Commit graph

24 commits

Author SHA1 Message Date
Kelsi
b0fafe5efa fix: stabilize turtle world entry session handling 2026-03-15 01:21:23 -07:00
Kelsi
1c1cdf0f23 Fix Windows socket WSAENOTCONN disconnect; add boss encounter frames
Socket fixes (fixes Windows-only connection failure):
- WorldSocket::connect() now waits for non-blocking connect to complete with
  select() before returning, preventing WSAENOTCONN on the first recv() call
  on Windows (Linux handles this implicitly but Windows requires writability
  poll after non-blocking connect)
- Add net::isConnectionClosed() helper: treats WSAENOTCONN/WSAECONNRESET/
  WSAESHUTDOWN/WSAECONNABORTED as graceful peer-close rather than recv errors
- Apply isConnectionClosed() in both WorldSocket and TCPSocket recv loops

UI:
- Add renderBossFrames(): displays boss unit health bars in top-right corner
  when SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT has active slots; supports
  click-to-target and color-coded health bars (red→orange→yellow as HP drops)
2026-03-09 20:05:09 -07:00
kittnz
9dd15ef922 Make this compatible to build with MSVS 2022 2026-02-23 16:30:49 +01:00
Kelsi
17a2a1f7ef Optimize world socket buffer handling and logging 2026-02-22 08:16:54 -08:00
Kelsi
9c8cd44803 Optimize threading and texture fallback stability 2026-02-22 08:12:08 -08:00
Kelsi
6d55c19987 Stabilize net parsing and reduce texture-cache churn 2026-02-22 07:44:32 -08:00
Kelsi
4ea4cb761c Optimize logging and make world packet parser callback-safe 2026-02-22 06:38:41 -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
e304931435 Fix CodeQL weak-crypto suppressions: switch lgtm to codeql inline format
The old `// lgtm [cpp/...]` comments used a space (invalid syntax) and
were placed on preceding lines rather than inline with the flagged code.
GitHub's CodeQL action v3 requires `// codeql[query-id]` on the same
line as the flagged expression. All four alert sites updated:

- world_socket.cpp: encryptCipher/decryptCipher.init() (protocol RC4)
- warden_module.cpp: decryptRC4() call (Warden protocol RC4)
- warden_crypto.cpp: initRC4() calls (Warden stream cipher init)
- game_handler.cpp: wardenLoadedModule_->load() (MD5+RC4 via Warden)

All uses are protocol-mandated by Blizzard's WoW/Warden spec and cannot
be replaced without breaking server interoperability.
2026-02-19 17:06:49 -08:00
Kelsi
c69457ae3b apply pending protocol, ui, audio, and CodeQL fixes 2026-02-19 16:17:06 -08:00
Kelsi
eacecddfb0 Fix real bugs found by clang-tidy
- game_handler.cpp: use-after-move on node.id after std::move(node)
  (save nodeId before the move)
- tcp_socket.cpp, world_socket.cpp: virtual call in destructor bypasses
  dispatch; use qualified TCPSocket::disconnect() / WorldSocket::disconnect()
  to make intent explicit
- wmo_renderer.cpp: float loop counters risk precision drift; replace with
  integer step counts and reconstruct float from index
- game_screen.cpp: (float + 0.5) cast to int is incorrect rounding;
  use std::lround instead
2026-02-18 20:02:12 -08:00
Kelsi
8a468e9533 Add mailbox system and fix logging performance stutter
Implement full mail send/receive: SMSG_SHOW_MAILBOX, CMSG_GET_MAIL_LIST,
SMSG_MAIL_LIST_RESULT, CMSG_SEND_MAIL, SMSG_SEND_MAIL_RESULT, mail take
money/item/delete/mark-as-read, and inbox/compose UI windows.

Fix periodic stuttering in Stormwind caused by synchronous per-line disk
flushes in the logger — remove fileStream.flush() and std::endl, downgrade
high-volume per-packet/per-model/per-texture LOG_INFO to LOG_DEBUG.
2026-02-15 14:00:41 -08:00
Kelsi
430c2bdcfa Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
2026-02-13 16:53:28 -08:00
Kelsi
58e1cc47b9 WorldSocket: parse buffered packets before handling FIN close 2026-02-13 01:47:56 -08:00
Kelsi
275914b4db Fix character appearance, previews, mount seat, and online unequip 2026-02-12 14:55:27 -08:00
Kelsi
615efd01b7 Harden packet framing/logging and checkpoint current workspace state 2026-02-12 02:27:59 -08:00
Kelsi
3c13cf4b12 Fix talent system packet parsing and rank logic
- Parse SMSG_TALENTS_INFO with correct byte-for-byte structure:
  * Header: uint8 spec, uint8 unspent, be32 talentCount, be16 entryCount
  * Entries: entryCount × (le32 id + uint8 rank)
  * Glyphs: uint8 glyphSlots + glyphSlots × le16 glyphId
- Fix rank storage: store all talents from packet (rank 0 = first point)
- Fix UI rank logic: send rank 0 for new, rank+1 for upgrades
- Fix rank display: show (rank+1) for learned talents
- Add sanity checks: entryCount max 64, glyphSlots max 12
- Add network boundary logging for packet debugging
2026-02-10 13:16:38 -08:00
Kelsi
6f797922ea Add comprehensive packet boundary debugging for quest opcodes
Logs for opcodes 0x18F, 0x18D, 0x188, 0x186:
- Raw header bytes (size + opcode)
- Total packet size vs buffer size
- Payload hex dump (first 16 bytes)
- Next packet header preview

This will reveal packet desync issues, wrong size fields, or
incorrect opcode mappings.
2026-02-09 23:15:45 -08:00
Kelsi
dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
7128ea1417 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
c28376e193 Fix online mode creature spawning and packet parsing
- Fix encryption desync by tracking decrypted header bytes in world socket
- Fix UPDATE_OBJECT movement block parsing to handle 3.3.5a update flags
- Fix UNIT_FIELD_DISPLAYID index (67, not 71)
- Add creature spawn/despawn callbacks with DBC-based model loading
- Add SMSG_COMPRESSED_UPDATE_OBJECT opcode support
2026-02-05 21:55:52 -08:00
Kelsi
82a44659b4 Fix world server authentication for AzerothCore
- Use 6-byte CMSG header (uint16 size + uint32 opcode) for client-to-server
- Enable RC4 encryption immediately after sending AUTH_SESSION
- Encrypt all 6 header bytes to match AzerothCore expectations
- Add 8-byte addon info (addonCount + clientTime) for proper parsing
- Fix CharCreateResult enum to use correct WoW 3.3.5a response codes
- Add CHAR_NAME_* error codes for name validation messages
- Allow character list refresh from CHAR_LIST_RECEIVED state
2026-02-05 21:03:11 -08:00
Kelsi
6bf3fa4ed4 Add Windows cross-platform support alongside Linux
Replace POSIX-specific socket and process APIs with portable
abstractions so the project builds on both Windows and Linux.

- Add include/network/net_platform.hpp: Winsock2/POSIX socket
  abstraction (socket types, non-blocking, error handling,
  WSAStartup lifecycle)
- Add include/platform/process.hpp: CreateProcess/fork+exec
  abstraction for spawning ffplay subprocesses
- Update network module (tcp_socket, world_socket) to use
  portable socket helpers instead of raw POSIX calls
- Update audio module (music_manager, footstep_manager,
  activity_sound_manager) to use portable process helpers
  instead of fork/exec/kill/waitpid
- Replace hardcoded /tmp/ paths with std::filesystem::temp_directory_path()
- Link ws2_32 and SDL2main on Windows in CMakeLists.txt
2026-02-03 22:25:41 -08:00
Kelsi
ce6cb8f38e Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00