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).
MSG_MOVE_TELEPORT_ACK now logs server-sent coordinates AND current
position at WARNING level (was LOG_INFO, invisible in log file).
Heartbeat position audit now logs every ~60 heartbeats (~30s) at
WARNING level to trace position drift before rogue teleports.
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.
When on-transport flag is set but the transport isn't tracked by
TransportManager, getPlayerWorldPosition() returns localOffset (a small
relative value) as a world position. This overwrites movementInfo with
near-zero coordinates, teleporting the player to map origin on Eastern
Kingdoms (Alterac/Hillsbrad area). Add transport existence checks in
sendMovement() and getComposedWorldPosition() before composing position.
The area trigger system was temporarily moving the player to the trigger
center and sending a heartbeat before firing CMSG_AREATRIGGER. This told
the server the player was at a different location, causing unexpected
teleports (e.g. Stormwind to Hillsbrad). Just send the area trigger
packet directly — the player is already inside the trigger radius.
The minimum floor (3.0 for sphere radius, 4.0 for box dimensions) was
inflating narrow triggers like AT 5711 (boxWidth 1.06 → 4.0), causing
false area trigger fires near the Stormwind AH and unexpected teleports.
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`
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.
All five force-ACK handlers (speed, root, flag, collision-height,
knockback) repeated the same ~25-line GUID+counter+movementInfo+coord-
conversion+send sequence. Extracted into buildForceAck() which returns
a ready-to-send packet with the movement payload already written.
This also fixes a transport coordinate conversion bug: the collision-
height handler was the only one that omitted the ONTRANSPORT check,
causing position desync when riding boats/zeppelins. buildForceAck
handles transport coords uniformly for all callers.
Net -80 lines.
A function for taxi/movement cleanup was resetting 10 death-related
fields (playerDead_, releasedSpirit_, resurrectPending_, etc.), which
could cancel a pending resurrection or mark a dead player as alive
when called during taxi dismount. Death state is owned by
entity_controller and resurrect packet handlers, not movement cleanup.
If the server sent a NaN or out-of-range speed, the client echoed it
back in the ACK (confirming it to the server) but then rejected it
locally. This left the server believing the client accepted the speed
while the client used the old value — a desync only fixable by relog.
Moved validation before the ACK so bad speeds are rejected outright.
Only ASCENDING was cleared — the DESCENDING flag was never toggled,
so outgoing movement packets during flight descent had incorrect flags.
Also clears DESCENDING on start-ascend and stop-ascend for symmetry.
Replaces static heartbeat log counter with member variable (was shared
across instances and not thread-safe) and demotes to LOG_DEBUG.
All spline speed opcodes share the same PackedGuid+float format,
differing only in which member receives the value. Replaced 8 identical
lambdas (~55 lines) with a makeSplineSpeedHandler factory that captures
a member pointer, cutting duplication and making it trivial to add new
speed types.
SpellHandler::updateTimers() was never called after PR #23 extraction,
so cast bar timers, spell cooldowns, and unit cast state timers never
ticked. Also removes duplicate cast/queue/spell members left in
GameHandler that shadowed the SpellHandler versions, and fixes
MovementHandler writing to those stale members on world portal.
Demotes SMSG_SPELL_START/CAST_RESULT debug logs to LOG_DEBUG.
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.
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.
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).
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/.