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- README: update status date to 2026-03-30, version to v1.8.9-preview, add container builds line, update current focus to code quality - CHANGELOG: move v1.8.1 entries to their own section, add v1.8.2-v1.8.9 unreleased section covering architecture (GameHandler decomposition, Docker cross-compilation), bug fixes (7 UB/overflow/safety fixes), and code quality (30+ constants, 55+ comments, 8 DRY extractions) - docs/status.md: update last-updated date to 2026-03-30
85 lines
4.4 KiB
Markdown
85 lines
4.4 KiB
Markdown
# Changelog
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## [Unreleased] — changes since v1.8.9-preview
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### Architecture
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- Break Application::getInstance() singleton from GameHandler via GameServices struct
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- EntityController refactoring (SOLID decomposition)
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- Extract 8 domain handler classes from GameHandler
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- Replace 3,300-line switch with dispatch table
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- Multi-platform Docker build system (Linux, macOS arm64/x86_64, Windows cross-compilation)
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### Bug Fixes (v1.8.2–v1.8.9)
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- Fix VkTexture ownsSampler_ flag after move/destroy (prevented double-free)
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- Fix unsigned underflow in Warden PE section loading (buffer overflow on malformed modules)
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- Add bounds checks to Warden readLE32/readLE16 (out-of-bounds on untrusted PE data)
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- Fix undefined behavior: SDL_BUTTON(0) computed 1 << -1 (negative shift)
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- Fix BigNum::toHex/toDecimal null dereference on OpenSSL allocation failure
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- Remove duplicate zone weather entry silently overwriting Dustwallow Marsh
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- Fix LLVM apt repo codename (jammy→noble) in macOS Docker build
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- Add missing mkdir in Linux Docker build script
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- Clamp player percentage stats (block/dodge/parry/crit) to prevent NaN from corrupted packets
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- Guard fsPath underflow in tryLoadPngOverride
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### Code Quality (v1.8.2–v1.8.9)
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- 30+ named constants replacing magic numbers across game, rendering, and pipeline code
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- 55+ why-comments documenting WoW protocol quirks, format specifics, and design rationale
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- 8 DRY extractions (findOnUseSpellId, createFallbackTextures, finalizeSampler,
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renderClassRestriction/renderRaceRestriction, and more)
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- Scope macOS -undefined dynamic_lookup linker flag to wowee target only
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- Replace goto patterns with structured control flow (do/while(false), lambdas)
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- Zero out GameServices in Application::shutdown to prevent dangling pointers
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---
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## [v1.8.1-preview] — 2026-03-23
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### Performance
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- Eliminate ~70 unnecessary sqrt ops per frame; constexpr reciprocals and cache optimizations
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- Skip bone animation for LOD3 models; frustum-cull water surfaces
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- Eliminate per-frame heap allocations in M2 renderer
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- Convert entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
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- Eliminate double map lookups and dynamic_cast in render loops
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- Use second GPU queue for parallel texture/buffer uploads
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- Time-budget tile finalization to prevent 1+ second main-loop stalls
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- Add Vulkan pipeline cache persistence for faster startup
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### Bug Fixes
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- Fix spline parsing with expansion context; preload DBC caches at world entry
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- Fix NPC/player attack animation to use weapon-appropriate anim ID
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- Fix equipment visibility and follow-target run speed
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- Fix inspect (packed GUID) and client-side auto-walk for follow
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- Fix mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY
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- Guard spline point loop against unsigned underflow; guard hexDecode/stoi/stof
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- Fix infinite recursion in toLowerInPlace and operator precedence bugs
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- Fix 3D audio coords for PLAY_OBJECT_SOUND; correct melee swing sound paths
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- Prevent Vulkan sampler exhaustion crash; skip pipeline cache on NVIDIA
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- Skip FSR3 frame gen on non-AMD GPUs to prevent driver crash
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- Fix chest GO interaction (send GAMEOBJ_USE+LOOT together)
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- Restore WMO wall collision threshold; fix off-screen bag positions
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- Guard texture log dedup sets with mutex for thread safety
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- Fix lua_pcall return check in ACTIONBAR_PAGE_CHANGED
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### Features
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- Render equipment on other players (helmets, weapons, belts, wrists, shoulders)
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- Target frame right-click context menu
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- Crafting sounds and Create All button
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- Server-synced bag sort
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- Log GPU vendor/name at init
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### Security
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- Add path traversal rejection and packet length validation
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### Code Quality
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- Packet API: add readPackedGuid, writePackedGuid, writeFloat, getRemainingSize,
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hasRemaining, hasData, skipAll (replacing 1300+ verbose expressions)
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- GameHandler helpers: isInWorld, isPreWotlk, guidToUnitId, lookupName,
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getUnitByGuid, fireAddonEvent, withSoundManager
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- Dispatch table: registerHandler, registerSkipHandler, registerWorldHandler,
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registerErrorHandler (replacing 120+ lambda wrappers)
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- Shared ui_colors.hpp with named constants replacing 200+ inline color literals
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- Promote 50+ static const arrays to constexpr across audio/core/rendering/UI
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- Deduplicate class name/color functions, enchantment cache, item-set DBC keys
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- Extract settings tabs, GameHandler::update() phases, loadWeaponM2 into methods
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- Remove 12 duplicate dispatch registrations and C-style casts
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- Extract toHexString, toLowerInPlace, duration formatting, Lua return helpers
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