handleMonsterMove called MonsterMoveParser::parse() directly (WotLK
format with extra uint8 after PackedGuid) instead of going through
the polymorphic packetParsers_->parseMonsterMove(). Added parseVanilla
override to ClassicPacketParsers so classic/turtle use the correct
vanilla format.
Update field extraction in both CREATE_OBJECT and VALUES handlers to check
specific fields (maxHealth, level, faction, etc.) before power/maxpower range
checks. In Classic 1.12.1, power indices 23-27 are adjacent to maxHealth (28),
and maxPower indices 29-33 are adjacent to level (34) and faction (35), so
range checks like "key >= powerBase && key < powerBase+7" were incorrectly
capturing those fields.
Add build-aware WoW.exe selection and runtime global patching for Warden
SYSTEM_INFO, EndScene, WorldEnables, and LastHardwareAction chains. Fix
Classic opcodes and auth session addon data format for CMaNGOS compatibility.
Bag bar: left-click drag bags to swap positions using CMSG_SWAP_ITEM
with INVENTORY_SLOT_BAG_0 (255). Local optimistic swap for instant
feedback. Camera controller now respects ImGui WantCaptureMouse.
Vendor auto-open bags only triggers once per session.
Fix opcodes: CMSG_GAMEOBJECT_USE 0x01B→0x0B1 (typo caused
SMSG_FORCEACTIONSHOW spam), CMSG_CANCEL_AURA 0x033→0x136,
SMSG_SELL_ITEM 0x1A4→0x1A1.
Wire CombatSoundManager into SMSG_ATTACKERSTATEUPDATE for weapon swing,
impact, and miss sounds. Add attack grunt and wound vocalizations to
ActivitySoundManager using correct WoW MPQ PC-suffix paths. Trigger
attack animation on SMSG_SPELL_GO for warrior melee abilities. Add
client-side melee range and facing checks to prevent server rejections.
Snap charge arrival to target's current position for reliable melee range.
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry
effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes)
which was producing blue/red instead of golden yellow. Spell effect models bypass
particle dampeners, glow sprite conversion, Mod→Additive blend override, and all
collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups
trigger the 3D effect at their position with group chat notification. F7 hotkey
for testing.
- Correct UNIT_FIELD_BYTES_0 to index 23 (was incorrectly 56) in update fields JSON and table
- Replace single power/maxPower with powers[7]/maxPowers[7] arrays indexed by power type
- Add setPowerByType/setMaxPowerByType helpers for setting specific power types
- getSpellCastResultString now returns "Not enough rage/energy/focus/runic power" based on player power type instead of always "Not enough mana"
- Fix NPC combat messages concatenating onto previous lines by combining prefix+body into single renderTextWithLinks call instead of TextWrapped+SameLine
- Improve generic error strings to be more WoW-authentic (Invalid target, Target not in line of sight, etc.)
All WoW versions use exactly 5 damage entries in SMSG_ITEM_QUERY_SINGLE_RESPONSE.
The previous heuristic defaulted to parsed2 (2 entries) and only switched to
parsed5 for armor items based on a non-zero armor check — but that check was
circular: it needed parsed5.armor>0 to switch to parsed5, which only happens
if parsed5 is already the selected result. Flipping the default to parsed5 and
falling back to parsed2 only when parsed2 clearly identifies a weapon item
(damage+delay present, parsed5 doesn't match) fixes armor for armor items
without breaking weapon stat parsing.
The WotLK item query parser assumed BuyCount is always present as a
separate field (Flags + Flags2 + BuyCount + BuyPrice + SellPrice = 5
fields). Some server variants omit BuyCount, shifting every subsequent
field by 4 bytes and causing armor to be read from the wrong offset.
Now read 5 fields and validate InventoryType (must be 0-28). If it
falls outside that range, rewind and re-parse with 4 fields (no
BuyCount), which recovers correct alignment. Elevated item query log
from DEBUG to INFO so the parsed armor value is visible in output.
The character stats panel was showing Armor: 0 because summing armor
from item query responses is fragile (depends on correct BuyCount/damage
block parsing). Instead, read the server-authoritative total armor
directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0)
in the player entity update fields.
Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion
JSON files with correct wire indices:
WotLK 3.3.5a: 99 (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5)
TBC 2.4.3: 185 (NPC_FLAGS=168 + same relative layout)
Classic 1.12: 154 (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat)
Turtle WoW: 154 (same as Classic)
Stats panel uses server armor when > 0, falls back to summed item-query
armor otherwise. Armor rating resets to 0 on world entry and is updated
from both CREATE_OBJECT and VALUES update blocks.
The old `// lgtm [cpp/...]` comments used a space (invalid syntax) and
were placed on preceding lines rather than inline with the flagged code.
GitHub's CodeQL action v3 requires `// codeql[query-id]` on the same
line as the flagged expression. All four alert sites updated:
- world_socket.cpp: encryptCipher/decryptCipher.init() (protocol RC4)
- warden_module.cpp: decryptRC4() call (Warden protocol RC4)
- warden_crypto.cpp: initRC4() calls (Warden stream cipher init)
- game_handler.cpp: wardenLoadedModule_->load() (MD5+RC4 via Warden)
All uses are protocol-mandated by Blizzard's WoW/Warden spec and cannot
be replaced without breaking server interoperability.
TBC 2.4.3 SMSG_ITEM_QUERY_SINGLE_RESPONSE differs from WotLK: no Flags2,
no BuyCount, statsCount-many stat pairs (not always 10), and no
ScalingStatDistribution/ScalingStatValue. Without this override,
TbcPacketParsers fell back to the WotLK parser and misread stats/armor
with a cascading 16-byte offset. Classic (Vanilla) was already safe via
its own independent ClassicPacketParsers::parseItemQueryResponse().
SMSG_ITEM_QUERY_SINGLE_RESPONSE in WotLK 3.3.5a sends BuyCount as a
separate field before BuyPrice. The parser was skipping only one of the
two fields, shifting every subsequent read by 4 bytes. This caused
statsCount to be read from ContainerSlots (always 0 for non-bags) so
no stat pairs were parsed, and the armor field was read from the wrong
offset in the damage block — leaving all stat bonuses and armor at 0.
Also moved armor above stat bonuses in the item tooltip to match WoW's
canonical tooltip layout (armor, then green stat lines).
Previously other players jittered because the entity sat frozen at its
destination between movement packets, then snapped to the new start
position on the next packet (stop-pop-stop-pop at ~10 Hz).
Entity interpolation now tracks a smoothed velocity and dead-reckons
past the end of each packet window, so the entity keeps gliding at the
estimated speed until the next server update arrives. Movement stops
only after two consecutive intervals with no new packet (entity has
genuinely stopped).
Also replaced the raw packet-delta duration with an exponential moving
average (EMA) per player. A single slow or fast packet no longer spikes
the playback speed; the EMA converges on the actual send rate (~100 ms)
and absorbs jitter without adding a fixed input-latency penalty.
- game_handler.cpp: use-after-move on node.id after std::move(node)
(save nodeId before the move)
- tcp_socket.cpp, world_socket.cpp: virtual call in destructor bypasses
dispatch; use qualified TCPSocket::disconnect() / WorldSocket::disconnect()
to make intent explicit
- wmo_renderer.cpp: float loop counters risk precision drift; replace with
integer step counts and reconstruct float from index
- game_screen.cpp: (float + 0.5) cast to int is incorrect rounding;
use std::lround instead
Copy Wowee.ico into the build tree at configure time so llvm-rc can
resolve the relative assets\\wowee.ico path in wowee.rc. Also remove a
redundant #include <sys/mman.h> that was incorrectly placed inside a
function body.
warden_emulator.cpp: guard unicorn include + entire implementation with
HAVE_UNICORN; provide stub implementations for platforms without Unicorn
(Windows ARM64 which has no unicorn MSYS2 package)
warden_module.cpp: include <windows.h> for VirtualAlloc/HMODULE/etc on
Windows; always include warden_emulator.hpp so unique_ptr destructor compiles
regardless of HAVE_UNICORN
world_packets.hpp + game_handler.cpp: rename CharCreateResult::ERROR to
CharCreateResult::CHAR_ERROR to avoid wingdi.h #define ERROR 0 collision
Guard X11 display crash handler with __linux__, add Windows GlobalMemoryStatusEx
path in memory_monitor, guard warden cache paths with APPDATA on Windows, and
make pkg-config optional in CMakeLists with a find_library fallback. Add Windows
x86-64 CI job using MSYS2 MINGW64 to the build workflow.
SMSG_QUEST_QUERY_RESPONSE skipped only 18 uint32s before reading the
title string, but Classic layout has 40 fields before the title
(16 header + 8 reward items + 12 choice items + 4 POI fields).
Reading from the wrong position landed inside reward item data where
empty slots contain 0-bytes, so readString() returned "", overwriting
the "Quest #N" placeholder with an empty title — making quests
invisible in the UI even though they were in the quest log.
Fixes:
- Expansion-aware skip count: 40 for Classic/Turtle, 55 for WotLK
- Guard: only update title if parsed string is non-empty and printable
- Also scan quest log fields in VALUES update path (not just CREATE_OBJECT2),
so quests are detected even when the server sends partial updates