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
P0: Fix mission rewards double-write in GetGarrisonInfoResult — inline
Encounters/Rewards/OvermaxRewards are now cleared in mission structs
sent via GarrisonInfo; rewards go only in the garrison-level parallel
arrays, preventing client packet desync.
P1: Populate FollowerSoftCaps with 5 entries matching retail sniff data.
Implement SMSG_GARRISON_MISSION_START_CONDITION_UPDATE packet and send
it after GetGarrisonInfoResult. Update CMSG_GARRISON_START_MISSION
Read() for 12.0.1 per-follower struct format (BoardIndex/Health/
HasFollowerEntry), remove obsolete MissionBonusAbilityIDs.
P2: Implement SMSG_GARRISON_FOLLOWER_CHANGED_QUALITY packet, used by
SetFollowerQuality. Send blueprint data for all garrison types.
Read GarrTypeID in CMSG_GARRISON_CHECK_UPGRADEABLE and look up the
correct garrison by type.
P3: Add FOLLOWER_TYPE_DELVES (22) enum value. Fix building removal
packet ordering — GarrisonBuildingRemoved now sent before
ClearBuildingInfo (PlotRemoved) when replacing a different type.
Battle no longer gets stuck after capturing a wild pet when other wild
pets are still alive. The captured pet is marked and the wild team
auto-swaps to the next alive pet, continuing the fight.
Buff/debuff auras are now visible and mechanically applied:
- Add effectCategory 8 handler for self-buff auras (AURA_APPLY to caster)
- RecalculateEffectiveStats reads state modifiers and BUFF/DEBUFF auras
- CalculateAbilityDamage integrates damage dealt/taken state modifiers
- CalculateAbilityHealing integrates healing dealt state modifiers
- Add STATE_MOD_DAMAGE_TAKEN, SPEED, HEALING_DEALT/TAKEN to BattlePetState
Fix four bugs reported by tester:
- Slot swap duplication: HandleBattlePetSetBattleSlot now properly swaps
pets between source and target slots instead of only assigning the target,
which left the pet duplicated in the old slot
- Aura persistence: Populate petInfo.Auras in BuildPetBattlePlayerUpdate
so the client knows which auras are active on each pet. Fix aura round
effect params to send AuraInstanceID + AbilityID (matching wire format)
and look up real RoundsRemaining/CurrentRound instead of hardcoding 0
- Trap animation: Resolve the actual BattlePetAbilityEffect.ID from the
DB2 chain for ability 427 instead of using the raw ability ID, so the
client can look up the correct visual spell for the capture animation
- Achievement name: Change hotfix_data status from 3 (insert) to 1 (valid)
for achievement 7433 which already exists in the retail client DB2;
status=3 corrupted the client-side entry causing empty achievement links
LoadFromDB was creating decor GUIDs with subType=0 (Housing-0-0-0-counter)
but the client uses subType=1 (Housing-1-realmId-entryId-counter). The GUID
mismatch caused the Account entity storage to become stale after relog,
making all placed decor appear gone. Reconstruct the full GUID using the
decorEntryId from the same DB row.
The client sends CMSG_HOUSING_DECOR_PLACE directly (without a preceding
REDEEM_DEFERRED) when items are already in storage from the initial
storage response. Extract decorEntryId from the Housing GUID (subType=1,
arg2 in bits [31:0]) instead of requiring a pending placement entry.
The client uses MeshObject Geobox bounds (not AreaTrigger shape) for its
OutsidePlotBounds collision check during decor placement. Spawn a Room
entity (FHousingRoom_C) and Room Component MeshObject
(FHousingRoomComponentMesh_C + Geobox) per owned plot using DB2 lookups
for faction-correct values.
Also fixes RequestStorage response (Flags=0x80, Account entity update),
HouseGUID generation (BNetAccountID), and AT PeriodModifier.Field_4.
Sniff-verified all housing decor SMSG wire formats against 3 PKT captures
(108k+ packets). All formats confirmed correct except RequestStorageResponse
which sent the player's BNet account GUID instead of empty.
Changes:
- RequestStorageResponse: Send ObjectGuid::Empty for BNetAccountGuid (sniff
shows 00 00 = empty packed GUID in all cases)
- RequestStorage handler: Now also sends GetPlayerHousesInfoResponse after
StorageRsp (sniff shows both 0x510006 + 0x54000B sent together)
- Fixed in HousingHandler.cpp (3 places) and NeighborhoodHandler.cpp (1 place)
- Added new SQL files for neighborhood spawns and housing templates
- Added HouseInteriorMap source files
Add warband_achievement and warband_achievement_progress tables for
account-level achievement storage. On login, merge account-wide
achievements and criteria progress from warband tables. Titles from
account-wide achievements are retroactively granted to all characters.
Existing per-character account-wide achievements are promoted to
warband tables on first login after migration.
Discovered flight paths are now shared across all characters on the same
Battle.net account. On login, each character merges the account-wide taxi
mask into their own. When a new node is discovered, the account mask is
updated immediately. Nodes with TaxiNodeFlags::NotAccountWide are excluded.
- Add warband_taxi_mask table (one row per bnet account)
- Add PlayerTaxi::MergeAccountTaxiMask() and LoadTaxiMaskFromString()
- Merge account taxi mask during Player::LoadFromDB
- Save character's merged mask back to account on Player::SaveToDB
- Update account mask on SendLearnNewTaxiNode/SendDiscoverNewTaxiNode
Add full handler implementations in CurrencyHandler.cpp:
- HandleRequestCurrencyDataForAccountCharacters: queries all same-account
characters' transferable currencies and sends to client
- HandleTransferCurrencyFromAccountCharacter: validates source character
ownership, currency transferability, balance checks, applies transfer
percentage, updates source via DB and destination via ModifyCurrency,
logs transfer to warband_currency_transfer_log
- HandleGetCharacterCurrencyTransferLog: queries and returns recent
transfer history for the bnet account
Add ReputationMgr methods for warband-wide reputation sharing:
- LoadAccountWideFromDB: merges account highest standings into character
reputation on login, syncing both regular and renown factions
- SaveAccountWideToDB: upserts warband_reputation when character's
standing exceeds the stored account-wide maximum
- Login query for account reputation via LoginQueryHolder
- Renown factions compare level first, then standing as tiebreaker
- Regular factions compare standing delta directly
Add database tables and ObjectMgr infrastructure for account-wide
reputation sharing:
- warband_reputation_faction (world DB): eligible factions config
- warband_reputation (characters DB): per-account highest standings
- Prepared statements for both world and character databases
- ObjectMgr::LoadWarbandReputationFactions() called at startup
- Pre-populate with TWW renown factions (2570, 2590, 2594, 2600)
Fix several bugs causing battle pet progression to not persist:
- Reorder logout cleanup so battle resolution (FinishBattle + XP award)
happens before journal lock release, ensuring XP is applied on disconnect
- Add captured wild pets to player journal via AddPet() on successful trap
- Keep slot pet data in sync with _pets map after level-up, health sync,
quality change, and healing to fix stale criteria/display data
- Change mid-level-up GameTable miss from hard return to break so partial
XP is still saved
- Add diagnostic logging (battlepet category) for save/load/XP operations
Implements all remaining garrison subsystems for full Blizzlike coverage:
- 17 garrison spell effects (upgrade, add mission, follower XP/quality/abilities,
building construction, shipments, talents, item level upgrades)
- Building swap between same-type plots
- Follower item level upgrade system with GarrItemLevelUpgradeData support
- Building-specific mechanics: Barracks extra follower slots (+5/+10),
Salvage Yard crate drops from missions, Inn/Tavern treasure missions
- Bodyguard companion system (follows player in Draenor, assists in combat)
- Party garrison (visit group leader's garrison)
- Invasion wave system with 3 invasion types and GM commands
- Stub handler completions (monument revert, pet name, talent unlocks)
- Targeted event packets replacing heavy GetGarrisonInfoResult sends
- Auto-combat simulator for adventure missions
Load 12 new Garr* DB2 stores (GarrBuildingDoodadSet, GarrFollItemSetMember,
GarrFollowerLevelXP, GarrFollowerQuality, GarrFollowerType,
GarrItemLevelUpgradeData, GarrMissionSet, GarrMissionType,
GarrMissionXFollower, GarrMssnBonusAbility, GarrSpecialization, GarrType)
across the full loading pipeline.
Implement Garrison::Upgrade() for WoD level 1-3 progression with cinematic
playback, building persistence across level transitions, and plot respawning.
Replace hardcoded follower XP formula with DB2-driven progression using
GarrFollowerLevelXP and GarrFollowerQuality stores, including quality
upgrades with ability re-rolling at tier boundaries.
Add follower custom name persistence (customName column) and mission
required follower validation via GarrMissionXFollower index.
Refactor to multi-garrison framework: Player stores map of garrisons keyed
by GarrisonType, GetGarrison() defaults to WoD for backwards compatibility,
GetGarrisonInfo sends data for all garrison types to client.
Fix 5 data correctness issues and 1 flow ordering issue found by comparing
against a retail 12.0 NPC trainer battle sniff:
- AwardedXP: set true for all pets (both teams) via CanAwardXP(), not just
the winner team
- NpcCreatureID: use trainer NPC entry (via GetNpcTrainerGUID) instead of
pet species CreatureID
- SeenAction: set false for all pets (matches sniff)
- Remove HealBattlePetsPct(50) auto-heal — sniff shows dead pets stay at 0
- Split end flow: FinalRound packet sent immediately, but Finished packet,
health sync, and journal update deferred until client sends FinalNotify
(player must click OK on results screen)
- Add logout cleanup in WorldSession::LogoutPlayer for disconnect safety
CompleteBattle() centralizes the FINISHED transition, Finished packet,
health sync, and journal send — used by FinalNotify handler, forfeit
handler, and logout cleanup.