/* * Copyright (C) 2008-2012 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 & /*recv_data*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: got CMSG_WORLD_PORT_RESPONSE."); 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(); if (GetPlayer()->IsInWorld()) { sLog->outError("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName(), oldMap->GetId(), loc.GetMapId()); oldMap->RemovePlayerFromMap(GetPlayer(), false); } // relocate the player to the teleport destination Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer()); // 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("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow()); 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("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId()); 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.inHostileArea) 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& recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_TELEPORT_ACK"); BitStream mask = recv_data.ReadBitStream(8); uint32 flags, time; recv_data >> flags >> time; ByteBuffer bytes(8, true); recv_data.ReadXorByte(mask[6], bytes[1]); recv_data.ReadXorByte(mask[0], bytes[3]); recv_data.ReadXorByte(mask[1], bytes[2]); recv_data.ReadXorByte(mask[7], bytes[0]); recv_data.ReadXorByte(mask[5], bytes[6]); recv_data.ReadXorByte(mask[3], bytes[4]); recv_data.ReadXorByte(mask[2], bytes[7]); recv_data.ReadXorByte(mask[4], bytes[5]); uint64 guid = BitConverter::ToUInt64(bytes); sLog->outStaticDebug("Guid " UI64FMTD, guid); sLog->outStaticDebug("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.inHostileArea) 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(); 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()) { return; } /* extract packet */ MovementInfo movementInfo; ReadMovementInfo(recvData, &movementInfo); // prevent tampered movement data if (movementInfo.guid != mover->GetGUID()) { sLog->outError("HandleMovementOpcodes: guid error"); return; } if (!movementInfo.pos.IsPositionValid()) { sLog->outError("HandleMovementOpcodes: Invalid Position"); return; } /* handle special cases */ if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) { // 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) { recvData.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())) { recvData.rfinish(); // prevent warnings spam return; } // if we boarded a transport, add us to it if (plrMover && !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; } } } if (!mover->GetTransport() && !mover->GetVehicle()) { GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid); if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT) movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT; } } 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())); } /*----------------------*/ /* process position-change */ WorldPacket data(SMSG_PLAYER_MOVE, recvData.size()); movementInfo.time = getMSTime(); movementInfo.guid = mover->GetGUID(); WriteMovementInfo(data, &movementInfo); mover->SendMessageToSet(&data, _player); mover->m_movementInfo = movementInfo; // 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); if (plrMover) // nothing is charmed, or player charmed { plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); if (movementInfo.pos.GetPositionZ() < -500.0f) { 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 &recv_data) { uint32 opcode = recv_data.GetOpcode(); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(Opcodes(opcode)), opcode, opcode); /* extract packet */ uint64 guid; uint32 unk1; float newspeed; recv_data.readPackGUID(guid); // now can skip not our packet if (_player->GetGUID() != guid) { recv_data.rfinish(); // prevent warnings spam return; } // continue parse packet recv_data >> unk1; // counter or moveEvent MovementInfo movementInfo; movementInfo.guid = guid; ReadMovementInfo(recv_data, &movementInfo); recv_data >> 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 (opcode) { case CMSG_MOVE_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break; case CMSG_MOVE_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break; case CMSG_MOVE_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break; case CMSG_MOVE_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break; case CMSG_MOVE_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break; case CMSG_MOVE_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break; case CMSG_MOVE_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; force_move_type = MOVE_FLIGHT; break; case CMSG_MOVE_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; force_move_type = MOVE_FLIGHT_BACK; break; case CMSG_MOVE_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; force_move_type = MOVE_PITCH_RATE; break; default: sLog->outError("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[force_move_type] > 0) { --_player->m_forced_speed_changes[force_move_type]; if (_player->m_forced_speed_changes[force_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("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value", move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed); _player->SetSpeed(move_type, _player->GetSpeedRate(move_type), true); } else // must be lesser - cheating { sLog->outBasic("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)", _player->GetName(), _player->GetSession()->GetAccountId(), _player->GetSpeed(move_type), newspeed); _player->GetSession()->KickPlayer(); } } } void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_SET_ACTIVE_MOVER"); uint64 guid; recv_data >> guid; if (GetPlayer()->IsInWorld()) { if (_player->m_mover->GetGUID() != guid) sLog->outError("HandleSetActiveMoverOpcode: incorrect mover guid: mover is " UI64FMTD " (%s - Entry: %u) and should be " UI64FMTD, guid, GetLogNameForGuid(guid), GUID_ENPART(guid), _player->m_mover->GetGUID()); } } void WorldSession::HandleMoveNotActiveMover(WorldPacket &recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER"); uint64 old_mover_guid; recv_data.readPackGUID(old_mover_guid); MovementInfo mi; ReadMovementInfo(recv_data, &mi); mi.guid = old_mover_guid; _player->m_movementInfo = mi; } void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recv_data*/) { WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8); data << uint64(GetPlayer()->GetGUID()); GetPlayer()->SendMessageToSet(&data, false); } void WorldSession::HandleMoveKnockBackAck(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_KNOCK_BACK_ACK"); uint64 guid; recv_data.readPackGUID(guid); if (_player->m_mover->GetGUID() != guid) return; recv_data.read_skip(); // unk MovementInfo movementInfo; ReadMovementInfo(recv_data, &movementInfo); _player->m_movementInfo = movementInfo; WorldPacket data(SMSG_MOVE_UPDATE_KNOCK_BACK, 66); data.appendPackGUID(guid); _player->BuildMovementPacket(&data); // knockback specific info data << movementInfo.j_sinAngle; data << movementInfo.j_cosAngle; data << movementInfo.j_xyspeed; data << movementInfo.j_zspeed; _player->SendMessageToSet(&data, false); } void WorldSession::HandleMoveHoverAck(WorldPacket& recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_HOVER_ACK"); uint64 guid; // guid - unused recv_data.readPackGUID(guid); recv_data.read_skip(); // unk MovementInfo movementInfo; ReadMovementInfo(recv_data, &movementInfo); recv_data.read_skip(); // unk2 } void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_WATER_WALK_ACK"); uint64 guid; // guid - unused recv_data.readPackGUID(guid); recv_data.read_skip(); // unk MovementInfo movementInfo; ReadMovementInfo(recv_data, &movementInfo); recv_data.read_skip(); // unk2 } void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data) { if (!_player->isAlive() || _player->isInCombat()) return; uint64 summonerGuid; bool agree; recv_data >> summonerGuid; recv_data >> agree; _player->SummonIfPossible(agree); } void WorldSession::ReadMovementInfo(WorldPacket &data, MovementInfo* mi) { bool HaveTransportData = false, HaveTransportTime2 = false, HaveTransportTime3 = false, HavePitch = false, HaveFallData = false, HaveFallDirection = false, HaveSplineElevation = false, HaveSpline = false; MovementStatusElements *sequence = GetMovementStatusElementsSequence(data.GetOpcode()); if (sequence == NULL) return; BytesGuid guid; BytesGuid tguid; guid.guid = 0; tguid.guid = 0; for (uint32 i = 0; i < MSE_COUNT; i++) { MovementStatusElements element = sequence[i]; if (element >= MSEGuidByte0 && element <= MSEGuidByte7) { data.ReadByteMask(guid.bytes[element - MSEGuidByte0]); continue; } if (element >= MSETransportGuidByte0 && element <= MSETransportGuidByte7) { if (HaveTransportData) data.ReadByteMask(tguid.bytes[element - MSETransportGuidByte0]); continue; } if (element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2) { data.ReadByteSeq(guid.bytes[element - MSEGuidByte0_2]); continue; } if (element >= MSETransportGuidByte0_2 && element <= MSETransportGuidByte7_2) { if (HaveTransportData) data.ReadByteSeq(tguid.bytes[element - MSETransportGuidByte0_2]); continue; } switch (element) { case MSEFlags: mi->flags = data.ReadBits(30); break; case MSEFlags2: mi->flags2 = data.ReadBits(12); break; case MSETimestamp: data >> mi->time; break; case MSEHavePitch: HavePitch = data.ReadBit(); break; case MSEHaveFallData: HaveFallData = data.ReadBit(); break; case MSEHaveFallDirection: if (HaveFallData) HaveFallDirection = data.ReadBit(); break; case MSEHaveTransportData: HaveTransportData = data.ReadBit(); break; case MSETransportHaveTime2: if (HaveTransportData) HaveTransportTime2 = data.ReadBit(); break; case MSETransportHaveTime3: if (HaveTransportData) HaveTransportTime3 = data.ReadBit(); break; case MSEHaveSpline: HaveSpline = data.ReadBit(); break; case MSEHaveSplineElev: HaveSplineElevation = data.ReadBit(); break; case MSEPositionX: data >> mi->pos.PositionXYZStream(); break; case MSEPositionY: case MSEPositionZ: break; // assume they always go as vector of 3 case MSEPositionO: data >> mi->pos.m_orientation; break; case MSEPitch: if (HavePitch) data >> mi->pitch; break; case MSEFallTime: if (HaveFallData) data >> mi->fallTime; break; case MSESplineElev: if (HaveSplineElevation) data >> mi->splineElevation; break; case MSEFallHorizontalSpeed: if (HaveFallDirection) data >> mi->j_xyspeed; break; case MSEFallVerticalSpeed: if (HaveFallData) data >> mi->j_zspeed; break; case MSEFallCosAngle: if (HaveFallDirection) data >> mi->j_cosAngle; break; case MSEFallSinAngle: if (HaveFallDirection) data >> mi->j_sinAngle; break; case MSETransportSeat: if (HaveTransportData) data >> mi->t_seat; break; case MSETransportPositionO: if (HaveTransportData) data >> mi->t_pos.m_orientation; break; case MSETransportPositionX: if (HaveTransportData) data >> mi->t_pos.PositionXYZStream(); break; case MSETransportPositionY: case MSETransportPositionZ: break; // assume they always go as vector of 3 case MSETransportTime: if (HaveTransportData) data >> mi->t_time; break; case MSETransportTime2: if (HaveTransportTime2) data >> mi->t_time2; break; case MSETransportTime3: if (HaveTransportTime3) data >> mi->t_time3; break; default: WPError(false, "Incorrect sequence element detected at ReadMovementInfo"); } } mi->guid = guid.guid; mi->t_guid = tguid.guid; if (HaveTransportData && mi->pos.m_positionX != mi->t_pos.m_positionX) if (GetPlayer()->GetTransport()) GetPlayer()->GetTransport()->UpdatePosition(mi); //! Anti-cheat checks. Please keep them in seperate if() blocks to maintain a clear overview. //! Might be subject to latency, so just remove improper flags. #ifdef TRINITY_DEBUG #define REMOVE_VIOLATING_FLAGS(check, maskToRemove) \ { \ if (check) \ { \ sLog->outDebug(LOG_FILTER_UNITS, "WorldSession::ReadMovementInfo: Violation of MovementFlags found (%s). " \ "MovementFlags: %u, MovementFlags2: %u for player GUID: %u. Mask %u will be removed.", \ STRINGIZE(check), mi->GetMovementFlags(), mi->GetExtraMovementFlags(), GetPlayer()->GetGUIDLow(), maskToRemove); \ mi->RemoveMovementFlag((maskToRemove)); \ } \ } #else #define REMOVE_VIOLATING_FLAGS(check, maskToRemove) \ if (check) \ mi->RemoveMovementFlag((maskToRemove)); #endif /*! This must be a packet spoofing attempt. MOVEMENTFLAG_ROOT sent from the client is not valid in conjunction with any of the moving movement flags such as MOVEMENTFLAG_FORWARD. It will freeze clients that receive this player's movement info. */ REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_ROOT), MOVEMENTFLAG_ROOT); //! Cannot hover without SPELL_AURA_HOVER REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_HOVER) && !GetPlayer()->HasAuraType(SPELL_AURA_HOVER), MOVEMENTFLAG_HOVER); //! Cannot ascend and descend at the same time REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_ASCENDING) && mi->HasMovementFlag(MOVEMENTFLAG_DESCENDING), MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING); //! Cannot move left and right at the same time REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_LEFT) && mi->HasMovementFlag(MOVEMENTFLAG_RIGHT), MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT); //! Cannot strafe left and right at the same time REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_STRAFE_LEFT) && mi->HasMovementFlag(MOVEMENTFLAG_STRAFE_RIGHT), MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT); //! Cannot pitch up and down at the same time REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_PITCH_UP) && mi->HasMovementFlag(MOVEMENTFLAG_PITCH_DOWN), MOVEMENTFLAG_PITCH_UP | MOVEMENTFLAG_PITCH_DOWN); //! Cannot move forwards and backwards at the same time REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FORWARD) && mi->HasMovementFlag(MOVEMENTFLAG_BACKWARD), MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD); //! Cannot walk on water without SPELL_AURA_WATER_WALK REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_WATERWALKING) && !GetPlayer()->HasAuraType(SPELL_AURA_WATER_WALK), MOVEMENTFLAG_WATERWALKING); //! Cannot feather fall without SPELL_AURA_FEATHER_FALL REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FALLING_SLOW) && !GetPlayer()->HasAuraType(SPELL_AURA_FEATHER_FALL), MOVEMENTFLAG_FALLING_SLOW); /*! Cannot fly if no fly auras present. Exception is being a GM. Note that we check for account level instead of Player::IsGameMaster() because in some situations it may be feasable to use .gm fly on as a GM without having .gm on, e.g. aerial combat. */ REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY) && GetSecurity() == SEC_PLAYER && !GetPlayer()->m_mover->HasAuraType(SPELL_AURA_FLY) && !GetPlayer()->m_mover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED), MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY); #undef REMOVE_VIOLATING_FLAGS } void WorldSession::WriteMovementInfo(WorldPacket &data, MovementInfo* mi) { bool HaveTransportData = mi->HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT), HaveTransportTime2 = (mi->flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT) != 0, HaveTransportTime3 = false, HavePitch = (mi->HasMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING))) || (mi->flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING), HaveFallData = mi->HasExtraMovementFlag(MOVEMENTFLAG2_INTERPOLATED_TURNING), HaveFallDirection = mi->HasMovementFlag(MOVEMENTFLAG_FALLING), HaveSplineElevation = mi->HasMovementFlag(MOVEMENTFLAG_SPLINE_ELEVATION), HaveSpline = false; MovementStatusElements *sequence = GetMovementStatusElementsSequence(data.GetOpcode()); if(!sequence) return; uint8 *guid = (uint8 *)&mi->guid; uint8 *tguid = (uint8 *)&mi->t_guid; for(uint32 i=0; i < MSE_COUNT; i++) { MovementStatusElements element = sequence[i]; if (element >= MSEGuidByte0 && element <= MSEGuidByte7) { data.WriteByteMask(guid[element - MSEGuidByte0]); continue; } if (element >= MSETransportGuidByte0 && element <= MSETransportGuidByte7) { if (HaveTransportData) data.WriteByteMask(tguid[element - MSETransportGuidByte0]); continue; } if (element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2) { data.WriteByteSeq(guid[element - MSEGuidByte0_2]); continue; } if (element >= MSETransportGuidByte0_2 && element <= MSETransportGuidByte7_2) { if (HaveTransportData) data.WriteByteSeq(tguid[element - MSETransportGuidByte0_2]); continue; } switch (element) { case MSEFlags: data.WriteBits(mi->flags, 30); break; case MSEFlags2: data.WriteBits(mi->flags2, 12); break; case MSETimestamp: data << mi->time; break; case MSEHavePitch: data.WriteBit(HavePitch); break; case MSEHaveFallData: data.WriteBit(HaveFallData); break; case MSEHaveFallDirection: if (HaveFallData) data.WriteBit(HaveFallDirection); break; case MSEHaveTransportData: data.WriteBit(HaveTransportData); break; case MSETransportHaveTime2: if (HaveTransportData) data.WriteBit(HaveTransportTime2); break; case MSETransportHaveTime3: if (HaveTransportData) data.WriteBit(HaveTransportTime3); break; case MSEHaveSpline: data.WriteBit(HaveSpline); break; case MSEHaveSplineElev: data.WriteBit(HaveSplineElevation); break; case MSEPositionX: data << mi->pos.PositionXYZStream(); break; case MSEPositionY: case MSEPositionZ: break; // assume they always go as vector of 3 case MSEPositionO: data << mi->pos.m_orientation; break; case MSEPitch: if (HavePitch) data << mi->pitch; break; case MSEFallTime: if (HaveFallData) data << mi->fallTime; break; case MSESplineElev: if (HaveSplineElevation) data << mi->splineElevation; break; case MSEFallHorizontalSpeed: if (HaveFallDirection) data << mi->j_xyspeed; break; case MSEFallVerticalSpeed: if (HaveFallData) data << mi->j_zspeed; break; case MSEFallCosAngle: if (HaveFallDirection) data << mi->j_cosAngle; break; case MSEFallSinAngle: if (HaveFallDirection) data << mi->j_sinAngle; break; case MSETransportSeat: if (HaveTransportData) data << mi->t_seat; break; case MSETransportPositionO: if (HaveTransportData) data << mi->t_pos.m_orientation; break; case MSETransportPositionX: if (HaveTransportData) data << mi->t_pos.PositionXYZStream(); break; case MSETransportPositionY: case MSETransportPositionZ: break; // assume they always go as vector of 3 case MSETransportTime: if (HaveTransportData) data << mi->t_time; break; case MSETransportTime2: if (HaveTransportTime2) data << mi->t_time2; break; case MSETransportTime3: if (HaveTransportTime3) data << mi->t_time3; break; default: WPError(false, "Incorrect sequence element detected at ReadMovementInfo"); } } }