Commit graph

11 commits

Author SHA1 Message Date
Kelsi
7462fdd41f refactor: extract buildForceAck from 5 duplicated force-ACK blocks
All five force-ACK handlers (speed, root, flag, collision-height,
knockback) repeated the same ~25-line GUID+counter+movementInfo+coord-
conversion+send sequence. Extracted into buildForceAck() which returns
a ready-to-send packet with the movement payload already written.

This also fixes a transport coordinate conversion bug: the collision-
height handler was the only one that omitted the ONTRANSPORT check,
causing position desync when riding boats/zeppelins. buildForceAck
handles transport coords uniformly for all callers.

Net -80 lines.
2026-03-29 19:08:42 -07:00
Kelsi
a1252a56c9 fix: forceClearTaxiAndMovementState cleared unrelated death/resurrect state
A function for taxi/movement cleanup was resetting 10 death-related
fields (playerDead_, releasedSpirit_, resurrectPending_, etc.), which
could cancel a pending resurrection or mark a dead player as alive
when called during taxi dismount. Death state is owned by
entity_controller and resurrect packet handlers, not movement cleanup.
2026-03-29 19:01:34 -07:00
Kelsi
1a6960e3f9 fix: speed ACK sent before validation caused client/server desync
If the server sent a NaN or out-of-range speed, the client echoed it
back in the ACK (confirming it to the server) but then rejected it
locally. This left the server believing the client accepted the speed
while the client used the old value — a desync only fixable by relog.
Moved validation before the ACK so bad speeds are rejected outright.
2026-03-29 18:53:16 -07:00
Kelsi
4e0e234ae9 fix: MSG_MOVE_START_DESCEND never set DESCENDING flag
Only ASCENDING was cleared — the DESCENDING flag was never toggled,
so outgoing movement packets during flight descent had incorrect flags.
Also clears DESCENDING on start-ascend and stop-ascend for symmetry.

Replaces static heartbeat log counter with member variable (was shared
across instances and not thread-safe) and demotes to LOG_DEBUG.
2026-03-29 18:28:49 -07:00
Kelsi
0e814e9c4a refactor: replace 8 copy-pasted spline speed lambdas with factory
All spline speed opcodes share the same PackedGuid+float format,
differing only in which member receives the value. Replaced 8 identical
lambdas (~55 lines) with a makeSplineSpeedHandler factory that captures
a member pointer, cutting duplication and making it trivial to add new
speed types.
2026-03-29 17:59:51 -07:00
Kelsi
209c257745 fix: wire SpellHandler::updateTimers and remove stale cast state members
SpellHandler::updateTimers() was never called after PR #23 extraction,
so cast bar timers, spell cooldowns, and unit cast state timers never
ticked. Also removes duplicate cast/queue/spell members left in
GameHandler that shadowed the SpellHandler versions, and fixes
MovementHandler writing to those stale members on world portal.

Demotes SMSG_SPELL_START/CAST_RESULT debug logs to LOG_DEBUG.
2026-03-29 16:49:17 -07:00
Paul
f5757aca83 refactor(game): extract EntityController from GameHandler (step 1.3)
Moves entity lifecycle, name/creature/game-object caches, transport GUID
tracking, and the entire update-object pipeline out of GameHandler into a
new EntityController class (friend-class pattern, same as CombatHandler
et al.).

What moved:
- applyUpdateObjectBlock() — 1,520-line core of all entity creation,
  field updates, and movement application
- processOutOfRangeObjects() / finalizeUpdateObjectBatch()
- handleUpdateObject() / handleCompressedUpdateObject() / handleDestroyObject()
- handleNameQueryResponse() / handleCreatureQueryResponse()
- handleGameObjectQueryResponse() / handleGameObjectPageText()
- handlePageTextQueryResponse()
- enqueueUpdateObjectWork() / processPendingUpdateObjectWork()
- playerNameCache, playerClassRaceCache_, pendingNameQueries
- creatureInfoCache, pendingCreatureQueries
- gameObjectInfoCache_, pendingGameObjectQueries_
- transportGuids_, serverUpdatedTransportGuids_
- EntityManager (accessed by other handlers via getEntityManager())

8 opcodes re-registered by EntityController::registerOpcodes():
  SMSG_UPDATE_OBJECT, SMSG_COMPRESSED_UPDATE_OBJECT, SMSG_DESTROY_OBJECT,
  SMSG_NAME_QUERY_RESPONSE, SMSG_CREATURE_QUERY_RESPONSE,
  SMSG_GAMEOBJECT_QUERY_RESPONSE, SMSG_GAMEOBJECT_PAGETEXT,
  SMSG_PAGE_TEXT_QUERY_RESPONSE

Other handler files (combat, movement, social, spell, inventory, quest,
chat) updated to access EntityManager via getEntityManager() and the
name cache via getPlayerNameCache() — no logic changes.

Also included:
- .clang-tidy: add modernize-use-nodiscard,
  modernize-use-designated-initializers; set -std=c++20 in ExtraArgs
- test.sh: prepend clang's own resource include dir before GCC's to
  silence xmmintrin.h / ia32intrin.h conflicts during clang-tidy runs

Line counts:
  entity_controller.hpp  147 lines  (new)
  entity_controller.cpp  2172 lines (new)
  game_handler.cpp       8095 lines (was 10143, −2048)

Build: 0 errors, 0 warnings.
2026-03-29 08:21:27 +03:00
Kelsi
f74b79f1f8 debug: log outgoing heartbeat coords and chat, fix BG filter for SAY type
Heartbeat: log canonical + wire coords every 30th heartbeat to detect
if we're sending wrong position (causing server to teleport us).

Chat: log outgoing messages at WARNING level to confirm packets are sent.

BG filter: announcer uses SAY (type=0) with color codes, not SYSTEM.
Match "BG Queue Announcer" in message body regardless of chat type.
2026-03-28 16:02:36 -07:00
Kelsi
504d112625 fix: gossip/vendor windows not closing when opening mailbox/trainer/taxi
Domain handlers were setting `owner_.gossipWindowOpen = false` directly
on GameHandler's stale member, but isGossipWindowOpen() delegates to
QuestHandler's copy. The gossip window stayed open because the
delegating getter never saw the close.

Fix: use owner_.closeGossip() / owner_.closeVendor() which properly
delegate to QuestHandler/InventoryHandler to close the canonical state.

Affected: InventoryHandler (3 sites: mail, trainer, bank opening),
MovementHandler (1 site: taxi opening), QuestHandler (2 sites: gossip
opening closes vendor).
2026-03-28 14:36:14 -07:00
Paul
888a78d775 fixin critical bugs, non critical bugs, sendmail implementation 2026-03-28 11:35:10 +03:00
Paul
b2710258dc refactor(game): split GameHandler into domain handlers
Extract domain-specific logic from the monolithic GameHandler into
dedicated handler classes, each owning its own opcode registration,
state, and packet parsing:

- CombatHandler: combat, XP, kill, PvP, loot roll (~26 methods)
- SpellHandler: spells, auras, pet stable, talent (~3+ methods)
- SocialHandler: friends, guild, groups, BG, RAF, PvP AFK (~14+ methods)
- ChatHandler: chat messages, channels, GM tickets, server messages,
               defense/area-trigger messages (~7+ methods)
- InventoryHandler: items, trade, loot, mail, vendor, equipment sets,
                    read item (~3+ methods)
- QuestHandler: gossip, quests, completed quest response (~5+ methods)
- MovementHandler: movement, follow, transport (~2 methods)
- WardenHandler: Warden anti-cheat module

Each handler registers its own dispatch table entries via
registerOpcodes(DispatchTable&), called from
GameHandler::registerOpcodeHandlers(). GameHandler retains core
orchestration: auth/session handshake, update-object parsing,
opcode routing, and cross-handler coordination.

game_handler.cpp reduced from ~10,188 to ~9,432 lines.

Also add a POST_BUILD CMake step to symlink Data/ next to the
executable so expansion profiles and opcode tables are found at
runtime when running from build/bin/.
2026-03-28 09:42:37 +03:00