/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "Battleground.h" #include "Common.h" #include "Corpse.h" #include "GameTime.h" #include "GameClient.h" #include "InstanceSaveMgr.h" #include "Log.h" #include "MapManager.h" #include "MotionMaster.h" #include "MovementGenerator.h" #include "MoveSpline.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Player.h" #include "Transport.h" #include "Vehicle.h" #include "WorldPacket.h" #include "WorldSession.h" #include #include #include void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket & /*recvData*/) { TC_LOG_DEBUG("network", "WORLD: got MSG_MOVE_WORLDPORT_ACK."); HandleMoveWorldportAck(); } void WorldSession::HandleMoveWorldportAck() { Player* player = GetPlayer(); // ignore unexpected far teleports if (!player->IsBeingTeleportedFar()) return; player->SetSemaphoreTeleportFar(false); // get the teleport destination WorldLocation const& loc = player->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 (player->m_InstanceValid == false && !mInstance) player->m_InstanceValid = true; Map* oldMap = player->GetMap(); Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), player); if (player->IsInWorld()) { 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()); oldMap->RemovePlayerFromMap(player, false); } // relocate the player to the teleport destination // the CannotEnter 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->CannotEnter(player)) { 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()); player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation()); return; } float z = loc.GetPositionZ() + player->GetHoverOffset(); player->Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation()); player->SetFallInformation(0, player->GetPositionZ()); player->ResetMap(); player->SetMap(newMap); player->SendInitialPacketsBeforeAddToMap(); if (!player->GetMap()->AddPlayerToMap(player)) { TC_LOG_ERROR("network", "WORLD: failed to teleport player %s %s to map %d (%s) because of unknown reason!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown"); player->ResetMap(); player->SetMap(oldMap); player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->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); } } player->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if (player->IsInFlight()) { if (!player->InBattleground()) { // short preparations to continue flight MovementGenerator* movementGenerator = player->GetMotionMaster()->GetCurrentMovementGenerator(); movementGenerator->Initialize(player); return; } // battleground state prepare, stop flight player->FinishTaxiFlight(); } if (!player->IsAlive() && player->GetTeleportOptions() & TELE_REVIVE_AT_TELEPORT) player->ResurrectPlayer(0.5f); // resurrect character at enter into instance where his corpse exist after add to map if (mEntry->IsDungeon() && !player->IsAlive()) { if (player->GetCorpseLocation().GetMapId() == mEntry->ID) { player->ResurrectPlayer(0.5f); player->SpawnCorpseBones(); } } bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena(); if (mInstance) { // check if this instance has a reset time and send it to player if so Difficulty diff = player->GetDifficulty(mEntry->IsRaid()); if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->ID, diff)) { if (mapDiff->resetTime) { if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->ID, diff)) { uint32 timeleft = uint32(timeReset - GameTime::GetGameTime()); player->SendInstanceResetWarning(mEntry->ID, diff, timeleft, true); } } } // check if instance is valid if (!player->CheckInstanceValidity(false)) player->m_InstanceValid = false; // instance mounting is handled in InstanceTemplate 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; player->GetZoneAndAreaId(newzone, newarea); player->UpdateZone(newzone, newarea); // honorless target if (player->pvpInfo.IsHostile) player->CastSpell(player, 2479, true); // in friendly area else if (player->IsPvP() && !player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP)) player->UpdatePvP(false, false); // resummon pet player->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport player->ProcessDelayedOperations(); } void WorldSession::HandleMoveTeleportAck(WorldPacket& recvData) { TC_LOG_DEBUG("network", "MSG_MOVE_TELEPORT_ACK"); ObjectGuid guid; recvData >> guid.ReadAsPacked(); if (!IsRightUnitBeingMoved(guid)) { recvData.rfinish(); // prevent warnings spam return; } uint32 sequenceIndex, time; recvData >> sequenceIndex >> time; GameClient* client = GetGameClient(); Unit* mover = client->GetActivelyMovedUnit(); Player* plMover = mover->ToPlayer(); if (!plMover || !plMover->IsBeingTeleportedNear()) return; plMover->SetSemaphoreTeleportNear(false); uint32 old_zone = plMover->GetZoneId(); WorldLocation const& dest = plMover->GetTeleportDest(); plMover->UpdatePosition(dest, true); plMover->SetFallInformation(0, GetPlayer()->GetPositionZ()); 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& recvData) { uint16 opcode = recvData.GetOpcode(); ObjectGuid guid; recvData >> guid.ReadAsPacked(); if (!IsRightUnitBeingMoved(guid)) { recvData.rfinish(); // prevent warnings spam return; } GameClient* client = GetGameClient(); Unit* mover = client->GetActivelyMovedUnit(); Player* plrMover = mover->ToPlayer(); // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck if (plrMover && plrMover->IsBeingTeleported()) { recvData.rfinish(); // prevent warnings spam return; } /* extract packet */ MovementInfo movementInfo; movementInfo.guid = guid; ReadMovementInfo(recvData, &movementInfo); recvData.rfinish(); // prevent warnings spam if (!movementInfo.pos.IsPositionValid()) { recvData.rfinish(); // prevent warnings spam return; } if (!mover->movespline->Finalized()) { recvData.rfinish(); // prevent warnings spam return; } /* handle special cases */ if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT)) { // We were teleported, skip packets that were broadcast before teleport if (movementInfo.pos.GetExactDist2d(mover) > SIZE_OF_GRIDS) { recvData.rfinish(); // prevent warnings spam return; } // transports size limited // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped) if (fabs(movementInfo.transport.pos.GetPositionX()) > 75.0f || fabs(movementInfo.transport.pos.GetPositionY()) > 75.0f || fabs(movementInfo.transport.pos.GetPositionZ()) > 75.0f) { recvData.rfinish(); // prevent warnings spam return; } if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(), movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation())) { recvData.rfinish(); // prevent warnings spam return; } // if we boarded a transport, add us to it if (plrMover) { if (!plrMover->GetTransport()) { if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid)) transport->AddPassenger(plrMover); } else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid) { plrMover->GetTransport()->RemovePassenger(plrMover); if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid)) transport->AddPassenger(plrMover); else movementInfo.transport.Reset(); } } if (!mover->GetTransport() && !mover->GetVehicle()) { GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid); if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT) movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT); } } else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave { plrMover->GetTransport()->RemovePassenger(plrMover); movementInfo.transport.Reset(); } // 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); // interrupt parachutes upon falling or landing in water if (opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM) mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // Parachutes 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->GetMap()->IsUnderWater(plrMover->GetPhaseMask(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ())); } /* process position-change */ WorldPacket data(opcode, recvData.size()); int64 movementTime = (int64) movementInfo.time + _timeSyncClockDelta; if (_timeSyncClockDelta == 0 || movementTime < 0 || movementTime > 0xFFFFFFFF) { TC_LOG_WARN("misc", "The computed movement time using clockDelta is erronous. Using fallback instead"); movementInfo.time = GameTime::GetGameTimeMS(); } else { movementInfo.time = (uint32)movementTime; } movementInfo.guid = mover->GetGUID(); WriteMovementInfo(&data, &movementInfo); mover->SendMessageToSet(&data, _player); mover->m_movementInfo = movementInfo; // Some vehicles allow the passenger to turn by himself if (Vehicle* vehicle = mover->GetVehicle()) { if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover)) { if (seat->Flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING) { if (movementInfo.pos.GetOrientation() != mover->GetOrientation()) { mover->SetOrientation(movementInfo.pos.GetOrientation()); mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); } } } return; } mover->UpdatePosition(movementInfo.pos); if (plrMover) // nothing is charmed, or player charmed { if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING))) plrMover->SetStandState(UNIT_STAND_STATE_STAND); plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY())) { if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(plrMover))) { // 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()) { 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()); plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS); 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(); } } } else plrMover->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS); } } void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recvData) { /* extract packet */ ObjectGuid guid; uint32 unk1; float newspeed; recvData >> guid.ReadAsPacked(); if (!IsRightUnitBeingMoved(guid)) { recvData.rfinish(); // prevent warnings spam return; } GameClient* client = GetGameClient(); Unit* mover = client->GetActivelyMovedUnit(); // continue parse packet recvData >> unk1; // counter or moveEvent MovementInfo movementInfo; movementInfo.guid = guid; ReadMovementInfo(recvData, &movementInfo); recvData >> newspeed; /*----------------*/ // 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; UnitMoveType force_move_type; 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(); // 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(); // unk MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // 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(); // unk MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // 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(); // 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(); // unk MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // 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(); // 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(); // unk MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // 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(); // unk MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); recvData.read_skip(); // 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(); // 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(); // 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(); // 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(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 > latencyAccumulator; for (auto pair : _timeSyncClockDeltaQueue) latencyAccumulator(pair.second); uint32 latencyMedian = static_cast(std::round(median(latencyAccumulator))); uint32 latencyStandardDeviation = static_cast(std::round(sqrt(variance(latencyAccumulator)))); accumulator_set > clockDeltasAfterFiltering; uint32 sampleSizeAfterFiltering = 0; for (auto pair : _timeSyncClockDeltaQueue) { if (pair.second < latencyStandardDeviation + latencyMedian) { clockDeltasAfterFiltering(pair.first); sampleSizeAfterFiltering++; } } if (sampleSizeAfterFiltering != 0) { int64 meanClockDelta = static_cast(std::round(mean(clockDeltasAfterFiltering))); if (std::abs(meanClockDelta - _timeSyncClockDelta) > 25) _timeSyncClockDelta = meanClockDelta; } else if (_timeSyncClockDelta == 0) { std::pair back = _timeSyncClockDeltaQueue.back(); _timeSyncClockDelta = back.first; } }