chore(repo): move fork docs and logs under contrib/fractured-dev-extras

Stock AzerothCore does not ship CLAUDE.md, BUILD-NATIVE.md, or local build
logs at repo root. Park them under contrib/fractured-dev-extras/ so the
repo root stays close to upstream and dev clutter is contained.

- mv CLAUDE.md, BUILD-NATIVE.md -> contrib/fractured-dev-extras/
- mv build-worldserver.log + _build_paragon_*.log there (untracked / ignored)
- add contrib/fractured-dev-extras/README.txt explaining the layout
- gitignore: contrib/fractured-dev-extras/*.log

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Docker Build
2026-05-09 10:38:30 -04:00
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# Fractured — Native Build Guide
This is a fork of [AzerothCore](https://www.azerothcore.org/) with a custom
`CLASS_PARAGON` (id 12), the `mod-paragon` server module, and `mod-ale`
(LuaJIT scripting) vendored in-tree. This document covers building the
server **natively** (no Docker). For the Docker workflow, see
`docker-compose.yml` plus `docker-compose.override.yml` at the repo root.
The upstream AzerothCore wiki is the authoritative reference for OS
prerequisites; everything here is just the deltas you need on top of it.
- Linux: <https://www.azerothcore.org/wiki/linux-requirements>
- Windows: <https://www.azerothcore.org/wiki/windows-requirements>
- macOS: <https://www.azerothcore.org/wiki/macos-requirements>
---
## Fractured client + network defaults
Production Fractured uses a non-default **auth** port so the client realmlist can be:
```text
set realmlist hsrwow.net:47497
```
(Patched 3.3.5 clients that support `host:port`; otherwise use port forwarding to **3724**.)
- **`authserver.conf``RealmServerPort`** must be **`47497`** (matches `authserver.conf.dist` in this repo).
- **`realmlist` table → `port`** is the **world** port (default **8085**, same as `WorldServerPort` in `worldserver.conf.dist`), **not** 47497.
- **`realmlist``address`** defaults to **`hsrwow.net`** in base SQL; change if your public hostname differs.
---
## What you get when you build this fork
- Worldserver with `CLASS_PARAGON` and Paragon-aware DK rune / sticky
combo-point logic linked into core.
- `modules/mod-paragon` (statically linked): Paragon player hooks, AE/TE
currency, gametables, `.paragon` chat commands.
- `modules/mod-ale` (statically linked): the ALE Lua scripting engine,
which fetches LuaJIT at configure time. **Requires `-DLUA_VERSION`.**
- Tools (`mapextractor`, `vmap4_*`, `mmaps_generator`) for client data.
---
## 1. Install prerequisites
### Linux (Ubuntu 22.04 / Debian 12)
```bash
sudo apt update
sudo apt install -y \
git cmake make gcc g++ clang \
libmariadb-dev-compat libmariadb-dev default-libmysqlclient-dev \
libssl-dev libbz2-dev libreadline-dev libncurses-dev \
libboost-all-dev \
mariadb-server p7zip-full
```
If you prefer MySQL 8 over MariaDB, install `mysql-server` instead and
keep `default-libmysqlclient-dev`.
### Windows 10 / 11
Install (any recent versions):
- **Visual Studio 2022** with the *Desktop development with C++*
workload (MSVC v143 toolset, Windows 10/11 SDK).
- **Git for Windows**.
- **CMake 3.16+** (the GUI is fine).
- **MySQL Server 8** *or* **MariaDB 10.x** with the C connector
development headers (the MySQL Installer's "Connector C" component).
- **OpenSSL 3.x** (e.g. the [Shining Light](https://slproweb.com/products/Win32OpenSSL.html)
Win64 build — pick the *full* installer, not "Light"). Set the
`OPENSSL_ROOT_DIR` env var to its install path if CMake can't find it.
- **Boost ≥ 1.74** prebuilt for MSVC (e.g. from
<https://sourceforge.net/projects/boost/files/boost-binaries/>). Set
`BOOST_ROOT` to its install path so CMake can locate it.
- **7-Zip** for extracting client data archives.
### macOS
Use Homebrew:
```bash
brew install cmake boost openssl@3 mysql readline ncurses p7zip
```
---
## 2. Clone the repo
```bash
git clone https://github.com/Dawnforger/Fractured.git
cd Fractured
```
The `mod-paragon` and `mod-ale` modules are already in `modules/`; no
extra `git clone` needed.
---
## 3. Configure with CMake
`mod-ale` requires you to pick a Lua version at configure time. Use
**LuaJIT** to match what the team's Docker image uses:
### Linux / macOS
```bash
mkdir -p build
cd build
cmake .. \
-DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server \
-DCMAKE_C_COMPILER=clang \
-DCMAKE_CXX_COMPILER=clang++ \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DLUA_VERSION=luajit \
-DTOOLS_BUILD=all \
-DSCRIPTS=static \
-DMODULES=static \
-DWITH_WARNINGS=ON
```
GCC works too (drop the `CMAKE_*_COMPILER` lines or set them to `gcc`/`g++`).
### Windows (CMake GUI)
1. **Source code** → repo root (`Fractured/`).
2. **Build the binaries**`Fractured/build`.
3. *Configure* → choose **Visual Studio 17 2022** generator, **x64**.
4. After the first configure pass fails or warns about Lua, set:
- `LUA_VERSION` = `luajit`
- `CMAKE_INSTALL_PREFIX` = e.g. `C:/azeroth-server`
- `BOOST_ROOT` (if not already detected)
- `OPENSSL_ROOT_DIR` (if not already detected)
- `MYSQL_INCLUDE_DIR` / `MYSQL_LIBRARY` if MySQL wasn't auto-found
5. *Configure* until clean, then *Generate*, then *Open Project*.
### Important flags
| Flag | Recommended | Why |
|------|-------------|-----|
| `LUA_VERSION` | `luajit` | Required by `mod-ale`; matches team Docker image. |
| `MODULES` | `static` | Statically links `mod-paragon` and `mod-ale` into the worldserver. |
| `SCRIPTS` | `static` | Default; static script linkage. |
| `TOOLS_BUILD` | `all` | Builds map/mmap/vmap extractors. Set to `none` once you have client data. |
| `CMAKE_BUILD_TYPE` | `RelWithDebInfo` | Default for production-quality builds with usable backtraces. Use `Debug` only when stepping through code. |
---
## 4. Compile
### Linux / macOS
```bash
make -j$(nproc) # or: -j$(sysctl -n hw.ncpu) on macOS
make install
```
### Windows
In Visual Studio, set the configuration to **RelWithDebInfo / x64**, then:
1. Build `ALL_BUILD`.
2. Build `INSTALL`.
Or from a *Developer PowerShell for VS 2022* in the `build` directory:
```powershell
cmake --build . --config RelWithDebInfo
cmake --install . --config RelWithDebInfo
```
> If the build OOMs on a low-RAM machine, pass `-j 4` (or fewer) to
> `make` / `cmake --build`. The Docker image hard-caps `-j 4` for the
> same reason.
---
## 5. Set up databases
The standard AzerothCore three-database layout (`acore_auth`,
`acore_world`, `acore_characters`) applies unchanged. Follow:
<https://www.azerothcore.org/wiki/database-installation>
Easiest path: run the worldserver once with empty databases and let
`AC_FORCE_CREATE_DB=1` populate them, **or** use `dbimport` from the
install dir.
The Fractured-specific SQL (mod-paragon) lives under
`modules/mod-paragon/data/sql/db-{world,characters}/base/` — that's the
**AzerothCore-standard module layout**, which means AC's built-in
DBUpdater picks it up automatically on every `worldserver` /
`dbimport` start. New SQL files are applied; previously-applied ones
are skipped via the hash recorded in `acore_world.updates` /
`acore_characters.updates`. No manual `mysql < ...` steps required for
deploys.
Modify-and-redeploy works the same way: change the file, push, pull on
the VPS, and the next `dbimport` run sees the new hash and re-applies.
---
## 6. Configure the server
After `make install`, your install prefix has the layout:
```
<INSTALL_PREFIX>/
bin/ worldserver, authserver, *extractor tools
etc/ worldserver.conf.dist, modules/*.conf.dist
data/ client data (you provide)
logs/
```
1. Copy each `*.conf.dist` to `*.conf` next to it (or in
`etc/modules/`).
2. Set the `*DatabaseInfo` lines in `worldserver.conf` and
`authserver.conf` to point at your DB.
3. In `etc/modules/mod_paragon.conf`, review the Paragon-specific
options (sticky combo points, multi-resource, Ability/Talent Essence
settings).
4. In `etc/modules/mod_ale.conf`, set `ALE.Enabled = 1` and (optionally)
`ALE.ScriptPath` if you want a custom Lua scripts folder.
---
## 7. Extract client data
Same as upstream AzerothCore. Run the extractors against your 3.3.5a
client directory once and copy the results into `<INSTALL_PREFIX>/data/`:
```bash
cd <wow-3.3.5a-client>/
<INSTALL_PREFIX>/bin/mapextractor
<INSTALL_PREFIX>/bin/vmap4_extractor
<INSTALL_PREFIX>/bin/vmap4_assembler Buildings vmaps
<INSTALL_PREFIX>/bin/mmaps_generator
mv dbc maps vmaps mmaps Cameras <INSTALL_PREFIX>/data/
```
You can also share data between teammates — these directories are
client-only and don't depend on the build.
---
## 8. Run
```bash
cd <INSTALL_PREFIX>/bin
./authserver &
./worldserver
```
On Windows, run `authserver.exe` and `worldserver.exe` from a console
window so you can see startup output.
---
## 9. Updating from `origin`
```bash
cd Fractured
git pull
cd build
cmake .. # only needed if CMakeLists.txt changed
make -j$(nproc)
make install
```
If a pull touches `modules/*/sql/`, re-apply those SQL files against
the relevant database.
---
## Troubleshooting
- **`Could NOT find Lua`** at CMake time: you forgot `-DLUA_VERSION=luajit`.
- **`fatal error: 'mysql.h' file not found`** on Linux: install
`default-libmysqlclient-dev` (or `libmariadb-dev`).
- **`Could NOT find Boost`** on Windows: set the `BOOST_ROOT` env var (or
the `BOOST_ROOT` CMake cache var) to your prebuilt Boost install.
- **Worldserver crashes on a Paragon character**: confirm the
`mod-paragon` SQL has been applied to both `acore_world` and
`acore_characters`. Missing `character_paragon_currency` is the most
common cause.
- **Action buttons grey out for rune spells on Paragon**: this fork
expects the matching client UI patch (`patch-enUS-5.MPQ`). The server
build is correct as-is; the visual issue is client-side.
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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
AzerothCore is an open-source MMORPG server emulator for World of Warcraft patch 3.3.5a (Wrath of the Lich King). It's a C++ project built with CMake, using MySQL for data storage. Licensed under GNU GPL v2.
## Build Commands
### Configure and build (out-of-source build required)
- Skip building unless explicitly requested.
```bash
# Create build directory and configure
mkdir -p build && cd build
cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DSCRIPTS=static -DMODULES=static
# Build (use appropriate core count)
make -j$(nproc)
make install
```
### Key CMake options
- `SCRIPTS`: none, static, dynamic, minimal-static, minimal-dynamic (default: static)
- `MODULES`: none, static, dynamic (default: static)
- `APPS_BUILD`: none, all, auth-only, world-only (default: all)
- `TOOLS_BUILD`: none, all, db-only, maps-only (default: none)
- `BUILD_TESTING`: Enable unit tests (default: OFF)
- `USE_COREPCH` / `USE_SCRIPTPCH`: Precompiled headers (default: ON)
### Unit tests
```bash
# Configure with testing enabled
cmake .. -DBUILD_TESTING=ON
make -j$(nproc)
# Run tests
./src/test/unit_tests
# or
ctest
```
Tests use Google Test and live in `src/test/`. The test binary links against the `game` library.
## Architecture
### Two server executables
- **authserver** (`src/server/apps/authserver/`): Handles authentication and realm selection (port 3724)
- **worldserver** (`src/server/apps/worldserver/`): Main game server handling all gameplay (port 8085)
### Source layout (`src/`)
- **`src/common/`** - Shared libraries: networking (Asio), cryptography, configuration, logging, threading, collision detection, utilities
- **`src/server/game/`** - Core game logic (~52 subsystems), the heart of the worldserver
- **`src/server/scripts/`** - Content scripts (bosses, spells, commands, instances)
- **`src/server/database/`** - Database abstraction layer and schema updater
- **`src/server/shared/`** - Code shared between auth and world servers (packets, network, realm definitions)
- **`src/test/`** - Unit tests (Google Test)
### Key game subsystems (`src/server/game/`)
- **Entities/** - Core game objects: `Player`, `Creature`, `Unit`, `Item`, `GameObject`
- **Spells/** - Spell mechanics, aura system, spell effects
- **Maps/** - Map management, grid system, instancing
- **Handlers/** - Client packet handlers (one file per system: `MovementHandler.cpp`, `SpellHandler.cpp`, etc.). These are methods on `WorldSession`
- **AI/** - Creature AI framework
- **Scripting/** - Script system with typed base classes (`ScriptObject` subclasses: `CreatureScript`, `SpellScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, etc.)
- **Server/** - `WorldSession` (per-player connection), `World` (global state), opcode definitions
### Scripting system
Scripts follow a registration pattern:
1. Define a class inheriting from `SpellScript`, `CreatureScript`, etc.
2. Implement an `AddSC_*()` function that calls `RegisterSpellScript(ClassName)` (or similar)
3. The `AddSC_*()` is declared and called from the regional `*_script_loader.cpp`
4. Script loaders per region: `spells_script_loader.cpp`, `eastern_kingdoms_script_loader.cpp`, `northrend_script_loader.cpp`, etc.
5. Spell script files are organized by class: `spell_dk.cpp`, `spell_mage.cpp`, `spell_generic.cpp`, etc.
### Three databases
- **acore_auth** - Accounts, realm list, bans (`data/sql/base/db_auth/`)
- **acore_characters** - Character data, inventories, progress (`data/sql/base/db_characters/`)
- **acore_world** - Game content: creatures, items, quests, spells, loot (`data/sql/base/db_world/`)
- SQL updates go in `data/sql/updates/pending_*` with separate subdirectories per database until pull request is merged. Pending SQL files are assigned random names.
- SQL updates go in `data/sql/updates/` with separate subdirectories per database after their pull request is merged.
- SQL files outside the `data/sql/updates/pending_*` folders should never be updated.
### Module system
External modules are loaded from the `modules/` directory. Each module is a subdirectory with its own `CMakeLists.txt`. Disable specific modules with `-DDISABLED_AC_MODULES="mod1;mod2"`. Module skeleton: https://github.com/azerothcore/skeleton-module/
### Dependencies
Bundled in `deps/`: boost, MySQL client, OpenSSL, zlib, recastnavigation (pathfinding), g3dlite (geometry), fmt, argon2, jemalloc, and others.
## Commit Message Format
Uses Conventional Commits:
```
Type(Scope/Subscope): Short description (max 50 chars)
```
- **Types**: feat, fix, refactor, style, docs, test, chore
- **Scopes**: Core (C++ changes), DB (SQL changes)
- **Examples**: `fix(Core/Spells): Fix damage calculation for Fireball`, `fix(DB/SAI): Missing spell to NPC Hogger`
## Code Style
- 4-space indentation for C++ (no tabs)
- 2-space indentation for JSON, YAML, shell scripts
- UTF-8 encoding, LF line endings
- Max 80 character line length
- No braces around single-line statements
- Use {} to parse variables into output instead of %u etc.
- CI enforces code style checks and compiles with `-Werror`
## PR Requirements
- AI tool usage must be disclosed in PRs
- In-game testing expected
- Changes to generic code require regression testing of related systems
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Fractured / Paragon — non-runtime repo extras
==============================================
This folder holds material that is not required to configure, build, or run
AzerothCore. Upstream AzerothCore does not ship these paths.
Contents:
- BUILD-NATIVE.md — fork-specific native build notes (moved from repo root).
- CLAUDE.md — optional AI assistant context (moved from repo root).
- *.log — local build logs (moved from repo root when present).
Operational files (docker-compose.override.yml, env/dist, modules/mod-paragon,
etc.) stay at their normal locations.