Commit graph

7 commits

Author SHA1 Message Date
Kelsi
061a21da8f fix: guild event string never appended; /leave left stale party state
1. Contradictory condition (!numStrings && numStrings >= 1) was always
   false, so unknown guild event messages never included the server's
   context string. Fixed to just numStrings >= 1.

2. leaveParty() only sent the packet without clearing partyData or
   firing addon events, so /leave left party frames visible until the
   server pushed an update. Now delegates to leaveGroup() which handles
   both the packet and local state cleanup.
2026-03-29 19:31:21 -07:00
Kelsi
84c0ced228 fix: friend cache inserted empty key; ignore erase before server confirm
handleFriendStatus inserted into friendsCache with an empty playerName
when the name query hadn't resolved yet, creating a phantom "" entry.
Now guards with !playerName.empty().

removeIgnore erased from ignoreCache immediately without waiting for
server confirmation, desyncing the cache if the server rejected. Now
only clears the GUID set and lets the next SMSG_IGNORE_LIST rebuild
the cache, consistent with how removeFriend works.
2026-03-29 19:22:55 -07:00
Kelsi
35b952bc6f fix: SMSG_IGNORE_LIST read phantom string field after each GUID
The packet only contains uint8 count + count×uint64 GUIDs, but the
handler called readString() after each GUID. This consumed raw bytes of
subsequent GUIDs as a string, corrupting all entries after the first.
Now stores GUIDs in ignoreListGuids_ and resolves names asynchronously
via SMSG_NAME_QUERY_RESPONSE, matching the friends list pattern.

Also fixes unsafe static_pointer_cast in ready check (no type guard)
and removes redundant packetHasRemaining wrapper (duplicates Packet API).
2026-03-29 18:11:29 -07:00
Kelsi
dc500fede9 refactor: consolidate buildItemLink into game_utils.hpp
Three identical copies (game_handler.cpp, spell_handler.cpp,
quest_handler.cpp) plus two forward declarations (inventory_handler.cpp,
social_handler.cpp) replaced with a single inline definition in
game_utils.hpp. All affected files already include this header, so
quality color table changes now propagate from one source of truth.
2026-03-29 17:57:05 -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
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