MCP Server is fully operational:
- Fixed JSON-RPC id field handling (can't use value() with nullptr)
- Fixed params extraction for tools/call
- All database tools working: db_query, db_execute, db_tables, db_describe
- Server tools working: server_info, player_list
Verified working:
- Health check endpoint returns ok
- tools/list returns all 9 registered tools
- db_query successfully queries world database
Documentation updated with:
- Implementation notes and API learnings
- File structure overview
- Phase roadmap
- Use GetBoolDefault/GetIntDefault/GetStringDefault instead of GetOption<T>
- Remove non-existent GetRealmName(), use hardcoded name
- Simplify Field access to just GetString() (no GetType())
- Handle null Alias in field metadata gracefully
- Add SHOW_WANDER_RADIUS / HIDE_WANDER_RADIUS handlers
- Add SHOW_SPAWN_MARKER / HIDE_SPAWN_MARKER handlers
- Add CLEAR_WANDER_MARKERS and CLEAR_NEARBY_MARKERS (orphan cleanup)
- Add UI buttons: Show Spawn Point, Show Radius, Clear All, Clear Orphaned
- Button state locking during save operations
- Auto-respawn creature after wander distance change
- Fix: Use tostring() for uint64 spawnId in Lua table keys
- Fix: Update ObjectMgr cache when saving wander_distance/movementType
Known issue: Database UPDATE may not be persisting - needs investigation
with direct DB access to verify prepared statement execution.
UI Improvements:
- Added Raw tab showing formatted JSON of server NPC data
- Added GM toggle button with green active state indicator
- Added 3D model zoom (scroll wheel) and rotation (click-drag)
- Green active tab styling for all tab buttons (left/right panels)
- Refresh button now always fetches fresh data from server
- Waypoint button properly reflects state when re-targeting NPC
Waypoint System Fixes:
- Fixed stale visualization state after Clear All or Eluna reload
- VisualizePath now validates tracked creatures exist before skipping
- DevisualizePath properly cleans up maps even if creatures gone
- Added ClearAllVisualizations C++ method for proper state cleanup
- Added player:ClearAllWaypointVisualizations() Lua binding
- Increased Smallfolk deserialization limit to 100KB for large NPC data
C++ Changes (requires rebuild):
- WaypointManager: Self-healing visualization state
- WaypointManager: ClearAllVisualizations and IsPathVisualized methods
- PlayerMethods: ClearAllWaypointVisualizations binding
Known Issues:
- Paths tab shift+click removal not working (buttons need rework)
Eluna Shared Data Registry:
- Added C++-backed cross-state data sharing (ElunaSharedData.h/cpp)
- New Lua API: SetSharedData, GetSharedData, HasSharedData, ClearSharedData
- Thread-safe with std::shared_mutex
- Enables AMS and other cross-state communication
NPC Data Integration (AraxiaTrinityAdmin):
- Added GetCreatureTemplateData, GetWaypointPathData Eluna methods
- Server handlers for GET_NPC_DATA via AMS
- Tabbed UI with Basic/Stats/AI panels
- Flag decoding for NPC_FLAGS, UNIT_FLAGS, EXTRA_FLAGS
- Movement info with waypoint path details
3D Waypoint Visualization:
- Exposed WaypointMgr::VisualizePath/DevisualizePath to Eluna
- New methods: creature:VisualizeWaypointPath(), DevisualizeWaypointPath()
- Server handlers: SHOW_WAYPOINTS, HIDE_WAYPOINTS
- Client UI toggle button to spawn/despawn waypoint markers
- Markers visible in GM mode at each waypoint location
Documentation:
- ELUNA_SHARED_DATA_COMPLETE.md - Full implementation guide
- admin_npcdata/ - Progress tracker and API investigation
- 03_WAYPOINT_VISUALIZATION.md - Feature implementation details