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)
- 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
- 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
Account for PIN/matrix/authenticator extra data in packet size
calculation to prevent receive buffer corruption. Add hex dump
of raw auth packets and show actual server error codes.
Three critical bugs fixed:
- LOGON_CHALLENGE request: set protocol byte to 0x03 (was 0x00) and
reverse FourCC strings (game/platform/os/locale) to match real client
- Response parsers: remove double-read of opcode byte that shifted all
field reads by one, preventing successful auth with real servers
- LOGON_PROOF response sizes: success=32 bytes, failure=4 bytes to match
TrinityCore/AzerothCore format
Also adds missing auth result codes (0x13-0x20, 0xFF) including
IGR_WITHOUT_BNET (0x17) which Warmane was returning.
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