the auction house opens, the Honor tab lands, and a day of fixes

- the auction house end to end: right-clicking an auctioneer opens Browse/Bids/Auctions on the server's reply — search, the category tree from your own DBCs, the reference's 50-a-page pager, multi-key sorting (directions corrected at the bytes), bid/buyout, the sell slot with deposit and duration, cancel with its fee popup; prices sit on the reference's own money-frame kit in lined-up columns, the twenty auction messages split refusals-red / outcomes-to-chat, and a won or sold auction reads as a proper mail receipt — the window's Lua re-worded in our own terms after the overlap ratchet caught the first cut leaning on the reference's text
- the PvP honor system whole: the Honor tab and the inspect page over a real wire model, with current rank and highest-ever rank correctly two different fields
- a day of reported fixes: WASD survives a /logout re-entry, addon settings save on a window close and Cmd+Q (exactly once — a mac close could fire the tail twice), clams open again, random-enchant items name themselves on every surface, the loot window's rows hold their seats with legible counts, idle players stop sinking through building floors, the shooter re-pulls between Auto Shots, portraits loosen ~19% to the client's own aspect-1.0 matrix, and big creatures thump the camera off the CameraShakes table
- character select clicks like 1.12 — captions whiten on hover, buttons fire on release, Humans face straight ahead off the stage bone's real yaw, the facing is per-character, and hunter/warlock pets stand beside you at their family-ramp size with their own emitters (the imp's flames), the Voidwalker's sequence-hidden shackles culled
- the smaller player-facing set: nameplate on/off rows in Options with the CanAttack category gate (emissaries stop plating), the bonus bar slides up with igBonusBarOpen, the camera's framing height glides on a shapeshift, the open letter evicts the centre seat, the far-band fog hull stops printing a pale horizon stripe at low view distance, the guide arrow is gold with per-source rim art, error text fades through its shadow too, and /convertraid converts the party
- README: the auction house and PvP honor move out of "not built yet"

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Sam
2026-08-22 19:04:27 +07:00
co-authored by Claude Fable 5
parent 6aa78bc468
commit cf581aa2ac
170 changed files with 20573 additions and 1578 deletions
+16 -1
View File
@@ -22,6 +22,7 @@ fn enum_entry(
level: u8,
map: u32,
pos: [f32; 3],
pet_display: u32,
) -> Vec<u8> {
let mut b = Vec::new();
b.extend_from_slice(&guid.to_le_bytes());
@@ -38,7 +39,7 @@ fn enum_entry(
b.extend_from_slice(&0u32.to_le_bytes()); // guild id
b.extend_from_slice(&0x0200_0000u32.to_le_bytes()); // character flags (DECLINED — junk)
b.push(1); // first login
b.extend_from_slice(&99u32.to_le_bytes()); // pet display id
b.extend_from_slice(&pet_display.to_le_bytes()); // pet display id
b.extend_from_slice(&7u32.to_le_bytes()); // pet level
b.extend_from_slice(&1u32.to_le_bytes()); // pet family
for slot in 0..19u32 {
@@ -62,6 +63,7 @@ fn char_enum_roster_parses_and_decodes() {
1,
0,
[-8949.95, -132.493, 83.5312],
99, // a pet — the select screen stands one beside this character
));
body.extend(enum_entry(
0x0000_0000_0000_0009,
@@ -72,6 +74,7 @@ fn char_enum_roster_parses_and_decodes() {
60,
1,
[1.5, -2.5, 3.5],
0, // a mage: the server sends the triple zeroed, and no pet renders
));
let p = messages::parse_server(messages::opcode::SMSG_CHAR_ENUM, &body).unwrap();
@@ -91,6 +94,15 @@ fn char_enum_roster_parses_and_decodes() {
(3, 4, 5, 6, 7)
);
assert_eq!((c.zone, c.flags), (12, 0x0200_0000));
// The pet triple, which used to be three alignment-skips: it sits between the first-login byte
// and the equipment array, and reading it *as* the roster's fields is what stands a pet on the
// select screen. The equipment assertions below are the alignment half of this — a triple read
// one field wide would slide every display id.
assert_eq!(
(c.pet_display_id, c.pet_level, c.pet_family),
(99, 7, 1),
"the hunter/warlock pet the select screen renders"
);
assert_eq!((c.level, c.map), (1, 0));
assert_eq!((c.position.x, c.position.y), (-8949.95, -132.493));
// All 19 equipment pairs, in slot order: display 1000+slot, invType = slot.
@@ -107,6 +119,9 @@ fn char_enum_roster_parses_and_decodes() {
);
assert_eq!((c.level, c.map, c.position.z), (60, 1, 3.5));
assert_eq!(c.equipment[18].display_id, 1018);
// No pet: `petDisplayId == 0` is the whole gate — the server zeroes the triple for every
// character but a living hunter's or warlock's, so the client needs no class test of its own.
assert_eq!(c.pet_display_id, 0);
// Decodes to one CharacterList event carrying the roster through (no realm context on the raw
// decode path — the IO thread's own emit is what carries the auth realm entry).