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  • Decypher and cleanup the "PlayerBytes" used by the core and database


    madmax
    • Status: accepted
      Main Category: Core / Mangos Daemon
      Sub-Category: Code Enhancement
      Version: 21.0 Milestone: 21 Priority: Normal
      Implemented Version: 0.20

    Currently Character info is stored in "PlayerBytes" and should be rewritten to make sense

    In the Characters table of all cores we currently save individual character information (like skin colour, hair etc) in the Playerbytes fields.

    We need to decypher how these Playerbytes are decided and come up with a better system to store them more readable.

    Such a system would need to be applied to all cores, starting with zero.


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    Well, from looking at Player.cpp in Mangos two, the fields seem to be organized as
    [quote]
    uint32 playerBytes = .. (fetch playerBytes1) ..
    skin = uint8(playerBytes);
    face = uint8(playerBytes >> 8);
    hair style = uint8(playerBytes >> 16);
    hair color = uint8(playerBytes >> 24);

    uint32 playerBytes2 = .. (fetch playerBytes2) ..
    facial hair = uint8(playerBytes2 & 0xFF);
    [/quote]

    Since mangos handles data in little endian format, we can just split the first player bytes column into four separate ones for skin color, face, hair style and hair color. With the second column I'm not sure whether or not anything other than facial hair is stored there but if so it shouldn't take too long to find out what those bytes are used for.

    I can take care of this when I have spare time (not sure how long that will be), but if anyone would like to take a stab at this it shouldn't be hard.
    For instance, one of my characters has the following data in playerBytes(1):
    50725129
    All we would need to do is convert this into 50, 72, 51 and 29 for the four new fields and then reflect the minor change in the core.

    Edit: if it's just a matter of figuring out how this data is taken from the client, I should be able to figure that out in the next day or so.

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