Commit Graph
9 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 5.1 a8c9bc37a2 the audio crackle is gone, and a trainer answers a click as a trainer
- the audio crackle was our own stall sampler: `/usr/bin/sample` suspends every thread of the task for each of its snapshots, CoreAudio's realtime IO thread included, and coreaudiod times the client out — every HAL overload of the session sat inside a sample of our own process (three for three by timestamp), and the watchdog fires on exactly the stalls the crackle lands on (a desktop switch's `nextDrawable` block, a world entry's compile burst); in-frame sampling now waits for a run nobody can hear; and the output stream is ours — kira's renderer runs 256-frame chunks on a realtime render thread (time-constraint policy, joined to the device's IO workgroup) into a lock-free ring, the IOProc copies one device buffer and touches nothing else (≤ 0.01 ms), the device buffer goes 2048 → 512, a lost or changed default device rebuilds the stream (cpal's no-op error callback on macOS had paused it forever), a debug allocator aborts on any allocation inside either realtime path, and per-cycle meters name a skipped cycle's layer; `SoundBufferSize` is registered at the reference's own FMOD dial, and `audiowatch.py` puts the OS side — thread bands, coreaudiod's overload verdicts — on the same timeline
- right-clicking a trainer, questgiver, innkeeper, spirit healer, petitioner, tabard designer or battlemaster sent `CMSG_GOSSIP_HELLO` — eight of the reference's fourteen service arms collapsing into one packet, because the dispatch keyed on the CURSOR kind and Speak covers eight bits; the reference runs two structurally identical ladders over `UNIT_NPC_FLAGS` (one for the cursor at `0x482336`, one for the send at `0x5f0289`), so the ladder is transcribed, first match wins low to high: questgiver → `CMSG_QUESTGIVER_HELLO`, trainer → `CMSG_TRAINER_LIST`, petitioner → `CMSG_PETITION_SHOWLIST`, and the spirit healer and innkeeper send NOTHING on the click — they cache the guid and raise the confirm, whose Lua accept sends with a zero guid — both ghost-gated at entry, so a living player clicking a menuless spirit healer now gets exactly what the reference gives: nothing; the stable-master conjunct and the banker/auctioneer fork fall out of the bit order for free
- the -1 blood id is unfilled, not none, and the tests now name the creatures: -1 splits families that share a directory (QuillBoar beside QuillBoarWarrior, GnollMelee beside GnollCaster) and splits single creatures shipped under two rows (a Baby Murloc is both), so a "bloodless" reading would put non-bleeding quilboar beside bleeding quilboar warriors in one Razorfen room; `violenceLevel` 2 IS the reference's default — formatted out of a per-region cap table at `0x86c3f8`, and the one capped locale is koKR, whose green-blood row the table predicts from bytes alone; a spurt whose victim authors no attachment point is dropped, not relocated, and no creature-keyed suppression exists anywhere on the spurt path (ten stop conditions, none keyed on the creature)
- twenty dead copies of ours (`PanelTemplates_*`, `TabButtonTemplate`, `FauxScrollFrame_*`, `ScrollFrame_OnLoad`, `ScrollingEdit_*`) that a later chain entry had been shadowing are deleted under a gate that fails any such shadow, and deleting them turned 141 tests red on four bugs live since the kit swap: lists populated before showing (the reference gates every scroll-bar write on `IsVisible()`, so both arrows were dead on every faux list), every faux window wired to a `frame.updateFunc` the reference does not have (the bar moved, the list did not follow), a trainer pitch declared `local` where an `<OnVerticalScroll>` chunk cannot see it, and the armed-wheel guard bypassed by the template's own `<OnMouseWheel>`; nine faux windows (Skill, Craft, TradeSkill, Auction, QuestLog, Friends, ScriptLog) are still on `updateFunc` and their lists do not scroll until each is rewired

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:09:38 +07:00
SamandClaude Fable 5 deae999024 liquids keep time in the shader, and the frame is measured CPU-bound
- water and lava keep time in the shader: the 24 Hz CPU tick that re-uploaded every liquid material is gone, −0.28 ms at the Stormwind gates, and lava scrolls smoothly instead of stepping
- static transform tracking is pinned on — the adaptive check spent two full scans a frame to say yes in a world where movers are 1–3% of the rows
- WOW_MEGA_STATIC merges static geometry per material and 133-yard cell — an experiment lever, priced at −1.15 ms CPU for +0.3 ms GPU at the Stormwind gates
- WOW_GPU_MS times the whole frame on the GPU and reads 2.2 ms against 17.4 CPU at the Stormwind gates: the frame is CPU-bound, so the work ahead is on the CPU side

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 18:50:55 +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 ba9a333aeb the Ironforge lava returns, and the sound crackle is cornered
- the Great Forge's lava stays drawn from every angle, and the chasm catwalk reads as a connected grate again
- music decoding and shader-compile bursts stop crowding the audio's lane, and the output buffer follows the device's real deadline
- the audio path grows its instruments: a mix tap to WAV, a starvation meter, a hardware overload listener
- trainer detail icons carry the reference's own tooltip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:52 +07:00
SamandClaude Fable 5 9f4595597d fishing becomes whole: the bite, the line, the splash and the reel
- the whole loop plays: the line arcs rod tip to bobber, the bite splashes with its own sound, and clicking the bobber reels in
- the verdicts read like 1.12: yellow "your fish got away" lines, the reel-in sound, the fishing loot window
- "You feel rested." prints on the transition, rest states come from the client's own Exhaustion table, and level 60 trades the XP strip for the max-level rail
- the Skills pane lists what the real client lists: the hidden rows, the sort, gray numberless single-rank lines

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:03:16 +07:00
SamandClaude Fable 5 b02f93e121 feign death plays dead everywhere, and the attack keys go exclusive
- feign death plays dead for real: the body collapses and stays down, both bars read 0 and DEAD, the nameplate drops, the combat hum goes quiet
- melee and Auto Shot are exclusive now: starting one stops the other, even mid-swing
- another client's addon chatter no longer prints as party chat
- right-click presses look pressed, rage and happiness read on their real scale, and the login boxes blink their caret

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 16:00:00 +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