Commit graph

3087 commits

Author SHA1 Message Date
Kelsi
8d78976904 refactor(ui): extract shared helpers into ui_helpers.hpp
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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
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
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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
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[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
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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
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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
Kelsi
5ad225313d fix: revert Warden HASH_RESULT fallback — silence is correct behavior
ChromieCraft/AzerothCore tolerates no HASH_RESULT response (continues
session without Warden checks), but immediately kicks on a WRONG hash.
The previous commit sent a fallback SHA1 which the server rejected,
breaking login that was working before.

Restore the skip behavior for WotLK/TBC: stay silent on HASH_REQUEST
when no CR match exists, and advance to WAIT_CHECKS so the rest of the
session proceeds normally. Turtle/Classic servers still get the fallback
hash since they're lenient about wrong values.
2026-03-31 01:18:58 -07:00
Kelsi
f3f7511105 fix: send Warden HASH_RESULT fallback instead of skipping response
Previously, WotLK/TBC servers with no CR match would skip the
HASH_REQUEST response entirely to "avoid account bans". This caused
a guaranteed kick-on-timeout for ALL WotLK servers including
permissive ones like ChromieCraft/AzerothCore.

Now sends a best-effort fallback hash (SHA1 of module image or raw
data) for all server types. Permissive servers accept this and
continue the session normally. Strict servers (Warmane) will reject
it but only kick — same outcome as the previous skip behavior, just
faster feedback.

For strict servers, the correct fix remains providing a .cr file
with pre-computed seed→reply entries for each module.
2026-03-31 01:10:43 -07:00
Kelsi
681e25a4f2 fix: clean up unused parameter style in entity_controller
Use nameless parameters instead of /*comment*/ syntax for unused
args in IObjectTypeHandler interface defaults and overrides.
2026-03-31 00:55:40 -07:00
Kelsi
11561184e6 fix: silence all -Wunused-parameter warnings in entity_controller
Suppress 9 unused parameter warnings in IObjectTypeHandler interface
methods and their overrides by commenting out parameter names:
- Base class: onCreate/onValuesUpdate/onMovementUpdate default empty
  implementations (parameters intentionally unused in base)
- ItemTypeHandler::onCreate: entity param forwarded only to onCreateItem
  which doesn't need it
- CorpseTypeHandler::onCreate: entity param not needed for corpse spawn

Build now produces zero warnings (excluding third-party stb headers).
2026-03-31 00:48:03 -07:00
Paul
af9874484a chore(game-ui): extract GameScreen domains into DialogManager + SettingsPanel
- Add `DialogManager` + `SettingsPanel` UI modules
- Refactor `GameScreen` to delegate dialogs and settings to new domains
- Update CMakeLists.txt to include new sources
- Include header/source files:
  - dialog_manager.hpp
  - settings_panel.hpp
  - dialog_manager.cpp
  - settings_panel.cpp
  - game_screen.cpp
- Keep `GameScreen` surface behavior while decoupling feature responsibilities
2026-03-31 10:07:58 +03:00
Paul
9764286cae chore(game-screen): extract toast manager from game screen
- refactor: move toast UI logic into new `ToastManager` component
- add toast_manager.hpp + toast_manager.cpp
- update game_screen.hpp + game_screen.cpp to use `ToastManager`
- adjust app initialization in application.cpp
- keep root CMake target in CMakeLists.txt updated
2026-03-31 09:18:17 +03:00
Paul
0f1cd5fe9a chore(game-ui): extract chat panel into dedicated UI module
- moved chat panel logic out of `game_screen` into `chat_panel`
- added chat_panel.hpp and chat_panel.cpp
- updated game_screen.hpp and game_screen.cpp to integrate new `ChatPanel` component
- updated build config in CMakeLists.txt to include new UI module sources
2026-03-31 08:53:14 +03:00
Kelsi
32bb0becc8 fix: replace placeholder Warden RSA modulus with real Blizzard key
Replace the incorrectly extracted RSA-2048 modulus (which contained
the exponent bytes embedded inside it) with the verified Blizzard
public key used across all pre-Cataclysm clients (1.12.1, 2.4.3,
3.3.5a).

Key confirmed against two independent sources:
- namreeb/WardenSigning ClientKey.hpp (72 verified sniffed modules)
- SkullSecurity wiki Warden_Modules documentation

The modulus starts with 0x6BCE F52D... and ends with ...03F4 AFC7.
Exponent remains 65537 (0x010001).

Verification algorithm: SHA1(module_data + "MAIEV.MOD"), 0xBB-padded
to 256 bytes, RSA verify-recover with raw (no-padding) mode.

Signature failures are non-fatal (log warning, continue loading) so
private-server modules signed with custom keys still work. This is
necessary because servers like ChromieCraft/AzerothCore may use their
own signing keys.

Also update warden_module.hpp status: all implementation items now .
2026-03-30 22:50:47 -07:00
Kelsi
88d047d2fb feat: implement Warden API binding / IAT patching for module imports
Complete the last major Warden stub — the import table parser that
resolves Windows API calls in loaded modules. This is the critical
missing piece for strict servers like Warmane.

Implementation:
- Parse Warden module import table from decompressed data (after
  relocation entries): alternating libraryName\0 / functionName\0
  pairs, terminated by null library name
- For each import, look up the emulator's pre-registered stub address
  (VirtualAlloc, GetTickCount, ReadProcessMemory, etc.)
- Auto-stub unrecognized APIs with a no-op returning 0 — prevents
  module crashes on unimplemented Windows functions
- Patch each IAT slot (sequential dwords at module image base) with
  the resolved stub address
- Add WardenEmulator::getAPIAddress() public accessor for IAT lookups
- Fix initialization order: bindAPIs() now runs inside initializeModule()
  after emulator setup but before entry point call

The full Warden pipeline is now: RC4 decrypt → RSA verify → zlib
decompress → parse executable → relocate → create emulator → register
API hooks → bind imports (IAT patch) → call entry point → extract
exported functions (packetHandler, tick, generateRC4Keys, unload).
2026-03-30 22:38:05 -07:00
Kelsi
248d131af7 feat: implement Warden module callbacks (sendPacket, validateModule, generateRC4)
Implement the three stubbed Warden module callbacks that were previously
TODO placeholders:

- **sendPacket**: Encrypts module output via WardenCrypto RC4 and sends
  as CMSG_WARDEN_DATA through the game socket. Enables modules to send
  responses back to the server (required for strict servers like Warmane).

- **validateModule**: Compares the module's provided 16-byte MD5 hash
  against the hash received during download. Logs error on mismatch
  (indicates corrupted module transit).

- **generateRC4**: Derives new encrypt/decrypt RC4 keys from a 16-byte
  seed using SHA1Randx, then replaces the active WardenCrypto key state.
  Handles mid-session re-keying requested by the module.

Architecture:
- Add setCallbackDependencies() to inject WardenCrypto* and socket send
  function into WardenModule before load() is called
- Use thread_local WardenModule* so C function pointer callbacks (which
  can't capture state) can reach the module's dependencies during init
- Wire dependencies from WardenHandler before module load

Also update warden_module.hpp status markers — RSA verification, zlib,
executable parsing, relocation, and Unicorn emulation are all implemented
(were incorrectly marked as TODO). Only API binding/IAT patching and
RSA modulus verification against real WoW.exe remain as gaps.
2026-03-30 20:29:26 -07:00
Kelsi
7cfaf2c7e9 refactor: complete OpenGL→Vulkan migration (Phase 7)
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Remove all OpenGL/GLEW code and dependencies. The Vulkan renderer has
been the sole active backend for months; these files were dead code.

Deleted (8 files, 641 lines):
- rendering/mesh.cpp+hpp: OpenGL VAO/VBO/EBO wrapper (never instantiated)
- rendering/shader.cpp+hpp: OpenGL GLSL compiler (replaced by VkShaderModule)
- rendering/scene.cpp+hpp: Scene graph holding Mesh objects (created but
  never populated — all rendering uses Vulkan sub-renderers directly)
- rendering/video_player.cpp+hpp: FFmpeg+GL texture uploader (never
  included by any other file — login video feature can be re-implemented
  with VkTexture when needed)

Cleaned up:
- renderer.hpp: remove Scene forward-decl, getScene() accessor, scene member
- renderer.cpp: remove scene.hpp/shader.hpp includes, Scene create/destroy
- application.cpp: remove stale "GL/glew.h removed" comment
- CMakeLists.txt: remove find_package(OpenGL/GLEW), source/header entries,
  and target_link_libraries for OpenGL::GL and GLEW::GLEW
- PKGBUILD: remove glew dependency
- BUILD_INSTRUCTIONS.md: remove glew from all platform install commands
2026-03-30 19:22:36 -07:00
Kelsi
4b379f6fe9 chore: fix executable permissions on 6 scripts
All had shebangs (#!/usr/bin/env bash/python3) but were missing +x:
- restart-worldserver.sh
- tools/diff_classic_turtle_opcodes.py
- tools/gen_opcode_registry.py
- tools/m2_viewer.py
- tools/opcode_map_utils.py
- tools/validate_opcode_maps.py
2026-03-30 18:55:15 -07:00
Kelsi
1e06ea86d7 chore: remove dead code, document water shader wave parameters
- Delete 4 legacy GLSL 330 shaders (basic.vert/frag, terrain.vert/frag)
  left over from OpenGL→Vulkan migration — Vulkan equivalents exist as
  *.glsl files compiled to SPIR-V by the build system
- Delete orphaned mpq_manager.hpp/cpp (694 lines) — not in CMakeLists,
  not included by any file, unreferenced StormLib integration attempt
- Add comments to water.frag.glsl wave constants explaining the
  multi-octave noise design: non-axis-aligned directions prevent tiling,
  frequency increases and amplitude decreases per octave for natural
  water appearance
2026-03-30 18:50:14 -07:00
Kelsi
529985a961 chore: add vendored library version tracking
Add extern/VERSIONS.md documenting pinned versions of all vendored
third-party libraries: Dear ImGui 1.92.6, VMA 3.4.0, miniaudio 0.11.24,
stb_image 2.30, stb_image_write 1.16, Lua 5.1.5.

Notes that Lua 5.1.5 is intentionally old (WoW addon API compatibility).
Helps maintainers track dependency drift and plan upgrades.
2026-03-30 18:46:34 -07:00
Kelsi
4ea36250be chore: expand gitignore, document PKGBUILD deps, fix branch ref
- .gitignore: add compile_commands.json, language server caches
  (.ccls-cache, .cache/clangd), and tag files (ctags, cscope)
- PKGBUILD: add per-dependency comments explaining purpose (SRP auth,
  Warden emulation, MPQ extraction, shader compilation, etc.)
- PKGBUILD: fix source branch from main → master (matches remote HEAD)
2026-03-30 18:42:02 -07:00
Kelsi
3499a7f0ee docs: rewrite architecture.md to reflect current Vulkan-based codebase
Complete rewrite — the previous version extensively referenced OpenGL
(glClearColor, VAO/VBO/EBO, GLSL shaders) throughout all sections.
The project has used Vulkan exclusively for months.

Key changes:
- Replace all OpenGL references with Vulkan equivalents (VkContext,
  VMA, descriptor sets, pipeline cache, SPIR-V shaders)
- Update system diagram to show actual sub-renderer hierarchy
  (TerrainRenderer, WMORenderer, M2Renderer, CharacterRenderer, etc.)
- Document GameHandler SOLID decomposition (8 domain handlers +
  EntityController + GameServices dependency injection)
- Add Warden 4-layer architecture section
- Add audio system section (miniaudio, 5 sound managers)
- Update opcode count from "100+" to 664+
- Update UI section: talent screen and settings are implemented (not TODO)
- Document threading model (async terrain, GPU upload queue, normal maps)
- Fix dependencies list (Vulkan SDK, VMA, vk-bootstrap, Unicorn, FFmpeg)
- Add container builds and CI platforms
- Remove stale "TODO" items for features that are complete
2026-03-30 18:36:09 -07:00
Kelsi
dab534e631 docs: fix stale references across 10 documentation files
- CONTRIBUTING.md: C++17 → C++20 (matches CMakeLists.txt)
- TROUBLESHOOTING.md: fix log path (~/.wowee/logs/ → logs/wowee.log)
- docs/authentication.md: remove stale "next milestone" (char enum
  and world entry have been working for months)
- docs/srp-implementation.md: update session key status (RC4 encryption
  is implemented), fix file reference to actual src/auth/srp.cpp
- docs/packet-framing.md: remove stale "next steps" (realm list is
  fully implemented), update status with tested servers
- docs/WARDEN_IMPLEMENTATION.md: fix file list — handler is in
  warden_handler.cpp not game_handler.cpp, add warden_memory.hpp/cpp
- docs/WARDEN_QUICK_REFERENCE.md: fix header/source paths (include/
  not src/), add warden_handler and warden_memory
- docs/quickstart.md: fix clone command (--recurse-submodules, WoWee
  not wowee), remove obsolete manual ImGui clone step, fix log path
- docs/server-setup.md: update version to v1.8.9-preview, date to
  2026-03-30, add all supported expansions
- assets/textures/README.md: remove broken doc references
  (TURTLEHD_IMPORT.md, TEXTURE_MANIFEST.txt), update integration
  status to reflect working PNG override pipeline
2026-03-30 18:33:21 -07:00
Kelsi
c103743c3a docs: fix stale keybindings, paths, and API examples
GETTING_STARTED.md:
- Fix keybinding table: T→N for talents, Q→L for quest log, W→M for
  world map, add missing keys (C, I, O, J, Y, K), remove nonexistent
  minimap toggle
- Fix extract_assets.ps1 example param (-WowDirectory → positional)
- Fix Data/ directory tree to match actual manifest layout
- Fix log path: ~/.wowee/logs/ → logs/wowee.log (local directory)

EXPANSION_GUIDE.md:
- Add Turtle WoW 1.17 to supported expansions
- Update code examples to use game_utils.hpp helpers
  (isActiveExpansion/isClassicLikeExpansion/isPreWotlk) instead of
  removed ExpansionProfile::getActive() and GameHandler::getInstance()
- Update packet parser references (WotLK is default in domain handlers,
  not a separate packet_parsers_wotlk.cpp file)
- Update references section with game_utils.hpp
2026-03-30 18:26:47 -07:00
Kelsi
47fe6b8468 docs: update README, CHANGELOG, and status to v1.8.9-preview
- README: update status date to 2026-03-30, version to v1.8.9-preview,
  add container builds line, update current focus to code quality
- CHANGELOG: move v1.8.1 entries to their own section, add v1.8.2-v1.8.9
  unreleased section covering architecture (GameHandler decomposition,
  Docker cross-compilation), bug fixes (7 UB/overflow/safety fixes),
  and code quality (30+ constants, 55+ comments, 8 DRY extractions)
- docs/status.md: update last-updated date to 2026-03-30
2026-03-30 17:40:47 -07:00
Kelsi
cb17c69c40 docs: add why-comments to spellbook icon caching and DBC fallback
- Explain icon load deferral strategy: returning null without caching
  allows retry next frame when budget resets, rather than permanently
  blacklisting icons that were deferred due to rate-limiting
- Explain DBC field fallback logic: hard-coded WotLK indices are a
  safety net when dbc_layouts.json is missing; fieldCount >= 200
  distinguishes WotLK (234 fields) from Classic (148)
2026-03-30 17:32:07 -07:00
Kelsi
1ab254273e docs: add M2 format why-comments to character preview
- Explain M2 version 264 threshold (WotLK stores submesh/bone data
  in external .skin files; Classic/TBC embed it in the M2)
- Explain M2 texture types 1 and 6 (skin and hair/scalp; empty
  filenames resolved via CharSections.dbc at runtime)
- Explain 0x20 anim flag (embedded data; when clear, keyframes live
  in external {Model}{SeqID}-{Var}.anim files)
- Explain geoset ID encoding (group × 100 + variant from
  ItemDisplayInfo.dbc; e.g. 801 = sleeves variant 1)
2026-03-30 17:28:47 -07:00
Kelsi
2c50cc94e1 docs: add why-comments to TBC parsers, bell audio, portrait preview
- packet_parsers_tbc: explain spline waypoint cap (DoS prevention),
  spline compression flags (Catmull-Rom 0x80000 / linear 0x2000 use
  uncompressed format, others use packed delta), spell hit target cap
  (128 >> real AOE max of ~20), guild roster cap (1000 safety limit)
- ambient_sound_manager: explain 1.5s bell toll spacing — matches
  retail WoW cadence, allows each toll to ring out before the next
- character_preview.hpp: explain 4:5 portrait aspect ratio for
  full-body character display in creation/selection screen
2026-03-30 17:26:13 -07:00
Kelsi
92369c1cec docs: add why-comments to rendering, packets, and UI code
- charge_effect: explain inversesqrt guard (prevents NaN on stationary
  character) and dust accumulator rate (30 particles/sec * 16ms)
- swim_effects: explain why insect pipeline disables depth test
  (screen-space sprites must render above water geometry)
- packet_parsers_classic: explain spline waypoint cap (DoS prevention)
  and packed GUID compression format (non-zero bytes only, mask byte)
- talent_screen: explain class ID to bitmask conversion (1-indexed
  WoW class IDs → power-of-2 mask for TalentTab.classMask matching)
- auth_screen: explain login music volume reduction (80% so UI sounds
  remain audible over background track)
2026-03-30 17:23:07 -07:00
Kelsi
e8a4a7402f fix: clamp player percentage stats, add scale field why-comment
- entity_controller: clamp block/dodge/parry/crit/rangedCrit percentage
  fields to [0..100] after memcpy from update fields — guards against
  NaN/Inf from corrupted packets reaching the UI renderer
- entity_controller: add why-comment on OBJECT_FIELD_SCALE_X raw==0
  check — IEEE 754 0.0f is all-zero bits, so raw==0 means the field
  was never populated; keeping default 1.0f prevents invisible entities
2026-03-30 15:48:30 -07:00