[8382] Implement ByteArray functions for skip read of fields not needed for server in received packets. Author: VladimirMangos

* Use this fucntions in some case.
    * Change some packets to form: read fields first check later for better control recieved packets structure.
    * Fix CMSG_STAND_STATE_CHANGE packet structure to more correct.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-08-19 16:54:52 -05:00
parent 012d6fa865
commit edc05f2c19
8 changed files with 76 additions and 40 deletions

View File

@@ -154,6 +154,7 @@ void WorldSession::HandleCreatureQueryOpcode( WorldPacket & recv_data )
{
uint32 entry;
recv_data >> entry;
recv_data.read_skip<uint64>(); // guid
CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry);
if (ci)
@@ -221,6 +222,7 @@ void WorldSession::HandleGameObjectQueryOpcode( WorldPacket & recv_data )
{
uint32 entryID;
recv_data >> entryID;
recv_data.read_skip<uint64>(); // guid
const GameObjectInfo *info = objmgr.GetGameObjectInfo(entryID);
if(info)