Commit graph

21 commits

Author SHA1 Message Date
Pavel Okhlopkov
97106bd6ae fix(render): code quality cleanup
Magic number elimination:
- Create protocol_constants.hpp, warden_constants.hpp,
  render_constants.hpp, ui_constants.hpp
- Replace ~55 magic numbers across game_handler, warden_handler,
  m2_renderer_render

Reduce nesting depth:
- Extract 5 parseEffect* methods from handleSpellLogExecute
  (max indent 52 → 16 cols)
- Extract resolveSpellSchool/playSpellCastSound/playSpellImpactSound
  from 3× duplicate audio blocks in handleSpellGo
- Flatten SMSG_INVENTORY_CHANGE_FAILURE with early-return guards
- Extract drawScreenEdgeVignette() for 3 duplicate vignette blocks

DRY extract patterns:
- Replace 12 compound expansion checks with isPreWotlk() across
  movement_handler (9), chat_handler (1), social_handler (1)

const to constexpr:
- Promote 23+ static const arrays/scalars to static constexpr across
  12 source files

Error handling:
- Convert PIN auth from exceptions to std::optional<PinProof>
- Add [[nodiscard]] to 15+ initialize/parse methods
- Wrap ~20 unchecked initialize() calls with LOG_WARNING/LOG_ERROR

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-06 22:43:13 +03:00
Kelsi
069dd36698 fix(parsing): bail on suspicious maskBlockCount in CREATE_OBJECT blocks
When spline parsing consumes the wrong number of bytes, the subsequent
blockCount read lands on garbage data (e.g. 71 instead of ~5 for UNIT).
Previously the parser logged a warning but continued, reading garbage
mask/field data until hitting truncation. Now it returns false for
CREATE_OBJECT blocks with suspicious counts, letting the block loop
skip cleanly to the next entity.

Also downgrade ~44 diagnostic LOG_WARNING messages to LOG_DEBUG across
17 files (equipment, transport, DBC, heartbeat, chat, GO raypick, etc.)
to reduce log noise and make real warnings visible.
2026-04-05 20:12:17 -07:00
Kelsi
e32f4fbff9 Merge master into chore/god-object-decomposition-2nd
Resolve conflicts:
- audio_callback_handler.cpp: keep PR's animation_controller include
- movement_handler.cpp: use PR accessors with master's transportResolved logic
- world_packets.cpp: keep PR's decomposed version (functions moved to split files)

Apply overkill field fix to world_packets_entity.cpp (WotLK
SMSG_ATTACKERSTATEUPDATE missing uint32 overkill between damage and
subDamageCount).
2026-04-05 19:42:25 -07:00
Kelsi
aff545edef fix(rendering): emote animations, WMO portal culling, transport teleport
Emote animations: fix DBC chain for /laugh, /flirt, /sleep, /fart, /stink.
Previously all emotes with AnimID=0 used emoteRef as animId (wrong DBC
record IDs). Now resolves through Emotes.dbc properly, with per-emote
overrides for emotes whose DBC chain yields 0. Adds Emotes.dbc load
failure warning and diagnostic logging.

WMO culling: skip portal culling when camera is outside all groups (fixes
vanishing Stormwind ground tiles). Also handle indoor/outdoor AABB overlap
by showing all groups when position is in both indoor and outdoor AABBs.

Transport: clear ONTRANSPORT flag and transport state when transport not
found, preventing stale transport data from teleporting player to map
origin. Add area trigger safety net near (0,0,0) on Eastern Kingdoms.
2026-04-05 17:25:25 -07:00
Paul
34c0e3ca28 chore(refactor): god-object decomposition and mega-file splits
Split all mega-files by single-responsibility concern and
partially extracting AudioCoordinator and
OverlaySystem from the Renderer facade. No behavioral changes.

Splits:
- game_handler.cpp (5,247 LOC) → core + callbacks + packets (3 files)
- world_packets.cpp (4,453 LOC) → economy/entity/social/world (4 files)
- game_screen.cpp  (5,786 LOC) → core + frames + hud + minimap (4 files)
- m2_renderer.cpp  (3,343 LOC) → core + instance + particles + render (4 files)
- chat_panel.cpp   (3,140 LOC) → core + commands + utils (3 files)
- entity_spawner.cpp (2,750 LOC) → core + player + processing (3 files)

Extractions:
- AudioCoordinator: include/audio/ + src/audio/ (owned by Renderer)
- OverlaySystem: include/rendering/ + src/rendering/overlay_system.*

CMakeLists.txt: registered all 17 new translation units.
Related handler/callback files: minor include fixups post-split.
2026-04-05 19:30:44 +03:00
Kelsi
a23c2172a8 fix(chat): handle SMSG_GM_MESSAGECHAT format, add chat diagnostics
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SMSG_GM_MESSAGECHAT has an extra gmNameLen+gmName field after the
standard header that was causing misaligned parsing for non-whisper GM
messages. Strip the GM name before forwarding to the regular parser.

Also improve party state notifications (show member names on join) and
add INFO-level logging for all incoming/outgoing chat messages and
WARNING-level logging for group invite/accept packets to diagnose
recurring phantom party state issues.
2026-04-05 05:16:57 -07:00
Kelsi
e4bd380c0d fix(chat): prevent AFK/DND auto-reply whisper spam loop
Auto-reply was sent on every incoming whisper with no dedup, causing
infinite loops when both players had auto-reply enabled. Now tracks
which senders have been replied to and only sends one auto-reply per
sender per AFK/DND session.
2026-04-05 04:50:40 -07:00
Kelsi Davis
f577411a15 fix(chat): resolve /r reply target when name arrives after whisper
Whisper sender name may not be in the player name cache when the packet
arrives. Store the sender GUID and lazily resolve the name from the
cache in getLastWhisperSender(). Also backfill lastWhisperSender_ when
the SMSG_NAME_QUERY_RESPONSE arrives.
2026-04-04 01:16:28 -07:00
Kelsi
f313eec24e refactor: replace magic slot offset 23 with NUM_EQUIP_SLOTS, simplify channel search
- Replace all 11 occurrences of magic number 23 in backpack slot
  calculations with Inventory::NUM_EQUIP_SLOTS across inventory_handler,
  spell_handler, and inventory.cpp
- Add why-comment to NUM_EQUIP_SLOTS explaining WoW slot layout
  (equipment 0-22, backpack starts at 23 in bag 0xFF)
- Add why-comment on 0x80000000 bit mask in item query response
  (high bit flags negative/missing entry response)
- Replace manual channel membership loops with std::find in
  chat_handler.cpp (YOU_JOINED and PLAYER_ALREADY_MEMBER cases)
- Add why-comment on PLAYER_ALREADY_MEMBER reconnect edge case
2026-03-30 14:01:34 -07:00
Kelsi
294c91d84a fix: migrate 197 unsafe packet bounds checks to hasRemaining/getRemainingSize
All domain handler files used 'packet.getSize() - packet.getReadPos()'
which underflows to ~2^64 when readPos exceeds size (documented in
commit ed63b029). The game_handler.cpp and packet_parsers were migrated
to hasRemaining(N) in an earlier cleanup, but the domain handlers were
created after that migration by the PR #23 split, copying the old
unsafe patterns back in. Now uses hasRemaining(N) for comparisons and
getRemainingSize() for assignments across all 7 handler files.
2026-03-29 20:53:26 -07:00
Kelsi
0795430390 cleanup: remove dead pos=0 reassignment and demote chat logs to DEBUG
Quest log had a redundant pos=0 right after initialization. Chat handler
logged every incoming/outgoing message at WARNING level, flooding the
log and obscuring genuine warnings.
2026-03-29 18:11:49 -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
91c6eef967 fix: suspend gravity for 10s after world entry to prevent WMO fall-through
Stormwind WMO collision takes 25+ seconds to fully load. The warmup
ground check couldn't detect the WMO floor because collision data
wasn't finalized yet. Player spawned and immediately fell through
the unloaded WMO floor into the terrain below (Dun Morogh).

New approach: suspendGravityFor(10s) after world entry. Gravity is
disabled (Z position frozen) until either:
1. A floor is detected by the collision system (gravity resumes instantly)
2. The 10-second timer expires (gravity resumes as fallback)

This handles the case where WMO collision loads during the first few
seconds of gameplay — the player hovers at spawn Z until the floor
appears, then lands normally.

Also fixes faction language for chat (ORCISH for Horde, COMMON for
Alliance) and adds SMSG_MESSAGECHAT diagnostic logging.
2026-03-28 15:50:13 -07:00
Kelsi
b1e2b8866d fix: use faction-correct language for outgoing chat (COMMON vs ORCISH)
Chat was always sent with COMMON (7) language. For Horde players,
AzerothCore rejects COMMON and silently drops the message. Alliance
players nearby also couldn't see Horde messages.

Now detects player race and sends ORCISH (1) for Horde races, COMMON (7)
for Alliance. This matches what the real WoW client sends.
2026-03-28 15:42:01 -07:00
Kelsi
9666b871f8 fix: BG announcer filter was suppressing ALL chat messages
The filter matched ALL chat types for patterns like "[H:" + "A:" which
are common in normal messages. Any SAY/WHISPER/GUILD message containing
both substrings was silently dropped. This broke all incoming chat.

Now only filters SYSTEM messages and only matches specific BG announcer
keywords: "Queue status", "BG Queue", "BGAnnouncer".
2026-03-28 15:31:16 -07:00
Kelsi
615db79819 fix: skip all-zero equipment emit, broaden BG announcer filter
Equipment: the first emitOtherPlayerEquipment call fired before any item
queries returned, sending all-zero displayIds that stripped players naked.
Now skips the callback when resolved=0 (waiting for queries). Equipment
only applies once at least one item resolves, preventing the naked flash.

BG announcer: broadened filter to match ALL chat types (not just SYSTEM),
and added more patterns: "BGAnnouncer", "[H: N, A: N]" with spaces.

Also added diagnostic logging in setOnlinePlayerEquipment to trace
displayId counts reaching the renderer.
2026-03-28 15:09:52 -07:00
Kelsi
12f5aaf286 fix: filter BG queue announcer spam from system chat
ChromieCraft/AzerothCore BG queue announcer module floods chat with
SYSTEM messages like "Queue status for Alterac Valley [H: 12/40, A: 15/40]".
Now filtered by detecting common patterns: "Queue status", "BG Queue",
"Announcer]", and "[H:...A:..." format.

Equipment status: resolved items ARE rendering (head, shoulders, chest,
legs confirmed with displayIds). Remaining unresolved slots (weapons)
are item queries the server hasn't responded to yet — timing issue,
not a client bug. Items trickle in over ~5 seconds as queries return.
2026-03-28 15:01:25 -07:00
Kelsi
4e709692f1 fix: filter officer chat for non-officers (server sends to all guild members)
Some private servers (AzerothCore/ChromieCraft) send OFFICER chat type
to all guild members regardless of rank. The real WoW client checks the
GR_RIGHT_OFFCHATLISTEN (0x80) guild rank permission before displaying.

Now checks the player's guild rank rights from the roster data and
suppresses officer chat if the permission bit is not set.
2026-03-28 14:45:51 -07:00
Kelsi
f4a2a631ab fix: visible item field base 284→408 (was reading quest log, not equipment)
PLAYER_VISIBLE_ITEM_1_ENTRYID for WotLK 3.3.5a is at UNIT_END(148) + 260
= field index 408 with stride 2. The previous default of 284 (UNIT_END+136)
was in the quest log field range, causing item IDs like "Lesser Invisibility
Potion" and "Deathstalker Report" to be read as equipment entries.

This was the root cause of other players appearing naked — item queries
returned valid responses but for the WRONG items (quest log entries instead
of equipment), so displayInfoIds were consumable/quest item appearances.

The heuristic auto-detection still overrides for Classic/TBC (different
stride per expansion), so this only affects the WotLK default before
detection runs.

Also filter addon whispers (GearScore GS_*, DBM, oRA, BigWigs, tab-prefixed)
from chat display — these are invisible in the real WoW client.
2026-03-28 10:49:00 -07:00
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