Commit Graph
17 Commits
Author SHA1 Message Date
SamandClaude Fable 5.1 b41acbf98a Linux and Windows get their sound back, and emotes refuse while moving
- every build off macOS has been silent since the 09-02 snapshot (B356): the non-macOS device layer was a stub that opened nothing, and nothing had ever compiled the client for another target; that layer is now the same output stream over cpal — one seam, not two stacks: the ring, the render thread and the rebuild-on-device-change loop are one code on every platform, only the device file differs; the audio thread never allocates, a lost or changed default device is noticed at kira's own cadence, and realtime is `SCHED_FIFO` on unix and MMCSS "Pro Audio" on Windows, either refusable, the ring turning a refusal into a degradation; and the two instruments this bug says were missing exist — a Linux and Windows cross-compile under `clippy -D warnings`, and a live output test that opens the real device and asserts the ring never ran dry, because compiling is not sounding (1920)
- an emote that requires standing still now refuses on the move: `CheckEmoteEligible`'s `0x4000` arm writes an out-param that `DoEmote` turns into a red "You can't do that while moving!" and aborts; 20 emotes of 78 can raise the line, read off the shipped `Emotes.dbc`; SWIMMING is not in the mask, so a swimmer holding still emotes fine, and `IsSelfControlled` is TRUE for an ordinary player, so a feared or confused player emotes away happily (1904); and the cast path gains its equipped-item rung — the button greyed and pressing it still sent: the reference short-circuits to "fits" on four gates, not one, the miss being a zero `EquippedItemSubClassMask`, which means no item required at all, and the rung sits above the crowd-control validator, so a player both stunned and missing the weapon is told about the weapon; that ladder has six arms, not three — CHARMED, FLEEING and CONFUSED join (1925)
- the quest reward's money is the reference's own widget: the tail of the shared `QuestFrameItems_Update` drives `questState.."MoneyFrame"` through `MoneyFrame_Update`, and the two hand-built coin trios become one `MoneyFrameTemplate` instance each at the reference's anchors, which our coins already used; the progress panel stays on coins, being the required-money flow, not the reward one (1928); and the flight master's `!` joins the questgiver sweep, because the green `!` and the gold `!` are the SAME slot, `unit+0xb2c`, torn down once before both queries re-issue; the mouseover re-ask is refuted — the only taxi-status sender has one live caller — and the two queries are not symmetric: the questgiver's goes out on every sweep, the taxi one only when the unit's key moves or on a full sweep, as the wire shows at Dungar Longdrink: 68 questgiver status queries against 1 taxi-node one (1918)
- `GetSpellTabInfo` out of range answers `nil, nil, 0, 0` — the reference returns four values on every path that returns (`0x4b3ce0`), and ours answered a single nil copied from another binding's shape; it matters because stock `SpellBookFrame_OnLoad` calls it unconditionally and then does `id > (offset + numSpells)`, which a nil raises on and (0+0) makes true, hiding every button on the page — the behaviour to match; the argument raises the reference's usage string when absent, and the index truncates toward zero THEN decrements (1931); the perf probe gains a `WOW_PROBE_UNCAP=vsync` arm, because the uncapped present mode is a request, not a schedule — measured, it taxes the number it was meant to pin (11.80 `cpu_ms` uncapped against 14.65 under it), so the default stays uncapped; and the last three test temp paths are keyed on the pid, after concurrent runs raced on one fixed shared file

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 20:52:22 +07:00
SamandClaude Fable 5 f6f2af3da9 the combat log's wire completes, and PlayerModel is its own class
- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:54:58 +07:00
SamandClaude Fable 5 86ecbca9f7 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>
2026-08-29 17:18:29 +07:00
SamandClaude Fable 5 f8421c1545 the colour wheel draws, chat windows move, and the minimap ping returns
- the colour picker can pick a colour: the hue disc and the value strip are engine-generated pixels (no BLP in the chain is a wheel), reproduced from the reference's own lattice — a hard-cut circle at a literal V = 1.0, the brightness marker moving over a disc that never dims
- chat windows move and resize once unlocked (Lock/Unlock Window on the tab menu; the reference's own 296×75 to 608×400 bounds), the border textures doubling as the grips, and the placement is remembered per character in benilla-config/layout; both windows ship locked, as 1.12's reset leaves them
- the minimap ping is back and pinned: one world point the engine draws, the click converted in the right unit (the old path was ~27% off at 1080p), and no 10-yard auto-clear — that was the gossip marker's rule, and walking to your own ping was deleting it
- the Lightwell can be clicked: a billboard card is a world root with no parent hop, so the hit resolved to nothing and the whole shaft published a null mouseover; casting a hunter shot chains Auto Shot through `Spell.dbc`'s modalNextSpell column (the mechanism nobody had read — the next snapshot carries the seam that makes it fire in play); tradeskill list rows stop tooltipping (that hover was ours, not Blizzard's), and OnMouseUp goes to the frame that took the press

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:49:16 +07:00
SamandClaude Fable 5 ab235bad6e the target-of-target frame, and talents can be unlearned again
- the target-of-target frame and its option: 1.12's frame with its five display modes, fed one hop off the selected unit's own target field through the same read `/assist` runs, in four feeds (snapshot and transitions, the debuff buttons, the portrait booth, TargetUnit's click arm); ships off, as 1.12 does, on its own pair of saved globals
- talents can be unlearned again: the trainer's `MSG_TALENT_WIPE_CONFIRM` had no handler since the wipe flow was deferred, so the gossip line closed the menu and did nothing — the question is an NPC session (walking away retracts it), the popup shows the cost on the StaticPopup money variant, Accept answers it behind the client's own purse check
- Sprint's sparkles hang in the air behind you along the trail instead of collapsing into your torso: ride-vs-trail is the emitter's own file flag 0x10, not the host class — the finding wow-re returned eighteen days ago and nobody folded; the particle dump names the two flag bits it had been mis-reporting
- `/sleep` takes both movement masks (the strictest posture), correcting the day's sit gate which let you lie down on a lake bottom while `/sit` was refused; a Lua-driven selection (TargetUnit on an attackable token) starts the swing exactly as a click does, through the one select path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:40:16 +07:00
SamandClaude Fable 5 ac2ed34735 the combat log speaks, and the swim line follows your native form
- the client synthesises its combat-log chat lines: 44 chat types over 34 GlobalString families from 7 packets, the reference's own four hops (classify both endpoints → chat type → string key → format), text resolved out of the player's own GlobalStrings — so damage meters and Quiver's TranqAnnouncer have something to parse; wow-re's byte round corrected six gates (owner is charmed-by then created-by, "party" is your subgroup, friend-or-foe is CanAttack, the range gate, the miss defaults, the damage-shield chat type)
- the collision prism follows the NATIVE display, not the rendered one: a druid in bear form keeps the druid's swim, splash and wade lines and a morph keeps the human's — worst divergence on shipped data 0.72 yd (tauren moonkin), the sign flipping by form
- the creature swim gate is on both legs: a unit that loses its flag mid-water is driven out of swim at any depth, as the reference drops a charmed creature to the seabed on the next tick

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:35:32 +07:00
SamandClaude Fable 5 eeb607e5e6 the raid tab lands, and sounds take the reference's voice buses
- the social window's fourth tab, Raid: the eight-subgroup grid over the roster, drag a member between subgroups, Convert To Raid, promote / demote assistant, uninvite, Ready Check with its popup, and the Raid Info flyout on the new `CMSG_REQUEST_RAID_INFO` / `SMSG_RAID_INSTANCE_INFO` wire (byte-golden against vmangos, an empty answer decoding as an empty list); `raid1`..`raid40` unit tokens, and `/partytest raid` stages a roster for a solo look
- an imbue pressed with an empty weapon hand says "Your weapon hand is empty" instead of raising a cursor — the attribute bit has two readers in the reference and the second is the error (corrects the day's first cut)
- sounds route onto the reference's own voice buses with its per-bus caps (the 0x87ce60 table, pinned as bytes): weapon impacts and clangs share four voices, footsteps six, the attacker's grunt one, the victim's injury two — so a pack swinging together makes about a dozen voices where it made dozens

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:22:17 +07:00
SamandClaude Fable 5 915ebc0119 the login theme rides the loading screen, and the mix gets a limiter
- the login theme no longer cuts off the instant the loading screen appears: it plays through the whole load and hands over on a 3 s fade once the world is ready, as the reference does — the stop sat on the same edge that raised the cover, and the reference never calls its music-stop on the enter-world path at all
- the mix had no headroom: every WoW sound is mastered to full scale, so five party-wide Fortitudes in one frame asked for 5× and clipped hard ("dirty, like a speaker breaking") — a stereo-linked look-ahead limiter now holds the output, a meter reports the peak the mix asked for, `SoundOutputLimiter 0` A/Bs it, and the 3D voice ceiling is named at 512 instead of inherited from the backend at 128
- a shaman's Rockbiter / Flametongue / Frostbrand / Windfury Weapon casts straight onto the equipped weapon on the press — no item cursor, no click — the reference's own `Attributes & 0x200` read; stones, oils and poisons still raise the cursor
- the nameplate category's player arm is pinned to the bytes (CanCooperate is faction-group-mask equality) and `/reaction` prints the one number it turns on: a GM-mode character plates as an enemy on a test realm because faction 35's mask is zero, exactly as 1.12 does

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 18:04:59 +07:00
SamandClaude Fable 5 cf581aa2ac 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>
2026-08-22 19:04:27 +07:00
SamandClaude Fable 5 06b21158e1 ReloadUI works, and a building's lights obey their rooms
- ReloadUI() tears the UI down and rebuilds it in place without leaving the world — the reference's own pair, one frame apart
- a model's particle clouds and ribbon trails are admitted by one rule — distance, far clip, frustum, window, room — and a building's light sources ride their rooms too, so torches stop lighting receivers through walls
- a mouse-wheel notch is a press and its release, dispatched in the same frame as the reference does
- the binding registry is checked against the install's own Bindings.xml and DefaultBindings.wtf, so its transcribed defaults cannot drift silently

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:28:13 +07:00
SamandClaude Fable 5 5db8b5b9f4 zone channels wait for the world, and end with the character
- the zone-channel walk waits for real ground under the player, so login stops joining and leaving channels for zones you were never in
- the channel session ends with the character: a character switch no longer replays the old channels into the new session
- emoting at yourself goes out untargeted — "You wave.", exactly as the client sends it
- a body that is not in the scene casts no shadow, names nothing and cannot be clicked; and being attached to a body is not the same as being allowed to move it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 19:25:55 +07:00
SamandClaude Fable 5 c8ed53c4fe addons talk to each other: the addon message lane, both halves
- SendAddonMessage sends on the real 1.12 lane — an ordinary chat message wearing the addon-language sentinel — across the party, raid, guild and battleground channels, byte-verified in the client binary
- the receive half fires CHAT_MSG_ADDON with the client's own four-argument shape, and the two halves are round-tripped against each other so they cannot drift apart silently
- the `|`-escape scan is carved from the binary: colour escapes inside a message survive exactly as the real client allows them

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:38:27 +07:00
SamandClaude Fable 5 b5bc569156 the addon arc: the AddOns folder opens
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect
- both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list
- the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand
- the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:31 +07:00
SamandClaude Fable 5 6b980b9efb the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +07:00
SamandClaude Fable 5 8eea16157c benilla-world: the engine becomes its own crate
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:13:44 +07:00
SamandClaude Fable 5 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>
2026-08-05 19:04:33 +07:00
SamandClaude Fable 5 3b6975fdef the pet gets its frame, flooded rooms fill, and macros really fire
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:03:43 +07:00