When the player starts casting Hearthstone (spell IDs 6948/8690),
trigger background terrain loading at the bind point so tiles are
ready when the teleport fires.
- Add HearthstonePreloadCallback to GameHandler, called from
handleSpellStart when a Hearthstone cast begins.
- Application callback enqueues a 5×5 tile grid around the bind
point via precacheTiles() (same-map) or starts a file-cache warm
via startWorldPreload() (cross-map) during the ~10 s cast time.
- On same-map teleport arrival, call processAllReadyTiles() to
GPU-upload any tiles that finished parsing during the cast before
the first frame at the new position.
Fixes: player landing in unloaded terrain and falling after Hearthstone.
TBC 2.4.3 SMSG_SPELL_START and SMSG_SPELL_GO send full uint64 GUIDs for
casterGuid/casterUnit and hit targets. WotLK uses packed (variable-length)
GUIDs. Using readPackedGuid() on a full uint64 reads the first byte as the
bitmask, consuming 1-8 wrong bytes, which shifts all subsequent fields
(spellId, castFlags, castTime) and causes:
- Cast bar to never show for the player's own spells
- Sound effects to use the wrong spell ID
- Hit/miss target tracking to be completely wrong
Additionally, TBC SMSG_SPELL_GO lacks the WotLK timestamp field after
castFlags.
Add TbcPacketParsers::parseSpellStart and ::parseSpellGo using full GUIDs,
add virtual base methods, and route both handlers through virtual dispatch.
TBC 2.4.3 SMSG_CAST_RESULT sends spellId(u32) + result(u8) = 5 bytes.
WotLK 3.3.5a added a castCount(u8) prefix making it 6 bytes. Without
this fix the WotLK parser was reading spellId[0] as castCount, then the
remaining 3 spellId bytes plus result byte as spellId (wrong), and then
whatever follows as result — producing incorrect failure messages and
potentially not clearing the cast bar on TBC.
Add TbcPacketParsers::parseCastResult override and a virtual base method,
then route SMSG_CAST_RESULT through virtual dispatch in the game handler.
Classic 1.12 SMSG_CREATURE_QUERY_RESPONSE has no iconName CString between
subName and typeFlags. The TBC/WotLK parser was reading the typeFlags
uint32 bytes as the iconName string, then reading the remaining bytes as
typeFlags — producing garbage creature type/family/rank values and
corrupting target frame display for all creatures on Classic servers.
Add ClassicPacketParsers::parseCreatureQueryResponse without the iconName
read, and route the game handler through virtual dispatch so the override
is called.
AuraUpdateParser and InitialSpellsParser were called as static functions
in the game handler, bypassing the expansion-specific overrides added to
TbcPacketParsers. Switch them to packetParsers_->parseAuraUpdate() and
packetParsers_->parseInitialSpells() so TBC 2.4.3 servers get the correct
parser for each.
Add TbcPacketParsers::parseSpellHealLog override using full uint64 GUIDs
(TBC) instead of packed GUIDs (WotLK). Route handleAttackerStateUpdate,
handleSpellDamageLog, and handleSpellHealLog through the virtual
packetParsers_ interface so expansion-specific overrides are actually
called. Previously the game handler bypassed virtual dispatch with
direct static parser calls, making all three TBC overrides dead code.
TBC 2.4.3 SMSG_ATTACKERSTATEUPDATE and SMSG_SPELLNONMELEEDAMAGELOG send
full uint64 GUIDs for attacker/target, while WotLK 3.3.5a uses packed
(variable-length) GUIDs. Using the WotLK reader on TBC packets consumes
1-8 bytes where a fixed 8 are expected, shifting all subsequent reads
and producing completely wrong damage/absorbed/resisted values.
Add TbcPacketParsers overrides that read plain uint64 GUIDs. Also note
that TBC SMSG_SPELLNONMELEEDAMAGELOG lacks the WotLK overkill field.
TBC 2.4.3 differs from WotLK in four ways:
- Header: uint8 count only (WotLK: uint32 totalCount + uint8 shownCount),
so the WotLK parser was reading 4 garbage bytes before the count
- No extra unknown uint32 between itemTextId and stationery in each entry
- Attachment item GUID: full uint64 (WotLK uses uint32 low GUID)
- Attachment enchants: 7 × uint32 id only (WotLK: 7 × {id+duration+charges})
The resulting mis-parse would scramble subject/money/cod/flags for every
mail entry and corrupt all attachment reads. Add TbcPacketParsers::parseMailList
with the correct TBC 2.4.3 format.
Read the ambient color from the MOHD chunk (BGRA uint32) and store it
on WMOModel as a normalized RGB vec3. Pass it through ModelData into
the per-batch WMOMaterialUBO (replacing the unused pad[3] bytes, keeping
the struct at 64 bytes). The GLSL interior branch now floors vertex
colors against the WMO ambient instead of a hardcoded 0.5, so dungeon
interiors respect the artist-specified ambient tint from the WMO root
rather than always clamping to grey.
SMSG_GOSSIP_MESSAGE quest entries in TBC 2.4.3 do not include
questFlags(u32) or isRepeatable(u8) that WotLK 3.3.5a added.
The WotLK default parser reads these 5 bytes, causing all quest titles
in gossip dialogs to be shifted/corrupted on TBC servers.
Add TbcPacketParsers::parseGossipMessage() which parses quest entries
without those fields, fixing NPC quest list display.
CMSG_CAST_SPELL: WotLK adds a castFlags(u8) byte after spellId that TBC
2.4.3 does not have. Add TbcPacketParsers::buildCastSpell() to omit it,
preventing every spell cast from being rejected by TBC servers.
CMSG_USE_ITEM: WotLK adds a glyphIndex(u32) field between itemGuid and
castFlags that TBC 2.4.3 does not have. Add buildUseItem() override.
SMSG_MONSTER_MOVE: WotLK adds a uint8 unk byte after the packed GUID
(MOVEMENTFLAG2_UNK7 toggle) that TBC 2.4.3 does not have. Add
parseMonsterMove() override to fix NPC movement parsing — without this,
all NPC positions, durations, and waypoints parse from the wrong byte
offset, making all NPC movement appear broken on TBC servers.
Add AudioEngine::playSound2DStoppable() + stopSound() so callers can
hold a handle and cancel playback early. SpellSoundManager::playPrecast()
now stores the handle in activePrecastId_; stopPrecast() cuts the sound.
playCast() calls stopPrecast() before playing the release sound, so the
channeling audio never bleeds past cast time. SMSG_SPELL_FAILURE and
SMSG_CAST_FAILED both call stopPrecast() so interrupted casts silence
immediately.
Hang/GPU device lost fix:
- M2_INSTANCES and WMO_INSTANCES finalization phases now create instances
incrementally (32 per step / 4 per step) instead of all at once, eliminating
the >1s main-thread stalls that caused GPU fence timeouts and device loss
M2 two-pass transparent rendering:
- Opaque/alpha-test batches render in pass 1, transparent/additive in pass 2
(back-to-front sorted) to fix wing transparency showing terrain instead of
trees — adds hasTransparentBatches flag to skip models with no transparency
Tile streaming improvements:
- Sort new load queue entries nearest-first so critical tiles load before
distant ones during fast taxi flight
- Increase taxi load radius 6→8 tiles, unload 9→12 for better coverage
Water refraction gated on FSR:
- Disable water refraction when FSR is not active (bugged without upscaling)
- Auto-disable refraction if FSR is turned off while refraction was on
SMSG_LOOT_LIST, SMSG_COMPLAIN_RESULT, SMSG_ITEM_REFUND_INFO_RESPONSE,
and SMSG_ITEM_ENCHANT_TIME_UPDATE were incorrectly falling through to the
SMSG_RESUME_CAST_BAR handler, causing those packets to be parsed as
cast bar resume data with a completely different wire format.
- Parse uint64 killerGuid + uint64 victimGuid
- Resolve names from playerNameCache (players) and entity manager (NPCs)
- Show "[Killer] killed [Victim]." as system chat when both names are known
- Parse uint8 itemClass + uint32 subClassMask from SMSG_SET_PROFICIENCY
- Store weaponProficiency_ (itemClass=2) and armorProficiency_ (itemClass=4)
- Expose getWeaponProficiency(), getArmorProficiency(), canUseWeaponSubclass(n),
canUseArmorSubclass(n) on GameHandler for use by equipment UI
- Enables future equipment slot validation (grey out non-proficient items)
- SMSG_SPELLDISPELLOG: parse packed caster/victim + dispel spell + isStolen +
dispelled spell list; show system message when player dispels or has a buff
dispelled/stolen (e.g. "Shadow Word: Pain was dispelled." / "You dispelled Renew.")
- SMSG_SPELLSTEALLOG: separated from SPELLDISPELLOG consume group with comment
explaining the relationship (same wire format, player-facing covered by SPELLDISPELLOG)
- SMSG_SPELLDAMAGESHIELD: parse victim/caster/damage fields and show SPELL_DAMAGE
combat text for player-relevant events (damage shields like Thorns)
- SMSG_SPELLORDAMAGE_IMMUNE: parse packed caster/victim guids and show new
IMMUNE combat text type when player is involved in an immunity event
- Add CombatTextEntry::IMMUNE type to spell_defines.hpp and render it as
white "Immune!" in the combat text overlay
- handleCompressedMoves: add MSG_MOVE_* routing so SMSG_MULTIPLE_MOVES
sub-packets (player movement batches) are dispatched to handleOtherPlayerMovement
instead of logged as unhandled; fix runtime-opcode lookup (non-static array)
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)
- SMSG_RESUME_CAST_BAR: parse packed_guid caster/target + spellId + remainingMs +
totalMs; restores cast bar state when server re-syncs a cast in progress
- SMSG_THREAT_UPDATE: properly consume packed_guid host/target + threat entries
to suppress unhandled packet warnings
- SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT: track up to 5 boss encounter unit guids
per slot; expose via getEncounterUnitGuid(slot); clear on world transfer
These guids identify active boss units for raid/boss frame display.
These two opcodes were accidentally falling through to the PERIODICAURALOG
handler which expects packed_guid+packed_guid+uint32+uint32 — wrong format.
Now:
- SMSG_SPELL_DELAYED: parse caster guid + delayMs, extend castTimeRemaining
on player cast pushback (spell cast bar stays accurate under pushback)
- SMSG_EQUIPMENT_SET_SAVED: simple acknowledge log (no payload needed)
- SMSG_MULTIPLE_MOVES uses the same uint8-size+uint16-opcode format as
SMSG_COMPRESSED_MOVES; route it to handleCompressedMoves() so bundled
monster movement updates are processed instead of dropped
- SMSG_PROCRESIST: parse caster/victim GUIDs and show MISS combat text
when the player's proc was resisted by an enemy spell
- Play SpellSoundManager::playImpact() with correct school when the player
is hit by another unit's spell (SMSG_SPELL_GO hitTargets check)
- Show achievement name in SMSG_SERVER_FIRST_ACHIEVEMENT notifications
using the already-loaded achievementNameCache_
- playImpact was fully implemented but never called; now wired up
Previously "Achievement earned! (ID 1234)" was the only message. Now
loadAchievementNameCache() lazily loads Achievement.dbc (field 4 = Title,
verified against WotLK 3.3.5a binary) on first earned event and shows
"Achievement earned: Level 10" or "Player has earned the achievement: ..."
Falls back to ID if DBC is unavailable or entry is missing.
Parse the flight-master POI status packet (guid + uint8 status) and cache
it per-NPC in taxiNpcHasRoutes_. Exposes taxiNpcHasRoutes(guid) accessor
for future nameplate/interaction indicators. Previously this packet was
silently consumed without any state tracking.
Previously all player spell casts played ARCANE school sounds regardless
of the actual spell school. Now loadSpellNameCache() reads SchoolMask
(bitmask, TBC/WotLK) or SchoolEnum (Vanilla/Classic) from Spell.dbc and
stores it in SpellNameEntry. handleSpellStart/handleSpellGo look up the
spell's school and select the correct MagicSchool for cast sounds.
DBC field indices: WotLK SchoolMask=225 (verified), TBC=215, Classic/Turtle
SchoolEnum=1 (Vanilla enum 0-6 converted to bitmask).
- Add birdSounds_ and cricketSounds_ AmbientSample vectors to
AmbientSoundManager, loaded from WoW MPQ paths:
BirdAmbience/BirdChirp01-06.wav (up to 6 variants, daytime) and
Insect/InsectMorning.wav + InsectNight.wav (nighttime). Missing files
are silently skipped so the game runs without an MPQ too.
- updatePeriodicSounds() now plays a randomly chosen loaded variant
at the scheduled interval instead of the previous no-op placeholder.
- Remove stale "TODO Phase 6: Vulkan underwater overlay" comment from
Renderer::initialize(); the feature has been fully implemented in
renderOverlay() / the swim effects pipeline since that comment was
written.
- Parse bundled sub-packets from SMSG_MULTIPLE_PACKETS using the WotLK
standard wire format (uint16_be size + uint16_le opcode + payload),
dispatching each through handlePacket() instead of silently discarding.
Rate-limited warning for malformed sub-packet overruns.
- Remove unused cullRadiusSq variable in TerrainRenderer::renderShadow()
that produced a -Wunused-variable warning.
Game object M2 models share the same default facing (+renderX) as
character models, so apply the same π/2 offset instead of π when
computing renderYawM2go from canonical yaw. This corrects street signs
and hanging shop signs that were 90° off after the server-yaw formula
fix.
Nameplates (health bar + name label) are now only rendered for the
currently targeted entity, matching WoW's default UI behaviour and
reducing visual noise.
Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
Parse SMSG_RESYNC_RUNES, SMSG_ADD_RUNE_POWER, and SMSG_CONVERT_RUNE to
track the state of all 6 DK runes (Blood/Unholy/Frost/Death type,
ready flag, and cooldown fraction). Render a six-square rune bar below
the Runic Power bar when the player is class 6, with per-type colors
(Blood=red, Unholy=green, Frost=blue, Death=purple) and client-side
fill animation so runes visibly refill over the 10s cooldown.
Death Knights with runic power (type 6) had no power bar visible until the
server explicitly sent UNIT_FIELD_MAXPOWER1, because the type-6 max was not
included in the 'assume 100' fallback. Runic Power has a fixed cap of 100,
same as Rage (1), Focus (2), and Energy (3).
The boneDescPool_ had MAX_BONE_SETS=2048 but sets were never freed when
instances were removed (only when clear() reset the whole pool on map load).
As tiles streamed in/out, each new animated instance consumed 2 pool slots
(one per frame index) permanently. After ~1024 animated instances created
total, vkAllocateDescriptorSets began failing silently and returning
VK_NULL_HANDLE. render() skips instances with null boneSet[frameIndex],
making them invisible — appearing as per-frame flicker as the culling pass
included them but the render pass excluded them.
Fix: destroyInstanceBones() now calls vkFreeDescriptorSets() for each
non-null boneSet before destroying the bone SSBO. The pool already had
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT set for this purpose.
Also increased MAX_BONE_SETS from 2048 to 8192 for extra headroom.
coordinates.hpp: serverToCanonicalYaw now computes s - π/2 instead of π/2 - s.
The codebase uses atan2(-dy, dx) as its canonical yaw convention, where server
direction (cos s, sin s) in (server_X, server_Y) becomes (sin s, cos s) in
canonical after the X/Y swap, giving atan2(-cos s, sin s) = s - π/2.
canonicalToServerYaw is updated as its proper inverse: c + π/2.
The old formula (π/2 - s) was self-inverse and gave the wrong east/west facing
for any NPC not pointing north or south.
game_screen.cpp: Nameplate NDC→screen Y no longer double-inverts. The camera
bakes the Vulkan Y-flip into the projection matrix (NDC y=-1 = screen top,
y=+1 = screen bottom), so sy = (ndc.y*0.5 + 0.5) * screenH is correct.
The previous formula subtracted from 1.0 which reflected nameplates vertically.
When in a group, push the pet frame below the party frame stack
(120px + members × 52px). When solo, keep it at y=125 (just below
the player frame at ~110px).
Shows active pet name, level, health bar, and power bar (mana/focus/rage/energy)
when the player has an active pet. Clicking the pet name targets it. A Dismiss
button sends CMSG_PET_ACTION to dismiss the pet. Frame uses green border to
visually distinguish it from the player/target frames.
WotLK 3.3.5a sends a raw uint64 victim GUID in this packet, not a
packed GUID. Update the handler format to match (uint64 + uint8 type
+ uint32 damage + uint32 absorb). Remove the now-dead SMSG_ENVIRONMENTALDAMAGELOG
handler since the opcode alias always routes to SMSG_ENVIRONMENTAL_DAMAGE_LOG.
- Implement SMSG_ENVIRONMENTAL_DAMAGE_LOG: show fall/lava/fire/drowning
damage as ENVIRONMENTAL combat text (orange -N) for the local player
- Color nameplate unit names: hostile units red, non-hostile yellow
(matches WoW's standard red=enemy / yellow=neutral convention)
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing. New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
Block rolls previously fell through to the damage case and were shown as
a 0-damage hit. Now correctly emitted as a BLOCK combat text entry, which
renderCombatText already handles with 'Block' / 'You Block' label.
Focus (2, orange), Happiness (4, green), Runic Power (6, crimson), and
Soul Shards (7, purple) were falling through to the default blue colour.
Applied consistently to the player frame, target frame, and party frames.
When an aura has more than 1 charge, render the count in gold in the
upper-left corner of the icon (with drop shadow) — same position as WoW's
stack counter. Applied to both the player buff bar and target frame auras.
Polls the renderer's currentZoneName each frame and triggers a 5-second
fade-in/hold/fade-out toast at the upper-centre of screen when the zone
changes. Matches WoW's standard zone transition display.
Prefix each nameplate name with the unit's level number. When the unit
is more than 10 levels above the player (skull-equivalent) display '??'
instead of the raw level, matching WoW's UI convention.