# CLAUDE.md AzerothCore is a C++ MMORPG server emulator for World of Warcraft 3.3.5a (WotLK), built with CMake, backed by MySQL. ## Agent rules - **Do not configure or build unless explicitly asked.** Builds are slow (CMake + compile of a large C++ codebase) and rarely needed to make code changes. - **Never edit SQL files outside `data/sql/updates/pending_db_*/`.** `data/sql/base/`, `data/sql/archive/`, and `data/sql/updates/db_*/` are immutable (do not modify). - **Do not run git commands that modify repo state** (commit, branch, merge, rebase, reset, push, …) unless explicitly requested, and do not include them in plans. Read-only git (status, diff, log) is fine. ## Build Out-of-source build is required (in-source is blocked by CMake). ```bash mkdir -p build && cd build cmake .. -DCMAKE_INSTALL_PREFIX=$HOME/azeroth-server -DCMAKE_BUILD_TYPE=RelWithDebInfo \ -DSCRIPTS=static -DMODULES=static make -j$(nproc) && make install ``` Compiler: **C++20** required (`CMAKE_CXX_STANDARD 20`). Useful CMake flags: `BUILD_TESTING=ON` (Google Test), `NOPCH=1` (disable precompiled headers). Full flag set in `conf/dist/config.cmake`. `compile_commands.json` is exported automatically. Tests (Google Test, in `src/test/`): configure with `-DBUILD_TESTING=ON`, then `ctest` or `./src/test/unit_tests` from the build dir. ## Repository layout - `src/common/` — networking (Asio), crypto, config, logging, shared utilities. - `src/server/game/` — core gameplay; compiled into worldserver. - `src/server/scripts/` — content scripts grouped by region (`EasternKingdoms/`, `Northrend/`, …), class (`Spells/spell_mage.cpp`, …), and domain (`Commands/`, `Pet/`, `OutdoorPvP/`, `World/`). - `src/server/database/` — DB abstraction and schema updater. - `src/server/shared/` — code shared by auth and world servers. - `src/server/apps/{authserver,worldserver}/` — entry points (ports 3724 and 8085). - `src/test/` — Google Test unit tests + mocks. - `data/sql/` — `base/` (historical schema), `updates/db_*/` (merged), `updates/pending_db_*/` (in-flight, **edit here**), `custom/` (gitignored). - `modules/` — external modules (each a subdir with its own `CMakeLists.txt`). Disable with `-DDISABLED_AC_MODULES="mod1;mod2"`. See `modules/how_to_make_a_module.md`. - `apps/` — helper scripts; `apps/codestyle/` holds the lint scripts (see below). - `conf/dist/` — distributed config templates; `conf/*.conf` is gitignored. - `deps/` — vendored third-party dependencies. ## Adding SQL updates 1. `cd data/sql/updates/pending_db_world/` (or `pending_db_auth` / `pending_db_characters`). 2. `./create_sql.sh` generates an empty `rev_.sql` you write into. 3. Required SQL conventions (enforced by `apps/codestyle/codestyle-sql.py`): - Every `INSERT` must be preceded by a matching `DELETE` (idempotency). - 4-space indent (no tabs), trailing newline, no double semicolons, no multiple blank lines. - Tables must use the InnoDB engine. The three databases: - `acore_auth` — accounts, realm list, IP/account bans, session keys. Shared across all realms. - `acore_characters` — per-character state: characters, inventory, in-progress quests, mail, guilds, arena teams, achievements. One per realm. - `acore_world` — static game content: creature/gameobject/item/quest templates, spawn lists, loot tables, SmartAI scripts, gossip, conditions. Read-mostly; rebuilt from SQL. ## Code style Run the linters before claiming a change is done: ```bash python apps/codestyle/codestyle-cpp.py # C++ python apps/codestyle/codestyle-sql.py # SQL (compares to origin/master) ``` Hard rules (also enforced by CI with `-Werror`): - 4-space indent for C++ (tabs forbidden); 2-space for JSON/YAML/sh/ts/js. UTF-8, LF, max 120 cols, trailing newline. - Allman braces. No braces around single-line statements. `if (x)` — never `if(x)` or `if ( x )`. - `auto const&` (not `const auto&`); `Type const*` (not `const Type*`). - Use `{}` format specifiers (`fmt`-style), not `%u`/`%s`. - Use the typed helpers, not raw flag access: - `IsPlayer()`, `IsCreature()`, `IsItem()`, … instead of `GetTypeId() == TYPEID_*`. - `GetNpcFlags()`, `HasNpcFlag()`, `SetNpcFlag()`, `RemoveNpcFlag()`, `ReplaceAllNpcFlags()` instead of `*Flag(UNIT_NPC_FLAGS, …)`. - `IsRefundable()`, `IsBOPTradable()`, `IsWrapped()` instead of `HasFlag(ITEM_FIELD_FLAGS, …)`. - `HasFlag(ItemFlag)` / `HasFlag2(ItemFlag2)` / `HasFlagCu(ItemFlagsCustom)` instead of bitwise `Flags & ITEM_FLAG…`. - `ObjectGuid::ToString().c_str()` instead of `ObjectGuid::GetCounter()`. CI also runs `cppcheck`. ## Project conventions - **Logging**: `LOG_INFO("category.sub", "msg with {}", arg)` (also `LOG_WARN`, `LOG_ERROR`, `LOG_DEBUG`, `LOG_TRACE`). Categories are hierarchical, dot-separated (e.g. `server.loading`, `entities.player`, `sql.dev`). No `printf`-style; no `sLog->`; no `TC_LOG_*`. Macro in `src/common/Logging/Log.h`. - **Random**: use project helpers from `src/common/Utilities/Random.h` — `urand`, `irand`, `frand`, `rand32`, `rand_chance`, `roll_chance_f`, `roll_chance_i`. Do not use `std::rand` or `` directly. - **Strings**: `Acore::StringFormat(fmt, args...)` (wraps `fmt::format`, `{}` placeholders) — `src/common/Utilities/StringFormat.h`. - **Config**: read options with `sConfigMgr->GetOption("Name", default)`. - **Namespace**: project-wide is `Acore::` (no `Trinity::` remnants — agents porting from upstream forks must rename). - **Long-lived references**: do not store a raw `Player*` / `Creature*` / `Unit*` past the current call/tick — the object can be removed (logout, despawn, instance unload) and the pointer dangles. Store the `ObjectGuid` and resolve at use time via `ObjectAccessor::FindPlayer(guid)`, `ObjectAccessor::GetCreature(*from, guid)`, `Map::GetCreature(guid)`, etc. - **DB queries**: use `PreparedStatement` (via `WorldDatabase` / `CharacterDatabase` / `LoginDatabase` and the prepared-statement enums) rather than raw query strings. Reads that don't need to block the world tick go through the async path: `_queryProcessor.AddCallback(db.AsyncQuery(stmt).WithPreparedCallback(...))` (or `WithCallback` for non-prepared). Multi-statement writes wrap in `SQLTransaction` + `Execute` / `AppendPreparedStatement`. - **Timed actions in AI**: use `EventMap` (event id → delay; simple) or `TaskScheduler` (lambdas, repeats, cancellation). Both are members of `CreatureAI`; see any boss script under `src/server/scripts/` for examples — don't roll your own tick counters. ## Scripting registration Scripts inherit from a `ScriptObject` subclass (`SpellScript`, `AuraScript`, `CreatureScript`, `InstanceMapScript`, `GameObjectScript`, `CommandScript`, …). Two registration styles coexist: - **Spell / aura scripts**: use the `RegisterSpellScript(ClassName)` (or `RegisterSpellAndAuraScriptPair(...)`) macro inside `AddSC_()`. - **Creature scripts**: prefer `RegisterCreatureAI(ClassName)` for new code; legacy zones still use `new ClassName();`. Match the surrounding pattern. Then declare and call `AddSC_()` from the regional loader: `Spells/spells_script_loader.cpp`, `EasternKingdoms/eastern_kingdoms_script_loader.cpp`, etc. **SmartAI** (data-driven creature behaviour) lives in the world DB's `smart_scripts` table — not in C++. Engine: `src/server/game/AI/SmartScripts/`. For new creature behaviour prefer SmartAI (added via the SQL update workflow); reach for `CreatureScript` only when SmartAI's event/action vocabulary isn't enough. **Module hooks** (e.g. `OnPlayerLogin`, `OnWorldUpdate`, `OnSpellCast`) are declared in `src/server/game/Scripting/ScriptDefines/*.h`. Implement by inheriting the matching base (`PlayerScript`, `WorldScript`, …) and registering with `new MyClass();` (or its `RegisterXxxScript` macro where one exists) inside `AddSC_()`. Full hook list: https://www.azerothcore.org/wiki/hooks-script. Custom (non-upstream) scripts go in `src/server/scripts/Custom/` (gitignored).