Docker Build 9fb80102c8 Paragon: spell unlearn queue + AE/TE reconciliation
Two related additions to mod-paragon:

  * HandleCommit gains a third payload section, " u:<id>,...", carrying
    spell IDs the player wants to refund + unlearn in the same commit
    that learns / talents through. The protocol stays backward-compat
    (older clients omit the section). PanelUnlearnSpellPurchase mirrors
    the per-spell branch of HandleParagonResetAbilities: tracked passive
    children are removed first, then the chain head, then panel_spells /
    panel_spell_children / panel_spell_revoked rows for that purchase
    are dropped, then LookupSpellAECost(head) is refunded into the
    cache. Unlearns are applied before learns inside the commit so the
    refund covers the same-commit spends. Allow-list for the silence
    window now includes chain ranks + panel_spell_children for the
    intentional unlearns so "You have unlearned X" toasts stay visible
    for the targeted spell while cascade dependents stay silenced.

  * ReconcileEssenceForPlayer reads panel_spells + panel_talents and
    sets the cache to ComputeStartingAE/TE(level) - sum-of-spends.
    Self-heals drift in either direction: clamps the cache down when
    the player has more essence than their level + spends allow
    (cheese clamp), and tops up when they have less (admin-tweak /
    crash recovery). Wired into OnPlayerLogin (after LoadCurrencyFromDb,
    before PushCurrency so the first balance the client sees is the
    reconciled one) and OnPlayerLevelChanged (replaces the old
    GrantLevelUpEssence delta -- Reconcile sets the absolute correct
    balance from level + spend, so it subsumes the per-level grant and
    the cheese clamp in one call). Costs come from the same
    paragon_spell_ae_cost / config keys HandleCommit uses so the math
    stays in lockstep across any future cost rebalance.

Both features ship in patch-enUS-6.MPQ v0.9.16: right-click a learned
spell row to queue an unlearn (header shows +N AE refund preview) and
hit Learn All to apply. The icon picker also got two fixes -- the
leading INV_Misc_QuestionMark is no longer duplicated, and the
selection ring is now a tooltip-border Frame anchored to the cell
bounds (the prior UI-ActionButton-Border texture rendered nearly
invisible at non-native sizes).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 19:57:47 -04:00

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Introduction

AzerothCore is an open-source game server application and framework designed for hosting massively multiplayer online role-playing games (MMORPGs). It is based on the popular MMORPG World of Warcraft (WoW) and seeks to recreate the gameplay experience of the original game from patch 3.3.5a.

The original code is based on MaNGOS, TrinityCore, and SunwellCore and has since then had extensive development to improve stability, in-game mechanics, and modularity to the game. AC has also grown into a community-driven project with a significant number of contributors and developers. It is written in C++ and provides a solid foundation for creating private servers that mimic the mechanics and behavior of the official WoW servers.

Philosophy

Our main goal is to create a playable game server, offering a fully working in-game experience.

Here are the main points we focus on:

  • Stability

    • We make sure all changes pass the CIs before being merged into the master branch.
  • Blizzlike content

    • We strive to make all in-game content to be blizzlike. Therefore we have a high standard for fixes being made.
  • Customization

    • It is easy to customize your experience using modules.
  • Community driven

    • AzerothCore has an active community of developers, contributors, and users who collaborate, share knowledge, and provide support through forums, Discord channels, and other communication platforms.

Modules

AzerothCore is designed to be highly modular, allowing developers to extend and customize the game to suit their preferences or create unique gameplay experiences. This flexibility enables the addition of custom features, content, and modifications.

We have a lot of modules already made by the community, many of which can be found in the Module Catalogue.

Installation

Detailed installation instructions are available here.

Contributing

AzerothCore can also serve as a learning resource for aspiring developers who want to understand how WoW servers work, how MMORPGs are structured, how game server emulators are created, or to improve their C++ and SQL knowledge.

If you want to contribute to the project, you will find a lot of resources that will guide you in our wiki.

We also recommend you read our Contributor Covenant Code of Conduct.

Feel free to join our Discord server.

Click on the " Star" button to help us gain more visibility on Github!

Authors & Contributors

The project was born in 2016 based on SunwellCore. Unfortunately, SunwellCore was published without any git history, so on git there are no credits for all the contributors before 2016.

You can check the authors file for more details.

License

  • The AzerothCore source code is released under the GNU GPL v2

It's important to note that AzerothCore is not an official Blizzard Entertainment product, and it is not affiliated with or endorsed by World of Warcraft or Blizzard Entertainment. AzerothCore does not in any case sponsor nor support illegal public servers. If you use this project to run an illegal public server and not for testing and learning it is your own personal choice.

Special thanks

JetBrains is providing free open-source licenses to the AzerothCore developers.

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