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-rw-r--r--src/server/game/Handlers/MovementHandler.cpp44
1 files changed, 29 insertions, 15 deletions
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 5f2ab41c856..3ec02d2ad20 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include "AuthenticationPackets.h"
#include "WorldSession.h"
#include "Battleground.h"
#include "Corpse.h"
@@ -783,20 +784,18 @@ void WorldSession::HandleMoveTimeSkippedOpcode(WorldPackets::Movement::MoveTimeS
mover->SendMessageToSet(moveSkipTime.Write(), _player);
}
-void WorldSession::HandleTimeSyncResponse(WorldPackets::Misc::TimeSyncResponse& timeSyncResponse)
+void WorldSession::HandleTimeSync(uint32 counter, int64 clientTime, TimePoint responseReceiveTime)
{
- if (_pendingTimeSyncRequests.count(timeSyncResponse.SequenceIndex) == 0)
+ auto serverTimeAtSent = _pendingTimeSyncRequests.extract(counter);
+ if (!serverTimeAtSent)
return;
- uint32 serverTimeAtSent = _pendingTimeSyncRequests.at(timeSyncResponse.SequenceIndex);
- _pendingTimeSyncRequests.erase(timeSyncResponse.SequenceIndex);
-
// 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, timeSyncResponse.GetReceivedTime());
- uint32 lagDelay = roundTripDuration / 2;
+ uint32 roundTripDuration = getMSTimeDiff(serverTimeAtSent.mapped(), responseReceiveTime);
+ int64 lagDelay = roundTripDuration / 2;
/*
clockDelta = serverTime - clientTime
@@ -808,11 +807,28 @@ void WorldSession::HandleTimeSyncResponse(WorldPackets::Misc::TimeSyncResponse&
using the following relation:
serverTime = clockDelta + clientTime
*/
- int64 clockDelta = (int64)serverTimeAtSent + (int64)lagDelay - (int64)timeSyncResponse.ClientTime;
+ int64 clockDelta = serverTimeAtSent.mapped() + lagDelay - clientTime;
_timeSyncClockDeltaQueue->push_back(std::pair<int64, uint32>(clockDelta, roundTripDuration));
ComputeNewClockDelta();
}
+void WorldSession::HandleTimeSyncResponse(WorldPackets::Misc::TimeSyncResponse const& timeSyncResponse)
+{
+ HandleTimeSync(timeSyncResponse.SequenceIndex, timeSyncResponse.ClientTime, timeSyncResponse.GetReceivedTime());
+}
+
+void WorldSession::HandleQueuedMessagesEnd(WorldPackets::Auth::QueuedMessagesEnd const& queuedMessagesEnd)
+{
+ HandleTimeSync(SPECIAL_RESUME_COMMS_TIME_SYNC_COUNTER, queuedMessagesEnd.Timestamp, queuedMessagesEnd.GetRawPacket()->GetReceivedTime());
+}
+
+void WorldSession::HandleMoveInitActiveMoverComplete(WorldPackets::Movement::MoveInitActiveMoverComplete const& moveInitActiveMoverComplete)
+{
+ HandleTimeSync(SPECIAL_INIT_ACTIVE_MOVER_TIME_SYNC_COUNTER, moveInitActiveMoverComplete.Ticks, moveInitActiveMoverComplete.GetRawPacket()->GetReceivedTime());
+
+ _player->UpdateObjectVisibility(false);
+}
+
void WorldSession::ComputeNewClockDelta()
{
// implementation of the technique described here: https://web.archive.org/web/20180430214420/http://www.mine-control.com/zack/timesync/timesync.html
@@ -846,12 +862,10 @@ void WorldSession::ComputeNewClockDelta()
}
else if (_timeSyncClockDelta == 0)
_timeSyncClockDelta = _timeSyncClockDeltaQueue->back().first;
-}
-void WorldSession::HandleMoveInitActiveMoverComplete(WorldPackets::Movement::MoveInitActiveMoverComplete& moveInitActiveMoverComplete)
-{
- _player->SetPlayerLocalFlag(PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME);
- _player->SetTransportServerTime(GameTime::GetGameTimeMS() - moveInitActiveMoverComplete.Ticks);
-
- _player->UpdateObjectVisibility(false);
+ if (_player)
+ {
+ _player->SetPlayerLocalFlag(PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME);
+ _player->SetTransportServerTime(int32(_timeSyncClockDelta));
+ }
}