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