sindoring b116a37272 Move the benilla pin to 19457cb5 (main)
36 commits since d1961e79, 143 files in benilla-world, -assets and -formats. The editor builds
unchanged; tests and clippy pass; the WMO floor probes (Stormwind Keep, the Mage Quarter tower)
hit the same heights as before; every humanoid display now resolves its baked atlas (6984 of
6984, was 6980).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:27:36 +04:00
2026-10-18 00:53:25 +04:00
2026-10-18 00:36:49 +04:00
2026-10-18 00:36:49 +04:00
2026-10-18 00:36:49 +04:00
2026-10-18 00:53:25 +04:00

benilla-editor

A content editor for 1.12.1 servers on top of benilla's world engine. Content is authored over the player's own install and exported as vMaNGOS migrations. Nothing from the install is ever committed or written to.

Layout

Crate What
editor-project The project model: targets, reserved id ranges, spawns, the last-export baseline. No Bevy.
editor-vmangos Pending changes to one vMaNGOS world migration, in the core's own template; the world database read back (world_db). No Bevy.
editor-release The release manifest, schema 1: every artifact a release needs, where it lives, who consumes it (docs/release-manifest.md). No Bevy.
editor-cli benilla-editor-cli new / check / export / manifest-check, for CI and the release pipeline.
editor-app benilla-editor, the window: benilla's WorldPlugins, a free camera, placement, preview.

benilla is a sibling checkout (../benilla) at the commit in BENILLA_REV. The app's build fails against any other commit: benilla promises no stable API, so moving the pin is a change of its own (BENILLA_PIN_ANY=1 builds anyway, to try one).

Running

# A project with a guid range the server owner has reserved for it.
cargo run -p editor-cli -- new camp.json --vmangos-rev <core commit> \
    --guid-first 9000000 --guid-last 9000999

# Local settings: WOW_DATA (the install) and, optionally, EDITOR_WORLD_DB (the world database,
# read only). Both binaries read .env at the repository root; variables already set win.
cp .env.example .env

# Place spawns: entry is creature_template.entry. With EDITOR_WORLD_DB the preview display and the
# name come from the template; without it, pass --display <CreatureDisplayInfo id>.
cargo run -p editor-app -- camp.json --entry 69

# What would be exported, then write the migration into the server repository.
cargo run -p editor-cli -- check camp.json
cargo run -p editor-cli -- export camp.json --out <core>/sql/content/migrations

Guids are handed out from the top of the range down and never reused. The core gives .npc add and temporary creatures guids above MAX(creature.guid); once the range's last guid is that maximum, the server's own allocations land above the range instead of where the project places next.

With EDITOR_WORLD_DB set, check and export compare the server with the project first, and export refuses on a conflict: a row in the range the project never held, a guid it adds that is taken, a template missing at the spawn's patch_min, or (once every export is applied) a row that no longer matches the last export. The migration's own guards check the same at apply time.

An export writes only what changed since the last one, records the migration and its SHA-256 in the project, and refuses to overwrite a migration file. Re-exporting an unchanged project writes nothing.

The migration

The core's world tables are MyISAM, which cannot roll back. So every check runs before the migrations row and the first write, and a failed check SIGNALs out with nothing written: a new guid must be free; an updated or deleted row must still have the guid, entry and map the last export wrote; a deleted spawn must have no creature_addon, creature_movement, creature_linking, pool_creature or game_event_creature row.

R0 acceptance

The run that closes R0: a spawn appears on the server at the spot and facing the editor shows.

  1. new, then in the editor place one spawn with a plain creature display (not a humanoid NPC) on terrain, one on a WMO floor (a bridge or an upper storey), turn each to a distinct facing, Ctrl+S.
  2. export into the core's sql/content/migrations, apply it (deploy/local/apply-content.sh), restart mangosd.
  3. In the client: .go xyz with the line the editor's status shows for each spawn. The creature stands at the editor's position and faces the editor's arrow. Record .gps next to the editor's numbers.
  4. Apply the same file again: nothing changes (the migrations row).
  5. Move one spawn, delete the other, export, apply: one row updated, one gone.

Not yet

Humanoid NPC preview (CreatureDisplayInfoExtra: the character geoset and equipment pipeline is private to benilla-app), the server's existing spawns shown in the world, a project content patch (the brush previews the patch-10 template), animation, and everything after R1.

S
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