mirror of
https://github.com/TrinityCore/TrinityCore.git
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930 lines
33 KiB
C++
930 lines
33 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Battleground.h"
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#include "Common.h"
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#include "Corpse.h"
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#include "GameTime.h"
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#include "GameClient.h"
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#include "InstanceSaveMgr.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "MotionMaster.h"
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#include "MovementGenerator.h"
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#include "MoveSpline.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "Player.h"
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#include "Transport.h"
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#include "Vehicle.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include <boost/accumulators/statistics/variance.hpp>
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#include <boost/accumulators/accumulators.hpp>
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#include <boost/accumulators/statistics.hpp>
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void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket & /*recvData*/)
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{
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TC_LOG_DEBUG("network", "WORLD: got MSG_MOVE_WORLDPORT_ACK.");
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HandleMoveWorldportAck();
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}
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void WorldSession::HandleMoveWorldportAck()
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{
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Player* player = GetPlayer();
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// ignore unexpected far teleports
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if (!player->IsBeingTeleportedFar())
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return;
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player->SetSemaphoreTeleportFar(false);
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// get the teleport destination
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WorldLocation const& loc = player->GetTeleportDest();
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// possible errors in the coordinate validity check
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if (!MapManager::IsValidMapCoord(loc))
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{
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LogoutPlayer(false);
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return;
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}
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// get the destination map entry, not the current one, this will fix homebind and reset greeting
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MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
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InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());
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// reset instance validity, except if going to an instance inside an instance
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if (player->m_InstanceValid == false && !mInstance)
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player->m_InstanceValid = true;
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Map* oldMap = player->GetMap();
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Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), player);
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if (player->IsInWorld())
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{
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TC_LOG_ERROR("network", "%s %s is still in world when teleported from map %s (%u) to new map %s (%u)", player->GetGUID().ToString().c_str(), player->GetName().c_str(), oldMap->GetMapName(), oldMap->GetId(), newMap ? newMap->GetMapName() : "Unknown", loc.GetMapId());
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oldMap->RemovePlayerFromMap(player, false);
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}
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// relocate the player to the teleport destination
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// the CannotEnter checks are done in TeleporTo but conditions may change
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// while the player is in transit, for example the map may get full
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if (!newMap || newMap->CannotEnter(player))
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{
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TC_LOG_ERROR("network", "Map %d (%s) could not be created for player %s (%s), porting player to homebind", loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown", player->GetGUID().ToString().c_str(), player->GetName().c_str());
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player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation());
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return;
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}
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float z = loc.GetPositionZ() + player->GetHoverOffset();
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player->Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());
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player->SetFallInformation(0, player->GetPositionZ());
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player->ResetMap();
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player->SetMap(newMap);
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player->SendInitialPacketsBeforeAddToMap();
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if (!player->GetMap()->AddPlayerToMap(player))
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{
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TC_LOG_ERROR("network", "WORLD: failed to teleport player %s %s to map %d (%s) because of unknown reason!",
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player->GetName().c_str(), player->GetGUID().ToString().c_str(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown");
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player->ResetMap();
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player->SetMap(oldMap);
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player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation());
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return;
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}
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// battleground state prepare (in case join to BG), at relogin/tele player not invited
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// only add to bg group and object, if the player was invited (else he entered through command)
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if (player->InBattleground())
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{
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// cleanup setting if outdated
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if (!mEntry->IsBattlegroundOrArena())
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{
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// We're not in BG
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player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
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// reset destination bg team
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player->SetBGTeam(0);
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}
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// join to bg case
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else if (Battleground* bg = player->GetBattleground())
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{
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if (player->IsInvitedForBattlegroundInstance(player->GetBattlegroundId()))
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bg->AddPlayer(player);
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}
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}
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player->SendInitialPacketsAfterAddToMap();
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// flight fast teleport case
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if (player->IsInFlight())
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{
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if (!player->InBattleground())
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{
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// short preparations to continue flight
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MovementGenerator* movementGenerator = player->GetMotionMaster()->GetCurrentMovementGenerator();
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movementGenerator->Initialize(player);
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return;
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}
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// battleground state prepare, stop flight
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player->FinishTaxiFlight();
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}
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if (!player->IsAlive() && player->GetTeleportOptions() & TELE_REVIVE_AT_TELEPORT)
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player->ResurrectPlayer(0.5f);
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// resurrect character at enter into instance where his corpse exist after add to map
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if (mEntry->IsDungeon() && !player->IsAlive())
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{
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if (player->GetCorpseLocation().GetMapId() == mEntry->ID)
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{
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player->ResurrectPlayer(0.5f);
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player->SpawnCorpseBones();
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}
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}
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bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
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if (mInstance)
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{
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// check if this instance has a reset time and send it to player if so
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Difficulty diff = player->GetDifficulty(mEntry->IsRaid());
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if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->ID, diff))
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{
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if (mapDiff->resetTime)
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{
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if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->ID, diff))
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{
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uint32 timeleft = uint32(timeReset - GameTime::GetGameTime());
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player->SendInstanceResetWarning(mEntry->ID, diff, timeleft, true);
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}
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}
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}
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// check if instance is valid
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if (!player->CheckInstanceValidity(false))
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player->m_InstanceValid = false;
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// instance mounting is handled in InstanceTemplate
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allowMount = mInstance->AllowMount;
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}
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// mount allow check
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if (!allowMount)
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player->RemoveAurasByType(SPELL_AURA_MOUNTED);
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// update zone immediately, otherwise leave channel will cause crash in mtmap
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uint32 newzone, newarea;
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player->GetZoneAndAreaId(newzone, newarea);
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player->UpdateZone(newzone, newarea);
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// honorless target
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if (player->pvpInfo.IsHostile)
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player->CastSpell(player, 2479, true);
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// in friendly area
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else if (player->IsPvP() && !player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
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player->UpdatePvP(false, false);
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// resummon pet
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player->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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player->ProcessDelayedOperations();
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}
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void WorldSession::HandleMoveTeleportAck(WorldPacket& recvData)
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{
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TC_LOG_DEBUG("network", "MSG_MOVE_TELEPORT_ACK");
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ObjectGuid guid;
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recvData >> guid.ReadAsPacked();
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if (!IsRightUnitBeingMoved(guid))
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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uint32 sequenceIndex, time;
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recvData >> sequenceIndex >> time;
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GameClient* client = GetGameClient();
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Unit* mover = client->GetActivelyMovedUnit();
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Player* plMover = mover->ToPlayer();
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if (!plMover || !plMover->IsBeingTeleportedNear())
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return;
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plMover->SetSemaphoreTeleportNear(false);
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uint32 old_zone = plMover->GetZoneId();
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WorldLocation const& dest = plMover->GetTeleportDest();
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plMover->UpdatePosition(dest, true);
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plMover->SetFallInformation(0, GetPlayer()->GetPositionZ());
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uint32 newzone, newarea;
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plMover->GetZoneAndAreaId(newzone, newarea);
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plMover->UpdateZone(newzone, newarea);
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// new zone
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if (old_zone != newzone)
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{
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// honorless target
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if (plMover->pvpInfo.IsHostile)
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plMover->CastSpell(plMover, 2479, true);
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// in friendly area
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else if (plMover->IsPvP() && !plMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
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plMover->UpdatePvP(false, false);
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}
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// resummon pet
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GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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GetPlayer()->ProcessDelayedOperations();
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}
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void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
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{
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uint16 opcode = recvData.GetOpcode();
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ObjectGuid guid;
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recvData >> guid.ReadAsPacked();
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if (!IsRightUnitBeingMoved(guid))
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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GameClient* client = GetGameClient();
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Unit* mover = client->GetActivelyMovedUnit();
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Player* plrMover = mover->ToPlayer();
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// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
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if (plrMover && plrMover->IsBeingTeleported())
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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/* extract packet */
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MovementInfo movementInfo;
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movementInfo.guid = guid;
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ReadMovementInfo(recvData, &movementInfo);
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recvData.rfinish(); // prevent warnings spam
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if (!movementInfo.pos.IsPositionValid())
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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if (!mover->movespline->Finalized())
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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/* handle special cases */
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if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
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{
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// We were teleported, skip packets that were broadcast before teleport
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if (movementInfo.pos.GetExactDist2d(mover) > SIZE_OF_GRIDS)
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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// transports size limited
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// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if (fabs(movementInfo.transport.pos.GetPositionX()) > 75.0f || fabs(movementInfo.transport.pos.GetPositionY()) > 75.0f || fabs(movementInfo.transport.pos.GetPositionZ()) > 75.0f)
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
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movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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// if we boarded a transport, add us to it
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if (plrMover)
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{
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if (!plrMover->GetTransport())
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{
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if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
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transport->AddPassenger(plrMover);
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}
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else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
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{
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plrMover->GetTransport()->RemovePassenger(plrMover);
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if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
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transport->AddPassenger(plrMover);
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else
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movementInfo.transport.Reset();
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}
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}
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if (!mover->GetTransport() && !mover->GetVehicle())
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{
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GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
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if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
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movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
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}
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}
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else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave
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{
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plrMover->GetTransport()->RemovePassenger(plrMover);
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movementInfo.transport.Reset();
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}
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
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if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
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plrMover->HandleFall(movementInfo);
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// interrupt parachutes upon falling or landing in water
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if (opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM)
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mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // Parachutes
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if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetMap()->IsUnderWater(plrMover->GetPhaseMask(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
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}
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/* process position-change */
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WorldPacket data(opcode, recvData.size());
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int64 movementTime = (int64) movementInfo.time + _timeSyncClockDelta;
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if (_timeSyncClockDelta == 0 || movementTime < 0 || movementTime > 0xFFFFFFFF)
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{
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TC_LOG_WARN("misc", "The computed movement time using clockDelta is erronous. Using fallback instead");
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movementInfo.time = GameTime::GetGameTimeMS();
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}
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else
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{
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movementInfo.time = (uint32)movementTime;
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}
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movementInfo.guid = mover->GetGUID();
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WriteMovementInfo(&data, &movementInfo);
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mover->SendMessageToSet(&data, _player);
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mover->m_movementInfo = movementInfo;
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// Some vehicles allow the passenger to turn by himself
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if (Vehicle* vehicle = mover->GetVehicle())
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{
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if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover))
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{
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if (seat->Flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING)
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{
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if (movementInfo.pos.GetOrientation() != mover->GetOrientation())
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{
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mover->SetOrientation(movementInfo.pos.GetOrientation());
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mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
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}
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}
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}
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return;
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}
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mover->UpdatePosition(movementInfo.pos);
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if (plrMover) // nothing is charmed, or player charmed
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{
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if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING)))
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plrMover->SetStandState(UNIT_STAND_STATE_STAND);
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plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()))
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{
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if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(plrMover)))
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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/// @todo discard movement packets after the player is rooted
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if (plrMover->IsAlive())
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{
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TC_LOG_DEBUG("entities.player.falldamage", "FALLDAMAGE Below map. Map min height: %f , Player debug info:\n%s", plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()), plrMover->GetDebugInfo().c_str());
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plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
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plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
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// player can be alive if GM/etc
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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if (plrMover->IsAlive())
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plrMover->KillPlayer();
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}
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}
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}
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else
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plrMover->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
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}
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}
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void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recvData)
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{
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/* extract packet */
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ObjectGuid guid;
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uint32 unk1;
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float newspeed;
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recvData >> guid.ReadAsPacked();
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if (!IsRightUnitBeingMoved(guid))
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{
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recvData.rfinish(); // prevent warnings spam
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return;
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}
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GameClient* client = GetGameClient();
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Unit* mover = client->GetActivelyMovedUnit();
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// continue parse packet
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recvData >> unk1; // counter or moveEvent
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MovementInfo movementInfo;
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movementInfo.guid = guid;
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ReadMovementInfo(recvData, &movementInfo);
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recvData >> newspeed;
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/*----------------*/
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// client ACK send one packet for mounted/run case and need skip all except last from its
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// in other cases anti-cheat check can be fail in false case
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UnitMoveType move_type;
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UnitMoveType force_move_type;
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static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };
|
|
|
|
switch (recvData.GetOpcode())
|
|
{
|
|
case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
|
|
case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
|
|
case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break;
|
|
case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
|
|
case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break;
|
|
case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break;
|
|
case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; force_move_type = MOVE_FLIGHT; break;
|
|
case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; force_move_type = MOVE_FLIGHT_BACK; break;
|
|
case CMSG_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; force_move_type = MOVE_PITCH_RATE; break;
|
|
default:
|
|
TC_LOG_ERROR("network", "WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", recvData.GetOpcode());
|
|
return;
|
|
}
|
|
|
|
// skip all forced speed changes except last and unexpected
|
|
// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
|
|
if (mover->m_forced_speed_changes[force_move_type] > 0)
|
|
{
|
|
--mover->m_forced_speed_changes[force_move_type];
|
|
if (mover->m_forced_speed_changes[force_move_type] > 0)
|
|
return;
|
|
}
|
|
|
|
if (!mover->GetTransport() && std::fabs(mover->GetSpeed(move_type) - newspeed) > 0.01f)
|
|
{
|
|
if (mover->GetSpeed(move_type) > newspeed) // must be greater - just correct
|
|
{
|
|
TC_LOG_ERROR("network", "%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
|
|
move_type_name[move_type], _player->GetName().c_str(), mover->GetSpeed(move_type), newspeed);
|
|
mover->SetSpeedRate(move_type, mover->GetSpeedRate(move_type));
|
|
}
|
|
else // must be lesser - cheating
|
|
{
|
|
TC_LOG_DEBUG("misc", "Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
|
|
_player->GetName().c_str(), _player->GetSession()->GetAccountId(), mover->GetSpeed(move_type), newspeed);
|
|
_player->GetSession()->KickPlayer("WorldSession::HandleForceSpeedChangeAck Incorrect speed");
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_SET_ACTIVE_MOVER");
|
|
|
|
ObjectGuid guid;
|
|
recvData >> guid;
|
|
|
|
GameClient* client = GetGameClient();
|
|
|
|
// step 1: look at the list of units that this client is allowed to move. check if the client is allowed to even move the
|
|
// unit that is mentioned in the packet. if not, either silently ignore, log this event or kick the client.
|
|
if (!client->IsAllowedToMove(guid))
|
|
{
|
|
// @todo log or kick or do nothing depending on configuration
|
|
TC_LOG_DEBUG("entities.unit", "set active mover FAILED for client of player %s. GUID %s.", _player->GetName().c_str(), guid.ToString().c_str());
|
|
return;
|
|
}
|
|
|
|
// step 2:
|
|
TC_LOG_DEBUG("entities.unit", "set active mover OK for client of player %s. GUID %s.", _player->GetName().c_str(), guid.ToString().c_str());
|
|
Unit* newActivelyMovedUnit = ObjectAccessor::GetUnit(*_player, guid);
|
|
client->SetActivelyMovedUnit(newActivelyMovedUnit);
|
|
}
|
|
|
|
void WorldSession::HandleMoveNotActiveMover(WorldPacket &recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");
|
|
|
|
ObjectGuid old_mover_guid;
|
|
recvData >> old_mover_guid.ReadAsPacked();
|
|
recvData.rfinish(); // prevent warnings spam.
|
|
// the movement info in this kind of packet is ignored for now. It's unclear if it should be used.
|
|
|
|
GameClient* client = GetGameClient();
|
|
|
|
if (client->GetActivelyMovedUnit() == nullptr || client->GetActivelyMovedUnit()->GetGUID() != old_mover_guid)
|
|
{
|
|
// this shouldn't never happen in theory
|
|
TC_LOG_WARN("entities.unit", "unset active mover FAILED for client of player %s. GUID %s.", _player->GetName().c_str(), old_mover_guid.ToString().c_str());
|
|
return;
|
|
}
|
|
|
|
TC_LOG_DEBUG("entities.unit", "unset active mover OK for client of player %s. GUID %s.", _player->GetName().c_str(), old_mover_guid.ToString().c_str());
|
|
client->SetActivelyMovedUnit(nullptr);
|
|
}
|
|
|
|
void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvData*/)
|
|
{
|
|
WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
|
|
data << uint64(GetPlayer()->GetGUID());
|
|
|
|
GetPlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveKnockBackAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "CMSG_MOVE_KNOCK_BACK_ACK");
|
|
|
|
ObjectGuid guid;
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
GameClient* client = GetGameClient();
|
|
Unit* mover = client->GetActivelyMovedUnit();
|
|
|
|
mover->m_movementInfo = movementInfo;
|
|
|
|
WorldPacket data(MSG_MOVE_KNOCK_BACK, 66);
|
|
data << guid.WriteAsPacked();
|
|
mover->BuildMovementPacket(&data);
|
|
|
|
// knockback specific info
|
|
data << movementInfo.jump.sinAngle;
|
|
data << movementInfo.jump.cosAngle;
|
|
data << movementInfo.jump.xyspeed;
|
|
data << movementInfo.jump.zspeed;
|
|
|
|
client->GetBasePlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveHoverAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "CMSG_MOVE_HOVER_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "CMSG_MOVE_WATER_WALK_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveRootAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "CMSG_FORCE_MOVE_ROOT_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
}
|
|
|
|
void WorldSession::HandleFeatherFallAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_FEATHER_FALL_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveUnRootAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_FORCE_MOVE_UNROOT_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
}
|
|
|
|
void WorldSession::HandleMoveSetCanFlyAckOpcode(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_SET_CAN_FLY_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveSetCanTransitionBetweenSwinAndFlyAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY_ACK");
|
|
|
|
ObjectGuid guid;
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveGravityDisableAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_GRAVITY_DISABLE_ACK");
|
|
|
|
ObjectGuid guid;
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
}
|
|
|
|
void WorldSession::HandleMoveGravityEnableAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_GRAVITY_ENABLE_ACK");
|
|
|
|
ObjectGuid guid;
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
}
|
|
|
|
void WorldSession::HandleMoveSetCollisionHgtAck(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_SET_COLLISION_HGT_ACK");
|
|
|
|
ObjectGuid guid;
|
|
float newValue;
|
|
recvData >> guid.ReadAsPacked();
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
recvData.read_skip<uint32>(); // movement counter
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recvData, &movementInfo);
|
|
|
|
recvData >> newValue;
|
|
}
|
|
|
|
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recvData)
|
|
{
|
|
if (!_player->IsAlive() || _player->IsInCombat())
|
|
return;
|
|
|
|
ObjectGuid summoner_guid;
|
|
bool agree;
|
|
recvData >> summoner_guid;
|
|
recvData >> agree;
|
|
|
|
_player->SummonIfPossible(agree);
|
|
}
|
|
|
|
void WorldSession::HandleMoveTimeSkippedOpcode(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "WORLD: Received CMSG_MOVE_TIME_SKIPPED");
|
|
|
|
ObjectGuid guid;
|
|
uint32 timeSkipped;
|
|
recvData >> guid.ReadAsPacked();
|
|
recvData >> timeSkipped;
|
|
|
|
if (!IsRightUnitBeingMoved(guid))
|
|
{
|
|
recvData.rfinish(); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
GameClient* client = GetGameClient();
|
|
Unit* mover = client->GetActivelyMovedUnit();
|
|
mover->m_movementInfo.time += timeSkipped;
|
|
|
|
WorldPacket data(MSG_MOVE_TIME_SKIPPED, recvData.size());
|
|
data << guid.WriteAsPacked();
|
|
data << timeSkipped;
|
|
GetPlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleTimeSyncResponse(WorldPacket& recvData)
|
|
{
|
|
TC_LOG_DEBUG("network", "CMSG_TIME_SYNC_RESP");
|
|
|
|
uint32 counter, clientTimestamp;
|
|
recvData >> counter >> clientTimestamp;
|
|
|
|
if (_pendingTimeSyncRequests.count(counter) == 0)
|
|
return;
|
|
|
|
uint32 serverTimeAtSent = _pendingTimeSyncRequests.at(counter);
|
|
_pendingTimeSyncRequests.erase(counter);
|
|
|
|
// time it took for the request to travel to the client, for the client to process it and reply and for response to travel back to the server.
|
|
// we are going to make 2 assumptions:
|
|
// 1) we assume that the request processing time equals 0.
|
|
// 2) we assume that the packet took as much time to travel from server to client than it took to travel from client to server.
|
|
uint32 roundTripDuration = getMSTimeDiff(serverTimeAtSent, recvData.GetReceivedTime());
|
|
uint32 lagDelay = roundTripDuration / 2;
|
|
|
|
/*
|
|
clockDelta = serverTime - clientTime
|
|
where
|
|
serverTime: time that was displayed on the clock of the SERVER at the moment when the client processed the SMSG_TIME_SYNC_REQUEST packet.
|
|
clientTime: time that was displayed on the clock of the CLIENT at the moment when the client processed the SMSG_TIME_SYNC_REQUEST packet.
|
|
|
|
Once clockDelta has been computed, we can compute the time of an event on server clock when we know the time of that same event on the client clock,
|
|
using the following relation:
|
|
serverTime = clockDelta + clientTime
|
|
*/
|
|
int64 clockDelta = (int64)serverTimeAtSent + (int64)lagDelay - (int64)clientTimestamp;
|
|
_timeSyncClockDeltaQueue.push_back(std::pair<int64, uint32>(clockDelta, roundTripDuration));
|
|
ComputeNewClockDelta();
|
|
}
|
|
|
|
void WorldSession::ComputeNewClockDelta()
|
|
{
|
|
// implementation of the technique described here: https://web.archive.org/web/20180430214420/http://www.mine-control.com/zack/timesync/timesync.html
|
|
// to reduce the skew induced by dropped TCP packets that get resent.
|
|
|
|
using namespace boost::accumulators;
|
|
|
|
accumulator_set<uint32, features<tag::mean, tag::median, tag::variance(lazy)> > latencyAccumulator;
|
|
|
|
for (auto pair : _timeSyncClockDeltaQueue)
|
|
latencyAccumulator(pair.second);
|
|
|
|
uint32 latencyMedian = static_cast<uint32>(std::round(median(latencyAccumulator)));
|
|
uint32 latencyStandardDeviation = static_cast<uint32>(std::round(sqrt(variance(latencyAccumulator))));
|
|
|
|
accumulator_set<int64, features<tag::mean> > clockDeltasAfterFiltering;
|
|
uint32 sampleSizeAfterFiltering = 0;
|
|
for (auto pair : _timeSyncClockDeltaQueue)
|
|
{
|
|
if (pair.second < latencyStandardDeviation + latencyMedian) {
|
|
clockDeltasAfterFiltering(pair.first);
|
|
sampleSizeAfterFiltering++;
|
|
}
|
|
}
|
|
|
|
if (sampleSizeAfterFiltering != 0)
|
|
{
|
|
int64 meanClockDelta = static_cast<int64>(std::round(mean(clockDeltasAfterFiltering)));
|
|
if (std::abs(meanClockDelta - _timeSyncClockDelta) > 25)
|
|
_timeSyncClockDelta = meanClockDelta;
|
|
}
|
|
else if (_timeSyncClockDelta == 0)
|
|
{
|
|
std::pair<int64, uint32> back = _timeSyncClockDeltaQueue.back();
|
|
_timeSyncClockDelta = back.first;
|
|
}
|
|
}
|