Commit graph

1340 commits

Author SHA1 Message Date
Kelsi
333ada8eb6 rendering/game: track per-entity swim state for correct water animations
- Add creatureSwimmingState_ map to track which units are swimming
- unitAnimHintCallback with animId=42 (Swim): marks entity as swimming
- unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state
- Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise
  — creatures/players now show SwimIdle when standing still in water
- Clear creatureSwimmingState_ on creature/player despawn and world reset
2026-03-10 10:36:45 -07:00
Kelsi
14c2bc97b1 rendering/game: fix other-player movement animations and add jump/swim hints
- MSG_MOVE_STOP/STOP_STRAFE/STOP_TURN/STOP_SWIM/FALL_LAND: snap entity to
  stop position (duration=0) and pass durationMs=0 to renderer so the
  Run-animation flash is suppressed; per-frame sync plays Stand on next frame
- MSG_MOVE_JUMP: fire new UnitAnimHintCallback with anim 38 (JumpMid) so
  other players and NPCs visually leave the ground during jumps
- MSG_MOVE_START_SWIM: fire UnitAnimHintCallback with anim 42 (Swim)
- Wire up UnitAnimHintCallback in application.cpp; skips Death (anim 1)
2026-03-10 10:30:50 -07:00
Kelsi
137b25f318 rendering: fix NPC movement animation IDs and remove redundant player anim
The renderer's CharAnimState machine already drives player character
animations (Run=5, Walk=4, Jump, Swim, etc.) — remove the conflicting
camera controller code added in the previous commit.

Fix creature movement animations to use the correct WoW M2 IDs:
4=Walk, 5=Run. Both the per-frame sync loop and the SMSG_MONSTER_MOVE
spline callback now use Run (5) for NPC movement.
2026-03-10 10:19:13 -07:00
Kelsi
279c30367a rendering: use Walk (anim 5) vs Run (anim 4) based on movement pace
CameraController now plays Walk (5) for backpedal/slow pace and Run (4)
for forward running (runPace), matching WoW's animation convention.
Also handles transitions between Walk and Run while already moving.
2026-03-10 10:10:46 -07:00
Kelsi
baaa063342 rendering: play Run animation during SMSG_MONSTER_MOVE spline paths
creatureMoveCallback now plays anim 4 (Run) when a spline move begins
(durationMs > 0), mirroring the per-frame sync logic so NPC/player
characters animate correctly during server-driven path moves as well
as position-sync moves.
2026-03-10 10:09:02 -07:00
Kelsi
4e137c4061 rendering: drive Run/Stand animations from actual movement state
CameraController now transitions the player character to Run (anim 4)
on movement start and back to Stand (anim 0) on stop, guarded by a
prevPlayerMoving_ flag so animation time is not reset every frame.
Death animation (anim 1) is never overridden.

Application creature sync similarly switches creature models to Run (4)
when they move between server positions and Stand (0) when they stop,
with per-guid creatureWasMoving_ tracking to avoid per-frame resets.
2026-03-10 10:06:56 -07:00
Kelsi
c8d9d6b792 rendering/game: make player model semi-transparent in ghost form
Add GhostStateCallback to GameHandler, fired when PLAYER_FLAGS_GHOST
transitions on or off in UPDATE_OBJECT / login detection. Add
setInstanceOpacity() to CharacterRenderer to directly set opacity
without disturbing fade-in state. Application wires the callback to
set opacity 0.5 on ghost entry and 1.0 on resurrect.
2026-03-10 09:57:24 -07:00
Kelsi
366321042f rendering/game: sync camera sit state from server-confirmed stand state
Add CameraController::setSitting() and call it from the StandStateCallback
so the camera blocks movement when the server confirms the player is
sitting or kneeling (stand states 1-6, 8). This prevents the player
from sliding across the ground after sitting.

Death (state 7) deliberately leaves sitting=false so the player can
still respawn/move after death without input being blocked.
2026-03-10 09:51:15 -07:00
Kelsi
9f3c236c48 game/rendering: drive player stand-state animation from SMSG_STANDSTATE_UPDATE
Add StandStateCallback to GameHandler, fired when the server confirms
a stand state change (SMSG_STANDSTATE_UPDATE). Connect in Application
to map the WoW stand state (0-8) to M2 animation IDs on the player
character model:
  - 0 = Stand → anim 0 (Stand)
  - 1-6 = Sit variants → anim 27 (SitGround)
  - 7 = Dead → anim 1 (Death)
  - 8 = Kneel → anim 72 (Kneel)

Sit and Kneel animations are looped so the held-pose frame stays
visible; Death stays on the final frame.
2026-03-10 09:46:46 -07:00
Kelsi
59c50e3beb game/rendering: play SpellCast animation during SMSG_SPELL_START
Add SpellCastAnimCallback to GameHandler, triggered on SMSG_SPELL_START
(start=true) and cleared on SMSG_SPELL_GO / SMSG_SPELL_FAILURE
(start=false) for both the player and other units.

Connect the callback in Application to play animation 3 (SpellCast) on
the player character, NPCs, and other players when they begin a cast.
The cast animation is one-shot (loop=false) so it auto-returns to Stand
when complete via the existing return-to-idle logic.

Also fire stop-cast on spell failure to cancel any stuck cast pose.
2026-03-10 09:42:17 -07:00
Kelsi
c20d7c2638 rendering: return to Stand after one-shot emote animations complete
When a non-looping animation (e.g. wave, cheer, laugh emote) reaches
its end, transition back to Stand (animation 0) rather than freezing
on the last frame. Death (animation 1) is excluded — it stays on the
final frame as expected.

Fixes NPCs and players getting stuck in emote poses after SMSG_EMOTE.
2026-03-10 09:36:58 -07:00
Kelsi
60b93cdfd9 rendering/game: remove leftover debug dump I/O from hot paths
Remove active file-I/O debug block in character_renderer.cpp that
wrote composite textures as raw binary files to /tmp on every texture
composite generation. Remove the now-unused <fstream> include.

Remove the 10-shot hex dump of decompressed SMSG_MONSTER_MOVE payloads
in game_handler.cpp (dumpCount static); format has been confirmed.
2026-03-10 09:30:59 -07:00
Kelsi
55895340e9 game: connect emote animation callback to creature/player renderers
SMSG_EMOTE packets for NPCs and other players were received but the
emoteAnimCallback_ was never wired to the rendering layer.  Register
the callback in application.cpp so that when the server sends an emote
animation ID, the corresponding CharacterRenderer instance plays it as
a one-shot animation (loop=false), falling back to idle on completion.

Lookups check creatureInstances_ first, then playerInstances_ so both
NPCs and other online players respond to server emote packets.
2026-03-10 09:25:58 -07:00
Kelsi
b2dccca58c rendering: re-enable WMO camera collision with asymmetric smoothing
Previously disabled because the per-frame raycast caused erratic zoom
snapping at doorway transitions.  Re-enable using an asymmetrically-
smoothed collision limit: pull-in reacts quickly (τ≈60 ms) to prevent
the camera from ever visibly clipping through walls, while recovery is
slow (τ≈400 ms) so walking through a doorway zooms back out gradually
instead of snapping.

Uses wmoRenderer->raycastBoundingBoxes() which already has strict wall
filters (|normal.z|<0.20, surface-alignment check, ±0.9 height band)
to ignore floors, ramps, and arch geometry.
2026-03-10 09:13:31 -07:00
Kelsi
c622e547c9 game: clear in-flight NPC/GO query sets on disconnect
pendingCreatureQueries and pendingGameObjectQueries_ were never cleared on
disconnect. If a query was sent but the response lost (e.g. server
disconnect mid-flight), the entry would remain in the pending set after
reconnect, causing queryCreatureInfo/queryGameObjectInfo to silently skip
re-issuing the query — leaving NPC and GO names unpopulated for those
entries.

Clear both sets on disconnect so reconnect sees them as unqueried and
re-sends the queries as needed. creatureInfoCache/gameObjectInfoCache_ are
intentionally preserved across sessions to avoid re-querying entries whose
responses did arrive.
2026-03-10 09:01:34 -07:00
Kelsi
6763cfcda0 game: fix log level for GameObject CREATE messages (WARNING → DEBUG)
Every GameObject CREATE block was logged at WARNING level, spamming the
warning log with doors, chests, and other world objects. Demote to DEBUG
since this is routine spawn traffic; keep transport detection at INFO since
those are noteworthy.
2026-03-10 09:00:17 -07:00
Kelsi
4f51103cdb game: clear permanent-failure and dead-creature caches on same-map reconnect
After reconnect, `creaturePermanentFailureGuids_` and `deadCreatureGuids_`
could retain stale entries for GUIDs not tracked in `creatureInstances_`
(creatures that failed to load or died before being spawned).  These stale
entries would silently block re-spawning or cause wrong death state on the
fresh CREATE_OBJECTs the server sends after reconnect.

Clear both caches in the reconnect-to-same-map path so server state is
authoritative after every reconnect.
2026-03-10 08:55:23 -07:00
Kelsi
a06ac018ea game: use targeted entity cleanup on reconnect to same map, preserving terrain
The previous reconnect fix caused loadOnlineWorldTerrain to run, which
cleared and reloaded all terrain tiles — unnecessarily heavy for a
reconnect where the map hasn't changed.

New path: when isInitialEntry=true and mapId==loadedMapId_, despawn all
tracked creature/player/GO instances from the renderer (proper cleanup),
clear all pending spawn queues, update player position, and return — the
terrain stays loaded and the server's fresh CREATE_OBJECTs repopulate
entities normally.
2026-03-10 08:50:25 -07:00
Kelsi
d22f4b30ac game: process partial UPDATE_OBJECT packets when a block parse fails
Previously, if any single block in an SMSG_UPDATE_OBJECT packet failed
to parse (e.g. unusual spline flags), the entire packet was dropped and
all entities in it were lost. On busy zones with many CREATE_OBJECTs in
one packet, one bad NPC movement block would silently suppress all NPCs
that followed it in the same packet.

- parseUpdateObject: break instead of return false on block failure,
  so already-parsed blocks are returned to the caller
- handleUpdateObject: fall through to process partial data when parsing
  returns false but some blocks were successfully parsed
2026-03-10 08:38:39 -07:00
Kelsi
54246345bb game: fix NPCs not spawning on reconnect to same map
On disconnect/reconnect to the same map, entityManager was not cleared
and creatureInstances_ still held old entries from the previous session.
When the server re-sent CREATE_OBJECT for the same GUIDs, the spawn
callback's early-return guard (creatureInstances_.count(guid)) silently
dropped every NPC re-spawn, leaving the world empty.

Fixes:
- disconnect() now calls entityManager.clear() to purge stale entities
- WorldEntryCallback gains a bool isInitialEntry parameter (true on first
  login or reconnect, false on in-world teleport/flight landing)
- Same-map optimization path skipped when isInitialEntry=true, so
  loadOnlineWorldTerrain runs its full cleanup and properly despawns old
  creature/player instances before the server refreshes them
2026-03-10 08:35:36 -07:00
Kelsi
baab997da8 ui: fix XP bar overlapping second action bar by positioning above both bars 2026-03-10 08:28:48 -07:00
Kelsi
0a157d3255 game: add area name cache from WorldMapArea.dbc for /who zone display and exploration messages
- Load WorldMapArea.dbc lazily on first use to build areaId→name lookup
- /who results now show [Zone Name] alongside level: 'Name - Level 70 [Stormwind City]'
- SMSG_EXPLORATION_EXPERIENCE now shows 'Discovered Elwynn Forest! Gained X experience.'
  instead of generic 'Discovered new area!' message when the zone name is available
- Cache is populated once per session and shared across both callsites
2026-03-10 08:06:21 -07:00
Kelsi
846ba58d2e ui,game: show creature names in quest kill count tracker and progress messages
Quest kill count tracker in the HUD now resolves creature names from the
cached creature query results and displays them as "Name: x/y" instead
of bare "x/y". The system chat progress message on kill also includes
the creature name when available, matching retail client behavior.
2026-03-10 07:45:53 -07:00
Kelsi
03c4d59592 game: fix talent state not resetting across login sessions
Replace static-local firstSpecReceived with talentsInitialized_ member
variable, reset in handleLoginVerifyWorld alongside other per-session
state. Also clear learnedTalents_, unspentTalentPoints_, and
activeTalentSpec_ at world entry so reconnects and character switches
start from a clean talent state instead of carrying over stale data.
2026-03-10 07:41:27 -07:00
Kelsi
2a9d26e1ea game,ui: add rest state tracking and rested XP bar overlay
- Track PLAYER_REST_STATE_EXPERIENCE update field for all expansions
  (WotLK=636, Classic=718, TBC=928, Turtle=718)
- Set isResting_ flag from SMSG_SET_REST_START packet
- XP bar shows rested bonus as a lighter purple overlay extending
  beyond the current fill to (currentXp + restedXp) position
- Tooltip text changes to "%u / %u XP  (+%u rested)" when bonus exists
- "zzz" indicator shown at bar right edge while resting
2026-03-10 07:35:30 -07:00
Kelsi
0ea8e55ad4 ui,game,pipeline: player nameplates always-on, level-up ring effect, vanilla tile fallback, warden null guard
- Nameplates: player names always rendered regardless of V-key toggle;
  separate cull distance 40u (players/target) vs 20u (NPCs); cyan name
  color for other players; fade alpha scales with cull distance
- Level-up: add expanding golden ring burst (3 staggered waves, 420u
  max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2
  is still attempted as a bonus on top
- Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that
  when the primary manifest is an expansion-specific DBC-only subset
  (e.g. Data/expansions/vanilla/), world terrain files fall back to
  the base Data/ extraction; wired in Application::initialize()
- Warden: map a null guard page at address 0x0 in the Unicorn emulator
  so NULL-pointer reads in the module don't crash with UC_ERR_MAP;
  execution continues past the NULL read for better diagnostics
2026-03-10 07:25:04 -07:00
Kelsi
3cdaf78369 game,warden,assets: fix unknown player names, warden heap overlap, and Vanilla Item.dbc
- game: clear pendingNameQueries on player out-of-range and DESTROY_OBJECT so
  re-entering players get a fresh name query instead of being silently skipped
- game: add 5s periodic name resync scan that re-queries players with empty names
  and no pending query, recovering from dropped CMSG_NAME_QUERY responses
- warden: fix UC_ERR_MAP by moving HEAP_BASE from 0x200000 to 0x20000000; the old
  heap [0x200000, 0x1200000) overlapped the module at 0x400000, causing Unicorn to
  reject the heap mapping and abort emulator initialisation
- warden: add early overlap check between module and heap regions to catch future
  layout bugs at init time
- assets: add loadDBCOptional() which logs at DEBUG level when a DBC is absent,
  for files that are not distributed on all expansions
- assets: use loadDBCOptional for Item.dbc (absent on Vanilla 1.12 clients) and
  fall back to server-sent itemInfoCache displayInfoId for NPC weapon resolution
2026-03-10 07:00:43 -07:00
Kelsi
dc2aab5e90 perf: limit NPC composite texture processing to 2ms per frame
processAsyncNpcCompositeResults() had no per-frame budget cap, so when
many NPCs finished async skin compositing simultaneously (e.g. right
after world load), all results were finalized in a single frame causing
up to 284ms frame stalls. Apply the same 2ms budget pattern used by
processAsyncCreatureResults. Load screen still processes all pending
composites without the cap (unlimited=true).
2026-03-10 06:47:33 -07:00
Kelsi
ac0fe1bd61 game: clear target auras when switching targets
setTarget() was not clearing targetAuras, leaving stale buff/debuff
icons from the previous target visible on the buff bar until the server
sent SMSG_AURA_UPDATE_ALL for the new target. Reset all slots to empty
on target change so the display is immediately correct.
2026-03-10 06:43:16 -07:00
Kelsi
1e53369869 game: fix player phantom model on SMSG_DESTROY_OBJECT
handleDestroyObject invoked creatureDespawnCallback_ and
gameObjectDespawnCallback_ but not playerDespawnCallback_ for PLAYER
entities. This caused the CharacterRenderer instance for nearby players
to remain alive after they received a DESTROY_OBJECT packet (e.g. when
they teleported or went out of range via server-forced despawn), leaving
phantom models in the world.

Mirror the same despawn logic used for out-of-range removal: call
playerDespawnCallback_ and clean up the per-player bookkeeping maps so
the renderer cleans up the character instance correctly.
2026-03-10 06:40:07 -07:00
Kelsi
ea9c7e68e7 rendering,ui: sync selection circle to renderer instance position
The selection circle was positioned using the entity's game-logic
interpolator (entity->getX/Y/Z), while the actual M2 model is
positioned by CharacterRenderer's independent interpolator (moveInstanceTo).
These two systems can drift apart during movement, causing the circle
to appear under the wrong position relative to the visible model.

Fix: add CharacterRenderer::getInstancePosition / Application::getRenderPositionForGuid
and use the renderer's inst.position for XY (with footZ override for Z)
so the circle always tracks the rendered model exactly. Falls back to
the entity game-logic position when no CharacterRenderer instance exists.
2026-03-10 06:33:44 -07:00
Kelsi
463e3f5ed1 game: fix party frame duplication and player name on entity re-creation
SMSG_GROUP_LIST is a full replacement packet, not a delta. handleGroupList()
was not resetting partyData before parsing, so repeated GROUP_LIST packets
pushed duplicate members onto the existing vector — a 2-player party would
show the same name 5 times if the packet was sent 5 times.

Fix: reset partyData = GroupListData{} before calling GroupListParser::parse().

Also fix player names staying "Unknown" when an entity moves out of range and
comes back: queryPlayerName() now applies the cached name to the new entity
object immediately instead of skipping when the name is already in cache.
This was causing other players' names to appear as unknown after zoning or
crossing render distance boundaries.
2026-03-10 06:21:05 -07:00
Kelsi
a2dd8ee5b5 game,ui: implement MSG_RAID_TARGET_UPDATE and display raid marks
Parse the full and single-update variants of MSG_RAID_TARGET_UPDATE to
track which guid carries each of the 8 raid icons (Star/Circle/Diamond/
Triangle/Moon/Square/Cross/Skull). Marks are cleared on world transfer.

The target frame now shows the Unicode symbol for the target's raid mark
in its faction color to the left of the name. Nameplates show the same
symbol to the left of the unit name for all nearby marked units.
2026-03-10 06:10:29 -07:00
Kelsi
90b8cccac5 ui,game: add second action bar (Shift+1-12 keybinds, slots 12-23)
Expand action bar from 12 to 24 slots (2 bars × 12). Bar 2 is rendered
above bar 1 and loaded from SMSG_ACTION_BUTTONS slots 12-23. Pressing
Shift+number activates the corresponding bar-2 slot. Drag-and-drop,
cooldown overlays, and tooltips work identically on both bars. Bar 2
fades slightly when all its slots are empty to minimize visual noise.
2026-03-10 06:04:43 -07:00
Kelsi
753790ae47 ui: show persistent zone name above minimap
Draws the current zone name centered above the minimap circle using a
gold-colored 12pt label with drop shadow. This gives players a constant
location reference without needing to trigger the full-screen zone flash.
Uses getForegroundDrawList so it renders above the minimap texture.
2026-03-10 05:52:55 -07:00
Kelsi
6f7363fbcb ui: click-to-target via nameplate hit testing
Left-clicking anywhere within a nameplate's bounding box (name text +
health bar) calls setTarget() for that unit. Uses manual mouse position
hit testing since nameplates are drawn on the background DrawList rather
than as ImGui widgets. Click is ignored when ImGui has captured the mouse
(e.g. when a window is open).
2026-03-10 05:50:26 -07:00
Kelsi
3fce3adb39 game: keep contacts_ in sync with SMSG_FRIEND_STATUS updates
When a friend goes online, offline, or is added/removed, update the
contacts_ vector in addition to friendsCache. This ensures the Friends
tab in the Social window always reflects the current state without
needing a full SMSG_CONTACT_LIST/SMSG_FRIEND_LIST refresh.
2026-03-10 05:48:37 -07:00
Kelsi
7cd8e86d3b game,ui: add ContactEntry struct and Friends tab in social frame
Store structured friend data (online status, level, area, class) that
was previously discarded in handleFriendList/handleContactList. New
ContactEntry struct lives in game_handler.hpp; getContacts() exposes it.

UI: the O-key Social window (formerly guild-only) now has a Friends tab.
- Shows online/offline status dot, name, level, and AFK/DND label
- Pressing O when not in a guild opens Social directly on the Friends tab
- The window title changed from "Guild" to "Social" for accuracy
- Non-guild players no longer get a "not in a guild" rejection on O press
2026-03-10 05:46:03 -07:00
Kelsi
f98cc32947 docs: update Discord invite link 2026-03-10 05:40:53 -07:00
Kelsi
bbf0c0b22c ui: show nameplates for all nearby units, not just target
The V toggle previously only rendered a nameplate for the currently
targeted unit. Now all nearby units get a nameplate when nameplates are
enabled, matching WoW's native behaviour:

- Target: nameplate shown up to 40 units, gold border highlight
- All other units: shown up to 20 units, dark border (no highlight)
- Fade-out range, hostility colour, level label, and health bar logic
  are all unchanged — only the per-entity distance culling changes
2026-03-10 05:38:52 -07:00
Kelsi
65c4bd1a17 ui: WoW-style clock-sweep cooldown overlay on action bar
Replace the plain yellow text cooldown overlay with a proper clock-sweep:
- Dark fan spanning the elapsed fraction of the cooldown, sweeping
  clockwise from 12 o'clock (matches WoW's native cooldown look)
- White remaining-time text with drop-shadow centered on the icon
- Minutes shown as "Xm" for cooldowns >= 60s, seconds otherwise
- Fan radius set to 1.5× the icon half-width to cover corners on the
  square icon; works for both icon and empty (label-only) slots
2026-03-10 05:36:59 -07:00
Kelsi
983c64720d ui: show party member dots on minimap
Draw a dot for each online party member that has reported a position via
SMSG_PARTY_MEMBER_STATS. Leader gets a gold dot, others get blue. A
white outline ring is drawn around each dot, and hovering over it shows
the member's name as a tooltip. Out-of-range members are silently
skipped by the existing projectToMinimap clamp logic.

Axis mapping follows the same convention as minimap pings: server posX
(east/west) → canonical Y, server posY (north/south) → canonical X.
2026-03-10 05:33:21 -07:00
Kelsi
962c640ff5 ui: add raid frames, quest log scroll-to-quest, and quest tracking polish
Raid frames:
- When groupType=1 (raid), render compact grid-style raid frames instead
  of the vertical party list that would overflow for 25/40-man groups
- Members organized by subgroup (G1-G8), up to 5 rows per subgroup column
- Each cell shows: name, health bar (green/yellow/red), power bar (class color)
- Clicking a cell targets the member; border highlight for current target
- Frames anchored above action bar area, centered horizontally

Quest log scroll-to-quest:
- openAndSelectQuest(questId) selects the quest AND scrolls the list pane
  to show it (SetScrollHereY on the first render frame after open)
- One-shot scroll: scrollToSelected_ cleared after first use so normal
  scroll behavior is unaffected afterward

Quest tracker:
- Clicking a tracked quest now calls openAndSelectQuest() — opens the log
  AND jumps to that specific quest rather than just opening to top
2026-03-10 05:26:16 -07:00
Kelsi
fb80b125bd Fix post-hearthstone asset gaps and add quest tracker interactivity
Hearthstone post-teleport fix:
- Expand same-map hearthstone precache from 5x5 to 9x9 tiles so workers
  have more tiles parsed before the player arrives at the bind point
- After same-map teleport arrival, enqueue the full load-radius tile grid
  (17x17 = 289 tiles) at the new position so background workers immediately
  start loading all WMOs/M2s visible from the new location

Quest tracker improvements:
- Clicking a quest in the tracker now opens the Quest Log (L)
- Remove NoInputs flag so the tracker window receives mouse events
- Show only tracked quests in tracker; fall back to all quests if none tracked
- Add Track/Untrack button in Quest Log details panel
- Abandoning a quest automatically untracks it
- Track state stored in GameHandler::trackedQuestIds_ (per-session)
2026-03-10 05:18:45 -07:00
Kelsi
682f47f66b game: downgrade high-frequency per-interaction LOG_INFO/WARNING to LOG_DEBUG
Demote parse-level diagnostic logs that fire on every game interaction:
- TBC/Classic gossip, quest details, quest rewards: LOG_INFO → LOG_DEBUG
- WotLK gossip, quest details/reward/request-items: LOG_INFO → LOG_DEBUG
- Attack start/stop, XP gain, loot, name query, vendor, party: LOG_INFO → LOG_DEBUG
- TBC SMSG_UPDATE_OBJECT has_transport fallback: LOG_WARNING → LOG_DEBUG
- TBC parseAuraUpdate not-in-TBC diagnostic: LOG_WARNING → LOG_DEBUG
- Turtle SMSG_MONSTER_MOVE WotLK fallback: LOG_WARNING → LOG_DEBUG

These all fire multiple times per second during normal gameplay.
2026-03-10 05:09:43 -07:00
Kelsi
f0233c092b game: downgrade false-positive LOG_WARNING calls for normal game events
SMSG_SHOW_BANK and SMSG_BUY_BANK_SLOT_RESULT are normal interactions
that were incorrectly logged at WARNING level. LOGIN_VERIFY_WORLD coord
dump is diagnostic detail, not a warning condition. Downgraded:
- SMSG_SHOW_BANK: LOG_WARNING → LOG_INFO
- SMSG_BUY_BANK_SLOT_RESULT: LOG_WARNING → LOG_INFO
- SMSG_TRANSFER_PENDING: LOG_WARNING → LOG_INFO (from previous session)
- SMSG_NEW_WORLD: LOG_WARNING → LOG_INFO (from previous session)
- LOGIN_VERIFY_WORLD coord dump: LOG_WARNING → LOG_DEBUG
2026-03-10 04:56:42 -07:00
Kelsi
4dab5daf79 game: remove duplicate initial-spells LOG_INFO and downgrade debug spell list
- world_packets.cpp::InitialSpellsParser::parse already logs spell count
  at LOG_INFO; remove the duplicate count from handleInitialSpells()
- Downgrade verbose format-detection LOG_INFO to LOG_DEBUG (packet size,
  format name, first-10 spell IDs) — these are diagnostic details that
  clutter INFO output without adding operational value
2026-03-10 04:52:22 -07:00
Kelsi
4972472b2a security+game: downgrade auth credential and high-frequency LOG_INFO to LOG_DEBUG
- AUTH HASH logs (sessionKey, hash input, digest): session key material
  must never appear in production logs at INFO level — downgrade to DEBUG
- SMSG_AUTH_CHALLENGE field details (seeds, unknown1): downgrade to DEBUG;
  keep one INFO line with format name for connection diagnostics
- SMSG_MOTD per-line content: downgrade to DEBUG; keep INFO line count
- Transport position update per-entity: fires on every update for each
  entity riding a transport — downgrade to DEBUG
2026-03-10 04:51:01 -07:00
Kelsi
dd8c2cbb20 game: downgrade per-item-query LOG_INFO to LOG_DEBUG in game_handler
queryItemInfo and handleItemQueryResponse fire for every item in
inventory, loot windows, vendor lists, and mail — potentially dozens
of times at login or when any container is opened.  Downgrade to
LOG_DEBUG to reduce noise.  Also downgrade useItemById search traces
to LOG_DEBUG; the final warning (item not found) stays at LOG_WARNING.
2026-03-10 04:48:33 -07:00
Kelsi
f22845b238 game: downgrade trainer/initial-spells diagnostic LOG_INFO to LOG_DEBUG
Debug-labeled LOG_INFO calls in handleTrainerList and handleInitialSpells
fire every time the trainer window opens or the player logs in, producing
noisy output that obscures meaningful events.

- handleTrainerList: known spells list dump, hardcoded prerequisite checks
  (527/25312), and per-spell detail lines → LOG_DEBUG
  Keep one LOG_INFO for the spell count summary (meaningful lifecycle event)
- handleInitialSpells: hardcoded spell presence checks (527/988/1180) →
  LOG_DEBUG; replace with a single LOG_INFO for spell count summary
2026-03-10 04:46:42 -07:00