~ toggles auto-run (continuous forward movement). Pressing W or S
cancels it. Also cancelled on respawn/teleport.
2026-02-07 16:05:13 -08:00
Kelsi
6a2ff2093f Fix ramp clipping by tightening sweep steps, disable shadows by default
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.

Shadows disabled by default in renderer, settings UI, and settings defaults.
2026-02-07 16:00:57 -08:00
Kelsi
81fe53c72f Fix underground spawns in Stormwind, redesign delete character button
Spawn fix: floor probe used terrain height (underground) instead of server
position when searching for spawn floor. Now probes from max(terrain, serverZ)
so WMO city surfaces above terrain are found correctly. Also invalidates
floor cache on respawn.

Delete button: moved from details panel to bottom row (small, red, far right).
Two-stage confirmation with modal popups: first asks "are you sure", second
warns "THIS CANNOT BE UNDONE" with red DELETE PERMANENTLY button.
2026-02-07 15:58:18 -08:00
Kelsi
34b75d18ee Optimize collision further: skip when stationary, cache floor height, fix drop bug
- Skip wall collision sweep entirely when player isn't moving (saves all
  collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
  follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
  by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
2026-02-07 15:54:33 -08:00
Kelsi
ab527716e5 Add per-group spatial grid for WMO collision and reduce collision call frequency
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
2026-02-07 15:47:43 -08:00
Kelsi
ea05e49ceb Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
Kelsi
59547448ea Skip bone computation for off-screen M2 instances, sort by model for batched VAO binds, and eliminate sqrt in distance fade 2026-02-07 14:37:14 -08:00
Kelsi
80e76aa3e8 Parallelize M2 bone matrix computation across worker threads
Split the M2 animation update loop into three phases: sequential animation state update, parallel bone matrix computation via std::async (when 32+ animated instances), and sequential particle update. Each thread processes a disjoint slice of instances so no synchronization is needed.
2026-02-07 14:28:14 -08:00
Kelsi
37062cff66 Track player skills from update fields and display in character screen
Extract skill data from PLAYER_SKILL_INFO_1_1 update fields (636-1019), detect
skill increases with chat messages, and replace placeholder Skills tab with live
data grouped by category with progress bars.
2026-02-07 14:21:50 -08:00
Kelsi
6d8732e5cc Only face target when in combat, not when selecting friendly NPCs 2026-02-07 13:56:58 -08:00