- Add item class/subclass category filters (Weapon, Armor, etc.) with correct WoW 3.3.5a IDs
- Add sell item picker dropdown with icons and Create Auction button
- Add pagination (Prev/Next) for browse results with filter preservation
- Add Buy/Bid action buttons to Bids tab
- Add item icons and stat tooltips on hover across all three tabs
- Add Enter-to-search from name field and search delay countdown
- Parse SMSG_AUCTION_OWNER/BIDDER_NOTIFICATION into chat messages
- Auto-refresh browse results after bid/buyout using saved search params
- Clamp level range inputs to 0-80
- CMSG_SEND_MAIL now includes item GUIDs (up to 12 per WotLK)
- Right-click items in bags to attach when mail compose is open
- Compose window shows 12-slot attachment grid with item icons
- Click attached items to remove them
- Classic/Vanilla falls back to single item GUID format
Strip ~30 chrono::now() calls per frame from Application::update() and
GameHandler::update() that existed only for periodic LOG_DEBUG dumps.
Retain renderer timing used by the live performance HUD overlay.
Raise all texture cache defaults from 1GB to 4GB to reduce rejections.
Cap cache-full warnings (texture + model) to 3 messages per renderer,
and cap update block parse errors to 5 messages.
Strip 26 chrono::now() timing calls per frame from renderer update loop,
periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths,
and dead m2ProfileCounter variable.
- Cache non-renderable creature display IDs and fail-fast future spawn attempts
- Mark GUIDs tied to non-renderable displays as permanent failures to avoid long retry loops
- Skip queued spawn retry work immediately for known non-renderable display IDs
- Clear non-renderable display cache on expansion reload/logout
- Downgrade high-volume UNIT spawn logs to debug and fix mislabeled time-sync log
Add page-text support for sign-like gameobject interactions by handling SMSG_GAMEOBJECT_PAGETEXT and SMSG_PAGE_TEXT_QUERY_RESPONSE, and issuing CMSG_PAGE_TEXT_QUERY when page IDs are available from cached GO template data.
Normalize received page text tokens before chat display and add a fallback for basic signpost GO type clicks to print sign names when no page data is present.
Correct M2 gameobject yaw alignment for signposts/arrows by applying render-space -90deg offset consistently across spawn, position update, and move-callback transforms; keep WMO orientation path unchanged.
Normalize WoW quest text tokens during parsing so quest titles/details no longer leak raw markup like and |n into UI. Apply to WotLK and Classic parser paths, including quest list parsing in GameHandler.
Harden quest state handling by mapping abandon requests to authoritative server quest-log slots (PLAYER_QUEST_LOG_START) instead of local vector order, with a guarded fallback when update fields are unavailable.
Improve accept de-duplication by trusting server slot state over stale local cache; allow re-accept when local/server state diverges and trigger resync semantics.
Add expansion-aware CMSG_QUESTGIVER_ACCEPT_QUEST builders: WotLK sends guid+questId+unk1(uint32), while TBC/Classic/Turtle send guid+questId only. Wire GameHandler through PacketParsers for compatibility across expansions and cores.
- make tab-target accept units that are either faction-hostile or actively aggressive toward the player\n- fix cases where enemies remain un-tab-targetable after combat starts due to stale/friendly faction state\n- prefer hostile UNIT picks over nearby GAMEOBJECT picks for both left-click target and right-click interact flows\n- keep existing dead-unit filtering and interaction behavior intact while improving combat target acquisition
Hide NPC cloak/object-skin mesh when no cape texture resolves by using a transparent texture fallback, preventing skin-texture bleed on cloaks. Tighten NPC equipment region compositing by slot and add safe humanoid geoset selection to avoid robe-over-pants conflicts and odd pants texturing.
Reduce login/runtime hitching by deferring non-critical world-system initialization across frames, lowering per-frame transport doodad spawn budget, and demoting high-volume transport/MO_TRANSPORT diagnostics to debug. Gate M2 glow diagnostics behind WOWEE_M2_GLOW_DIAG and make zone music prewarm opt-in via WOWEE_PREWARM_ZONE_MUSIC.
- Keep WotLK chest flow stock-like by relying on GAMEOBJ_USE/REPORT_USE instead of forcing eager CMSG_LOOT.
- Preserve fallback eager-loot behavior for Classic/Turtle paths with bounded retries.
- Improve GO targeting usability by allowing gameobject pick/retarget in world click logic.
- Remove temporary loot/chest diagnostic LOG_INFO traces added during chest-open debugging.
Use latest authoritative target coordinates for melee range checks and add heartbeat resync while auto-attack intent is active but hits are not confirmed.
Details:
- Switch melee distance calculations from interpolated entity position to getLatestX/Y/Z in start, periodic auto-attack checks, and NOTINRANGE retry gating.
- Send MSG_MOVE_HEARTBEAT during melee sync ticks when facing is already aligned but server hasn’t confirmed active swings yet (or target is marked out-of-range), preventing 'step forward to start hitting' behavior.
- Keep existing warning throttling and stop logic intact.
- add idempotent pending-accept tracking with timeout and per-quest cleanup hooks
- stop optimistic local quest insertion on accept; rely on server-authoritative updates
- handle QUEST_INVALID already-on/completed as reconciliation paths for pending accepts
- trigger quest metadata + status resync when accept state drifts
- add login-time quest log rebuild from PLAYER_QUEST_LOG server slots
- query quest metadata for server-slot quests to hydrate titles/objectives
- clear stale pending quest accept/query state on fresh world entry
- improve gossip quest selection fallback by trusting server quest slots when local cache is missing
This reduces duplicate accept/state mismatch loops (notably reason=13) and stabilizes WotLK quest behavior after relogs.
- Send CMSG_QUESTGIVER_ACCEPT_QUEST with trailing u8 flag on non-classic expansions to match AzerothCore parsing and prevent opcode 393 ByteBufferException.
- Keep classic/turtle on short accept packet format (guid + questId).
- Add displayId fallback for 31048/31049 to Creature\Wolf\Wolf.m2 so Diseased Young Wolf variants render instead of being dropped.
Combat state/UI:
- Split attack intent from server-confirmed auto attack in GameHandler.
- Add explicit combat state helpers (intent, confirmed, combat-with-target).
- Update player/target frame and renderer in-combat indicators to use confirmed combat.
- Add intent-only visual state in UI to avoid false combat feedback.
Animation correctness:
- Correct combat-ready animation IDs to canonical ready stances (22/23/24/25).
- Remove hit/wound-like stance behavior caused by incorrect ready IDs.
Classic/TBC/Turtle melee reliability:
- Tighten melee sync while attack intent is active: faster swing resend, tighter facing threshold, and faster facing cadence for classic-like expansions.
- Send immediate movement heartbeat after facing corrections and during stationary melee sync windows.
- Handle melee error opcodes explicitly (NOTINRANGE/BADFACING/NOTSTANDING/CANT_ATTACK) and immediately resync facing/swing where appropriate.
- On ATTACKSTOP with persistent intent, immediately reassert ATTACKSWING.
- Increase movement heartbeat cadence during active classic-like melee intent.
Server compatibility/anti-cheat stability:
- Restrict legacy force-movement/speed/teleport ACK behavior for classic-like flows to avoid unsolicited order acknowledgements.
- Preserve local movement state updates while preventing bad-order ACK noise.
Resolved a melee desync where attacks could fail unless constantly moving through target.
Movement opcode handling:
- In 0x006B compatibility path, prefer compressed-move batch detection before weather alias routing.
- Route 0x006B payloads shaped like SMSG_COMPRESSED_MOVES sub-packets to handleCompressedMoves().
Root/unroot state synchronization:
- Added handling for SMSG_FORCE_MOVE_ROOT and SMSG_FORCE_MOVE_UNROOT.
- Added handleForceMoveRootState() to apply server-authoritative ROOT flag locally.
- Send CMSG_FORCE_MOVE_ROOT_ACK / CMSG_FORCE_MOVE_UNROOT_ACK with current movement payload and counter.
Melee facing stability:
- Added periodic facing sync during auto-attack (MSG_MOVE_SET_FACING) when angular drift to target exceeds threshold.
- Keeps server front-arc/facing checks aligned while stationary meleeing.
Noise reduction / stream hygiene:
- Consume optional legacy/system packets safely: SMSG_FRIEND_LIST, SMSG_IGNORE_LIST, SMSG_ADDON_INFO, SMSG_EXPECTED_SPAM_RECORDS.
Validation:
- Rebuilt successfully with cmake --build build -j32.
Classic: synchronized Data/expansions/classic/opcodes.json to /home/k/Desktop/classicopcodes.h with exact symbol/value parity (0 missing, 0 mismatches).
WotLK: synchronized Data/expansions/wotlk/opcodes.json to /home/k/Desktop/azerothcoreOpcodes.h and aligned symbol names to AzerothCore naming.
Logical opcode layer: expanded include/game/opcode_table.hpp and src/game/opcode_table.cpp to include missing canonical opcode symbols required by synced tables, and removed legacy alias fallback block so canonical names are used directly.
Gameplay/handler updates included from ongoing fixes: duel/taxi stale opcode cleanup, level-up/sound handling adjustments, and related parser/packet references updated to match canonical opcode identifiers.
Validated by successful full build: cmake --build build -j32.
Switch level-up callback triggering to SMSG_LEVELUP_INFO/SMSG_LEVELUP_INFO_ALT so animation and SFX are server-authoritative.
Parse the new level directly from the level-up packet, update cached player/character level state, and fire callback only when level increases.
Remove duplicate callback firing from UNIT_FIELD_LEVEL update-field handling to prevent double-triggered level-up effects when values sync after the packet.
handleMonsterMove called MonsterMoveParser::parse() directly (WotLK
format with extra uint8 after PackedGuid) instead of going through
the polymorphic packetParsers_->parseMonsterMove(). Added parseVanilla
override to ClassicPacketParsers so classic/turtle use the correct
vanilla format.
Update field extraction in both CREATE_OBJECT and VALUES handlers to check
specific fields (maxHealth, level, faction, etc.) before power/maxpower range
checks. In Classic 1.12.1, power indices 23-27 are adjacent to maxHealth (28),
and maxPower indices 29-33 are adjacent to level (34) and faction (35), so
range checks like "key >= powerBase && key < powerBase+7" were incorrectly
capturing those fields.
Add build-aware WoW.exe selection and runtime global patching for Warden
SYSTEM_INFO, EndScene, WorldEnables, and LastHardwareAction chains. Fix
Classic opcodes and auth session addon data format for CMaNGOS compatibility.
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.
Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
Wire CombatSoundManager into SMSG_ATTACKERSTATEUPDATE for weapon swing,
impact, and miss sounds. Add attack grunt and wound vocalizations to
ActivitySoundManager using correct WoW MPQ PC-suffix paths. Trigger
attack animation on SMSG_SPELL_GO for warrior melee abilities. Add
client-side melee range and facing checks to prevent server rejections.
Snap charge arrival to target's current position for reliable melee range.
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
- getSpellCastResultString now returns "Not enough rage/energy/focus/runic power" based on player power type instead of always "Not enough mana"
- Fix NPC combat messages concatenating onto previous lines by combining prefix+body into single renderTextWithLinks call instead of TextWrapped+SameLine
- Improve generic error strings to be more WoW-authentic (Invalid target, Target not in line of sight, etc.)
The character stats panel was showing Armor: 0 because summing armor
from item query responses is fragile (depends on correct BuyCount/damage
block parsing). Instead, read the server-authoritative total armor
directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0)
in the player entity update fields.
Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion
JSON files with correct wire indices:
WotLK 3.3.5a: 99 (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5)
TBC 2.4.3: 185 (NPC_FLAGS=168 + same relative layout)
Classic 1.12: 154 (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat)
Turtle WoW: 154 (same as Classic)
Stats panel uses server armor when > 0, falls back to summed item-query
armor otherwise. Armor rating resets to 0 on world entry and is updated
from both CREATE_OBJECT and VALUES update blocks.
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.