/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Common.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "Corpse.h" #include "Player.h" #include "SpellAuras.h" #include "MapManager.h" #include "Transport.h" #include "Battleground.h" #include "WaypointMovementGenerator.h" #include "InstanceSaveMgr.h" #include "ObjectMgr.h" #include "MovementStructures.h" void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket& /*recvPacket*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: got MSG_MOVE_WORLDPORT_ACK."); HandleMoveWorldportAckOpcode(); } void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if (!GetPlayer()->IsBeingTeleportedFar()) return; GetPlayer()->SetSemaphoreTeleportFar(false); // get the teleport destination WorldLocation const& loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if (!MapManager::IsValidMapCoord(loc)) { LogoutPlayer(false); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId()); InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId()); // reset instance validity, except if going to an instance inside an instance if (GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; Map* oldMap = GetPlayer()->GetMap(); Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer()); if (GetPlayer()->IsInWorld()) { sLog->outError(LOG_FILTER_NETWORKIO, "Player %s (GUID: %u) is still in world when teleported from map %s (%u) to new map %s (%u)", GetPlayer()->GetName().c_str(), GUID_LOPART(GetPlayer()->GetGUID()), oldMap->GetMapName(), oldMap->GetId(), newMap ? newMap->GetMapName() : "Unknown", loc.GetMapId()); oldMap->RemovePlayerFromMap(GetPlayer(), false); } // relocate the player to the teleport destination // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if (!newMap || !newMap->CanEnter(GetPlayer())) { sLog->outError(LOG_FILTER_NETWORKIO, "Map %d (%s) could not be created for player %d (%s), porting player to homebind", loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName().c_str()); GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()); return; } else GetPlayer()->Relocate(&loc); GetPlayer()->ResetMap(); GetPlayer()->SetMap(newMap); GetPlayer()->SendInitialPacketsBeforeAddToMap(); if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer())) { sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: failed to teleport player %s (%d) to map %d (%s) because of unknown reason!", GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown"); GetPlayer()->ResetMap(); GetPlayer()->SetMap(oldMap); GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()); return; } // battleground state prepare (in case join to BG), at relogin/tele player not invited // only add to bg group and object, if the player was invited (else he entered through command) if (_player->InBattleground()) { // cleanup setting if outdated if (!mEntry->IsBattlegroundOrArena()) { // We're not in BG _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE); // reset destination bg team _player->SetBGTeam(0); } // join to bg case else if (Battleground* bg = _player->GetBattleground()) { if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId())) bg->AddPlayer(_player); } } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if (!_player->InBattleground()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Initialize(GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->CleanupAfterTaxiFlight(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse* corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if (mEntry->IsDungeon()) { GetPlayer()->ResurrectPlayer(0.5f, false); GetPlayer()->SpawnCorpseBones(); } } bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena(); if (mInstance) { Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid()); if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff)) { if (mapDiff->resetTime) { if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff)) { uint32 timeleft = uint32(timeReset - time(NULL)); GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft); } } } allowMount = mInstance->AllowMount; } // mount allow check if (!allowMount) _player->RemoveAurasByType(SPELL_AURA_MOUNTED); // update zone immediately, otherwise leave channel will cause crash in mtmap uint32 newzone, newarea; GetPlayer()->GetZoneAndAreaId(newzone, newarea); GetPlayer()->UpdateZone(newzone, newarea); // honorless target if (GetPlayer()->pvpInfo.IsHostile) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // in friendly area else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP)) GetPlayer()->UpdatePvP(false, false); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); } void WorldSession::HandleMoveTeleportAck(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "MSG_MOVE_TELEPORT_ACK"); ObjectGuid guid; uint32 flags, time; recvPacket >> flags >> time; guid[5] = recvPacket.ReadBit(); guid[0] = recvPacket.ReadBit(); guid[1] = recvPacket.ReadBit(); guid[6] = recvPacket.ReadBit(); guid[3] = recvPacket.ReadBit(); guid[7] = recvPacket.ReadBit(); guid[2] = recvPacket.ReadBit(); guid[4] = recvPacket.ReadBit(); recvPacket.ReadByteSeq(guid[4]); recvPacket.ReadByteSeq(guid[2]); recvPacket.ReadByteSeq(guid[7]); recvPacket.ReadByteSeq(guid[6]); recvPacket.ReadByteSeq(guid[5]); recvPacket.ReadByteSeq(guid[1]); recvPacket.ReadByteSeq(guid[3]); recvPacket.ReadByteSeq(guid[0]); sLog->outDebug(LOG_FILTER_NETWORKIO, "Guid " UI64FMTD, uint64(guid)); sLog->outDebug(LOG_FILTER_NETWORKIO, "Flags %u, time %u", flags, time/IN_MILLISECONDS); Player* plMover = _player->m_mover->ToPlayer(); if (!plMover || !plMover->IsBeingTeleportedNear()) return; if (guid != plMover->GetGUID()) return; plMover->SetSemaphoreTeleportNear(false); uint32 old_zone = plMover->GetZoneId(); WorldLocation const& dest = plMover->GetTeleportDest(); plMover->UpdatePosition(dest, true); uint32 newzone, newarea; plMover->GetZoneAndAreaId(newzone, newarea); plMover->UpdateZone(newzone, newarea); // new zone if (old_zone != newzone) { // honorless target if (plMover->pvpInfo.IsHostile) plMover->CastSpell(plMover, 2479, true); // in friendly area else if (plMover->IsPvP() && !plMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP)) plMover->UpdatePvP(false, false); } // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); } void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket) { uint16 opcode = recvPacket.GetOpcode(); Unit* mover = _player->m_mover; ASSERT(mover != NULL); // there must always be a mover Player* plrMover = mover->ToPlayer(); // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck if (plrMover && plrMover->IsBeingTeleported()) { recvPacket.rfinish(); // prevent warnings spam return; } /* extract packet */ MovementInfo movementInfo; GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo); // prevent tampered movement data if (movementInfo.guid != mover->GetGUID()) { sLog->outError(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: guid error"); return; } if (!movementInfo.pos.IsPositionValid()) { sLog->outError(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: Invalid Position"); return; } /* handle special cases */ if (movementInfo.t_guid) { // transports size limited // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped) if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50) { recvPacket.rfinish(); // prevent warnings spam return; } if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(), movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation())) { recvPacket.rfinish(); // prevent warnings spam return; } // if we boarded a transport, add us to it if (plrMover) { if (!plrMover->GetTransport()) { // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter) { if ((*iter)->GetGUID() == movementInfo.t_guid) { plrMover->m_transport = *iter; (*iter)->AddPassenger(plrMover); break; } } } else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid) { bool foundNewTransport = false; plrMover->m_transport->RemovePassenger(plrMover); for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter) { if ((*iter)->GetGUID() == movementInfo.t_guid) { foundNewTransport = true; plrMover->m_transport = *iter; (*iter)->AddPassenger(plrMover); break; } } if (!foundNewTransport) { plrMover->m_transport = NULL; movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); movementInfo.t_time = 0; movementInfo.t_seat = -1; } } } if (!mover->GetTransport() && !mover->GetVehicle()) { GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid); if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT) movementInfo.t_guid = 0; } } else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave { plrMover->m_transport->RemovePassenger(plrMover); plrMover->m_transport = NULL; movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); movementInfo.t_time = 0; movementInfo.t_seat = -1; } // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map). if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight()) plrMover->HandleFall(movementInfo); if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater()) { // now client not include swimming flag in case jumping under water plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ())); } movementInfo.time = getMSTime(); movementInfo.guid = mover->GetGUID(); mover->m_movementInfo = movementInfo; /*----------------------*/ /* process position-change */ // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle() if (mover->GetVehicle()) { mover->SetOrientation(movementInfo.pos.GetOrientation()); return; } mover->UpdatePosition(movementInfo.pos); WorldPacket data(SMSG_PLAYER_MOVE, recvPacket.size()); _player->WriteMovementInfo(data); mover->SendMessageToSet(&data, _player); if (plrMover) // nothing is charmed, or player charmed { plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId()); float depth = zone ? zone->MaxDepth : -500.0f; if (movementInfo.pos.GetPositionZ() < depth) { if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player))) { // NOTE: this is actually called many times while falling // even after the player has been teleported away /// @todo discard movement packets after the player is rooted if (plrMover->isAlive()) { plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); // player can be alive if GM/etc // change the death state to CORPSE to prevent the death timer from // starting in the next player update if (!plrMover->isAlive()) plrMover->KillPlayer(); } } } } } void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recvData) { uint32 opcode = recvData.GetOpcode(); /* extract packet */ MovementInfo movementInfo; static MovementStatusElements const speedElement = MSEExtraFloat; Movement::ExtraMovementStatusElement extras(&speedElement); GetPlayer()->ReadMovementInfo(recvData, &movementInfo, &extras); // now can skip not our packet if (_player->GetGUID() != movementInfo.guid) { recvData.rfinish(); // prevent warnings spam return; } float newspeed = extras.Data.floatData; /*----------------*/ // client ACK send one packet for mounted/run case and need skip all except last from its // in other cases anti-cheat check can be fail in false case UnitMoveType move_type; static char const* const move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" }; switch (opcode) { case CMSG_MOVE_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; break; case CMSG_MOVE_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; break; case CMSG_MOVE_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; break; case CMSG_MOVE_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; break; case CMSG_MOVE_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; break; case CMSG_MOVE_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; break; case CMSG_MOVE_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; break; case CMSG_MOVE_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; break; case CMSG_MOVE_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; break; default: sLog->outError(LOG_FILTER_NETWORKIO, "WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode); 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 (_player->m_forced_speed_changes[move_type] > 0) { --_player->m_forced_speed_changes[move_type]; if (_player->m_forced_speed_changes[move_type] > 0) return; } if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f) { if (_player->GetSpeed(move_type) > newspeed) // must be greater - just correct { sLog->outError(LOG_FILTER_NETWORKIO, "%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(), _player->GetSpeed(move_type), newspeed); _player->SetSpeed(move_type, _player->GetSpeedRate(move_type), true); } else // must be lesser - cheating { sLog->outDebug(LOG_FILTER_GENERAL, "Player %s from account id %u kicked for incorrect speed (must be %f instead %f)", _player->GetName().c_str(), _player->GetSession()->GetAccountId(), _player->GetSpeed(move_type), newspeed); _player->GetSession()->KickPlayer(); } } } void WorldSession::HandleSetActiveMoverOpcode(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_SET_ACTIVE_MOVER"); ObjectGuid guid; guid[7] = recvPacket.ReadBit(); guid[2] = recvPacket.ReadBit(); guid[1] = recvPacket.ReadBit(); guid[0] = recvPacket.ReadBit(); guid[4] = recvPacket.ReadBit(); guid[5] = recvPacket.ReadBit(); guid[6] = recvPacket.ReadBit(); guid[3] = recvPacket.ReadBit(); recvPacket.ReadByteSeq(guid[3]); recvPacket.ReadByteSeq(guid[2]); recvPacket.ReadByteSeq(guid[4]); recvPacket.ReadByteSeq(guid[0]); recvPacket.ReadByteSeq(guid[5]); recvPacket.ReadByteSeq(guid[1]); recvPacket.ReadByteSeq(guid[6]); recvPacket.ReadByteSeq(guid[7]); if (GetPlayer()->IsInWorld()) { if (_player->m_mover->GetGUID() != guid) sLog->outError(LOG_FILTER_NETWORKIO, "HandleSetActiveMoverOpcode: incorrect mover guid: mover is " UI64FMTD " (%s - Entry: %u) and should be " UI64FMTD, uint64(guid), GetLogNameForGuid(guid), GUID_ENPART(guid), _player->m_mover->GetGUID()); } } void WorldSession::HandleMoveNotActiveMover(WorldPacket &recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER"); MovementInfo mi; GetPlayer()->ReadMovementInfo(recvData, &mi); _player->m_movementInfo = mi; } void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvData*/) { WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8); data << uint64(GetPlayer()->GetGUID()); GetPlayer()->SendMessageToSet(&data, false); } void WorldSession::HandleMoveKnockBackAck(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_KNOCK_BACK_ACK"); MovementInfo movementInfo; GetPlayer()->ReadMovementInfo(recvData, &movementInfo); if (_player->m_mover->GetGUID() != movementInfo.guid) return; _player->m_movementInfo = movementInfo; WorldPacket data(SMSG_MOVE_UPDATE_KNOCK_BACK, 66); _player->WriteMovementInfo(data); _player->SendMessageToSet(&data, false); } void WorldSession::HandleMoveHoverAck(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_HOVER_ACK"); uint64 guid; // guid - unused recvData.readPackGUID(guid); recvData.read_skip(); // unk MovementInfo movementInfo; GetPlayer()->ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // unk2 } void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_WATER_WALK_ACK"); uint64 guid; // guid - unused recvData.readPackGUID(guid); recvData.read_skip(); // unk MovementInfo movementInfo; GetPlayer()->ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // unk2 } void WorldSession::HandleSummonResponseOpcode(WorldPacket& recvData) { if (!_player->isAlive() || _player->isInCombat()) return; uint64 summonerGuid; bool agree; recvData >> summonerGuid; recvData >> agree; _player->SummonIfPossible(agree); } void WorldSession::HandleSetCollisionHeightAck(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_SET_COLLISION_HEIGHT_ACK"); static MovementStatusElements const heightElement = MSEExtraFloat; Movement::ExtraMovementStatusElement extra(&heightElement); MovementInfo movementInfo; GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo, &extra); }