Files
CypherCore/Source/Game/Entities/Object/Update/WowCSEntityDefinitions.cs
T
adevopg f58dbf7756 Port to WoW client 12.0.7 (build 68453)
Adapt CypherCore from 11.2.5.63796 to 12.0.7.68453 using TrinityCore as
byte-exact reference.

- Fase 1: build gate 68453 (build_info + build_auth_key SQL, keys from TC)
- Fase 2: Opcodes.cs remapped by name to 12.0.7 values
- Fase 3: 32 DB2 structs + HotfixDatabase.cs SELECTs realigned; fixed
  ReputationManager/SpellInfo refs
- Fase 4: UpdateFields ported (GameObject/Conversation/AreaTrigger/Player/
  Unit/ActivePlayer + nested VisibleItem/QuestLog/BitVectors/CraftingOrderItem/
  SkillInfo)
- Critical protocol fixes: CreateObject header +3 bits (Room/Decor/MeshObject);
  EntityFragment enum renumbered to 12.0.7 (was 11.2.5 values, breaking every
  object packet)
- New-entity foundation: TypeId/TypeMask/HighGuid.MeshObject, fragment tags
- MeshObject entity scaffold (Midnight features are wire-format only)

Builds clean (dotnet build -c Release, 0 errors).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 19:44:16 +02:00

202 lines
7.6 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using System;
using System.Linq;
namespace Game.Entities
{
public enum EntityFragment
{
// 12.0.7 (build 68453): fragment IDs renumbered vs 11.2.5; these are written into every object create/update packet.
FEntityPosition = 1,
CGObject = 2, // UPDATEABLE, INDIRECT,
FTransportLink = 5,
FPlayerOwnershipLink = 13,
CActor = 15, // INDIRECT,
FVendor_C = 17, // UPDATEABLE,
FMirroredObject_C = 18,
FMeshObjectData_C = 19, // UPDATEABLE,
FHousingDecor_C = 20, // UPDATEABLE,
FHousingRoom_C = 21, // UPDATEABLE,
FHousingRoomComponentMesh_C = 22, // UPDATEABLE,
FHousingPlayerHouse_C = 23, // UPDATEABLE,
FJamHousingCornerstone_C = 27, // UPDATEABLE,
FHousingDecorActor_C = 28,
FNeighborhoodMirrorData_C = 30, // UPDATEABLE,
FMirroredPositionData_C = 31, // UPDATEABLE,
PlayerHouseInfoComponent_C = 32, // UPDATEABLE, INDIRECT,
FHousingStorage_C = 33, // UPDATEABLE,
FHousingFixture_C = 34, // UPDATEABLE,
PlayerInitiativeComponent_C = 37, // UPDATEABLE, INDIRECT,
Tag_Item = 200, // TAG,
Tag_Container = 201, // TAG,
Tag_AzeriteEmpoweredItem = 202, // TAG,
Tag_AzeriteItem = 203, // TAG,
Tag_Unit = 204, // TAG,
Tag_Player = 205, // TAG,
Tag_GameObject = 206, // TAG,
Tag_DynamicObject = 207, // TAG,
Tag_Corpse = 208, // TAG,
Tag_AreaTrigger = 209, // TAG,
Tag_SceneObject = 210, // TAG,
Tag_Conversation = 211, // TAG,
Tag_AIGroup = 212, // TAG,
Tag_Scenario = 213, // TAG,
Tag_LootObject = 214, // TAG,
Tag_ActivePlayer = 215, // TAG,
Tag_ActiveClient_S = 216, // TAG,
Tag_ActiveObject_C = 217, // TAG,
Tag_VisibleObject_C = 218, // TAG,
Tag_UnitVehicle = 219, // TAG,
Tag_HousingRoom = 220, // TAG,
Tag_MeshObject = 221, // TAG,
Tag_HouseExteriorPiece = 224, // TAG,
Tag_HouseExteriorRoot = 225, // TAG,
Tag_HousingDecorProxyGameObject = 226, // TAG,
End = 255,
}
public enum EntityFragmentSerializationType
{
Full = 0,
Partial = 1
}
class EntityDefinitionsConst
{
// common case optimization, make use of the fact that fragment arrays are sorted
public const byte CGObjectActiveMask = 0x1;
public const byte CGObjectChangedMask = 0x2;
public const byte CGObjectUpdateMask = CGObjectActiveMask | CGObjectChangedMask;
}
public class EntityFragmentsHolder
{
EntityFragment[] Ids =
[
EntityFragment.End, EntityFragment.End, EntityFragment.End, EntityFragment.End,
EntityFragment.End, EntityFragment.End, EntityFragment.End, EntityFragment.End
];
public byte Count;
public bool IdsChanged;
public EntityFragment[] UpdateableIds = [EntityFragment.End, EntityFragment.End];
public byte[] UpdateableMasks = new byte[2];
public byte UpdateableCount;
public byte ContentsChangedMask;
public void Add(EntityFragment fragment, bool update)
{
Cypher.Assert(Count < Ids.Length);
(int, bool) insertSorted(ref EntityFragment[] arr, ref byte count, EntityFragment f)
{
var whereIndex = Array.IndexOf(arr, f);
if (whereIndex != -1)
return (whereIndex, false);
whereIndex = Array.IndexOf(arr, EntityFragment.End);
arr.SetValue(f, whereIndex);
Array.Sort(arr);
++count;
return (whereIndex, true);
}
if (!insertSorted(ref Ids, ref Count, fragment).Item2)
return;
if (IsUpdateableFragment(fragment))
{
Cypher.Assert(UpdateableCount < UpdateableIds.Length);
var index = insertSorted(ref UpdateableIds, ref UpdateableCount, fragment).Item1;
byte maskLowPart = (byte)(ContentsChangedMask & ((1 << index) - 1));
byte maskHighPart = (byte)((ContentsChangedMask & ~((1 << index) - 1)) << (1 + (IsIndirectFragment(fragment) ? 1 : 0)));
ContentsChangedMask = (byte)(maskLowPart | maskHighPart);
for (byte i = 0, maskIndex = 0; i < UpdateableCount; ++i)
{
UpdateableMasks[i] = (byte)(1 << maskIndex++);
if (IsIndirectFragment(UpdateableIds[i]))
{
ContentsChangedMask |= UpdateableMasks[i]; // set the first bit to true to activate fragment
++maskIndex;
UpdateableMasks[i] <<= 1;
}
}
}
if (update)
IdsChanged = true;
}
public void Remove(EntityFragment fragment)
{
(int, bool) removeSorted(ref EntityFragment[] arr, ref byte count, EntityFragment f)
{
var where = Array.IndexOf(arr, f);
if (where != -1)
{
arr.SetValue(EntityFragment.End, where);
Array.Sort(arr);
--count;
return (where, true);
}
return (where, false);
}
if (!removeSorted(ref Ids, ref Count, fragment).Item2)
return;
if (IsUpdateableFragment(fragment))
{
var (index, removed) = removeSorted(ref UpdateableIds, ref UpdateableCount, fragment);
if (removed)
{
byte maskLowPart = (byte)(ContentsChangedMask & ((1 << index) - 1));
byte maskHighPart = (byte)((ContentsChangedMask & ~((1 << index) - 1)) >> (1 + (IsIndirectFragment(fragment) ? 1 : 0)));
ContentsChangedMask = (byte)(maskLowPart | maskHighPart);
for (byte i = 0, maskIndex = 0; i < UpdateableCount; ++i)
{
UpdateableMasks[i] = (byte)(1 << maskIndex++);
if (IsIndirectFragment(UpdateableIds[i]))
{
++maskIndex;
UpdateableMasks[i] <<= 1;
}
}
}
}
IdsChanged = true;
}
public static bool IsUpdateableFragment(EntityFragment frag)
{
return frag == EntityFragment.CGObject || frag == EntityFragment.FVendor_C;
}
public static bool IsIndirectFragment(EntityFragment frag)
{
return frag == EntityFragment.CGObject || frag == EntityFragment.CActor || frag == EntityFragment.FVendor_C;
}
public EntityFragment[] GetIds() { return Ids[..Count]; }
public EntityFragment[] GetUpdateableIds() { return UpdateableIds[..UpdateableCount]; }
public byte GetUpdateMaskFor(EntityFragment fragment)
{
if (fragment == EntityFragment.CGObject) // common case optimization, make use of the fact that fragment arrays are sorted
return EntityDefinitionsConst.CGObjectChangedMask;
for (byte i = 1; i < UpdateableCount; ++i)
if (UpdateableIds[i] == fragment)
return UpdateableMasks[i];
return 0;
}
}
}