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https://github.com/Kelsidavis/WoWee.git
synced 2026-02-20 00:04:23 -05:00
Previously this opcode was unrecognised and silently dropped, leaving the client stuck in ENTERING_WORLD with no feedback when the server rejected a login (duplicate session, world down, disabled race/class, etc.). Now we decode the LoginFailureReason byte, reset state to CHAR_LIST_RECEIVED so the player can retry, and surface a red error message on the character screen via the new CharLoginFailCallback. Also adds isError colour support to CharacterScreen::setStatus so failures show in red and successes in green.
135 lines
3.7 KiB
C++
135 lines
3.7 KiB
C++
#pragma once
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#include "game/game_handler.hpp"
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#include <imgui.h>
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#include <string>
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#include <functional>
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#include <memory>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class CharacterPreview; }
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namespace ui {
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/**
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* Character selection screen UI
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*
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* Displays character list and allows user to select one to play
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*/
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class CharacterScreen {
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public:
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CharacterScreen();
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/**
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* Render the UI
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* @param gameHandler Reference to game handler
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*/
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void render(game::GameHandler& gameHandler);
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void setAssetManager(pipeline::AssetManager* am) {
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assetManager_ = am;
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previewInitialized_ = false;
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previewGuid_ = 0;
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previewAppearanceBytes_ = 0;
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previewFacialFeatures_ = 0;
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previewUseFemaleModel_ = false;
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previewEquipHash_ = 0;
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}
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/**
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* Set callback for character selection
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* @param callback Function to call when character is selected (receives character GUID)
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*/
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void setOnCharacterSelected(std::function<void(uint64_t)> callback) {
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onCharacterSelected = callback;
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}
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void setOnCreateCharacter(std::function<void()> cb) { onCreateCharacter = std::move(cb); }
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void setOnBack(std::function<void()> cb) { onBack = std::move(cb); }
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void setOnDeleteCharacter(std::function<void(uint64_t)> cb) { onDeleteCharacter = std::move(cb); }
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/**
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* Reset selection state (e.g., when switching servers)
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*/
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void reset() {
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selectedCharacterIndex = -1;
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characterSelected = false;
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selectedCharacterGuid = 0;
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restoredLastCharacter = false;
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newlyCreatedCharacterName.clear();
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statusMessage.clear();
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statusIsError = false;
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deleteConfirmStage = 0;
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previewInitialized_ = false;
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previewGuid_ = 0;
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previewAppearanceBytes_ = 0;
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previewFacialFeatures_ = 0;
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previewUseFemaleModel_ = false;
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previewEquipHash_ = 0;
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}
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/**
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* Check if a character has been selected
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*/
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bool hasSelection() const { return characterSelected; }
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/**
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* Get selected character GUID
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*/
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uint64_t getSelectedGuid() const { return selectedCharacterGuid; }
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/**
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* Update status message
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*/
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void setStatus(const std::string& message, bool isError = false);
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/**
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* Select character by name (used after character creation)
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*/
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void selectCharacterByName(const std::string& name);
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private:
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// UI state
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int selectedCharacterIndex = -1;
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bool characterSelected = false;
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uint64_t selectedCharacterGuid = 0;
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bool restoredLastCharacter = false;
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std::string newlyCreatedCharacterName; // Auto-select this character if set
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// Status
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std::string statusMessage;
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bool statusIsError = false;
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// Callbacks
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std::function<void(uint64_t)> onCharacterSelected;
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std::function<void()> onCreateCharacter;
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std::function<void()> onBack;
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std::function<void(uint64_t)> onDeleteCharacter;
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int deleteConfirmStage = 0; // 0=none, 1=first warning, 2=final warning
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/**
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* Get faction color based on race
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*/
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ImVec4 getFactionColor(game::Race race) const;
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/**
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* Persist / restore last selected character GUID
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*/
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static std::string getConfigDir();
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void saveLastCharacter(uint64_t guid);
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uint64_t loadLastCharacter();
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// Preview (3D character portrait)
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pipeline::AssetManager* assetManager_ = nullptr;
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std::unique_ptr<rendering::CharacterPreview> preview_;
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bool previewInitialized_ = false;
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uint64_t previewGuid_ = 0;
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uint32_t previewAppearanceBytes_ = 0;
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uint8_t previewFacialFeatures_ = 0;
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bool previewUseFemaleModel_ = false;
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uint64_t previewEquipHash_ = 0;
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};
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} // namespace ui
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} // namespace wowee
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