Expand action bar from 12 to 24 slots (2 bars × 12). Bar 2 is rendered
above bar 1 and loaded from SMSG_ACTION_BUTTONS slots 12-23. Pressing
Shift+number activates the corresponding bar-2 slot. Drag-and-drop,
cooldown overlays, and tooltips work identically on both bars. Bar 2
fades slightly when all its slots are empty to minimize visual noise.
Draws the current zone name centered above the minimap circle using a
gold-colored 12pt label with drop shadow. This gives players a constant
location reference without needing to trigger the full-screen zone flash.
Uses getForegroundDrawList so it renders above the minimap texture.
Left-clicking anywhere within a nameplate's bounding box (name text +
health bar) calls setTarget() for that unit. Uses manual mouse position
hit testing since nameplates are drawn on the background DrawList rather
than as ImGui widgets. Click is ignored when ImGui has captured the mouse
(e.g. when a window is open).
When a friend goes online, offline, or is added/removed, update the
contacts_ vector in addition to friendsCache. This ensures the Friends
tab in the Social window always reflects the current state without
needing a full SMSG_CONTACT_LIST/SMSG_FRIEND_LIST refresh.
Store structured friend data (online status, level, area, class) that
was previously discarded in handleFriendList/handleContactList. New
ContactEntry struct lives in game_handler.hpp; getContacts() exposes it.
UI: the O-key Social window (formerly guild-only) now has a Friends tab.
- Shows online/offline status dot, name, level, and AFK/DND label
- Pressing O when not in a guild opens Social directly on the Friends tab
- The window title changed from "Guild" to "Social" for accuracy
- Non-guild players no longer get a "not in a guild" rejection on O press
The V toggle previously only rendered a nameplate for the currently
targeted unit. Now all nearby units get a nameplate when nameplates are
enabled, matching WoW's native behaviour:
- Target: nameplate shown up to 40 units, gold border highlight
- All other units: shown up to 20 units, dark border (no highlight)
- Fade-out range, hostility colour, level label, and health bar logic
are all unchanged — only the per-entity distance culling changes
Replace the plain yellow text cooldown overlay with a proper clock-sweep:
- Dark fan spanning the elapsed fraction of the cooldown, sweeping
clockwise from 12 o'clock (matches WoW's native cooldown look)
- White remaining-time text with drop-shadow centered on the icon
- Minutes shown as "Xm" for cooldowns >= 60s, seconds otherwise
- Fan radius set to 1.5× the icon half-width to cover corners on the
square icon; works for both icon and empty (label-only) slots
Draw a dot for each online party member that has reported a position via
SMSG_PARTY_MEMBER_STATS. Leader gets a gold dot, others get blue. A
white outline ring is drawn around each dot, and hovering over it shows
the member's name as a tooltip. Out-of-range members are silently
skipped by the existing projectToMinimap clamp logic.
Axis mapping follows the same convention as minimap pings: server posX
(east/west) → canonical Y, server posY (north/south) → canonical X.
Raid frames:
- When groupType=1 (raid), render compact grid-style raid frames instead
of the vertical party list that would overflow for 25/40-man groups
- Members organized by subgroup (G1-G8), up to 5 rows per subgroup column
- Each cell shows: name, health bar (green/yellow/red), power bar (class color)
- Clicking a cell targets the member; border highlight for current target
- Frames anchored above action bar area, centered horizontally
Quest log scroll-to-quest:
- openAndSelectQuest(questId) selects the quest AND scrolls the list pane
to show it (SetScrollHereY on the first render frame after open)
- One-shot scroll: scrollToSelected_ cleared after first use so normal
scroll behavior is unaffected afterward
Quest tracker:
- Clicking a tracked quest now calls openAndSelectQuest() — opens the log
AND jumps to that specific quest rather than just opening to top
Hearthstone post-teleport fix:
- Expand same-map hearthstone precache from 5x5 to 9x9 tiles so workers
have more tiles parsed before the player arrives at the bind point
- After same-map teleport arrival, enqueue the full load-radius tile grid
(17x17 = 289 tiles) at the new position so background workers immediately
start loading all WMOs/M2s visible from the new location
Quest tracker improvements:
- Clicking a quest in the tracker now opens the Quest Log (L)
- Remove NoInputs flag so the tracker window receives mouse events
- Show only tracked quests in tracker; fall back to all quests if none tracked
- Add Track/Untrack button in Quest Log details panel
- Abandoning a quest automatically untracks it
- Track state stored in GameHandler::trackedQuestIds_ (per-session)
Demote parse-level diagnostic logs that fire on every game interaction:
- TBC/Classic gossip, quest details, quest rewards: LOG_INFO → LOG_DEBUG
- WotLK gossip, quest details/reward/request-items: LOG_INFO → LOG_DEBUG
- Attack start/stop, XP gain, loot, name query, vendor, party: LOG_INFO → LOG_DEBUG
- TBC SMSG_UPDATE_OBJECT has_transport fallback: LOG_WARNING → LOG_DEBUG
- TBC parseAuraUpdate not-in-TBC diagnostic: LOG_WARNING → LOG_DEBUG
- Turtle SMSG_MONSTER_MOVE WotLK fallback: LOG_WARNING → LOG_DEBUG
These all fire multiple times per second during normal gameplay.
- world_packets.cpp::InitialSpellsParser::parse already logs spell count
at LOG_INFO; remove the duplicate count from handleInitialSpells()
- Downgrade verbose format-detection LOG_INFO to LOG_DEBUG (packet size,
format name, first-10 spell IDs) — these are diagnostic details that
clutter INFO output without adding operational value
- AUTH HASH logs (sessionKey, hash input, digest): session key material
must never appear in production logs at INFO level — downgrade to DEBUG
- SMSG_AUTH_CHALLENGE field details (seeds, unknown1): downgrade to DEBUG;
keep one INFO line with format name for connection diagnostics
- SMSG_MOTD per-line content: downgrade to DEBUG; keep INFO line count
- Transport position update per-entity: fires on every update for each
entity riding a transport — downgrade to DEBUG
queryItemInfo and handleItemQueryResponse fire for every item in
inventory, loot windows, vendor lists, and mail — potentially dozens
of times at login or when any container is opened. Downgrade to
LOG_DEBUG to reduce noise. Also downgrade useItemById search traces
to LOG_DEBUG; the final warning (item not found) stays at LOG_WARNING.
Debug-labeled LOG_INFO calls in handleTrainerList and handleInitialSpells
fire every time the trainer window opens or the player logs in, producing
noisy output that obscures meaningful events.
- handleTrainerList: known spells list dump, hardcoded prerequisite checks
(527/25312), and per-spell detail lines → LOG_DEBUG
Keep one LOG_INFO for the spell count summary (meaningful lifecycle event)
- handleInitialSpells: hardcoded spell presence checks (527/988/1180) →
LOG_DEBUG; replace with a single LOG_INFO for spell count summary
TBC 2.4.3 and Classic 1.12 share the same SMSG_QUESTGIVER_QUEST_DETAILS
format. WotLK 3.3.5a adds three extra fields (informUnit u64, flags u32,
isFinished u8) that the base QuestDetailsParser::parse handles. TBC had no
override, so it fell through to the WotLK heuristic which read flags+isFinished
as if they were TBC fields, misaligning choiceCount, rewardMoney, and rewardXp.
Fix: move parseQuestDetails from ClassicPacketParsers to TbcPacketParsers.
Classic inherits it unchanged (formats are identical). Both expansions now
correctly parse: no informUnit, activateAccept(u8), suggestedPlayers(u32),
emote section, variable choice/reward item counts, rewardMoney, and rewardXp.
Model batch submesh IDs and NPC geoset lists fire on every NPC spawn and
produce excessive log noise in normal gameplay. Downgrade to LOG_DEBUG.
Also downgrade per-equipment-slot DBC lookups from LOG_INFO to LOG_DEBUG.
Consistent with the same cleanup for Classic/TBC parsers. Melee hit, spell
damage, and spell heal logs fire on every combat event and belong at DEBUG
level. Per-character detail lines in the WotLK CharEnum parser are also
consolidated to a single DEBUG line per character.
Combat event logs (melee hit, spell damage, spell heal) fire on every combat
event and should be DEBUG-level. The per-character detail lines in parseCharEnum
are also moved to DEBUG — the summary line stays at INFO.
Vanilla 1.12 SMSG_QUESTGIVER_QUEST_DETAILS includes rewardXp (uint32)
after rewardMoney, same as WotLK. Without this read the XP reward was
always 0 in the quest accept dialog for Classic.
The verbose diagnostic logs added in 16cdde8 for Classic equipment debugging
are no longer needed now that the CSV string-detection bug is fixed. Remove
them to eliminate log spam on every character screen open.
Also replace the hardcoded `14 + region` texture field lookup with the same
DBC-layout-aware array pattern used in game_screen.cpp::updateCharacterTextures,
so texture field indices are correctly resolved per expansion.
The string-column auto-detector in both tools had two gaps that caused small
integer fields (RaceID=1, SexID=0/1, BaseSection, ColorIndex) to be falsely
classified as string columns, corrupting the generated CSVs:
1. No boundary check: a value of N was accepted as a valid string offset even
when N landed inside a longer string (e.g. offset 3 inside "Character\...").
Fix: precompute valid string-start boundaries (offset 0 plus every position
immediately after a null byte); reject offsets that are not boundaries.
2. No diversity check: a column whose only non-zero value is 1 would pass the
boundary test because offset 1 is always a valid boundary (it follows the
mandatory null at offset 0). Fix: require at least 2 distinct non-empty
string values before marking a column as a string column. Columns like
SexID (all values are 0 or 1, resolving to "" and the same path fragment)
are integer fields, not string fields.
Both dbc_to_csv and asset_extract now produce correct column metadata,
e.g. CharSections.dbc yields "strings=6,7,8" instead of "strings=0,1,...,9".
Five movement control response handlers (speed change, move-root, move-flag
change, knock-back, teleport) had guards of the form !isClassicLikeExpansion()
or isClassicLikeExpansion() that prevented ACKs from ever being sent on
Classic/Turtle. Each handler already contained correct legacyGuidAck logic
(full uint64 for Classic/TBC, packed GUID for WotLK) that was unreachable
due to the outer guard.
Classic servers (CMaNGOS/VMaNGOS/ChromieCraft) expect all of these ACKs.
Without them the server stalls the player's speed update, keeps root state
desynced, or generates movement hacks. Fix by removing the erroneous
expansion guard and relying on the existing legacyGuidAck path.
Affected: handleForceSpeedChange, handleForceMoveRootState,
handleForceMoveFlagChange, handleMoveKnockBack, handleTeleport.
dbc_to_csv: The string-column auto-detector would mark integer fields (e.g.
RaceID=1, SexID=0, BaseSection=0-4) as string columns whenever their small
values were valid string-block offsets that happened to land inside longer
strings. Fix by requiring that an offset point to a string *boundary* (offset
0 or immediately after a null byte) rather than any valid position — this
eliminates false positives from integer fields whose values accidentally alias
path substrings. Affected CSVs (CharSections, ItemDisplayInfo for Classic/TBC)
can now be regenerated correctly.
game_handler: clearDBCCache() is already called by application.cpp before
resetDbcCaches(), but also add it inside resetDbcCaches() as a defensive
measure so that future callers of resetDbcCaches() alone also flush stale
expansion-specific DBC data (CharSections, ItemDisplayInfo, etc.).
Vanilla 1.12 SMSG_QUESTGIVER_QUEST_DETAILS includes an emote section
between suggestedPlayers and the choice/reward item lists:
activateAccept(u8) + suggestedPlayers(u32) +
emoteCount(u32) + [delay(u32) + type(u32)] × emoteCount +
choiceCount(u32) + choices + rewardCount(u32) + rewards + money(u32)
The parser was skipping the emote section, causing the emote count to
be misread as the choice item count. Quests with emotes would show
zero choice items and shifted/missing reward and money data.
Log each equipment item's displayModel, inventoryType, and DBC lookup result
to help identify why Classic character equipment does not render correctly.
Also log ItemDisplayInfo.dbc field count, found texture names per region,
and missing texture paths so the exact failure point is visible in logs.
Classic 1.12 and TBC 2.4.3 don't include questFlags(u32) + isRepeatable(u8)
before each quest title in SMSG_QUESTGIVER_QUEST_LIST. WotLK 3.3.5a added
those 5 bytes. The previous code read them speculatively for all expansions
and only rewound on empty title, which failed for any non-empty title.
Also fix questCount always reading as uint8 (all WoW versions use u8 here).
The old u32/u8 heuristic could misread 4 bytes instead of 1, misaligning all
subsequent quest item reads.
TBC 2.4.3 SMSG_CAST_FAILED format is spellId(u32) + result(u8), same as
Classic. WotLK added a castCount(u8) prefix before spellId. TbcPacketParsers
lacked a parseCastFailed override, so it fell through to the WotLK base
which read one extra byte as castCount, shifting the spellId read by one
byte and corrupting the spell ID and result for every failed cast on TBC.
- Add TbcPacketParsers::parseCastFailed override: reads spellId(4)+result(1)
- ClassicPacketParsers already overrides this (enum shift +1), so Classic unaffected
Classic 1.12 auction entries contain only 1 enchant slot (3 uint32s),
while TBC and WotLK expanded this to 3 enchant slots (9 uint32s). Parsing
Classic auction results with the WotLK parser consumed 24 extra bytes per
entry (two extra enchant slots), corrupting randomPropertyId, stackCount,
ownerGuid, pricing and expiry data for every auction item.
- AuctionListResultParser::parse() gains a numEnchantSlots parameter (default 3)
- Classic path reads 1 enchant slot; TBC/WotLK read 3
- handleAuctionListResult/OwnerList/BidderList pass isClassicLikeExpansion()?1:3
Classic 1.12 trainer list entries lack the profDialog and profButton
uint32 fields (8 bytes) that TBC/WotLK added before reqLevel. Instead,
reqLevel immediately follows spellCost, and a trailing unk uint32 appears
at the end of each entry. Parsing the WotLK format for Classic caused
misalignment from the third field onward, corrupting state, cost, level,
skill, and chain data for all trainer spells.
- TrainerListParser::parse() gains a isClassic bool parameter (default false)
- Classic path: cost(4) → reqLevel(1) → reqSkill... → chainNode3 → unk(4)
- WotLK/TBC path: cost(4) → profDialog(4) → profButton(4) → reqLevel(1) → reqSkill...
- handleTrainerList() passes isClassicLikeExpansion() as the flag
Classic 1.12 and TBC use SMSG_FRIEND_LIST (not SMSG_CONTACT_LIST) to send
the initial friend list at login. Previously this packet was silently dropped,
leaving friendsCache empty and breaking /friend remove and note operations
for Classic players.
- Add handleFriendList(): parses Classic format (u8 count, then per-entry:
u64 guid + u8 status + optional area/level/class if online)
- Add handleContactList(): fully parses WotLK SMSG_CONTACT_LIST entries
(previously only read mask+count header and dropped all entries)
- Both handlers populate friendGuids_ and call queryPlayerName() for unknown
GUIDs; handleNameQueryResponse() now backfills friendsCache when a name
resolves for a known friend GUID
- Clear friendGuids_ on disconnect alongside playerNameCache
Vanilla 1.12 SMSG_WHO per-player format:
name(CString) + guild(CString) + level(u32) + class(u32) + race(u32) + zone(u32)
WotLK 3.3.5a added a gender(u8) byte between race and zone. The previous
handleWho always read the gender byte, causing a one-byte misalignment for
Classic/TBC: the first byte of zoneId was consumed as gender, then zoneId
read from the next 4 bytes (spanning into the next player entry).
Now only reads the gender byte for WotLK (isActiveExpansion("wotlk")), and
adds bounds checks to prevent out-of-bounds reads on truncated packets.
Classic 1.12 and TBC 2.4.3 send SMSG_TEXT_EMOTE with the field order:
textEmoteId(u32) + emoteNum(u32) + senderGuid(u64) + nameLen(u32) + name
WotLK 3.3.5a swapped senderGuid to the front:
senderGuid(u64) + textEmoteId(u32) + emoteNum(u32) + nameLen(u32) + name
The previous TextEmoteParser always used the WotLK order, causing senderGuid
to be read as a mashup of textEmoteId+emoteNum for Classic/TBC. Emote
animations and chat entries were associated with wrong GUIDs.
TextEmoteParser::parse now takes a legacyFormat parameter; handleTextEmote
passes it based on expansion detection.
WotLK 3.3.5a added a group-level and per-member roles byte (tank/healer/dps)
for the Dungeon Finder system. Classic 1.12 and TBC 2.4.3 do not send this byte.
The previous GroupListParser always read the roles byte, causing a one-byte
misalignment in Classic/TBC group lists that corrupted member GUID reads and
all subsequent fields (loot method, leader GUID, etc.).
GroupListParser::parse now takes a hasRoles parameter (default true for
backward compatibility). handleGroupList passes hasRoles=isActiveExpansion("wotlk").
Also adds range-checking throughout to prevent out-of-bounds reads on
malformed or unexpectedly short group list packets.
Classic 1.12 servers (vmangos/cmangos-classic) send:
uint64 guid + CString name + CString realmName + uint32 race + uint32 gender + uint32 class
TBC's Variant A (which Classic inherited) skipped the realmName CString,
causing the null terminator of the empty realmName to be absorbed into the
low byte of the uint32 race read, producing race=0 and shifted gender/class.
Adds a ClassicPacketParsers::parseNameQueryResponse override that correctly
reads the realmName CString before the race/gender/class uint32 fields.
Classic/Vanilla uses ObjectGuid::WriteAsPacked() for party member stats
packets (same packed format as WotLK), not full uint64 as TBC does.
Reading 8 fixed bytes for the GUID over-read the packed GUID field,
misaligning updateFlags and all subsequent stat fields, breaking party
frame HP/mana display in Classic.
Classic 1.12 sends packed GUIDs (byte mask + non-zero bytes) for these
server packets, not full uint64 as TBC does. The previous fixes incorrectly
grouped Classic with TBC, causing the GUID readers to over-read 8 bytes
from what were 2-4 byte packed GUIDs, corrupting health values and spell
IDs parsed from subsequent bytes.
Verified from vmangos/cmangos-classic source code:
SMSG_HEALTH_UPDATE: data << GetPackGUID()
SMSG_POWER_UPDATE: data << GetPackGUID()
SMSG_UPDATE_COMBO_POINTS: data << combotarget->GetPackGUID()
SMSG_PERIODICAURALOG: data << victim->GetPackGUID() + caster->GetPackGUID()
SMSG_SPELLENERGIZELOG: data << victim->GetPackGUID() + caster->GetPackGUID()
TBC continues to use full uint64 for these packets. WotLK and Classic
both use packed GUIDs. The branching now correctly distinguishes TBC
from the rest.
Classic 1.12 sends SMSG_AURA_UPDATE/SMSG_AURA_UPDATE_ALL, but ClassicPacketParsers
inherited TBC's override which returns false (TBC uses a different aura system
and doesn't send SMSG_AURA_UPDATE at all).
Classic aura format differs from WotLK in two key ways:
- DURATION flag bit is 0x10 in Vanilla, not 0x20 as in WotLK; reading with the
WotLK parser would incorrectly gate duration reads and misparse aura fields
- No caster GUID field in Classic; WotLK parser tries to read one (gated by 0x08)
which would consume spell ID or flag bytes from the next aura slot
With this override, player/target aura bars and buff tracking work correctly
on Classic 1.12 connections for the first time.
Vanilla 1.12 SMSG_ATTACKERSTATEUPDATE, SMSG_SPELLNONMELEEDAMAGELOG, and
SMSG_SPELLHEALLOG use PackedGuid for all entity GUIDs, not full uint64
as TBC and WotLK do.
Without these overrides Classic inherited TBC's implementations, which
over-read PackedGuid fields as fixed 8-byte GUIDs, misaligning all
subsequent damage/heal fields and making combat parsing unusable on
Classic servers.
The Classic override logic is identical to TBC except for the GUID
reads, so combat text, damage numbers, and kill tracking now work
correctly on Vanilla 1.12 connections.
Vanilla 1.12 SMSG_SPELL_START and SMSG_SPELL_GO use:
- PackedGuid (variable-length) for caster and target GUIDs, not full uint64
- uint16 castFlags, not uint32 as in TBC/WotLK
- uint16 targetFlags in SpellCastTargets, not uint32
Without these overrides Classic inherited TBC's implementations which
read 8 bytes for each GUID (over-reading the PackedGuid) and then 4
bytes for castFlags instead of 2, misaligning all subsequent fields
and producing garbage spell IDs, cast times, and target GUIDs.
Hit and miss target GUIDs in SMSG_SPELL_GO are also PackedGuid in
Vanilla (vs full uint64 in TBC), handled by the new parseSpellGo.