aa207b4050c73799adfba575ec0cbbbe6e3576bf
17
Commits
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aa207b4050 |
settings live in one registry, and the net drain starts to peel
- the CVars are one engine-side table that outlives every interface reload: a change fires its observer, the eight latched rows wait for RestartGx, and /console gains set, cvar_reset, cvar_default, cvarlist and help (2303) - every push into the interface runs in one feed phase after the net drain and before the tick, held by a structural test on the built schedule (2304) - subsystems own their packet handlers, dispatched in packet order; the auction house is the first family out of the 273-arm drain (2305) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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befda9da54 |
the create screen's clouds move, and every battleground is entered
- the character-create and main-menu backdrop runs its material animation: the clouds drift on their 20, 30 and 40 second loops, which were seeded once and never sampled (2300) - Arathi Basin and Alterac Valley are entered and censused beside Warsong Gulch, the flag is picked up, and a match runs to its end (2296) - the animation variation roll is one clock-seeded stream, as the reference's C runtime is, not four streams seeded 0 (2299, 2301) - a cancelled channel never turns the bar red and a finished one closes on the bar's own clock, now pinned by tests that drive the real packet sequence (2284) - the field watch fires one edge per moved descriptor dword, from the merge that holds both sides (2297) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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71d1677205 |
the fire layer sounds, heartbeats blend, and freezes refuse the flinch
- the burning city was silent: the director, at a Stratholme pin (map 329, `3471.91 -3366.89 136.85`), reported the burning-building flame layer missing — on the reference it swells as you approach a building — and that is the ambient emitter pool's signature exactly, one channel per sound id positioned at whichever of its emitters is nearest the listener (1867): 88 placements of `StratholmeFireSmokeEmberM/S.m2`, WMO props of `stratholme_b.wmo` with zero render batches, each authoring one `$DSL(6437)` StratholmeFireSmokeEmberSLoop; measured at the pin, the pool's four channels were held by UndeadCampfireSmall / CauldronLoop / TorchLoop / SlimeWaterfall, every one past its own DistanceCutoff, 0 sounding, the fire the fifth entitled entry and withheld by the cap, on a frame reporting 1,004 parked anim hosts each still holding a registration; two independent defects behind one line: (1) `doodad_events::fire_doodad_anim_events` scanned every resident host — no distance, frustum or portal gate — while the four channels are arbitrated by ascending entry index, claim order, so a surplus registration is not harmless but silence; the reference's event scan `0x719370` is reached only from `0x7074b0`'s walk of `[CM2Scene+0x20]`, a worklist emptied every frame (`0x707680`) and refilled by `0x710b90(model, 1)` from the terrain drain `0x683f80`, which walks only the bucket the scene-walk cull `0x683700` appended to — frustum, horizon occlusion, and the radius-tiered horizontal fade whose `alpha ≤ 0` is a hard cutoff — so a culled doodad's `$DSL` never fires and it never takes one of the pool's 32 entries; our prose — at four sites — had read wow-re's "linkage" as "loaded", and the scanner now honours `DoodadAnimHost::active`, benilla's one spelling of that membership; which made the pin MORE silent, because `gate_doodad_anim`'s meshless branch built its own `EmitterFade { instance: None, room: None }` on the reasoning that a particles-only model is not a building's prop — Stratholme's fire is 88 of them — so it fell to `ExteriorGate::admits_sphere`, and a sealed room is `Windows([])`, which admits nothing; a placement now has ONE draw-set gate, built once by `spawn::fx::emitter_fade` and handed to its emitters, ribbons, glow lights and anim host alike (a transport's props pass `None` and get `EmitterFade::sphere`, the single spelling of the bare form), so a meshless WMO prop's bones, particles and sound freeze and resume together under its building's portal PVS — which wow-re then CONFIRMED: a WMO `MODD` prop takes the same drain as an ADT `MDDF` prop (`0x684155`), behind a per-frame portal gate (`0x6838f0` runs only for the groups the traversal reaches); (2) the RE round that fix dispatched came back with a correction: we counted the cap on ENTITLEMENT, an out-of-range entry keeping its slot because FMOD was supposedly still playing it attenuated to nothing, and the binary says otherwise — `0x461b40` returns `[+0xE04] != 0 && 0x7a5810(ch) && !0x7a5870(ch)`, and `0x7a5870` is bit `0x100000` of `[ch+0x38]`, the DistanceCutoff verdict maintained by a second system the pump never names: `0x7a5ca0` registers the channel into a cull list only when the cutoff is non-zero, and `0x7a5000`, run immediately before `FSOUND_Update`, stops it out of range and re-issues `FSOUND_Stream_PlayEx` back in — so a far, inaudible ambience holds none of the four, neither does one whose start failed, and a cutoff of 0 is never range-culled at all; `admitted()` becomes `cap_step()`, one step of the reference's own fold over ascending entry index — Skip / Service / Retire — with the counter advanced only by a channel read back live from the mixer (`source_kit_playing`), and the pump may service up to all 32 entries looking for four live ones, which is what keeps an out-of-range ambience positioned to start the instant it comes into range; the census names WHICH ids the cap withheld, an edge like any other — "1 withheld" was a count, and *which* is the only question a missing-layer report asks — and reports three states, `serviced [out of range]` costing the cap nothing versus `withheld`, never reached; and the event scan forgets its cursor across a park, since `0x719370`'s window is one frame wide off a clock that never stops and has no persisted cursor, so a culled doodad's missed markers are lost, never replayed — carrying the memory would have burst every `$DSO`/`$SND` the park skipped; retested at the pin: five entitled entries, four out of range, 6437 SOUNDING, nothing withheld, hosts in the animate set 28 → 184, and the log shows the entry claimed by a distant fire coming into view then following to the nearest record 150 ms later — the swell the director described; the Goldshire forge control is unchanged, BellowIN/BellowOut alternating through one entry, 1 sounding; `$DSO`/`$SND` one-shots from culled doodads stop too, equally faithful; and the variation re-roll stays ungated on purpose — gating it would re-roll a whole field's lightning on the frame you turned back, a look for the director to weigh (2059, 2065)
- a poured particle is born already aged: the spawn kernels' third argument is the SUBSTEP dt, not the lifespan — the burst loop pushes a literal 0 (`0x7b5600`), both continuous loops push dt (`0x7b5779` interpolated, `0x7b57e2` plain), and the kernels store `particle.age = U01 · w` (`0x7b88c4`/`0x7b88c7`, byte-identical across the plane, sphere and spline kernels) — and benilla birthed everything at 0.0, so the births sharing one frame arrived in lockstep; `birth_age` now seeds a poured particle at a random fraction of the frame it was born in, which is why a steady stream does not pulse at the frame rate, while a burst's N particles keep one clock and age as one body; read as the LIFESPAN instead, `w` would scatter a burst over `[0, lifespan)` — half the integrated brightness, half the mean radius, half every steady pool's population — and an audit here proposed exactly that reading, which wow-re's own measured count (N = rate × lifespan = 300, confirmed) had already ruled out and the bytes refute, so `a_burst_births_every_particle_at_age_zero` pins it; one named approximation: the reference substeps at a hard 0.1 s (`[0x81d828]`), bounding its dt by construction, and benilla does not substep, so the frame delta is clamped at 0.1 s in `birth_age` instead — identical below 0.1 s, which is every frame that is not a hitch
- the wound-flinch gate is the freeze node, and the swing report stays open: the director's report of a warrior in a many-mob brawl whose swings read as more suppressed and cut short by incoming impacts than the reference's had survived a full re-read of the victim side with every mechanism matching, and one reference gate benilla did not model had turned up on the way — the wound trigger `0x60ea70` refuses the flinch while any CEffect node on the victim's `+0xb4` list carries `+0x2c & 0x4` (`0x60eab6`); wow-re's cross-check pinned the bit's one setter image-wide, `0x6201d0`, the node the kit CharProc applier `0x60d7c0` creates for CharProcType 11: it saves the owner's playback rates (mount root, body key-bone 4, body root), overrides them with `CharParamZero` via `0x712910` and ORs the bit in, and the teardown `0x6203e0` restores them — the freeze node 0889 already models as `AuraNodes::head_anim_rate`, seen from the other end; while it lives every flinch is refused — melee, spell, missile, `$HIT`; in shipped data 17 kits carry a proc 11, 15 at rate 0.0, all referenced only as state kits — Freezing Trap, Ice Block, Petrify, Entangle, web wrap, the frozen-in-place family, and not the stuns (kits 349 / 33 carry none) — and the gate is the node's presence, kit 3071's rate of 1.0 closing it exactly like 0.0; a level-60 warrior brawl spawns none of them — Bloodrage, Berserker Rage, Enrage, Death Wish, Battle Shout, Demoralizing Shout, Sunder Armor, Heroic Strike, Rend, an incoming Renew or Power Word: Shield, the creature Strike/Cleave/Thunderclap family, a mage's Frost Nova (state kit 285) — so this gate does not explain the report; the lead is dead, verified, and the report stays open with the move trace (`WOW_MOVE_TRACE_TAGS=fct,anim`) now carrying every wound trigger, evict and expire beside every swing play and fast-path, so the per-swing flinch count and timing can be read off one run instead of guessed at; the driver refuses the wound while `AuraNodes::head_anim_rate()` is `Some` — the node's presence, not its rate — traced as `wound trigger id= REFUSED (a proc-11 rate node is attached)`; `KitPlay::wound` runs the kit tail's `[8,10]` branch for a discrete play and not for the impact hand-off's state stage (`0x60f383`: a state kit runs the base recompute only); 2058's `0x6ea280` hostility-classifier decode is CONFIRMED (`Targets & 0x100 → 1`, `& 0x80 → 2`, else the per-effect implicit-target tables `0x6ea338`/`0x6ea378`); tests: a rate-0 node and a rate-1.0 node both refuse the flinch and no node flinches, an instant harmful `SMSG_SPELL_GO` lays exactly one wound per hit target with a state kit naming CombatWound adding nothing, a helpful one lays none, and a missile arrival wounds regardless of hostility; named and not done: an effect model's own `$HIT` event flinching the unit it is attached to (`0x61f6f0`), and the reflect impact on the caster (`0x6e8cb0`) (2063)
- tag `0x26` is the teleport's, not the heartbeat's: wow-re's cross-check of the relay family — one client handler `0x603bb0` → `OnUnitMoveEvent 0x601580`, thirty opcodes — confirmed 2061's teleport claim and corrected an attribution this client had rested on since 0601: the queued move-event node's tag that `0x619030` (facing interp) and `0x619090` (position reconcile) both bail on (`cmp [eax+0xc], 0x26` at `0x61904b`) belongs to `MSG_MOVE_TELEPORT`, and the heartbeat's is `0x25`; benilla had excluded the heartbeat from both blends for two years and blended the teleport — which it never parsed, so nothing contradicted it; checked on this side before acting: `push 0x26` occurs at exactly two addresses in the movement region, `0x6186bd` and `0x618736`, inside functions whose only callers are `0x602f90` and `0x602fb0`, and `0x602fb0`'s other branch pushes `0xc7` = `MSG_MOVE_TELEPORT_ACK`; it was most wrong exactly where it mattered most — the heartbeat is the ~500 ms pulse a moving player sends, and a mover running straight sends nothing else carrying position (0617), so a watched player running in a straight line had their position snapped at 2 Hz instead of blended, a second cause, of our own, for the "2 Hz height staircase" 0626/1545 were built around (the ground clamp stays: our floor and the server's genuinely differ, and no blend fixes a missing collider); `reconciles()` is now `verb != Teleport`, and the three opcode-derived booleans this was heading toward are one closed `RelayVerb` enum — `Pose` / `Heartbeat` / `Teleport` / `Root(bool)` — so every receiver has to say what it does with each — nothing had forced a reader to enumerate what an opcode could mean, which is how the tag mistake lived as long as it did; two more corrections from the same cross-check: `MSG_MOVE_ROOT`/`MSG_MOVE_UNROOT` are opcode-authoritative — after the merge the client runs `SetRoot 0x7c7340` (`or 0x1000`, then the one-shot motion wipe `& 0xffe07f00`) or `ClearRoot 0x7c7370` unconditionally, the flags word getting no vote; vmangos always sends a word that already agrees (`MovementHandler.cpp:1070`), so it changes nothing today and stops the root depending on the server continuing to be careful — and a relayed flags word is MERGED, not assigned (`new = old ^ ((old ^ wire) & 0x75a07dff)` at `0x618de7`), which the self lane already did and the remote lane did not; still consequence-free, since nothing reads the one client-owned bit, ON_TRANSPORT, off `RemoteMotion::flags`, but lifted to `move_flags::merge_server_authored` so both lanes share one implementation; pinned both ways — the teleport skips, Heartbeat / Pose / Root all arm, and a deliberately contradictory `MSG_MOVE_ROOT` whose word says running roots the mover and wipes the direction bits anyway; open from the same round: the transport re-anchor (`0x618b30 → 0x7c6900`), which benilla reaches by a different route and is worth proving equivalent, and `MovementInfo +0x04`, which the reference neither parses nor zeroes and whose readers were not censused (2064)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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0d5ff18fa2 |
the player picks the realm, and a harmful spell flinches its victim
- the player picks the realm: benilla connected to whichever realm the auth server listed first — not a policy but the absence of one — with the reference's Change Realm button drawn permanently disabled and the character screen's banner reading "Connecting…", a string 1.12 does not have, invented because the realm only ever arrived as a passenger on the character list (`CharacterSelect.lua` l.66 ends that ladder with `CharSelectRealmName:Hide()` — no name, no banner); `read_realm_list` had read the flags byte, the category byte and the realm id into `_` locals and stringified the population on arrival, and all four are load-bearing; the IO thread gains a third park — logon → which realm? → world handshake → which character — publishing `SessionEvent::RealmList` and blocking on `RealmRequest::{Enter, Refresh, Abandon}` exactly as at the other two, `Enter` carrying the realm's name and not its index since the list is re-requested every 5 s (`RealmList.lua`'s `REALM_LIST_REFRESH_TIME`) off a realmd socket `Logon` now keeps; Change Realm hands the logon forward (`HeldLogon`) so a different realm costs a world dial, not a re-authentication, and a deliberate ask arms `Realms::forced` for exactly one list, because the realm remembered from last time is precisely the realm you are standing on and asking to leave — without it the button re-entered the same realm and appeared to do nothing; the auto-answer ladder is a pure `auto_answer` — `WOW_REALM`, then the remembered `realmName` CVar (which `set_realm_name` had poked into its slot in place, never reaching `cvar_changes`, so the persisted CVar whose whole job is "the last realm connected to" was absent from disk forever; it writes through `set_from_engine` now), then an unattended run takes the first realm that is up, every arm requiring the realm to be up — and the screen is `RealmList.xml` rebuilt on the same 640×512 HelpFrame plate the AddOns list uses, eighteen rows at the authored 20 px pitch, four sortable columns; the Population word is a BAND, not the float: `realm_load_stats` (0x46e510) takes the mean and `sqrt(Σ(pop − mean)² / (n − 1)) · 0.6`, `realm_load_classify` (0x46ec60) reads the sentinels first (0x20 → Recommended, 0x40 → New, 0x80 → Full) then strict `pop < mean − stddev` → Low, `pop > mean + stddev` → High, else Medium — so the same realm reads High on a quiet list and Medium on a busy one, and a lone realm is banded against the `n ≤ 1` short circuit's literal 1.0, so a local vmangos realm at 0.06 reads Low, not Medium; then wow-re's cross-check of `RealmList.cpp [0x46e3bf, 0x46fa05)` confirmed 0x01 = invalid / 0x02 = offline and that the real client does auto-connect by `realmName` without raising the list (`0x5ab800` resolves the stored name against the fresh list, its success leg calling no `SetStatus`), and corrected four things the first cut shipped: the statistics are GLOBAL — `0x46e510` walks the flat all-categories array unconditionally (`0x46e5ee fadd [esi+0x12c]`), the per-category bucketing in the same loop a side effect and never a bound, so scoping them to the tab made the same realm read a different word per tab; Recommended/New/Full never travel as flag bits at all — the parser recognises magic populations by bit pattern and rewrites them, 600.0 → 0.0 + 0x20, 200.0 → 0.001 + 0x40, 400.0 → 8.0 + 0x80, and it has to happen in `read_realm_list` before anything averages, since one realm advertised Recommended arriving as 600.0 drags the global mean past every other row; pvp/rp is a `Cfg_Configs.dbc` join on the type dword at `[realm+0x04]`, and the shipped rows make types 3 and 5 PvP and 7 RP where the 1/6/8 match had all three Normal; and the default sort is `[characters, load, name, mode]`, all ascending, written once per process by `0x46e300` — a four-key fallthrough where "ascending" characters means higher count first, a column click being move-to-front (`0x46e9b0`) that keeps the column's direction unless it was already in front — with the reference's non-antisymmetric characters comparator (its tie-breaking `strcmp` result clobbered one instruction later at `0x46e846`) deliberately not reproduced; `RealmWizard`, the `REALM_IS_FULL` confirm and the category tab strip are deliberately not built, each for a stated reason (2056, 2062)
- a re-played effect REPLACES the same record at the same attach point: the director's report that the reference draws far fewer impact effects when many mobs beat on one warrior — and named the star burst on both hands on every crit — is not a limiter but a replace, recorded in wow-re for weeks: `CEffect::AddEffect` (0x61fdd0), the path every kit slot and the melee blood spurt take, opens with `0x6208e0(owner, rec, tag)`, which walks the owner's `+0xb4` list and destroys every node carrying the same `SpellVisualEffectName` record at the same attach tag (bounded `[0x6208e0, 0x62092c]`), skipping `tag == -1`; benilla replaced only persistent instances, on the narrower `(spell_id, class)` key of the spell-id reap `0x614150`, and pushed every one-shot unconditionally — a gap seen and scoped to one caller four times (0850, 0927, 1149, 1518) without being generalised — so five attackers landing swings on one body held five blood spurts at `(UnitBlood, 0xf)` where the reference holds one, linear in the attacker count on additively-blended emitters where the reference's is flat, and near-identical in a 1v1, which is why it survived; the sharpest case is Flurry (12966–12970), applied on every critical strike, whose visual 2759 hangs record 416 — `Spells\Strike_Impact_Chest.mdx`, the gold chest-impact flare reused at the hand tags 0x15/0x16 — on both hands via cast kit 3010 over a persistent `BloodLust_State_Hand` glow from state kit 3009, and every crit stacked another pair; `spell_fx::replace_same_slot` now runs per slot at every Begin for persistent and self-terminating instances alike, keyed on the RECORD id threaded through the fx lane (`FxSlot { tag, effect, path }`, the hardcoded map becoming name → (id, path)) and not the path, because two rows may name one .mdx and the reference lets those coexist, with both exclusions kept — the world plant and an already-decaying node — and four tests pinning the key's two halves and both; the other half of the report, that the burst is too large and too long, is a separate mechanism and is not touched — and the instrument that would have measured it was lying: `m2part` read a burst emitter's `peak_rate()` as its particle count, while the reference fires on the rising edge of `enabled != 0 && rate > 0` sampled on one clock, and `Strike_Impact_Chest.m2`'s gold flare steps its gate 1 → 0 on the very keyframe its rate steps 0 → 50, so the two are never true together and that emitter emits NOTHING; the tool printed "burst of ~50 particles, life 0.50s" and a diagnosis started 2.7× over on count and 1.7× over on duration off that one line; `EmitTiming::first_burst` walks the slot's keyed span at 60 Hz and returns the first instant the predicate holds or `None`, the dump prints the real count and time or `NEVER FIRES`, and a real-asset test pins that model's emitter #0 as never and #1 as exactly 30 (2057)
- a harmful spell's impact flinches its victim: benilla had one spell-side wound path, `play_kit`'s `[8,10]` branch — the kit player's own `0x60f3ad` test — carrying the KIT's anim id, so a spell whose impact kit names no wound anim, which is nearly every one (Fireball, Frostbolt, Shadow Bolt, Sunder Armor, a mob's Strike), twitched nothing, and a kit naming CombatCritical played 10 where the client plays 9 or 8; `0x60ea70` has six callers, not the three an earlier sweep found (`grep "call 0x60ea70"` over the full objdump was the one command it never ran): the missile hand-off `0x61dc50` lays the flinch before the impact kit for every living target (`0x61dc74`, HEALTH > 0; the already-dead arm `0x60ea30` plays Death/SwimDeath instead), the instant-hit ImpactKit loop `0x6e8bf0` lays it after the kit when `0x6ea280(SpellRec) == 2` (`0x6e8c89`), the reflect kit `0x6e8cb0` does the same on the caster, and every spell-side call pushes severity 0, so the id is always `0x60ea70`'s own `(severity, engaged)` pick — CombatWound(9) engaged, StandWound(8) otherwise — never the kit column; `0x6ea280` is the spell's hostility class and `== 2` ⇔ the spell targets enemies: Targets bit `0x100` → never, `0x80` → yes, else `EffectImplicitTargetA[i]` then `B[i]` for effects 0..3 indexed into the byte tables `0x6ea338`/`0x6ea378`, whose case-0 ids `{2, 6, 15, 16, 24, 28, 53, 54}` are exactly the modern enum's `*_ENEMY` set; so `WoundAnim { entity }` loses its id and the driver resolves every spell edge as `wound_anim(0, engaged)`, `play_impact` takes an `ImpactPlay` with `flinch` — the instant hits pass `SpellDisplay::is_harmful()`, a missile arrival passes true — `SpellDisplay` gains `effect_implicit_target_a/b` (columns 82–84 / 85–87) and `is_harmful()`, and the flinch is laid as the same secondary-blend overlay as a melee wound, over a cast, a swing or a run, never replacing them; pinned against the real 5875 `Spell.dbc` — Fireball, Charge and Sunder Armor harmful through A, Frost Nova through B alone, Renew, Healing Touch, Arcane Intellect and Battle Shout not — and the driver never picks CombatCritical for a spell edge; `WOW_MOVE_TRACE` gains `fct wound trigger/evict/expire` lines, since the whole flinch lifecycle was invisible in a trace; and the report this was chased under — the warrior's swings reading as cut short by incoming impacts in a many-mob brawl — stays open, with one reference gate found on the way that benilla does not model: `0x60ea70` aborts while any attached CEffect on the victim carries `+0x2c & 0x4` (`0x60eab6`), and which kit-spawned nodes carry that bit is the question dispatched to wow-re (2058)
- other players' roots, levitation and blinks now relay to onlookers: a report that a nearby player getting rooted, water-walking or Blinking slid or stood in the wrong place until their next movement packet was exactly right — a movement mode has three legs and benilla carried two, the mover's own acked handshake (`SMSG_FORCE_MOVE_ROOT → CMSG_FORCE_MOVE_ROOT_ACK`, 0866) and the server-driven `SMSG_SPLINE_MOVE_*` twelve (1780), while the third, what observers are told once the mover acks (vmangos `MovementPacketSender.h:30-60`, broadcast by `SendMovementFlagChangeToObservers` / `SendTeleportToObservers`), fell through `parse_server` to `ServerPacket::Other` and was dropped — so a rooted player kept sliding for the ~500 ms to their next heartbeat, a Levitate on someone else was never rendered, and a Blink left them standing at the old spot; six opcodes — `MSG_MOVE_ROOT`/`UNROOT` (236/237), `MSG_MOVE_HOVER` (247), `MSG_MOVE_FEATHER_FALL` (688), `MSG_MOVE_WATER_WALK` (689), `MSG_MOVE_TELEPORT` (197) — all the ordinary `[packed guid][MovementInfo]` shape and all sharing the client's one relay handler `0x603bb0` with the 22 already carried (wow-re's opcode-handler table has thirty rows on it; the remaining two are cheat opcodes vmangos never constructs), so admitting them to `is_movement_relay` is the whole fix for five: apply/unapply rides the flags word rather than the opcode, since vmangos runs `SetHoverReal` &co. before the broadcast and the word on the wire already carries the bit's new state, and `apply_move` already commits it wholesale into the union the ground resolve reads for hover's offset and the water-walk plane — the pose the packet carries beside the mode is half the value, a rooted player's stopping place being news too, and the root arrives already post-wipe with `MOVEFLAG_ROOT` forced back on, so no wipe of ours is invented; the teleport is a relay in shape and a discontinuity in meaning, so `RelayMove::reconciles()` excludes it from the pre-fire reconcile beside the heartbeat, for the opposite reason — the heartbeat because the dead-reckon has already converged, the teleport because there is nothing to converge to, and lerping toward a Blink's destination would drag the mover across the twenty yards the Blink exists to skip, sweeping the shared capsule through every wall between — while it still rides the unit's relay chain rather than snapping at arrival, because replay is paced against the sender's own stamps and applying it early would put the player at the destination while their walk to the launch point was still replaying; a `tp` tag joins `hb`/`tr` on the `rly` trace line; and parse and decode of all six are pinned against golden bodies asserted four bytes shorter than the counter-carrying `MSG_MOVE_TELEPORT_ACK` form, so a counter is provably not being read (2061)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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f7e232b2db |
swing refusals latch and repeat, and the trade arc stops being silent
- a refused auto-attack is no longer silent, and the display is a latch, not a toast: six opcodes, four arms — `0x145 SMSG_ATTACKSWING_NOTINRANGE` and `0x146 SMSG_ATTACKSWING_BADFACING` latch a code through `0x5ecdb0`, which writes `[0xc4d758]` and `[0xc4c270]` together; `0x148 DEADTARGET` and `0x149 CANT_ATTACK` share arm `0x625ab8` verbatim (StopAttack, no message), so the client cannot tell them apart and `AttackSwingError` collapses them into one `DeadOrUnattackable`; `0x147 NOTSTANDING` is never registered by the reference and `SendAttackSwingNotStanding` has zero callers in vmangos, so a test pins that it stays an unknown opcode; and the fourth arm hides: `0x14e SMSG_CANCEL_COMBAT` is registered at `0x5e3303` by the SPELL TU, not the combat one, so the eight-opcode census every note quotes did not contain it, and its handler `0x5e7dd0` is arm 4's body instruction for instruction; vmangos sends each refusal on the edge alone, so the repeat the player sees is the client's own: the tick `0x5ec950` — `CGPlayer_C` vtable `0x80af78` slot 14, dispatched once per object per rendered frame on the `CWorldFrame::OnPaint` chain, so a Bevy `Update` system is the exact cadence — prints `ERR_BADATTACKPOS`/`ERR_BADATTACKFACING` (catalog rows `0xd8`/`0xd7`, both red) at once and again every 4000 ms while an attack target is set, and a landed swing clears it: `SMSG_ATTACKERSTATEUPDATE`'s arm calls `0x5ea800`, whose first act is `0x5ecdb0(0)`, gated on the attacker being the active player AND the victim resolving (both gates kept — wow-re's round had glossed the second away, and sending that back corrected the note); the latch is one `Option<(Latched, Duration)>` because `[0xc4c270]` has no meaning while `[0xc4d758]` is 0, a second refusal packet defeats the cooldown and the re-arm precedes the print (both tested), the clear also runs once per world entry (`0x5e2510`), and both edges ride ONE `SwingRefusalEdge` stream so a refusal and a landing in the same frame stay in packet order; `SMSG_FEIGN_DEATH_RESISTED` (`0x2b4`) arrives beside them and is built differently because its handler `0x6e9800` is two instructions — a bare `DisplayError(421)` = `ERR_FEIGN_DEATH_RESISTED`, the single word "Resisted" — so it takes the plain `UiErrorKeys` route with no latch; the `--attack` world probe now reports the refusals it tallies; and two remainders are named, not built: `0x5ea800`'s post-swing leash — `R = 4.0 * max(5.0, reach(victim) + reach(self) + 1.3333333730697632)`, floor 20.0, sending a bare `CMSG_ATTACKSTOP` past it — a new packet-sending behaviour left for the director's call, and `StopAttack 0x5ecac0`'s two one-shot tutorials (10 low-health, 11 low-mana), which benilla's copy has never fired (2037)
- the trade arc stops being silent: eighteen of the twenty-three `SMSG_TRADE_STATUS` arms print where benilla printed none, all through `UiErrorKeys` so the text is the player's own `GlobalStrings.lua` and the surface is the catalog record's `+0x04`; the four-row start was the trade block's own emit-site census, which answered "which arms raise a TRADE-keyed message" — eleven of the ids come from elsewhere in the 465-row table (`ERR_PLAYER_BUSY_S` `0x3e`, `ERR_PLAYER_DEAD` `0x7e`, `ERR_GENERIC_NO_TARGET` `0xb8`, `ERR_PLAYER_WRONG_FACTION` `0xff`, `ERR_IGNORING_YOU_S` `0x13d`, the stunned pair `0x191`/`0x192`, the logout pair `0x19d`/`0x19e`, `ERR_RESTRICTED_ACCOUNT` `0x1be`, and `ERR_TRADE_WRONG_REALM` `0x1ca`, whose text is the ONLY_CONJURED sentence), and the surfaces do not follow the English — a successful trade's two lines are the yellow ones, `ERR_PLAYER_BUSY_S`/`ERR_IGNORING_YOU_S` are chat lines, the refusals red; `TRADE_REQUEST_CANCEL` fires from the top of the CANCELED arm (`0x4bf832`, the dispatcher's one `SignalEvent`) where nothing had fired it; `ERR_INITIATE_TRADE_S` prints — it is client-emitted from inside the `CMSG_INITIATE_TRADE` sender, at once on a name-cache hit (`0x5d4042`) and from the query callback on a miss (`0x5d40ca`), so clicking Trade had produced no text in either direction; the three arms that name a player (0/5/14) read the network handler's guid cell `[0xc4bed0]`/`[0xc4bed4]` behind the outbound-initiate latch `[0xc4bec8]` — `InitiateTrade 0x5d3fb0` writes the target's guid and then the latch, the `BEGIN_TRADE` arm writes the initiator's and no latch — which is what keeps a client that just ignored a trade from printing "X is ignoring you." to itself, and behind `0x468460(guid, TYPEMASK_PLAYER)`, a live-object test the initiate line does not share, so `NamedLine::needs_live_object` drops a status line the moment its player stops being streamed while an initiate line waits; a network-cell clear is not a window close: `0x4bf4e0` has four call sites in the dispatcher — one opens, `{3, 8, 12}` close — and the other fourteen run the handler's tail `0x5d490a`, which drops the latch and the pending guid and leaves the window standing, so `close()` splits into `close_window()` and `clear_pending()`; `REJECTED` drops only the partner's accept, `BACK_TO_TRADE` reaches `0x4bf230(0)` and sends `CMSG_UNACCEPT_TRADE` on a real change, `ONLY_CONJURED` bounces the offending slot out of our own offer; `CLOSE_WINDOW`'s message is deliberately not built (`0x4bfd70` maps `result` over a 61-id range with a flagged self/other polarity inconsistency, and vmangos never sends status 12); and `ERR_TRADE_BLOCKED_S`'s transcribed English literal is deleted along with `ChatLog::pending_texts` (2042)
- both halves of B373's lighting closed: `MeshTag` bits 6..=13 mean two things — the exterior payload's ground-shade byte and the low eight bits of the interior payload's 13-bit probe slot — and the overlap cannot be removed (the four mode-independent fields cost 19 bits, leaving 13 for a payload region the two modes want 21 of), so the payload question becomes a witness the accessors demand: `mesh_tag::ExteriorPayload` is a zero-sized proof only `exterior_payload(on_bake_law, own_probe)` mints, when both probe-slot populations answer no, and `with_shade`/`shade_of` take it, so no expression in the crate reaches those bits without having asked; `describe` alone reads the raw masks and prints both readings (2041); and a transport's deck cargo is lit by its own doodad def, not by the boat (B373): a transport's WMO is linked into the same global `TSExplicitList<CMapObjDef>` at `0xca7d98` the ordinary scene walk iterates, so its MODDs are ordinary doodad defs; `[def+0xa4]` has exactly four writers image-wide — the ctor `0x6a7d73` (0.0), the doodad-set commit `0x695bb3` (1.0), the ADT MDDF commit `0x6b01bb` (1.0) and the MCSH refresh `0x698cb4` (0.5) — and none is the light node, whose 2.5-producer and ramp are reachable only through `[obj+0xe0]`, a path a doodad def never takes; the MCSH sample is one-shot (`0x698c50` unlinks each entry) and its null-tile legs return lit; so we had the wrong source, the wrong cadence and the wrong mechanism: `entity_shade::DoodadDefLit` marks every WMO-gameobject prop batch from inside the placed-model assembler — the engine asserts it, not the caller; the world-API wall failed the first cut, and a following card is reachable only there — both shade write sites skip it on ownership, separately from 2041's payload question, and exterior props take one `doodad_ground_shade` at their own footprint at spawn, frozen, which answers lit for a non-resident tile so a boat at sea needs no special case and the unverified "a boat is never MCSH-shadowed" goes; 749 prop parts under a shade root carry the marker on a live run — the same 749 B373 measured reading a foreign probe — and the ADT doodad path is deliberately untouched, since the D3D capture's measured 2.5 gain outranks the closure (2047)
- 2043's unit-predicate law is confirmed byte-exact by the round it dispatched — all 29 `Unit*` predicates push the constant double 1.0 or nil, exactly one value at every live `ret`, and a BFS from all 83 bindings in `0x850438` reaches 460 functions without hitting `lua_pushboolean` — and three of its supporting citations are corrected in the comments, no behaviour changing: `lua_pushboolean 0x6f39f0` EXISTS with seven call sites, one of them the registered FrameScript binding `IsPetAttackActive 0x4be0e0`, which answers a real true/false and never nil (ours already did, and its doc already named itself the exception), so 2043's "no boolean on its binding surface at all" is withdrawn for the scoped claim 1830 actually made; `IsEnabled` is `0x7800b0`, not `0x780270` (that is `SetButtonState`), and its number-1-or-0-never-nil fact stands; and `UnitReaction 0x5167e0` pushes `0x6061e0(u1, u2)` PLUS ONE, so 0 is unreachable and its nil means only that a token did not resolve — our `reaction == 0` → nil stays, named now as a feed gap rather than a mechanism the binary does not have (2048)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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6ee4adc95d |
a rider cannot loot from the saddle, and other swimmers tilt
- a rider does not loot: a corpse was looted from horseback, and the client-side mounted gate built for casts and attack-start had left interaction out of scope — `0x60bf98` reads the PLAYER's mount field and skips the loot leg into skin, a silent fall-through rather than a refusal; the stand-state gate (`ERR_LOOT_NOTSTANDING`), player bones, skin/insignia/key-turn (all through TryCast's 0x39 block, asked after the reagent check) and GameObjects (gated only when NO `Lock.dbc` row exists — nodes and herbs refuse loudly via their cast, signs and chairs in silence, the mailbox exempt) follow the RE; and the world right-click shows no attack-refusal text under any condition, since `0x5ecb70`'s extent holds no `DisplayError` at all — a correction to the earlier record; the cursor is untouched, so the pouch still lights from the saddle - 595 creature displays were dropping their blood spurt: the `UnitBloodLevels` row resolve has a THIRD tier — display `BloodLevel`, else model `BloodID`, else the records base (`0x60b117`'s branchless `setle/dec/and`: file row 0, RED) — and `BloodID == -1` (122 of 430 shipped models: crocolisks, quilboar, gnolls, murlocs, pigs, deer) is a tier-2 MISS, not a bloodless marker; replayed over the shipped tables here and in the wow-re round with the same numbers (36 · 9903 · 595 of 10534 displays); the ground-splat textures are read (four per row) and the RE verdict on their trigger is dead code — `"BloodSplat"` occurs nowhere in the image, though all twelve `.blp` ship - other swimmers tilt on arrival: `SMSG_UPDATE_OBJECT`'s LIVING block carried the mover's live flags and swim pitch and benilla threw both away (`let _pitch = read_f32_le(r)?;` — the director's own citation, exact), so a player who swam into view rendered LEVEL until their next relay packet, and an idle floater — who sends none while unmoving — stayed level as long as they floated; the create apply `0x619320` merges the block's flags under the same mask a relayed move uses and copies the pitch unconditionally, before the model is even built; one render law (`swim_body_rotation`) now serves both pose owners, the relay trace prints the pitch beside a guid that joins, and `WOW_PROBE_PITCH` can aim a scripted swimmer so a two-client probe of the lane can be written at last Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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6da7ed3fca |
the action bars' empty slots go ghost, and a rooted creature stays put
- picking a spell up off the bar no longer blacks out every empty slot: `UI-Quickslot` is a FILLED 60%-black plate, not a hollow ring (decoded off the shipped BLPs — Quickslot2's interior is RGBA 0,0,0,0, Quickslot's 0,0,0,153), and the reference dims it to half alpha in `ActionButton_ShowGrid`, so an empty well now ghosts at 30% black where it read as a hole; the wow-re cross-check then found the reference never UN-dims it (a 3-argument `SetVertexColor` preserves the current alpha at `0x79abd0`, and `SetNormalTexture` reuses the region), so in the real client the first drag leaves every button's border at half alpha for the rest of the session — benilla ends the dim on purpose and records it as the divergence it is (1782) - the bag bar is the reference's own `MainMenuBarBagButtons.xml` (window 3 of the stock-first migration), and the swap found a real bug rather than a move: the reference's `ItemAnim_OnEvent` matches a push against the button's inventory-slot id (20..23) and benilla emitted its own container numbering (1..4), so all four bag-push cards would have silently never played against the stock body — `push_container` now emits the reference's selector (`bag + 1`), which is what an addon expects anyway; beside it, a readiness probe that asks the LOADER, not a grep, which of the 85 stock windows load off the player's chain today (58 do; the 27 that don't name their own blocker) - a rooted, hovering, water-walking or walking creature reached benilla as an unhandled opcode: the twelve `SMSG_SPLINE_MOVE_*` (the observer twin of the ack'd force family — bare packed guid, no ack, any unit) now decode into one MOVEMENTFLAGS word per unit, which benilla kept for our mover and for a relayed player and not at all for a creature, the one body this family is ever addressed to; ROOT wipes the direction bits so the dead-reckon stops walking a rooted body on for its next heartbeat (`0x7c7340`), HOVER clears a yard off the floor without climbing a body already inside that yard (`0x636e81`), WATERWALK elects the liquid surface against the terrain, SAFE_FALL's terminal is 7.0 not 60.148 (`0x7c5d23`), and SET_RUN_MODE's bool is inverted against the bit, folded at the parse; the inspect card names a unit's granted modes in words (`granted rooted+hover`) so a creature resting a yard off the floor reads as intended rather than broken Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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e9e38bf6ec |
your corpse is your own dead body, and particles take the room's light
- corpses render: a corpse create spawned a real entity, latched its guid for the reclaim send, and drew nothing — one missing EntityKind variant folded it into the catch-all and four downstream lanes then failed by default, not even the debug cube fired; the reference forks once, on the bones flag: a fresh body builds a character composite from the corpse's OWN appearance bytes and 19 item slots through the same compositor a living player is dressed by (its own hide-helm/hide-cloak bits honoured, the ranged slot never dresses, and weapons never dress because the client looks a packed display word up as a guid — we reproduce the outcome, not the dead lookup), while a bone pile takes its race and sex's DeathSkeleton, sixteen of which ship; the pose is one settled arm — Dead, or Drowned when the body lies more than 0.66666669 yd under a liquid surface — and a corpse is not a unit, so clicking one no longer sends a selection for a guid no unit owns
- a lit particle takes its MODEL's committed light node, not the sky's: indoors the reference lights an object's particles from the object's own node — the footprint's baked floor colours on the fixed interior axis plus the room's placed lights — never the day/night sun; a particle quad carries exactly one normal, world up, one constant per draw, so the whole node collapses to three floats, published off the same fold the model's mesh renders from so a mesh and its own particles can never disagree about the room they stand in; in Onyxia's Lair the 78 lit falling-rock emitters on the 26 anchors that classify interior now take the room's light
- and that lit lane is FIXED FUNCTION, not the mesh's soft SH curve: the shipped client null-binds both shader slots for a particle batch and re-zeroes the shader mask at the head of every batch, so a model and its own particles share the same committed light words and legitimately differ in the curve applied to them — the mesh's wrapping lobe against the hardware's max(N·L, 0) is 0.900 vs 0.869 on the key axis, up to the three nearest room lights arrive diffuse-only under GL's own 1/(0.7d + 0.03d²) falloff (a light at or below the emitter cannot reach it at all), and the clamp sits on the product, never the multiplier, because it is GL that clamps the lit vertex colour
- the cinematic letterbox has no aspect test in it: CinematicFrame.lua's if guards a recompute, not whether there are bars — below 4:3 the reference's bar textures simply stand at their declared 1024x128 on the client's native 1024x768 sheet, which is height/6, the same formula evaluated at exactly 4:3 — so one expression covers every window shape, min((h − min(w/2, h))/2, h/6): a 2:1 picture when wide, bars at 4:3 too; and a shown keyboard frame swallows EVERY key, not the ten names the host used to feed it — you could walk around underneath your own intro; the proof is the reference's own handler, which has to RunBinding("SCREENSHOT") by hand to get one key back; ESC still skips, and a W already held when the shot starts keeps running, which is faithful too
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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dc779b3017 |
a failed dial says which failure, and the sword reads the at-war bit
- "Unable to connect" now says which: an address that does not resolve reads the reference's "Invalid Login Server", a resolved address nothing answers on reads "Login Server Down", and each names the `host:port` actually dialed — resolution and connection are two operations now (a DNS failure surfaces as `Uncategorized` on macOS, so no error kind could tell them apart), and every address a name carries is tried, `localhost` → `::1` then `127.0.0.1` included - a typed wrong password shows the login dialog instead of exiting the client, and the two auth-result enums — realmd's and the world server's — are split so a code is read against the family that sent it, with the world server's own refusal text shown for its codes - the world cursor's fork is `CanInteract` and `CanAttack`, not a reaction-rank threshold: a Cenarion Circle NPC with no gossip showed the sword at neutral (and TAB acquired it, and right-click attacked it) because one predicate implemented twice read the standing where the binary reads the at-war bit in the player→unit direction; one byte-verified `CanAttack` is shared by the cursor, TAB, pet attack orders, `UnitCanAttack` and the action-button usable gate, the service ladder falls out to a plain pointer instead of the attack leg, and `/reaction` prints the at-war bit and the branch verdict Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a683d5524f |
the interface code is ours: the transcription debt is paid
- forty files that carried the reference's literal Lua are rewritten as our own expression of the behaviour — worst identical run 61 lines down to 7 — and the README now says exactly that - the overlap gate measures the code itself across all four reference corpora, and ratchets: the number may only go down - a lost session ends at the login screen instead of silently re-authenticating and stealing the account back - a building's skybox is a real model: Caverns of Time's white ceiling becomes its painted nebula and additive stars Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6e7867147d |
birds stop blinking out, and the version check is answered
- an animated doodad is culled by its authored box, not its bind pose — the one-yard bird flying a 64-yard circuit stops vanishing with the camera angle — and the fix survives the engine's own bound recompute - the logon proof answers the server's version challenge instead of sending zeros, so a strict realmd stops rejecting benilla as a modified client - two instruments land: a frame-by-frame visibility trace for one model, and a probe that classifies whether a realmd enforces the version check Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ff1524f85f |
key bindings become real, and the pet knows when to refuse
- every rebindable key runs through one chord-to-command engine, set in the era Key Bindings window, and buttons show their real keys - a spell aimed at the ground sends its projectile to that spot, arcing to the point instead of a target - a pet ordered onto something it can't attack refuses cleanly, and its frame shows the happiness face read from the client's own data - a window's tabs clamp to the drawn edge and highlight exactly where they sit Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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143a734b91 |
slow fall, levitate and water walking work, and Z sheathes your weapon
- the granted movement modes are one system now: slow fall slows, levitate hovers, water walking holds the surface, a root pins you even mid-air - casting while moving refuses with the real error, and a jump cast plays its animation in the air - Z cycles melee, ranged, stowed, every landed swing draws the weapon, and Alt-Z hides the UI - login faces where you logged out, and the dev shortcuts moved to Ctrl+Shift off the Windows key Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ab65981ebf |
cooldown pies, warmed shaders, and a tamer Frost Nova glow
- the spellbook draws the cooldown pie on a spell that's cooling down, and the active form's slot lights its checked ring - shader variants warm at startup (with a tripwire if one ever compiles live), so a first cast no longer hitches on shader compile - additive glow stacks clamp the way the original scene does, taming Frost Nova's blown-out mist, and shoulder cards split only at rigidly separable bones - the login handshake now reads the same under both SRP encodings, and cooldown events no longer race the net step Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d3e05f32e5 |
the world only pays for what's on screen, and the leak is gone
- terrain draws per chunk now, and one authority culls everything outside: buildings, billboard cards, particle emitters - the fps and memory creep on long flights is fixed twice over: material animations only tick what something draws, and far-away art is released by distance (with a 30 s dwell floor so fast cameras don't thrash it) - the second crash ever reported (a cast racing a despawning unit at flight speed) is fixed, with a regression test that reproduces the exact panic - every build now prints which commit it is, so a bug report can say exactly what it ran Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fd54ea9197 |
walkers keep walking, and dungeon entrances stop dropping you
- A creature that was already walking when it came into view stood frozen at its spawn point, then teleported — up to a full wander leg, 30 yards in the worst measured case — when its next movement packet arrived. The create packet carries the live path (where the unit is along it, how much is left) and we parsed all of it into the void. The unit now joins its walk exactly where the server has it: measured before/after, 13% of movement starts were over-a-yard teleports, now effectively zero. - Walking into Zul'Gurub or Stratholme through the portal dropped you straight through the world. The landing check asks "is there a floor under me?" — but on the arrival frame the loaded world is still the map you just left, and an instance entrance is a copy of its outdoor ground at the same coordinates, 0.23 yards under your feet. The old floor said yes, then despawned. The hold now waits for the destination's own ground to arrive, and a world that never arrives keeps the loading screen instead of dropping you into the void. - Same fix covers a decoder hazard found on the way: a plain two-point path announces two points but ships only the destination, and trusting the count over-ran the packet — it never fires on our server's pathfinder, but now it can't. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2ad0043523 |
benilla: initial public release
A from-scratch World of Warcraft 1.12.1 client in Rust + Bevy. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |