Commit graph

38 commits

Author SHA1 Message Date
Kelsi
35be19e74c fix(mail): route GO mailbox open through InventoryHandler
The decomposition PRs moved mail state to InventoryHandler but the GO
interaction code still set stale GameHandler fields. Add openMailbox()
on InventoryHandler and forward from GameHandler so the correct
mailboxGuid_/mailboxOpen_ are set and refreshMailList() works.
2026-04-05 04:22:48 -07:00
Kelsi
53244d025c feat(repair): DBC-based repair cost estimation and UI display
Calculate repair costs client-side using DurabilityCosts.dbc and
DurabilityQuality.dbc. Block repair when player can't afford it and
only apply optimistic durability/gold updates when cost is verified.
Show repair cost next to the Repair All button in the vendor window.
2026-04-05 04:15:48 -07:00
Kelsi
1dd1a431f4 fix(repair): process item durability updates even when entity missing from manager
handleValuesUpdate silently dropped VALUES updates for item GUIDs not in
entityManager, causing repair-all durability changes to be lost. Fall
through to updateItemOnValuesUpdate for items tracked in onlineItems_.
2026-04-05 03:15:03 -07:00
Paul
e58f9b4b40 feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND,
anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1)
lookup, and flyVariant() compact 218-element ground→FLY_* resolver.

Expand AnimationController into a full state machine with 20+ named states:
spell cast (directed→omni→cast fallback chain, instant one-shot release),
hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle,
stealth animation substitution, loot, fishing channel, sit/sleep/kneel
down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons
(BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY,
vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS),
emote state variants, off-hand/pierce/dual-wield alternation, NPC
birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell.

Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo
(12 constants) namespaces; replace all magic numbers in spell_handler.cpp.

Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire
GameObjectStateCallback. Add DBC cross-validation on world entry.

Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and
asset_pipeline_gui.py. Add tests/test_animation_ids.cpp.

Bug fixes included:
- Stand state 1 was animating READY_2H(27) — fixed to SITTING(97)
- Spell casts ended freeze-frame — add one-shot release animation
- NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff)
- Chair sits (states 2/4/5/6) incorrectly played floor-sit transition
- STOP(3) used for all spell casts — replaced with model-aware chain
2026-04-04 23:02:53 +03:00
Kelsi
345b41b810 fix(auction): resolve item GUID with fallback and gate packet format
auctionSellItem now resolves the item GUID internally via
backpackSlotGuids_ with resolveOnlineItemGuid fallback, matching the
pattern used by vendor sell and item use. Previously the UI passed
the GUID directly from getBackpackItemGuid() with no fallback, so
items with unset slot GUIDs silently failed to list.

Also gates CMSG_AUCTION_SELL_ITEM format by expansion: Classic/TBC
omits the itemCount and stackCount fields that WotLK requires.
2026-04-03 18:46:49 -07:00
Kelsi
8fd4dccf6b fix(vendor): preserve repair flag across ListInventory parse
ListInventoryParser::parse() was resetting the entire ListInventoryData
struct, wiping the canRepair flag set by the gossip handler before the
server response arrived. Preserve it across the parse.

Also detect repair capability from UNIT_NPC_FLAG_REPAIR (0x1000) on the
vendor NPC entity, so direct vendors without gossip menus also show the
repair button.
2026-04-03 18:18:53 -07:00
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
28e5cd9281 refactor: replace magic bag slot offset 19 with FIRST_BAG_EQUIP_SLOT
- Add Inventory::FIRST_BAG_EQUIP_SLOT = 19 constant with why-comment
  explaining WoW equip slot layout (bags occupy slots 19-22)
- Replace all 19 occurrences of magic number 19 in bag slot calculations
  across inventory_handler, spell_handler, inventory, and game_handler
- Add UNIT_FIELD_FLAGS / UNIT_FLAG_PVP comment in combat_handler
- Add why-comment on network packet budget constants (prevent server
  data bursts from starving the render loop)
2026-03-30 14:20:39 -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 Rae Davis
fe080bed4b
Merge pull request #31 from ldmonster/chore/break-application-from-gamehandler
[chore] refactor: Break Application::getInstance() from GameHandler
2026-03-30 13:26:29 -07:00
Paul
a86efaaa18 [refactor] Break Application::getInstance() from GameHandler
Introduce `GameServices` struct — an explicit dependency bundle that
`Application` populates and passes to `GameHandler` at construction time.
Eliminates all 47 hidden `Application::getInstance()` calls in
`src/game/*.cpp`, completing SOLID-D (dependency-inversion) cleanup.

Changes:
- New `include/game/game_services.hpp` — `struct GameServices` carrying
  pointers to `Renderer`, `AssetManager`, `ExpansionRegistry`, and two
  taxi-mount display IDs
- `GameHandler(GameServices&)` replaces default constructor; exposes
  `services() const` accessor for domain handlers
- `Application` holds `game::GameServices gameServices_`; populates it
  after all subsystems are created, then constructs `GameHandler`
  (fixes latent init-order bug: `GameHandler` was previously created
  before `AssetManager` / `ExpansionRegistry`)
- `game_handler.cpp`: duplicate `isActiveExpansion` / `isClassicLikeExpansion` /
  `isPreWotlk` anonymous-namespace helpers removed; `game_utils.hpp`
  included instead
- All domain handlers (`InventoryHandler`, `SpellHandler`, `MovementHandler`,
  `CombatHandler`, `QuestHandler`, `SocialHandler`, `WardenHandler`) replace
  `Application::getInstance().getXxx()` with `owner_.services().xxx`
2026-03-30 09:17:42 +03:00
Kelsi
169595433a debug: add GO interaction diagnostics at every decision point
Some checks are pending
Build / Build (arm64) (push) Waiting to run
Build / Build (x86-64) (push) Waiting to run
Build / Build (macOS arm64) (push) Waiting to run
Build / Build (windows-arm64) (push) Waiting to run
Build / Build (windows-x86-64) (push) Waiting to run
Security / CodeQL (C/C++) (push) Waiting to run
Security / Semgrep (push) Waiting to run
Security / Sanitizer Build (ASan/UBSan) (push) Waiting to run
Adds [GO-DIAG] WARNING-level logs at:
- Right-click dispatch (raypick hit / re-interact with target)
- interactWithGameObject entry + all BLOCKED paths
- SMSG_SPELL_GO (wasInTimedCast, lastGoGuid, pendingGoGuid state)
- SMSG_LOOT_RESPONSE (items, gold, guid)
- Raypick candidate GO positions (entity pos + hit center + radius)

These logs will pinpoint exactly where the interaction fails:
- No GO-DIAG lines = GOs not in entity manager / not visible
- Raypick GO pos=(0,0,0) = GO position not set from update block
- BLOCKED = guard condition preventing interaction
- SPELL_GO wasInTimedCast=false = timer race (already fixed)
2026-03-29 23:09:28 -07:00
Kelsi
8376757f7e cleanup: migrate 20 remaining setReadPos(getSize()) to skipAll()
The Packet::skipAll() method was introduced to replace the verbose
setReadPos(getSize()) pattern. 186 instances were migrated earlier,
but 20 survived in domain handler files created after the migration.
Also removes a redundant single-element for-loop wrapper around
SMSG_LOOT_CLEAR_MONEY registration.
2026-03-29 21:51:03 -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
731d9a88fb fix: SMSG_AUCTION_BIDDER_NOTIFICATION read itemEntry at wrong offset
The handler treated the second uint32 (auctionId) as itemEntry. The
real itemEntry is at byte 24 after auctionHouseId(4)+auctionId(4)+
bidderGuid(8)+bidAmount(4)+outbidAmount(4). Outbid chat messages always
referenced the wrong item.
2026-03-29 19:22:44 -07:00
Kelsi
5b9b8b59ba refactor: extract buildItemDef from 4 copy-pasted blocks in rebuildOnlineInventory
The same 25-line block copying ~20 fields from itemInfoCache_ into
ItemDef was duplicated for equipment, backpack, keyring, and bag slots.
Extracted into buildItemDef() so new fields only need adding once.
Net -100 lines.
2026-03-29 19:16:36 -07:00
Kelsi
2e1f0f15ea fix: auction house refresh failed after browse-all (empty name search)
The auto-refresh after successful bid/buyout was gated on
lastAuctionSearch_.name.length() > 0, so a browse-all search (empty
name) would never refresh. Replaced with a hasAuctionSearch_ flag
that's set on any search regardless of the name filter.
2026-03-29 19:01:06 -07:00
Kelsi
fc2c6bab40 fix: strict aliasing violation in handleQueryNextMailTime
reinterpret_cast<float*> on raw packet bytes is undefined behavior per
the C++ strict aliasing rule — compilers can optimize assuming uint8_t
and float never alias. Replaced with packet.readFloat() which uses
memcpy internally. Also switched to hasRemaining() for consistency.
2026-03-29 18:46:34 -07:00
Kelsi
bed859d8db fix: buyback used hardcoded WotLK opcode 0x290 bypassing wireOpcode()
Both buyBackItem() and the retry path in handleBuyFailed constructed
packets with a raw opcode constant instead of using the expansion-aware
BuybackItemPacket::build(). This would silently break if any expansion's
CMSG_BUYBACK_ITEM wire mapping diverges from 0x290.
2026-03-29 18:29:07 -07:00
Kelsi
dc500fede9 refactor: consolidate buildItemLink into game_utils.hpp
Three identical copies (game_handler.cpp, spell_handler.cpp,
quest_handler.cpp) plus two forward declarations (inventory_handler.cpp,
social_handler.cpp) replaced with a single inline definition in
game_utils.hpp. All affected files already include this header, so
quality color table changes now propagate from one source of truth.
2026-03-29 17:57:05 -07:00
Kelsi
b9ecc26f50 fix: misplaced brace included book handlers inside LOOT_CLEAR_MONEY loop
The for-loop over {SMSG_LOOT_CLEAR_MONEY} was missing its closing brace,
so SMSG_READ_ITEM_OK and SMSG_READ_ITEM_FAILED registrations were inside
the loop body. Works by accident (single iteration) but fragile and
misleading — future additions to the loop would re-register book handlers.
2026-03-29 17:52:43 -07:00
Kelsi
020e016853 fix: quest reward items stuck as 'Item #ID' due to stale pending queries
Two fixes for item name resolution:

1. Clear entry from pendingItemQueries_ even when response parsing fails.
   Previously a malformed response left the entry stuck in pending forever,
   blocking all retries so the UI permanently showed "Item 12345".

2. Add 5-second periodic cleanup of pendingItemQueries_ so lost/dropped
   responses don't permanently block item info resolution.
2026-03-29 17:44:46 -07:00
Kelsi
51da88b120 fix: SMSG_ITEM_PUSH_RESULT read extra byte causing wrong item count
The handler read an extra uint8 (bag) after bagSlot, shifting all
subsequent fields by 1 byte. This caused count to straddle the count
and countInInventory fields — e.g. count=1 read as 0x03000000 (50M).

Also removes cast bar diagnostic overlay and demotes debug logs.
2026-03-29 17:30:44 -07:00
Kelsi
309fd11a7b fix: cast bar invisible due to stale ImGui saved window position
The cast bar window used ImGuiCond_FirstUseEver for positioning, so
ImGui's .ini state restored a stale off-screen position from a prior
session. Switch to ImGuiCond_Always and add NoSavedSettings flag so
the bar always renders centered near the bottom of the screen.

Also demotes remaining diagnostic logs to LOG_DEBUG.
2026-03-29 17:20:02 -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
fdca990209 debug: dump raw fields for first 3 players (lowered threshold to size>20) 2026-03-28 16:06:03 -07:00
Kelsi
1af1c66b04 fix: SMSG_TRADE_STATUS_EXTENDED format (whichPlayer is uint32, add missing fields)
WotLK trade packet format was wrong in multiple ways:
- whichPlayer was read as uint8, actually uint32
- Missing tradeId field (we read tradeId as tradeCount)
- Per-slot size was 52 bytes, actually 64 (missing suffixFactor,
  randomPropertyId, lockId = 12 bytes)
- tradeCount is 8 (7 trade + 1 "will not be traded"), not capped at 7

Verified: header(4+4=8) + 8×(1+64=65) + gold(4) = 532 bytes matches
the observed packet size exactly.

Note: Classic trade format differs and will need its own parser.
2026-03-28 15:24:26 -07:00
Kelsi
df9dad952d fix: handle TRADE_STATUS_UNACCEPT (status=8), revert to Open state 2026-03-28 15:21:32 -07:00
Kelsi
ce54b196e7 fix: trade COMPLETE resets state before EXTENDED can populate items/gold
SMSG_TRADE_STATUS(COMPLETE) and SMSG_TRADE_STATUS_EXTENDED arrive in the
same packet batch. COMPLETE was calling resetTradeState() which cleared
all trade slots and gold BEFORE EXTENDED could write the final data.
The trade window showed "7c" (garbage gold) because the gold field read
from the wrong offset (slot size was also wrong: 60→52 bytes).

Now COMPLETE just sets status to None without full reset, preserving
trade state for EXTENDED to populate. The TRADE_CLOSED addon event
still fires correctly.
2026-03-28 15:18:33 -07:00
Kelsi
ed7cbccceb fix: trade slot size check 60→52 bytes, add trade diagnostic logging 2026-03-28 15:14:53 -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
504d112625 fix: gossip/vendor windows not closing when opening mailbox/trainer/taxi
Domain handlers were setting `owner_.gossipWindowOpen = false` directly
on GameHandler's stale member, but isGossipWindowOpen() delegates to
QuestHandler's copy. The gossip window stayed open because the
delegating getter never saw the close.

Fix: use owner_.closeGossip() / owner_.closeVendor() which properly
delegate to QuestHandler/InventoryHandler to close the canonical state.

Affected: InventoryHandler (3 sites: mail, trainer, bank opening),
MovementHandler (1 site: taxi opening), QuestHandler (2 sites: gossip
opening closes vendor).
2026-03-28 14:36:14 -07:00
Kelsi
5a8ab87a78 fix: warmup checks WMO floor proximity, not just terrain existence
Stormwind players stand on WMO floors ~95m above terrain. The previous
check only tested if terrain existed at the spawn XY (it did — far below).
Now checks WMO floor first, then terrain, requiring the ground to be within
15 units of spawn Z. Falls back to tile count after 10s.

Also adds diagnostic logging for useItemBySlot (hearthstone debug).
2026-03-28 11:34:07 -07:00
Kelsi
15f6aaadb2 fix: revert stride to 2 (correct for WotLK visible items), add re-emit tracing
Stride 4 was wrong — the raw dump shows entries at 284, 288, 292 which
are slots 0, 2, 4 with stride 2 (slot 1=NECK is zero because necks are
invisible). Stride 2 with base 284 correctly maps 19 equipment slots.

Added WARNING-level log when item query responses trigger equipment
re-emit for other players, to confirm the re-emit chain works.

The falling-through-world issue is likely terrain chunks not loading
fast enough — the terrain streaming stalls are still present.
2026-03-28 11:07:17 -07:00
Kelsi
05ab9922c4 fix: visible item stride 2→4 (confirmed from raw field dump)
RAW FIELDS dump shows equipment entries at indices 284, 288, 292, 296, 300
— stride 4, not 2. Each visible item slot occupies 4 fields (entry +
enchant + 2 padding), not 2 as previously assumed.

Field dump evidence:
  [284]=3817(Reinforced Buckler) [288]=3808(Double Mail Boots)
  [292]=3252 [296]=3823 [300]=3845 [312]=3825 [314]=3827

With stride 2, slots 0-18 read indices 284,286,288,290... which interleaves
entries with enchant/padding values, producing mostly zeros for equipment.
With stride 4, slots correctly map to entry-only fields.
2026-03-28 11:04:29 -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
888a78d775 fixin critical bugs, non critical bugs, sendmail implementation 2026-03-28 11:35:10 +03:00
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