Commit graph

1070 commits

Author SHA1 Message Date
Kelsi
fe1c4c622b chore: remove dead functions left behind by handler extractions
685 lines of unused code duplicated into extracted handler files
(entity_controller, spell_handler, quest_handler, warden_handler,
social_handler, action_bar_panel, chat_panel, window_manager)
during PRs #33-#38. Build is now warning-free.
2026-04-02 14:47:04 -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 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
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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
5e83d04f4a fix: GO cast timer fallback cleared state before SMSG_SPELL_GO arrived
The client-side cast timer expires ~50-200ms before the server sends
SMSG_SPELL_GO (float precision + frame timing). Previously the fallback
called resetCastState() which set casting_=false and currentCastSpellId_
=0. When SMSG_SPELL_GO arrived moments later, wasInTimedCast evaluated
to false (false && spellId==0), so the loot path (CMSG_LOOT via
lastInteractedGoGuid_) was never taken. Quest chests never opened.

Now the fallback skips resetCastState() for GO interaction casts, letting
the cast bar sit at 100% until SMSG_SPELL_GO arrives and handles cleanup
properly with wasInTimedCast=true.
2026-03-29 22:58:49 -07:00
Kelsi
cfbae93ce3 fix: client timer fallback re-sent CMSG_GAMEOBJ_USE and cleared loot guid
When the client-side cast timer expired slightly before SMSG_SPELL_GO
arrived, the fallback at update():1367 called performGameObjectInteraction
Now which sent a DUPLICATE CMSG_GAMEOBJ_USE to the server (confusing its
GO state machine), then resetCastState() cleared lastInteractedGoGuid_.
When SMSG_SPELL_GO finally arrived, the guid was gone so CMSG_LOOT was
never sent — quest chests produced no loot window.

Fix: the fallback no longer re-sends USE (server drives the interaction
via SMSG_SPELL_GO). resetCastState() no longer clears
lastInteractedGoGuid_ so the SMSG_SPELL_GO handler can still send LOOT.
2026-03-29 22:45:17 -07:00
Kelsi
785f03a599 fix: stale GO interaction guard broke future casts; premature LOOT interfered
Two remaining GO interaction bugs:

1. pendingGameObjectInteractGuid_ was never cleared after SMSG_SPELL_GO
   or SMSG_CAST_FAILED, leaving it stale. This suppressed CMSG_CANCEL_CAST
   for ALL subsequent spell casts (not just GO casts), causing the server
   to think the player was still casting when they weren't.

2. For chest-like GOs, CMSG_LOOT was sent simultaneously with
   CMSG_GAMEOBJ_USE. If the server starts a timed cast ("Opening"),
   the GO isn't lootable until the cast completes — the premature LOOT
   gets an empty response or is dropped, potentially corrupting the
   server's loot state. Now defers LOOT to handleSpellGo which sends it
   after the cast completes (via lastInteractedGoGuid_).
2026-03-29 22:36:30 -07:00
Kelsi
6b5e924027 fix: GO interaction casts canceled by any movement — quest credit lost
pendingGameObjectInteractGuid_ was always cleared to 0 right before
the interaction, which defeated the cancel-protection guard in
cancelCast(). Any positional movement (WASD, jump) during a GO
interaction cast (e.g., "Opening" on a quest chest) sent
CMSG_CANCEL_CAST to the server, aborting the interaction and
preventing quest objective credit.

Now sets pendingGameObjectInteractGuid_ to the GO guid so:
1. cancelCast() skips CMSG_CANCEL_CAST for GO-triggered casts
2. The cast-completion fallback can re-trigger loot after timer expires
3. isGameObjectInteractionCasting() returns true during GO casts
2026-03-29 22:22:20 -07:00
Kelsi
c1c28d4216 fix: quest objective GOs never granted credit — REPORT_USE skipped for chests
CMSG_GAMEOBJ_REPORT_USE was only sent for non-chest GOs. Chest-type
(type=3) and name-matched chest-like GOs (Bundle of Wood, etc.) went
through a separate path that sent CMSG_GAMEOBJ_USE + CMSG_LOOT but
skipped REPORT_USE. On AzerothCore, REPORT_USE triggers the server-side
HandleGameobjectReportUse which calls GossipHello on the GO script —
this is where many quest objective scripts grant credit.

Restructured so CMSG_GAMEOBJ_USE is sent first for all GO types,
then chest-like GOs additionally send CMSG_LOOT, and REPORT_USE fires
for everything except mailboxes.
2026-03-29 22:04:23 -07:00
Kelsi
3da3638790 cleanup: remove misleading (void)reasonType — variable IS used below
The cast falsely suggests reasonType is unused, but it's read on lines
3699-3702 for AFK/vote-kick differentiation. Same class of issue as
the (void)isPlayerTarget fix in commit 6731e584.
2026-03-29 19:23:05 -07:00
Kelsi
a2340dd702 fix: level-up notification never fired — early return skipped it
The character-list level update loop used 'return' instead of 'break',
exiting the handler lambda before the level-up chat message, sound
effect, callback, and PLAYER_LEVEL_UP event could fire. Since the
player GUID is always in the character list, the notification code
was effectively dead — players never saw "You have reached level N!".
2026-03-29 19:00:54 -07:00
Kelsi
2ae14d5d38 fix: RX silence 15s warning fired ~30 times per window
The 10s silence warning used a one-shot bool guard, but the 15s warning
used a 500ms time window — firing every frame (~30 times at 60fps).
Added rxSilence15sLogged_ guard consistent with the 10s pattern.
2026-03-29 18:46:25 -07:00
Kelsi
6f6571fc7a fix: pet opcodes shared unlearn handler despite incompatible formats
SMSG_PET_GUIDS, SMSG_PET_DISMISS_SOUND, and SMSG_PET_ACTION_SOUND were
registered with the same handler as SMSG_PET_UNLEARN_CONFIRM. Their
different formats (GUID lists, sound IDs with position) were misread as
unlearn cost, potentially triggering a bogus unlearn confirmation dialog.

Also extracts resetWardenState() from 13 lines duplicated verbatim
between connect() and disconnect().
2026-03-29 18:39:38 -07:00
Kelsi
78e2e4ac4d fix: locomotionFlags missing SWIMMING and DESCENDING
The heartbeat throttle bitmask was missing SWIMMING and DESCENDING,
treating swimming/descending players as stationary and using a slower
heartbeat interval. The identical bitmask in movement_handler.cpp
already included SWIMMING — this inconsistency could cause the server
to miss position updates during swim combat.
2026-03-29 18:28:58 -07:00
Kelsi
b0aa4445a0 fix: cast/cooldown/unit-cast timers ticked twice per frame
SpellHandler::updateTimers() (added in 209c2577) already ticks down
castTimeRemaining_, unitCastStates_, and spellCooldowns_. But the
GameHandler::update() loop also ticked them manually — causing casts to
complete at 2x speed and cooldowns to expire twice as fast.

Removed the duplicate tick-downs from update(). The GO interaction
completion check remains (client-timed casts need this fallback).
Also uses resetCastState() instead of manually clearing 4 fields,
adds missing castTimeTotal_ reset, and adds loadSpellNameCache()
to getSpellName/getSpellRank (every other DBC getter had it).
2026-03-29 18:21:03 -07:00
Kelsi
a30c7f4b1a fix: taxi recovery was dead code — flag cleared before check
taxiRecoverPending_ was unconditionally reset to false in the general
state cleanup, 39 lines before the recovery check that reads it. The
recovery block could never execute. Removed the premature clear so
mid-flight disconnect recovery can actually trigger.
2026-03-29 18:11:37 -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
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
209c257745 fix: wire SpellHandler::updateTimers and remove stale cast state members
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.
2026-03-29 16:49:17 -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
6edcad421b fix: group invite popup never showing (hasPendingGroupInvite stale getter)
hasPendingGroupInvite() and getPendingInviterName() were inline getters
reading GameHandler's stale copies. SocialHandler owns the canonical
pendingGroupInvite/pendingInviterName state. Players were auto-added to
groups without seeing the accept/decline popup.

Now delegates to socialHandler_.
2026-03-28 15:29:19 -07:00
Kelsi
11571c582b fix: hearthstone from action bar, far teleport loading screen
Action bar hearthstone: the slot was type SPELL (spell 8690) not ITEM.
castSpell sends CMSG_CAST_SPELL which the server rejects for item-use
spells. Now detects item-use spells via getItemIdForSpell() and routes
through useItemById() instead, sending CMSG_USE_ITEM correctly.

Far same-map teleport: hearthstone on the same continent (e.g., Westfall
→ Stormwind on Azeroth) skipped the loading screen, so the player fell
through unloaded terrain. Now triggers a full world reload with loading
screen for teleports > 500 units, with the warmup ground check ensuring
WMO floors are loaded before spawning.
2026-03-28 14:55:58 -07:00
Kelsi
47bea0d233 fix: use delegating getters for vendor buyback refresh (stale member read) 2026-03-28 12:45:59 -07:00
Kelsi
b81c616785 fix: delegate gossip/quest detail getters to QuestHandler (NPC dialog broken)
4 more stale getters from PR #23 split:
- isGossipWindowOpen() — QuestHandler owns gossipWindowOpen_
- getCurrentGossip() — QuestHandler owns currentGossip_
- isQuestDetailsOpen() — QuestHandler owns questDetailsOpen_
- getQuestDetails() — QuestHandler owns currentQuestDetails_

Also fix GameHandler::update() distance-close checks to use delegating
getters instead of stale member variables for vendor/gossip/taxi/trainer.

Map state (currentMapId_, worldStateZoneId_, exploredZones_) confirmed
NOT stale — domain handlers write via owner_. reference to GameHandler's
members. Those getters are correct as-is.
2026-03-28 12:43:44 -07:00
Kelsi
ee02faa183 fix: delegate all 113 stale GameHandler getters to domain handlers
PR #23 split GameHandler into 8 domain handlers but left 113 inline
getters reading stale duplicate member variables. Every feature that
relied on these getters was silently broken (showing empty/stale data):

InventoryHandler (32): bank, mail, auction house, guild bank, trainer,
  loot rolls, vendor, buyback, item text, master loot candidates
SocialHandler (43): guild roster, battlegrounds, LFG, duels, petitions,
  arena teams, instance lockouts, ready check, who results, played time
SpellHandler (10): talents, craft queue, GCD, pet unlearn, queued spell
QuestHandler (13): quest log, gossip POIs, quest offer/request windows,
  tracked quests, shared quests, NPC quest statuses
MovementHandler (15): all 8 server speeds, taxi state, taxi nodes/data

All converted from inline `{ return member_; }` to out-of-line
delegations: `return handler_ ? handler_->getter() : fallback;`
2026-03-28 12:18:14 -07:00
Kelsi
2633a490eb fix: remove reinterpret_cast UB in trade slot delegation
The TradeSlot structs differ between GameHandler (has bag/slot fields)
and InventoryHandler (no bag/slot). The reinterpret_cast was undefined
behavior that corrupted memory, potentially causing the teleport bug.

Now properly copies fields between the two struct layouts.

NOTE: 113 stale getters remain in GameHandler that read duplicate member
variables never updated by domain handlers. These need systematic fixing.
2026-03-28 12:02:08 -07:00
Kelsi
f37994cc1b fix: trade accept dialog not showing (stale state from domain handler split)
GameHandler::hasPendingTradeRequest() and all trade getters were reading
GameHandler's own tradeStatus_/tradeSlots_ which are never written after
the PR #23 split. InventoryHandler owns the canonical trade state.

Delegate all trade getters to InventoryHandler:
- getTradeStatus, hasPendingTradeRequest, isTradeOpen, getTradePeerName
- getMyTradeSlots, getPeerTradeSlots, getMyTradeGold, getPeerTradeGold

Also fix InventoryHandler::isTradeOpen() to include Accepted state.
2026-03-28 11:58:02 -07:00
Kelsi
1bcb05aac4 fix: only show fishing message for player's own bobber, not others'
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SMSG_GAMEOBJECT_CUSTOM_ANIM with animId=0 on a fishing node (type 17)
was triggering "A fish is on your line!" for ALL fishing bobbers in
range, including other players'. Now checks OBJECT_FIELD_CREATED_BY
(fields 6-7) matches the local player GUID before showing the message.
2026-03-28 10:35:53 -07:00
Kelsi
ed8ff5c8ac fix: increase packet parse/callback budgets to fix Warden module stall
Warden module download (18756 bytes, 38 chunks of 500 bytes) stalled at
32 chunks because the per-pump packet parse budget was 16 — after two
2ms pump cycles (32 packets), the TCP receive buffer filled and the
server stopped sending. Character list never arrived.

- kDefaultMaxParsedPacketsPerUpdate: 16 → 64
- kDefaultMaxPacketCallbacksPerUpdate: 6 → 48

Also adds WARNING-level diagnostic logs for auth pipeline packets and
Warden module download progress (previously DEBUG-only, invisible in
production logs).
2026-03-28 10:28:20 -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
Kelsi
e61b23626a perf: entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
Entity storage: std::map<uint64_t, shared_ptr<Entity>> → unordered_map for
O(1) entity lookups instead of O(log n). No code depends on GUID ordering.

Player skills: std::map<uint32_t, PlayerSkill> → unordered_map.
DBC ID cache: std::map<uint32_t, uint32_t> → unordered_map.
Warden: apiHandlers_ and allocations_ → unordered_map (freeBlocks_ kept
as std::map since its coalescing logic requires ordered iteration).

Contacts: handleFriendStatus() did 3 separate O(n) find_if scans per
packet. Consolidated to single find_if with iterator reuse. O(3n) → O(n).
2026-03-27 18:28:36 -07:00
Kelsi
2af3594ce8 perf: eliminate per-frame heap allocs in M2 renderer; UI polish and report
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M2 renderer: move 3 per-frame local containers to member variables:
- particleGroups_ (unordered_map): reuse bucket structure across frames
- ribbonDraws_ (vector): reuse draw call buffer
- shadowTexSetCache_ (unordered_map): reuse descriptor cache
Eliminates ~3 heap allocations per frame in particle/ribbon/shadow passes.

UI polish:
- Nameplate hover tooltip showing level, class (players), guild name
- Bag window titles show slot counts: "Backpack (12/16)"

Player report: CMSG_COMPLAIN packet builder and reportPlayer() method.
"Report Player" option in target frame right-click menu for other players.
Server response handler (SMSG_COMPLAIN_RESULT) was already implemented.
2026-03-27 18:21:47 -07:00
Kelsi
cccd52b32f fix: equipment visibility (remove layout verification gate), follow uses run speed
Equipment: removed the visibleItemLayoutVerified_ gate from
updateOtherPlayerVisibleItems(). The default WotLK field layout (base=284,
stride=2) is correct and should be used immediately. The verification
heuristic was silently blocking ALL other-player equipment rendering by
queuing for auto-inspect (which doesn't return items in WotLK anyway).

Follow: auto-follow now uses run speed (autoRunning) instead of walk speed.
Also uses squared distance for the distance checks.

Commands: /quit, /exit aliases for /logout; /difficulty normal/heroic/25/25heroic
sends CMSG_CHANGEPLAYER_DIFFICULTY.
2026-03-27 18:05:42 -07:00
Kelsi
b366773f29 fix: inspect (packed GUID), follow (client-side auto-walk); add loot/raid commands
Inspect: CMSG_INSPECT was writing full uint64 GUID instead of packed GUID.
Server silently rejected the malformed packet. Fixed both InspectPacket and
QueryInspectAchievementsPacket to use writePackedGuid().

Follow: was a no-op (only stored GUID). Added client-side auto-follow system:
camera controller walks toward followed entity, faces target, cancels on
WASD/mouse input, stops within 3 units, cancels at 40+ units distance.

Party commands:
- /lootmethod (ffa/roundrobin/master/group/nbg) sends CMSG_LOOT_METHOD
- /lootthreshold (0-5 or quality name) sets minimum loot quality
- /raidconvert converts party to raid (leader only)

Equipment diagnostic logging still active for debugging naked players.
2026-03-27 17:54:56 -07:00
Kelsi
16fc3ebfdf feat: target frame right-click context menu; add equipment diagnostic logging
Target frame: add Follow, Clear Target, and Set Raid Mark submenu to the
right-click context menu (Inspect, Trade, Duel were already present).

Equipment diagnostics: add LOG_INFO traces to updateOtherPlayerVisibleItems()
and emitOtherPlayerEquipment() to debug why other players appear naked.
Logs the visible item entry IDs received from the server and the resolved
displayIds from itemInfoCache. Check the log for "emitOtherPlayerEquipment"
to see if entries arrive as zeros (server not sending fields) or if
displayIds are zero (item templates not cached yet).
2026-03-27 17:41:37 -07:00
Kelsi
50a3eb7f07 fix: mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY
Mail: change money/COD fields from uint32 to uint64 in CMSG_SEND_MAIL and
SMSG_MAIL_LIST_RESULT for WotLK 3.3.5a. Classic keeps uint32 on the wire.
Fixes money truncation and packet misalignment causing mail failures.

Other-player capes: add cape texture loading to setOnlinePlayerEquipment().
The cape geoset was enabled but no texture was loaded, leaving capes blank.
Now mirrors the local-player path: looks up ItemDisplayInfo.dbc, finds cape
texture candidates, applies via setGroupTextureOverride/setTextureSlotOverride.

Zone toasts: suppress duplicate zone toast when the zone text overlay is
already showing the same zone name. Fixes double "Entering: Stormwind City".

Network: enable TCP_NODELAY on both auth and world sockets after connect(),
disabling Nagle's algorithm to eliminate up to 200ms buffering delay on
small packets (movement, spell casts, chat).

Rendering: track material and bone descriptor sets in M2 renderer to skip
redundant vkCmdBindDescriptorSets calls between batches sharing same textures.
2026-03-27 17:20:31 -07:00
Kelsi
6f2c8962e5 fix: use expansion context for spline parsing; preload DBC caches at world entry
Spline parsing: remove Classic format fallback from the WotLK parser. The
PacketParsers hierarchy already dispatches to expansion-specific parsers
(Classic/TBC/WotLK/Turtle), so the WotLK parseMovementBlock should only
attempt WotLK spline format. The Classic fallback could false-positive when
durationMod bytes resembled a valid point count, corrupting downstream parsing.

Preload DBC caches: call loadSpellNameCache() and 5 other lazy DBC caches
during handleLoginVerifyWorld() on initial world entry. This moves the ~170ms
Spell.csv load from the first SMSG_SPELL_GO handler to the loading screen,
eliminating the mid-gameplay stall.

WMO portal culling: move per-instance portalVisibleGroups vector and
portalVisibleGroupSet to reusable member variables, eliminating heap
allocations per WMO instance per frame.
2026-03-27 16:58:39 -07:00
Kelsi
d26eed1e7c perf: constexpr reciprocals, cache redundant lookups, consolidate texture maps
- Hoist DBC field index lookups before loops in game_handler (7 DBC iteration loops)
- Cache getSkybox()/getPosition() calls instead of redundant per-frame queries
- Merge textureHasAlphaByPtr_ + textureColorKeyBlackByPtr_ into single map
- Add constexpr for DEG_TO_RAD, reciprocal constants, physics delta
- Add reserve() for WMO/M2 collision grid queries and portal BFS
- Frustum plane normalize: inversesqrt instead of length+divide
- M2 particle emission: inversesqrt for direction normalization
- Parse creature display IDs from query response
- UI: show spell names/IDs as fallback instead of "Unknown"
2026-03-27 16:47:30 -07:00
Kelsi
b0466e9029 perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files:
- Convert glm::length() comparisons to glm::dot() (no sqrt)
- Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt)
- Defer sqrt to after early-out checks in collision/movement code
- Hottest paths: camera_controller (21), weather particles, WMO collision,
  transport movement, creature interpolation, nameplate culling

Container and algorithm improvements:
- std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches
- std::mutex → std::shared_mutex for asset_manager and mpq_manager caches
- std::sort → std::partial_sort in lighting_manager (top-2 of N volumes)
- Double-lookup find()+operator[] → insert_or_assign in game_handler
- Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision

Threading and synchronization:
- Replace 1ms busy-wait polling with condition_variable in character_renderer
- Move timestamp capture before mutex in logger
- Use memory_order_acquire/release for normal map completion signaling

API additions:
- DBC getStringView()/getStringViewByOffset() for zero-copy string access
- Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
2026-03-27 16:33:16 -07:00
Kelsi
be694be558 fix: resolve infinite recursion, operator precedence bugs, and compiler warnings
- isPreWotlk() was calling itself instead of checking expansion (infinite recursion)
- luaReturnNil/Zero/False were calling themselves instead of pushing Lua values
- hasRemaining(N) * M had wrong operator precedence (should be hasRemaining(N * M))
- Misleading indentation in PARTY_LEADER_CHANGED handler (fireAddonEvent always fires)
- Remove unused standalone hasFullPackedGuid() (superseded by Packet method)
- Suppress unused-parameter warnings in fish/cancel-auto-repeat lambdas
- Remove unused settings default variables
2026-03-27 10:08:22 -07:00
Kelsi
d50bca21c4 refactor: migrate remaining getRemainingSize() comparisons to hasRemaining()
Convert 33 remaining getRemainingSize() comparison patterns including
ternary expressions and extra-paren variants. getRemainingSize() is
now only used for arithmetic (byte counting), never for bounds checks.
2026-03-25 16:27:42 -07:00
Kelsi
618b479818 refactor: migrate 521 getRemainingSize() comparisons to hasRemaining()
Replace getRemainingSize()>=N with hasRemaining(N) and
getRemainingSize()<N with !hasRemaining(N) across all 4 packet files.
hasRemaining() is now the canonical bounds-check idiom with 680+ uses.
2026-03-25 16:22:47 -07:00
Kelsi
ca08d4313a refactor: replace 13 remaining getReadPos()+N bounds checks in game_handler
Convert final getReadPos()+N>getSize() patterns to hasRemaining(N),
completing the migration across all 5 packet-handling files.
2026-03-25 16:17:36 -07:00
Kelsi
b1a87114ad refactor: extract updateAutoAttack() from update()
Move 98 lines of auto-attack leash range, melee resync, facing
alignment, and hostile attacker orientation into a dedicated method.
update() is now ~180 lines (74% reduction from original 704).
2026-03-25 15:37:19 -07:00
Kelsi
3215832fed refactor: extract updateTaxiAndMountState() from update()
Move 131 lines of taxi flight detection, mount reconciliation, taxi
activation timeout, and flight recovery into a dedicated method.
update() is now ~277 lines (61% reduction from original 704).
2026-03-25 15:32:51 -07:00
Kelsi
123a19ce1c refactor: extract updateEntityInterpolation() from update()
Move entity movement interpolation loop (distance-culled per-entity
update) into its own method. update() is now ~406 lines (down from
original 704, a 42% reduction across 3 extractions).
2026-03-25 15:27:31 -07:00
Kelsi
6343ceb151 refactor: extract updateTimers() from GameHandler::update()
Move 164 lines of timer/pending-state logic into updateTimers():
auction delay, quest accept timeouts, money delta, GO loot retries,
name query resync, loot money notifications, auto-inspect throttling.
update() is now ~430 lines (down from original 704).
2026-03-25 15:23:31 -07:00