Account and HousingPlayerHouseEntity get destroyed on the client during
map transfers to the housing map. The edit mode handler always sent
VALUES_UPDATE, which the client "rescued" (ignored) because the entities
no longer existed in its object cache.
Now check HaveAtClient() first — if the client doesn't have the entity,
send a full CREATE_OBJECT and re-register the GUID in m_clientGUIDs.
This ensures the client receives InteriorDecorPlacementBudget, storage
entries, and DecorMaxOwnedCount needed for the decor count display.
- Fix CMSG_INITIATIVE_REPORT_PROGRESS ByteBufferException: packet only
contains a packed NeighborhoodGuid (sniff-verified 7 bytes), not three
extra uint32 fields. Handler now just sends initiative info back.
- Fix 4 SMSG initiative opcode collisions (0x420369-0x42036C) with
existing opcodes (CATALOG_SHOP_OBTAIN_LICENSE, MIRROR_VARS,
SET_INSTANCE_LEAVER, UNSET_INSTANCE_LEAVER). Reassigned to
0x420380-0x420383.
- Fix tutorial mode still blocking editor: CVar injection in
Player::LoadFromDB happened after the client already fetched account
data during auth. Added SendAccountDataTimes() after SetAccountData()
to force the client to re-fetch the updated GLOBAL_CONFIG_CACHE with
housingTutorialsEnabled=0 and closedInfoFramesAccountWide bits.
- Reset FHousingStorage_C populated flag on every edit mode entry so
the Account VALUES_UPDATE always carries the full storage map.
- Remove FHousingDecorActor_C fragment from decor MeshObjects (sniff
analysis confirmed fragment 28 is not present on any retail entity).
- Use DROP+CREATE instead of CREATE IF NOT EXISTS in initiative SQL
to prevent stale schema from persisting silently.
- Add neighborhood_initiative_task_progress table persisting per-task progress
and status (NOT_STARTED/IN_PROGRESS/COMPLETE) across server restarts
- Add neighborhood_initiative_milestones table persisting milestone reached
state with timestamps
- Add neighborhood_initiative_reward_claims table tracking per-player reward
claims to prevent double-claiming
- Implement PersistSingleTaskProgress, PersistMilestoneReached, PersistRewardClaim
with corresponding CHAR_REP/INS prepared statements
- LoadFromDB now restores task progress, milestone state, and reward claims
from DB instead of defaulting to zero/recalculating
- Implement ClaimMilestoneReward with full DB2 reward chain: walks
InitiativeRewardXMilestone → InitiativeReward to grant currency, items,
or favor based on RewardType
- HasUnclaimedRewards now checks per-player claim state, not just milestone reached
- HandleGetInitiativeClaimRewardRequest and HandleGetInitiativeOpenChestRequest
now use ClaimMilestoneReward for actual reward distribution
- PersistTaskProgress stub replaced with full implementation
- Register PlayerInitiativeComponent_C entity fragment (FragmentID 37) on player
load so C_NeighborhoodInitiative Lua API returns initiative state
- Populate InitiativeInfo fields (duration, progress, milestone, cycle, contribution)
and Houses set from InitiativeManager data
- Send SMSG_INITIATIVE_SERVICE_STATUS (0x80=enabled) proactively on both exterior
and interior map entry so IsInitiativeEnabled() returns true immediately
- Set IsInitiative flag on cornerstone UI response when neighborhood has active initiative
- Add InsertSetUpdateFieldValue friend declaration to SetUpdateFieldSetter (was missing,
preventing set-type update field insertion from compiling)
- Send SMSG_HOUSING_GET_CURRENT_HOUSE_INFO_RESPONSE in interior map so editor UI
has proper house context
- Add SendPostTutorialAuras to HouseInteriorMap to unlock all editor modes (expert,
cleanup, layout, customize) — auras are lost on map transfer and must be re-sent
The client's housing editor UI checks FrameTutorialAccount flags stored in the
closedInfoFramesAccountWide CVar bitfield (GLOBAL_CONFIG_CACHE account data),
which is completely separate from the 256-bit server tutorial flags sent via
SMSG_TUTORIAL_FLAGS. Without bit 38 (HousingModesUnlocked) set in this CVar,
expert/cleanup/layout/customize modes remain locked.
Fix: inject closedInfoFramesAccountWide (all bits set) and housingTutorialsEnabled=0
into the GLOBAL_CONFIG_CACHE account data during player login and house purchase.
The code handles both fresh and existing account data, replacing or appending CVars
as needed. Account data timestamps are bumped so the client re-requests the config.
Added TODO markers for adapting this when the housing tutorial questline is
implemented (quest-driven FrameTutorialAccount bit progression).
Budget values (interior/exterior decor, room, fixture) were hardcoded instead
of being read from the HouseLevelRewardInfo DB2. RewardType 38-41 maps to
ExpectedStatType housing budget enums. Wire these DB2 values into HouseLevelData
during LoadHouseLevelRewardInfoData, with hardcoded values as fallback only when
DB2 entries are missing. Log final budget values per level at startup for
verification.
Update Account entity FHousingStorage_C when learning decor via spell so the
client's decor list refreshes immediately without requiring a relog.
Include HousingPlayerHouseEntity in the combined UPDATE_OBJECT packets sent
when entering editor mode, requesting storage, and buying a plot. The client
needs budget max values alongside FHousingStorage_C entries to compute and
display placed/remaining decor counts.
- Fix NeighborhoodMirrorData Houses array: add entries for ALL 55 plots
(including empty ones) so Houses[i] corresponds to DB2 PlotIndex=i.
Previously only occupied plots were added, causing the client to map
Houses[0] to plot 0 when it actually contained plot 7's data.
Fixed in all 5 locations: Neighborhood.cpp, NeighborhoodHandler.cpp,
HousingHandler.cpp (2 sites), Player.cpp.
- Fix door interaction GO position: raise Z from -0.56 to 1.5 (door frame
level instead of stair base) and pull X back from 9.28 to 8.0 (actual
door threshold instead of mesh origin at stair foot).
The platform WMO (574432) is already loaded from the static gameobject table
(sniff data). Dynamically spawning a second one at the ground-clamped Z
caused it to render visibly on the surface. The static spawn provides the
DynamicMapTree collision needed for house ground-clamping.
Housing/3 and Housing/4 entities were never registered in Player::m_clientGUIDs,
causing HaveAtClient() to always return false. Every SendUpdateToPlayer() call
sent CREATE_OBJECT instead of VALUES_UPDATE, producing duplicate CREATEs that
freeze/crash the client.
Include both entities in Player::BuildCreateUpdateBlockForPlayer alongside
BNetAccount, and track their GUIDs in m_clientGUIDs so subsequent updates
correctly use VALUES_UPDATE.
Split entity fragment ownership to match retail wire format:
- BNetAccount carries only FHousingStorage_C (decor catalog)
- Housing/3 entity carries FHousingPlayerHouse_C (house data)
- Housing/4 entity carries FNeighborhoodMirrorData_C (neighborhood mirror)
- Route all callers to correct entity (Housing.cpp, Neighborhood.cpp, handlers)
- Add Housing/3 and Housing/4 to player world lifecycle
Fix house spawning below ground level after DB2 position switch:
- Re-enable ground-clamping via GetHeight which includes GetGameObjectFloor
- Static platform WMO spawns (GO 574432) provide DynamicMapTree collision
- Falls back to DB2 Z when no valid ground height available
Fix decor jumping to wrong position after placement:
- World-to-local conversion now applies inverse rotation of room facing
- Previously only subtracted translation, ignoring room orientation
- Broken by atan2-based facing computation that introduced non-zero angles
Raw .pkt binary analysis confirms SMSG_MOVE_APPLY_INERTIA in 12.0.1 is
20 bytes: PackedGUID + SequenceIndex + InertiaID + LifetimeMs with no
Force vector. The client derives force direction from the AreaTrigger
DB2 entry referenced by InertiaID.
Removes the incorrect Force field from MoveApplyInertia (SMSG),
MoveApplyInertiaAck (CMSG), and MoveUpdateApplyInertia (broadcast).
Updates Unit::SendApplyInertia() signature accordingly.
Whirling Surge (361584) and Launch Boost (392752) are periodic auras
per Wowhead spell data, not single-shot effects:
- Whirling Surge: Apply Aura: Dummy, 3s duration. Converted from
single-shot SpellScript to SpellScript+AuraScript pair. The periodic
handler sends facing+pitch oriented impulses at magnitude 5.0 per
tick (sniff-verified: 5-6 ticks per activation).
- Launch Boost: Periodic Dummy, period 100ms, duration 2s. Split into
SpellScript (sends initial Z=45 upward impulse on hit) + AuraScript
(sends periodic forward impulse at magnitude 5.0 per tick).
Both use RegisterSpellAndAuraScriptPair for combined validation and
periodic handling. Extracted SendFacingImpulse helper to reduce
duplication.
Add full server-side support for the client's skyriding movement system:
- DB2 infrastructure: DriveCapability (17 fields) and DriveCapabilityTier (5 fields)
stores with hotfix DB integration and SQL table definitions
- Drive activation: SetDriveCapabilityID() on mount/dismount integrated into
HandleAuraMounted, with blizzlike packet behavior (SET_CAN_DRIVE only via
CompoundState at login, UNSET_CAN_DRIVE on dismount)
- Vigor system: POWER_ALTERNATE_MOUNT (25) with velocity-based regen modifier
using FlightCapability::VigorRegenMaxVelCoefficient
- Impulse delivery: SendApplyInertia(), SendRemoveInertia(), SendAddImpulse()
helpers sending movement packets to mover only (no broadcast, per sniff)
- Dragonriding spell scripts: Surge Forward (372608), Skyward Ascent (372610),
Whirling Surge (361584), Launch Boost (392752) with sniff-verified impulse
values and SPELL_CUSTOM_ERROR_REQUIRES_SKYRIDING validation
Impulse magnitudes verified against raw SMSG_MOVE_ADD_IMPULSE packet data:
Launch Boost: (0, 0, 45.0), Whirling Surge: 5.0/tick x6,
Skyward Ascent: horiz 12.25 + Z 49.0
Add complete blizzlike Chromie Time flow: NPC gossip opens expansion picker,
handler sets ConditionalFlags/FactionGroup for content tuning redirection,
selection persists via new characters.chromieTimeExpansionId column, state
restores on login, and auto-clears at max level. Implement SMSG_SET_CTR_OPTIONS
server packet for mid-session state pushes.
Fix teleport-to-plot using server-side plot resolution instead of trusting
client's PlotIndex (which is a roster index, not the DB2 PlotIndex). Resolve
correct plot via player's Housing object for self-teleport, or OwnerGuid
matching for visiting others.
Additional changes accumulated in this batch:
- Implement housing packet handlers for Phase 5-7-9 opcodes
- Fix neighborhood response wire format to match retail sniffs
- Add housing source tracking and platform cleanup SQL migrations
- Fix AreaTrigger/GameObject/MeshObject housing integration points
- Extend UpdateFields for housing-specific object data
- Add Neighborhood plot management and house finder support
- Fix door script and steward NPC interactions
- Add catalog persistence prepared statement
- Fix HouseInteriorMap Euler-to-quaternion conversion for room components
1. CanStartMission: always send true (sniff shows all 1s regardless of
mission state, our code incorrectly sent MissionState == 0)
2. NumMissionsStartedToday: track daily mission start count with
day-boundary reset. Persisted to character_garrison table. This
controls follower abilities like "Increase success chance of the
first mission of the day."
3. ArchivedMissions: track completed mission RecIDs per garrison type.
Persisted to new character_garrison_archived_missions table. Sniff
shows 12 archived WoD missions and 9 archived Class Hall missions
for a played character.
Fix the effect dispatch key: use BattlePetEffectPropertiesID (the
actual effect action type) instead of ParamTypeEnum[0] (parameter data
type). This single change fixes healing dealing damage, auras not
applying, state changes, stuns, weather, and multi-turn markers all
routing to the damage case.
Also lock swaps during multi-turn abilities, clear multi-turn state on
pet death, face the player toward the opponent on battle start, restore
NPC trainer movement after battle with a cry emote on loss, and show
quest menu alongside the battle gossip option.
Register BattlePetNPCTeamMember.db2 in the hotfix pipeline so the
server can populate it at runtime. The client ships this DB2 empty
(0 records) — names resolve via CreatureID in packets instead, but
the infrastructure is now in place for future name overrides.
Add initial seed data for 19 NPC pet battle trainers (57 pets) from
Eastern Kingdoms through Pandaria Grand Masters. All creature IDs
verified against TDB creature_template with exact name matches.
Multi-turn abilities (Dig, Burrow, etc.) were invisible to the client:
- Handle effectCategory 17/18 (MULTI_TURN_BEGIN/END) in ProcessEffect
that were falling through to default handler producing no effects
- Fix off-by-one: multi-turn state now clears on last turn instead of
one round late (>= TotalTurns-1 instead of >= TotalTurns)
- Emit fallback STATUS_CHANGE for empty multi-turn turns so the client
still shows the ability animation
NPC trainer pet naming and model support:
- Add npcTeamMemberID column to battle_pet_npc_team (maps to
BattlePetNPCTeamMember.db2 for pet name display on client)
- Add creatureId column for optional model override (0=species default)
- Send NpcTeamMemberID in packet for all teams, not just wild
Fix aura round data being lost before packet serialization by storing
RoundsRemaining/CurrentRound in PetBattleRoundEffect at creation time
instead of looking up live aura state after TickAuras() has already
decremented or removed them.
Defer captured pet journal addition from round resolution to
CompleteBattle() so the "Pet collected" message appears after the
client plays the crate animation, not before. Also add missing
PlayerObtainPetThroughBattle criteria call.
Add NPC pet battle support via StartNPCPetBattle() on WorldSession and
npc_pet_battle_trainer gossip CreatureScript. Trainers with a team in
battle_pet_npc_team and ScriptName='npc_pet_battle_trainer' will offer
a gossip battle option.
Continued analysis of WoD garrison sniff hex data revealed:
Shipment packets:
- CharacterShipment struct missing 2 fields: UnkInt32 (int32) and
GarrTypeID (uint8) per entry — 5 extra bytes confirmed by raw hex
decode of GET_SHIPMENT_INFO_RESPONSE and LANDING_PAGE_SHIPMENTS
- CreateShipmentResponse ShipmentRecID always 0 (sniff-confirmed)
Login/zone-in workflow:
- Send troop quality refresh (FOLLOWER_CHANGED_QUALITY) before main
GET_GARRISON_INFO_RESULT at login (sniff-confirmed ordering)
- Send GARRISON_UPDATE_GARRISON_MONUMENT_SELECTIONS on zone-in after
map data response (sniff-confirmed zone-in sequence)
- Set EditorMode UpdateField via SetHousingEditorModeUpdateField() when
entering/exiting edit mode. The client reads this from
PlayerHouseInfoComponentData to enable ClickTarget (flag 16) for decor
selection. Without it, the housing editor stays in mode 0 and all click
flags are disabled.
- Set UNIT_FLAG_PACIFIED, UNIT_FLAG2_NO_ACTIONS and SilencedSchoolMask=127
during edit mode (sniff-verified retail behavior). Clear on exit.
- Revert ignoreNestedChangesMask from true to false in
HousingStorageData::WriteUpdate. The true flag forced full-map Create
format inside VALUES_UPDATE which crashes the client (BLZ_ALLOC 41GB)
on subsequent Decor map updates after placing decor. The original
partial-serialization issue was actually caused by ContentsChangedMask=0
which is already fixed by the Account::SendUpdateToPlayer override.
- Fix SMSG_HOUSING_UPDATE_HOUSE_INFO to send actual BnetAccountGuid
instead of ObjectGuid::Empty so house owner displays correctly in the
settings/permissions UI.
- Make character_housing position columns SQL update idempotent to avoid
duplicate column errors when schema already includes posX/posY/posZ.
BaseEntity::SendUpdateToPlayer() is const and never calls
BuildUpdateChangesMask(), leaving ContentsChangedMask at 0. This means
BuildValuesUpdateBlockForPlayer() skips all fragment data — the
VALUES_UPDATE packet is sent empty with no FHousingStorage_C content.
The map's periodic update cycle (Account::BuildUpdate) does call
BuildUpdateChangesMask() and sends data correctly, but our explicit
handler calls to SendUpdateToPlayer were producing empty packets.
Override SendUpdateToPlayer on Account to call BuildUpdateChangesMask()
before serializing and ClearUpdateMask() after. This ensures
FHousingStorage_C Decor map data populated by
PopulateCatalogStorageEntries() is actually included in the packet.
The client correlates FHousingStorage_C Decor entries with MeshObject
FHousingDecor_C.DecorGUID for targeting/selection. VALUES_UPDATE packets
with partial change masks (ignoreNestedChangesMask=false) only sent
individual field bits, missing the complete Decor map structure the
client needs. Fix by forcing ignoreNestedChangesMask=true in
HousingStorageData::WriteUpdate so the Decor map is always serialized
in full-create format (WriteMapFieldCreate) inside VALUES_UPDATE.
Also fix SetHousingDecorStorageEntry to set SourceValue (empty string)
so all 3 fields have their change bits set for per-entry serialization.
The Account entity's GUID was never added to m_clientGUIDs after its
initial CREATE (embedded in the player's own create block). This caused
SendUpdateToPlayer() to always send a duplicate full CREATE instead of
a VALUES_UPDATE. When the Decor map was populated during edit mode, the
duplicate CREATE crashed the client with a 41GB BLZ_ALLOC allocation.
DumpExteriorComponentDiagnostics and DumpRoomComponentTextureDiagnostics
passed Name[locale] directly to fmt without SafeStr() guard, causing
ACCESS_VIOLATION when LocalizedString data is null.
Add instant visual feedback for fixture/room changes, populate licensed
decor quantities from catalog, and implement the decor refund window.
- Fixture handlers (SetCore, Create, Delete) now despawn+respawn house
MeshObjects so changes are visible without relog
- All 8 room handlers refresh interior MeshObjects after success via
shared RefreshInteriorRoomVisuals helper
- Send SMSG_ACCOUNT_*_COLLECTION_UPDATE for room add, theme set, and
material apply operations
- HandleGetAllLicensedDecorQuantities returns catalog + starter decor
- HandleGetDecorRefundList returns recently placed decor within 2-hour
refund window using new PlacementTime field persisted to DB
- Rewrite SpawnRoomMeshObjects to iterate ALL components per room from DB2
data, each getting InitHousingRoomComponentData with proper geobox
- Add faction-aware theme selection via GetFactionDefaultThemeID (Alliance=6,
Horde=2) and FindRoomComponentOption per-component lookup
- Fix GetDefaultVisualRoomEntry to deterministically pick lowest-ID room
(Room 1 = Square Small) instead of non-deterministic unordered_map pick
- Add runtime migration in LoadFromDB to replace wrong visual room entry
(e.g., Octagon 9 → Square 1) on next login
- Fix interior decor not visible: PLACE/MOVE/REMOVE handlers now support
HouseInteriorMap via SpawnSingleInteriorDecor and UpdateDecorPosition
- SpawnInteriorDecor runs on every interior entry (not gated by
_roomsSpawned), with duplicate-spawn prevention
- Fix room GUID using subType=2 (was 0 which returned ObjectGuid::Empty)
- Fix DB2 OffsetRot degrees-to-radians conversion for component quaternions
- Teleport player to visual room center on interior entry
- Add MeshObject::InitHousingDecorData, InitHousingRoomData,
InitHousingRoomComponentData, InitHousingFixtureData for entity fragments
- Add SpawnRoomForPlot to HousingMap for exterior room entities with geobox
- Add SQL migrations for base room and visual room auto-placement
- Enhanced diagnostic logging for exterior decor spawn success/failure