Fix action buttons sent to client when swapping between talent specs. Storage related parts by Hunuza (MaNGOS), big thanks.

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-04-28 16:08:31 +02:00
parent 311d108529
commit ab013e42c9
5 changed files with 172 additions and 101 deletions
+147 -76
View File
@@ -734,7 +734,7 @@ bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 c
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(action_itr->button,action_itr->action,action_itr->type);
addActionButton(0, action_itr->button,action_itr->action, action_itr->type);
// original items
CharStartOutfitEntry const* oEntry = NULL;
@@ -5940,13 +5940,20 @@ void Player::SendActionButtons(uint32 state) const
sLog.outDetail("Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
data << uint8(state); // can be 0, 1, 2
data << uint8(state);
/*
state can be 0, 1, 2
0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
*/
if (state != 2)
{
ActionButtonList const& currentActionButtons = m_actionButtons[m_activeSpec];
for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = m_actionButtons.find(button);
if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
ActionButtonList::const_iterator itr = currentActionButtons.find(button);
if (itr != currentActionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
data << uint32(itr->second.packedData);
else
data << uint32(0);
@@ -5957,18 +5964,31 @@ void Player::SendActionButtons(uint32 state) const
sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
}
ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg)
{
if (button >= MAX_ACTION_BUTTONS)
{
sLog.outError("Action %u not added into button %u for player %s: button must be < 144", action, button, GetName());
return NULL;
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS );
}
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
sLog.outError("Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE);
return NULL;
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE );
}
return false;
}
switch (type)
@@ -5976,29 +5996,50 @@ ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
case ACTION_BUTTON_SPELL:
if (!sSpellStore.LookupEntry(action))
{
sLog.outError("Action %u not added into button %u for player %s: spell not exist", action, button, GetName());
return NULL;
if (msg)
{
if (player)
sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button );
}
return false;
}
if (!HasSpell(action))
if (player && !player->HasSpell(action))
{
sLog.outError("Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName());
return NULL;
if (msg)
sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName() );
return false;
}
break;
case ACTION_BUTTON_ITEM:
if (!objmgr.GetItemPrototype(action))
if (!ObjectMgr::GetItemPrototype(action))
{
sLog.outError("Action %u not added into button %u for player %s: item not exist", action, button, GetName());
return NULL;
if (msg)
{
if (player)
sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button );
}
return false;
}
break;
default:
break; // pther cases not checked at this moment
break; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type)
{
if (spec == GetActiveSpec() && !IsActionButtonDataValid(button, action, type, this))
return NULL;
// it create new button (NEW state) if need or return existed
ActionButton& ab = m_actionButtons[button];
ActionButton& ab = m_actionButtons[spec][button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action,ActionButtonType(type));
@@ -6007,25 +6048,31 @@ ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
return &ab;
}
void Player::removeActionButton(uint8 button)
void Player::removeActionButton(uint8 spec, uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr == m_actionButtons.end())
ActionButtonList& currentActionButtonList = m_actionButtons[spec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return;
if (!buttonItr->second.canRemoveByClient)
{
buttonItr->second.canRemoveByClient = true;
return;
}
if (buttonItr->second.uState == ACTIONBUTTON_NEW)
m_actionButtons.erase(buttonItr); // new and not saved
currentActionButtonList.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return NULL;
return &buttonItr->second;
}
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
if (!Unit::SetPosition(x, y, z, orientation, teleport))
@@ -16235,24 +16282,28 @@ bool Player::isAllowedToLoot(const Creature* creature)
void Player::_LoadActions(QueryResult_AutoPtr result, bool /*startup*/)
{
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
m_actionButtons[i].clear();
if (result)
{
do
{
Field *fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 button = fields[1].GetUInt8();
uint32 action = fields[2].GetUInt32();
uint8 type = fields[3].GetUInt8();
uint8 button = fields[0].GetUInt8();
uint32 action = fields[1].GetUInt32();
uint8 type = fields[2].GetUInt8();
if (ActionButton* ab = addActionButton(button, action, type))
sLog.outBasic("SPEC: %u, button: %u, action %u, type %u", spec, button, action, type);
if (ActionButton* ab = addActionButton(spec, button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
sLog.outError(" ...at loading, and will deleted in DB also");
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED;
}
}
while (result->NextRow());
@@ -17515,29 +17566,32 @@ void Player::SaveGoldToDB()
void Player::_SaveActions()
{
for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
switch (itr->second.uState)
for (ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end();)
{
case ACTIONBUTTON_NEW:
CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType());
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
(uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec);
m_actionButtons.erase(itr++);
break;
default:
++itr;
break;
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), i, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType());
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
(uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, i);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, i);
m_actionButtons[i].erase(itr++);
break;
default:
++itr;
break;
}
}
}
}
@@ -23332,25 +23386,38 @@ void Player::_SaveTalents()
void Player::UpdateSpecCount(uint8 count)
{
if (GetSpecsCount() == count)
uint32 curCount = GetSpecsCount();
if (curCount == count)
return;
if (m_activeSpec >= count)
ActivateSpec(0);
if (count == MIN_TALENT_SPECS)
// Copy spec data
if (count > curCount)
{
_SaveActions(); // make sure the button list is cleaned up
// active spec becomes only spec?
CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow());
m_activeSpec = 0;
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
for (uint8 spec = curCount; spec < count; ++spec)
addActionButton(spec, itr->first, itr->second.GetAction(), itr->second.GetType());
}
}
}
else if (count == MAX_TALENT_SPECS)
{
_SaveActions(); // make sure the button list is cleaned up
for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1);
// Delete spec data for removed spec.
else if (count < curCount)
{
// Delete action buttons for removed spec
for (uint8 spec = count; spec < curCount; ++spec)
{
// Delete action buttons for removed spec
for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
removeActionButton(spec,button);
}
}
else
return;
SetSpecsCount(count);
@@ -23362,17 +23429,19 @@ void Player::ActivateSpec(uint8 spec)
if (GetActiveSpec() == spec)
return;
if (GetSpecsCount() != MAX_TALENT_SPECS)
if (spec > GetSpecsCount())
return;
// TODO:
// HACK: this shouldn't be checked at such a low level function but rather at the moment the spell is casted
if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
return;
_SaveActions();
if (IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
SetActiveSpec(spec);
UnsummonPetTemporaryIfAny();
ClearComboPointHolders();
ClearAllReactives();
@@ -23387,7 +23456,6 @@ void Player::ActivateSpec(uint8 spec)
// Let client clear his current Actions
SendActionButtons(2);
m_actionButtons.clear();
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
@@ -23431,7 +23499,6 @@ void Player::ActivateSpec(uint8 spec)
if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
RemoveAurasDueToSpell(old_gp->SpellId);
SetActiveSpec(spec);
uint32 spentTalents = 0;
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
@@ -23481,8 +23548,12 @@ void Player::ActivateSpec(uint8 spec)
m_usedTalentCount = spentTalents;
InitTalentForLevel();
if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
_LoadActions(result, false);
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
if (itr->second.uState != ACTIONBUTTON_DELETED)
// remove broken without any output (it can be not correct because talents not copied at spec creating)
if (!IsActionButtonDataValid(itr->first, itr->second.GetAction(), itr->second.GetType(), this, false))
removeActionButton(m_activeSpec, itr->first);
ResummonPetTemporaryUnSummonedIfAny();
SendActionButtons(1);