Commit graph

3111 commits

Author SHA1 Message Date
Kelsi
5778ba230d fix(diagnostics): add sub-phase markers inside Renderer::beginFrame
AMD RADV crash is renderPhase=beginFrame with faultAddr=(nil) — a NULL
pointer dereference somewhere in the pre-pass chain. Add granular markers
(bf:ubo, bf:minimap, bf:worldmap, bf:preview, bf:shadow, bf:reflection,
bf:renderpass) to pinpoint the exact call.
2026-04-03 20:28:37 -07:00
Kelsi
82267320b0 fix(diagnostics): add render-phase crash markers and improve signal handling
Add signal-safe render-phase markers throughout GameScreen::render() and
Application::render() so the crash handler can report which render call was
active when a SIGSEGV occurs. The AMD RADV crash backtrace only shows 2
frames due to missing frame pointers, making it impossible to identify the
actual crash site.

Changes:
- Add volatile g_crashRenderPhase marker updated before each major render call
- Upgrade Linux signal handler to sigaction with SA_SIGINFO for faulting address
- Set ImGui CheckVkResultFn to log silent Vulkan errors in ImGui backend
- Enable -fno-omit-frame-pointer in all build configs (not just Debug/RelWithDebInfo)
2026-04-03 20:19:33 -07:00
Kelsi
b092bc2e90 fix(rendering): use deferAfterAllFrameFences for bone destruction
destroyInstanceBones loops over both frame slots (i=0,1), deferring
both boneSet[0] and boneSet[1] to the current frame's fence. When
currentFrame=0, boneSet[1] is freed after only slot 0's fence completes
while slot 1's command buffer may still be using it.

Switch both M2Renderer and CharacterRenderer bone destruction from
deferAfterFrameFence to deferAfterAllFrameFences to ensure all
in-flight frames have completed before freeing cross-slot resources.
2026-04-03 19:54:54 -07:00
Kelsi
3ac8c4d95f fix(rendering): wait all frame fences before freeing shared descriptor sets
deferAfterFrameFence only waits for one frame slot's fence, but shared
resources (material descriptor sets, vertex/index buffers) are bound by
both in-flight frames' command buffers. On AMD RADV this caused
vkFreeDescriptorSets errors and eventual SIGSEGV.

Add deferAfterAllFrameFences: queues to every frame slot with a shared
counter so cleanup runs exactly once, after the last slot is fenced.
Use it for WMO, terrain, water, and character model shared resources.
Per-frame bone sets keep using deferAfterFrameFence (already correct).

Also fix character renderer vertex format: R8G8B8A8_UINT -> _SINT to
match shader's ivec4 input (RADV validation rejects the mismatch).
2026-04-03 19:48:43 -07:00
Kelsi
def821055b fix(parsing): validate spline endPoint coords to reject false-positive format matches
The WotLK spline parser tries 6 format variants and accepts the first
that passes minimal validation (pointCount<=256, splineMode<=3). A wrong
format can pass by coincidence, consuming incorrect bytes and corrupting
all subsequent UPDATE_OBJECT blocks (e.g. maskBlockCount=219 garbage).

Add endPoint coordinate validation: reject spline parses where the
endpoint is non-finite or outside world bounds (65k). Also harden the
Turtle parser to keep successfully-parsed blocks on mid-packet failure
instead of discarding the entire packet.
2026-04-03 19:36:34 -07:00
Kelsi
40e72d535e fix(rendering): defer model buffer destruction and per-frame FXAA descriptors
CharacterRenderer::destroyModelGPU now defers vertex/index buffer
destruction when replacing models mid-stream, preventing use-after-free
on AMD RADV. FXAA descriptor sets are now per-frame to eliminate
write-read races between in-flight command buffers. Water reflection
descriptor update narrowed to current frame only.
2026-04-03 19:17:55 -07:00
Kelsi
e19bf76d88 fix(rendering): defer character renderer bone descriptor destruction
CharacterRenderer::destroyInstanceBones had the same immediate-free bug
as M2Renderer — freeing bone descriptor sets and buffers while in-flight
command buffers still reference them. Applies the same deferred pattern
via deferAfterFrameFence for the removeInstance streaming path.
2026-04-03 18:53:06 -07:00
Kelsi
345b41b810 fix(auction): resolve item GUID with fallback and gate packet format
auctionSellItem now resolves the item GUID internally via
backpackSlotGuids_ with resolveOnlineItemGuid fallback, matching the
pattern used by vendor sell and item use. Previously the UI passed
the GUID directly from getBackpackItemGuid() with no fallback, so
items with unset slot GUIDs silently failed to list.

Also gates CMSG_AUCTION_SELL_ITEM format by expansion: Classic/TBC
omits the itemCount and stackCount fields that WotLK requires.
2026-04-03 18:46:49 -07:00
Kelsi
ac5c61203d fix(rendering): defer descriptor set destruction during streaming unload
M2 destroyInstanceBones and WMO destroyGroupGPU freed descriptor sets
and buffers immediately during tile streaming, while in-flight command
buffers still referenced them — causing DEVICE_LOST on AMD RADV.

Now defers GPU resource destruction via deferAfterFrameFence in streaming
paths (removeInstance, removeInstances, unloadModel). Immediate
destruction preserved for shutdown/clear paths that vkDeviceWaitIdle
first.

Also: vkDeviceWaitIdle before WMO backfillNormalMaps descriptor rebinds,
and fillModeNonSolid added to required device features for wireframe
pipelines on AMD.
2026-04-03 18:30:52 -07:00
Kelsi
8fd4dccf6b fix(vendor): preserve repair flag across ListInventory parse
ListInventoryParser::parse() was resetting the entire ListInventoryData
struct, wiping the canRepair flag set by the gossip handler before the
server response arrived. Preserve it across the parse.

Also detect repair capability from UNIT_NPC_FLAG_REPAIR (0x1000) on the
vendor NPC entity, so direct vendors without gossip menus also show the
repair button.
2026-04-03 18:18:53 -07:00
Kelsi
8e1addf7a6 fix(rendering): increase ImGui descriptor pool from 100 to 2048
The pool was exhausted by cached spell/item/talent icon textures,
causing vkAllocateDescriptorSets to fail inside ImGui_ImplVulkan_AddTexture.
The NVIDIA driver crashed on the subsequent invalid descriptor write.

Also add a null-check on the returned descriptor set so pool exhaustion
gracefully returns VK_NULL_HANDLE instead of crashing.
2026-04-03 18:14:46 -07:00
Kelsi
2096e67bf9 fix(rendering): prevent shutdown crash from deferred cleanup use-after-free
During shutdown, VkContext::runDeferredCleanup() was executing lambdas
that called vkFreeDescriptorSets on descriptor pools already destroyed
by Renderer::shutdown(). This corrupted the validation layer's internal
state, causing a SIGSEGV during process exit on AMD RADV.

Clear the deferred queues without executing them — vkDestroyDevice
reclaims all device-child resources anyway. Also guard against the
double shutdown() call (explicit + destructor).
2026-04-03 18:02:24 -07:00
Kelsi
b2cb98e969 fix(rendering): per-image semaphores and depth-format shadow placeholder
Avoid semaphore reuse while the presentation engine still holds a
reference by switching from per-frame-slot to per-swapchain-image
semaphores with a rotating free semaphore for acquire.

Replace the R8G8B8A8_UNORM dummy white texture in CharacterPreview
with a proper D16_UNORM depth texture cleared to 1.0, matching the
sampler2DShadow expectation in shaders. AMD RADV enforces strict
format/sampler type compatibility.
2026-04-03 17:52:48 -07:00
Kelsi
4f7912cf45 fix(rendering): water reflection render pass compat, anisotropy feature, shadow pool race
Three bugs found via AMD RADV crash log:

1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but
   pipelines were created against the main pass (EARLY_FRAGMENT_TESTS |
   COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility
   → SIGSEGV when scene renders into reflection texture.

2. samplerAnisotropy was never enabled during device creation despite being
   used in sampler creation — now requested via PhysicalDeviceSelector.

3. Shadow texture descriptor pool was reset each frame while prior frame's
   command buffers might still reference it. Split into per-frame-slot pools
   so each reset is fence-guarded.
2026-04-03 17:41:14 -07:00
Kelsi
62b8a757a3 fix(rendering): skip TRANSIENT_ATTACHMENT for MSAA on GPUs without lazily allocated memory
AMD RDNA4 (9070XT) crashes with SIGSEGV when MSAA is enabled because the
driver optimizes TRANSIENT images for tile-only storage. Without lazily
allocated memory backing, the MSAA resolve reads unbacked memory. Now we
only set TRANSIENT+LAZILY_ALLOCATED when the device actually exposes that
memory type.
2026-04-03 17:23:52 -07:00
Kelsi
81a9970c91 fix(rendering): add warnings for silent texture fallbacks
M2 particle/ribbon/batch, terrain layer, and WMO material texture
resolution paths were silently falling back to white textures when
indices were out of range — making missing texture issues hard to
diagnose. Add LOG_WARNING at each silent failure point with model
name, index details, and array sizes.
2026-04-03 16:11:45 -07:00
Kelsi
791ea1919e fix(ci): add dylib verification step to macOS builds
After bundling dylibs, verify with otool -L that every non-system
dylib referenced by wowee_bin is present in the app bundle. Fails
the build if any are missing — prevents silent repeat of #36/#41.
Added to both build.yml and release.yml.
2026-04-03 15:58:29 -07:00
Kelsi Rae Davis
cf31464918
Merge pull request #43 from Kelsidavis/fix/bundle-libssl
fix(ci): bundle libssl in macOS app
2026-04-03 15:53:19 -07:00
Paul
7dd50bf1d2 fix(ci): bundle libssl in macOS app 2026-04-03 15:51:51 -07:00
Kelsi Rae Davis
a0dd10a83a
Merge pull request #40 from ldmonster/chore/testing
[chore] Add Testing — Safety Net & CI Hardening
2026-04-03 15:43:38 -07:00
Paul
e1ca43797c fix ci 2026-04-03 19:49:30 +03:00
Paul
bb2bf38921 chore: add catch2 amalgamated files to git tracking
extern/catch2 was covered by the extern/* gitignore pattern without
an exception, causing CI to fail with a missing source file error.
Added !extern/catch2 exception and committed the amalgamated files.
2026-04-03 18:46:15 +03:00
Paul
ae596a485a Merge commit '8d78976904' into chore/testing 2026-04-03 18:41:08 +03:00
Kelsi
8d78976904 refactor(ui): extract shared helpers into ui_helpers.hpp
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
DRY up renderAuraRemaining, fmtDurationCompact, classColorVec4,
classColorU32, entityClassId, classNameStr, kDispelNames, and
kRaidMarkNames — duplicated across game_screen, social_panel,
and combat_ui after the panel extraction refactors.
2026-04-03 03:45:39 -07:00
Kelsi
06a83537cf chore: re-remove dead functions reintroduced by PR #39 merge
The Lua refactor branch was based before the cleanup commit and
brought back allMacroCommands, getMacroShowtooltipArg (game_screen),
lfgJoinResultString, lfgTeleportDeniedString (game_handler).
2026-04-03 03:37:22 -07:00
Kelsi Rae Davis
fda3245550
Merge pull request #39 from ldmonster/chore/refactor-lua-engine
[chore] lua: refactor addon Lua engine API + progress docs
2026-04-03 03:20:20 -07:00
Paul
2cb47bf126 chore(testing): add unit tests and update core render/network pipelines
- add new tests:
  - test_blp_loader.cpp
  - test_dbc_loader.cpp
  - test_entity.cpp
  - test_frustum.cpp
  - test_m2_structs.cpp
  - test_opcode_table.cpp
  - test_packet.cpp
  - test_srp.cpp
  - CMakeLists.txt
- add docs and progress tracking:
  - TESTING.md
  - perf_baseline.md
- update project config/build:
  - .gitignore
  - CMakeLists.txt
  - test.sh
- core engine updates:
  - application.cpp
  - game_handler.cpp
  - world_socket.cpp
  - adt_loader.cpp
  - asset_manager.cpp
  - m2_renderer.cpp
  - post_process_pipeline.cpp
  - renderer.cpp
  - terrain_manager.cpp
  - game_screen.cpp
- add profiler header:
  - profiler.hpp
2026-04-03 09:41:34 +03:00
Paul
a2814ab082 Merge commit '7f4c274e35' into chore/refactor-lua-engine 2026-04-03 07:35:57 +03:00
Paul
a916270a13 chore(lua): refactor addon Lua engine API + progress docs
- Refactor Lua addon integration:
  - Update CMakeLists.txt for addon build paths
  - Enhance addons API headers and Lua engine interface
  - Add new Lua API addon modules (`lua_api_helpers`, `lua_api_registrations`, `lua_services`, `lua_action_api`, `lua_inventory_api`, `lua_quest_api`, `lua_social_api`, `lua_spell_api`, `lua_system_api`, `lua_unit_api`)
  - Update implementation in addon_manager.cpp, lua_engine.cpp, application.cpp, game_handler.cpp
2026-04-03 07:31:06 +03:00
Kelsi
7f4c274e35 fix(ci): limit arm64 Linux build parallelism to avoid OOM
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
The ubuntu-24.04-arm runner is memory-constrained and the full
parallel Release build was being killed by the OOM reaper, causing
the Build step to fail silently with no log output. Cap at 2 jobs.
2026-04-02 14:49:14 -07:00
Kelsi
fe1c4c622b chore: remove dead functions left behind by handler extractions
685 lines of unused code duplicated into extracted handler files
(entity_controller, spell_handler, quest_handler, warden_handler,
social_handler, action_bar_panel, chat_panel, window_manager)
during PRs #33-#38. Build is now warning-free.
2026-04-02 14:47:04 -07:00
Kelsi Rae Davis
0a4cc9ab96
Merge pull request #38 from ldmonster/chore/renderer-refactor
[chore] refactor: renderer extract domains
2026-04-02 13:18:45 -07:00
Paul
6e02b4451c Merge commit '6a938b1181' into chore/renderer-refactor 2026-04-02 13:11:08 +03:00
Paul
5af9f7aa4b chore(renderer): extract AnimationController and remove audio pass-throughs
Extract ~1,500 lines of character animation state from Renderer into a dedicated
AnimationController class, and complete the AudioCoordinator migration by removing
all 10 audio pass-through getters from Renderer.

AnimationController:
- New: include/rendering/animation_controller.hpp (182 lines)
- New: src/rendering/animation_controller.cpp (1,703 lines)
- Moves: locomotion state machine (50+ members), mount animation (40+ members),
  emote system, footstep triggering, surface detection, melee combat animations
- Renderer holds std::unique_ptr<AnimationController> and delegates completely
- AnimationController accesses audio via renderer_->getAudioCoordinator()

Audio caller migration:
- Migrate ~60 external callers from renderer->getXManager() to AudioCoordinator
  directly, grouped by access pattern:
  - UIServices: settings_panel, game_screen, toast_manager, chat_panel,
    combat_ui, window_manager
  - GameServices: game_handler, spell_handler, inventory_handler, quest_handler,
    social_handler, combat_handler
  - Application singleton: application.cpp, auth_screen.cpp, lua_engine.cpp
- Remove 10 pass-through getter definitions from renderer.cpp
- Remove 10 pass-through getter declarations from renderer.hpp
- Remove individual audio manager forward declarations from renderer.hpp
- Redirect 69 internal renderer.cpp audio calls to audioCoordinator_ directly
- game_handler.cpp: withSoundManager template uses services_.audioCoordinator;
  MFP changed from &Renderer::getUiSoundManager to &AudioCoordinator::getUiSoundManager
- GameServices struct: add AudioCoordinator* audioCoordinator member
- settings_panel: applyAudioVolumes(Renderer*) -> applyAudioVolumes(AudioCoordinator*)
2026-04-02 13:06:31 +03:00
Kelsi Rae Davis
6a938b1181
Merge pull request #37 from ldmonster/chore/application-extract-appearance-controller
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
[chore] refactor: application extract appearance controller
2026-04-02 00:26:59 -07:00
Paul
5ef600098a chore(renderer): refactor renderer and add post-process + spell visuals systems
- Updated core render pipeline and renderer integration in CMakeLists.txt, renderer.cpp, renderer.hpp
- Added post-process pipeline module:
  - post_process_pipeline.hpp
  - post_process_pipeline.cpp
- Added spell visual system module:
  - spell_visual_system.hpp
  - spell_visual_system.cpp
- Adjusted application/audio integration:
  - application.cpp
  - audio_coordinator.cpp
2026-04-02 00:21:21 +03:00
Paul
1c0e9dd1df chore(application): extract appearance controller and unify UI flow
- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates
- Update UI components and managers to use new service layer:
  - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager`
- Adjust core application entrypoints:
  - application.cpp
- Update component implementations for new controller flow:
  - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp`

These staged changes implement a major architectural refactor for UI/appearance controller separation
2026-04-01 20:59:17 +03:00
Paul
d43397163e refactor: decouple Application singleton by extracting core subsystems and updating interfaces
- Add `audio::AudioCoordinator` interface and implementation
- Modify `Application` to reduce singleton usage and move controller responsibilities:
  - application.hpp
  - application.cpp
- Update UI and audio headers/sources:
  - game_screen.hpp
  - game_screen.cpp
  - ui_manager.hpp
  - audio_coordinator.hpp
  - audio_coordinator.cpp
- Project config touched:
  - CMakeLists.txt
2026-04-01 20:38:37 +03:00
Paul
9b38e64f84 "Fix and refine app initialization flow
- Update core application startup paths and cleanup logic
- Adjust renderer & input subsystem integration for stability
- Address recent staging source updates with robust error handling"
2026-04-01 20:06:26 +03:00
Paul
afeaa13562 chore(application): extract entity spawner + composer, apply app and UI updates
- add include/core/appearance_composer.hpp + src/core/appearance_composer.cpp
- update include/core/application.hpp + src/core/application.cpp
- update src/ui/game_screen.cpp
- adjust CMakeLists.txt and README.md for new composer module
2026-04-01 13:31:48 +03:00
Kelsi
b10a2c28d6 fix(core): guard entity spawner callbacks in asset-failure mode
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
2026-03-31 22:10:20 -07:00
Kelsi
c717330f4f fix(ci): bundle Vulkan loader dylibs in macOS app 2026-03-31 22:00:12 -07:00
Kelsi Rae Davis
2ba54988bb
Merge pull request #35 from ldmonster/chore/application-extract-entity-spawner
[chore] refactor: Extract `EntitySpawner` module from `Application`
2026-03-31 21:52:59 -07:00
Kelsi Rae Davis
9eb8ca2988
Merge pull request #33 from ldmonster/chore/game-screen-extract
[chore] refactor(ui): GameScreen — extract 7 UI sub-panels
2026-03-31 21:52:48 -07:00
Paul
cf3ae3bbfe chore(application): refactor app lifecycle and add entity spawner module
- updated CMakeLists.txt to include new module targets
- refactored application.hpp + application.cpp
- added new `entity_spawner` headers + sources:
  - entity_spawner.hpp
  - entity_spawner.cpp
2026-03-31 22:01:55 +03:00
Paul
b6e4e405b6 Merge commit 'ea8b0d9305' into chore/game-screen-extract 2026-03-31 20:17:21 +03:00
Paul
0e6aaeb44e fix warnings, remove phases from commentaries 2026-03-31 20:11:28 +03:00
Paul
43aecab1ef Merge commit '32bb0becc8' into chore/game-screen-extract 2026-03-31 19:51:37 +03:00
Paul
c9353853f8 chore(game-ui): extract GameScreen domains
- Extracted `GameScreen` functionality into dedicated UI domains
- Added new panels:
  - `action_bar_panel`
  - `combat_ui`
  - `social_panel`
  - `window_manager`
- Updated `game_screen` + CMakeLists.txt integration
- Added new headers and sources under ui and ui
2026-03-31 19:49:52 +03:00
Kelsi
ea8b0d9305 fix: reduce warmup ground-check timeout from 20s to 5s
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
The warmup loop waited up to 20 seconds for getHeightAt() to return a
terrain height within 15 units of spawn Z before accepting the ground
as ready. In practice, the terrain was loaded and the character was
visibly standing on it, but the height sample didn't match closely
enough (terrain LOD, chunk boundary, or server Z vs client height
mismatch).

Reduce the tile-count fallback timeout from 20s to 5s: if at least 4
tiles are loaded after 5 seconds, accept the ground as ready. The
exact height check still runs in the first 5 seconds for fast-path
cases where it does match.
2026-03-31 01:27:32 -07:00