mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-15 23:20:36 +01:00
890 lines
36 KiB
C++
890 lines
36 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 "WorldSession.h"
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#include "AuthenticationPackets.h"
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#include "Battleground.h"
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#include "Corpse.h"
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#include "DB2Stores.h"
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#include "FlightPathMovementGenerator.h"
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#include "GameTime.h"
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#include "Garrison.h"
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#include "InstanceLockMgr.h"
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#include "InstancePackets.h"
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#include "Log.h"
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#include "Map.h"
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#include "MapManager.h"
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#include "MiscPackets.h"
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#include "MotionMaster.h"
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#include "MoveSpline.h"
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#include "MovementGenerator.h"
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#include "MovementPackets.h"
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#include "Player.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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#include "Transport.h"
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#include "Vehicle.h"
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#include <boost/accumulators/framework/accumulator_set.hpp>
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#include <boost/accumulators/framework/features.hpp>
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#include <boost/accumulators/statistics/mean.hpp>
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#include <boost/accumulators/statistics/median.hpp>
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#include <boost/accumulators/statistics/variance.hpp>
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#include <boost/circular_buffer.hpp>
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void WorldSession::HandleMoveWorldportAckOpcode(WorldPackets::Movement::WorldPortResponse& /*packet*/)
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{
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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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bool seamlessTeleport = player->IsBeingTeleportedSeamlessly();
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player->SetSemaphoreTeleportFar(false);
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// get the teleport destination
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TeleportLocation const& loc = player->GetTeleportDest();
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// possible errors in the coordinate validity check
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if (!MapManager::IsValidMapCoord(loc.Location))
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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.Location.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 && !mEntry->IsDungeon())
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player->m_InstanceValid = true;
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Map* oldMap = player->GetMap();
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Map* newMap = loc.InstanceId ?
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sMapMgr->FindMap(loc.Location.GetMapId(), *loc.InstanceId) :
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sMapMgr->CreateMap(loc.Location.GetMapId(), GetPlayer(), loc.LfgDungeonsId);
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if (TransportBase* transport = player->GetTransport())
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transport->RemovePassenger(player);
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if (player->IsInWorld())
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{
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TC_LOG_ERROR("network", "{} {} is still in world when teleported from map {} ({}) to new map {} ({})", player->GetGUID().ToString(), player->GetName(), oldMap->GetMapName(), oldMap->GetId(), newMap ? newMap->GetMapName() : "Unknown", loc.Location.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 {} ({}) could not be created for player {} ({}), porting player to homebind", loc.Location.GetMapId(), newMap ? newMap->GetMapName() : "Unknown", player->GetGUID().ToString(), player->GetName());
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player->TeleportTo(player->m_homebind);
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return;
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}
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float z = loc.Location.GetPositionZ() + player->GetHoverOffset();
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player->Relocate(loc.Location.GetPositionX(), loc.Location.GetPositionY(), z, loc.Location.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->UpdatePositionData();
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WorldPackets::Movement::ResumeToken resumeToken;
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resumeToken.SequenceIndex = player->m_movementCounter;
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resumeToken.Reason = seamlessTeleport ? 2 : 1;
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SendPacket(resumeToken.Write());
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if (!seamlessTeleport)
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player->SendInitialPacketsBeforeAddToMap();
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if (player->m_teleport_dest.TransportGuid)
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{
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if (GameObject* go = newMap->GetTransport(*player->m_teleport_dest.TransportGuid))
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{
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if (TransportBase* newTransport = go->ToTransportBase())
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{
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newTransport->AddPassenger(player, loc.Location);
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player->Relocate(newTransport->GetPositionWithOffset(loc.Location));
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}
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}
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}
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else if (TransportBase* transport = player->GetTransport())
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transport->RemovePassenger(player);
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if (!player->GetMap()->AddPlayerToMap(player, !seamlessTeleport))
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{
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TC_LOG_ERROR("network", "WORLD: failed to teleport player {} {} to map {} ({}) because of unknown reason!",
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player->GetName(), player->GetGUID().ToString(), loc.Location.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_homebind);
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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, BATTLEGROUND_QUEUE_NONE);
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// reset destination bg team
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player->SetBGTeam(TEAM_OTHER);
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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, player->m_bgData.queueId);
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}
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}
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if (!seamlessTeleport)
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player->SendInitialPacketsAfterAddToMap();
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else
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{
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player->UpdateVisibilityForPlayer();
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if (Garrison* garrison = player->GetGarrison())
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garrison->SendRemoteInfo();
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}
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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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if (!seamlessTeleport)
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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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}
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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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if (mEntry->IsDungeon())
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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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MapDb2Entries entries{ mEntry->ID, newMap->GetDifficultyID() };
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if (entries.MapDifficulty->HasResetSchedule())
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{
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WorldPackets::Instance::RaidInstanceMessage raidInstanceMessage;
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raidInstanceMessage.Type = RAID_INSTANCE_WELCOME;
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raidInstanceMessage.MapID = mEntry->ID;
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raidInstanceMessage.DifficultyID = newMap->GetDifficultyID();
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if (InstanceLock const* playerLock = sInstanceLockMgr.FindActiveInstanceLock(GetPlayer()->GetGUID(), entries))
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{
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raidInstanceMessage.Locked = !playerLock->IsExpired();
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raidInstanceMessage.Extended = playerLock->IsExtended();
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}
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else
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{
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raidInstanceMessage.Locked = false;
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raidInstanceMessage.Extended = false;
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}
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SendPacket(raidInstanceMessage.Write());
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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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}
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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->HasPlayerFlag(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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player->ResummonBattlePetTemporaryUnSummonedIfAny();
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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::HandleSuspendTokenResponse(WorldPackets::Movement::SuspendTokenResponse& /*suspendTokenResponse*/)
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{
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if (!_player->IsBeingTeleportedFar())
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return;
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TeleportLocation const& loc = GetPlayer()->GetTeleportDest();
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if (sMapStore.AssertEntry(loc.Location.GetMapId())->IsDungeon())
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{
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WorldPackets::Instance::UpdateLastInstance updateLastInstance;
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updateLastInstance.MapID = loc.Location.GetMapId();
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SendPacket(updateLastInstance.Write());
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}
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WorldPackets::Movement::NewWorld packet;
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packet.MapID = loc.Location.GetMapId();
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packet.Loc.Pos = loc.Location;
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packet.Reason = !_player->IsBeingTeleportedSeamlessly() ? NEW_WORLD_NORMAL : NEW_WORLD_SEAMLESS;
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packet.Counter = _player->GetNewWorldCounter();
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SendPacket(packet.Write());
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if (_player->IsBeingTeleportedSeamlessly())
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HandleMoveWorldportAck();
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}
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void WorldSession::HandleMoveTeleportAck(WorldPackets::Movement::MoveTeleportAck& packet)
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{
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TC_LOG_DEBUG("network", "CMSG_MOVE_TELEPORT_ACK: Guid: {}, Sequence: {}, Time: {}", packet.MoverGUID.ToString(), packet.AckIndex, packet.MoveTime);
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Player* plMover = _player->GetUnitBeingMoved()->ToPlayer();
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if (!plMover || !plMover->IsBeingTeleportedNear())
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return;
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if (packet.MoverGUID != plMover->GetGUID())
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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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TeleportLocation const& dest = plMover->GetTeleportDest();
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WorldLocation destLocation = dest.Location;
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if (dest.TransportGuid)
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{
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if (GameObject* go = plMover->GetMap()->GetGameObject(*dest.TransportGuid))
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{
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if (TransportBase* transport = go->ToTransportBase())
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{
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transport->AddPassenger(plMover, destLocation);
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destLocation.Relocate(transport->GetPositionWithOffset(plMover->m_movementInfo.transport.pos));
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}
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}
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}
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plMover->UpdatePosition(destLocation, 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->HasPlayerFlag(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(WorldPackets::Movement::ClientPlayerMovement& packet)
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{
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HandleMovementOpcode(packet.GetOpcode(), packet.Status);
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}
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void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movementInfo)
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{
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Unit* mover = _player->GetUnitBeingMoved();
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ASSERT(mover != nullptr); // there must always be a mover
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Player* plrMover = mover->ToPlayer();
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TC_LOG_TRACE("opcodes.movement", "HandleMovementOpcode Name {}: opcode {} {} Flags {} Flags2 {} Pos {}",
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mover->GetName(), opcode, GetOpcodeNameForLogging(opcode),
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movementInfo.flags, movementInfo.flags2, movementInfo.pos.ToString());
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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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return;
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GetPlayer()->ValidateMovementInfo(&movementInfo);
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// prevent tampered movement data
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if (movementInfo.guid != mover->GetGUID())
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{
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TC_LOG_ERROR("network", "HandleMovementOpcodes: guid error");
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return;
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}
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if (!movementInfo.pos.IsPositionValid())
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return;
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if (!mover->movespline->Finalized())
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return;
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// stop some emotes at player move
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if (plrMover && (plrMover->GetEmoteState() != 0))
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plrMover->SetEmoteState(EMOTE_ONESHOT_NONE);
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/* handle special cases */
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if (!movementInfo.transport.guid.IsEmpty())
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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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return;
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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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return;
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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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return;
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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 (GameObject* go = plrMover->GetMap()->GetGameObject(movementInfo.transport.guid))
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if (TransportBase* transport = go->ToTransportBase())
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transport->AddPassenger(plrMover, movementInfo.transport.pos);
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}
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else if (plrMover->GetTransport()->GetTransportGUID() != movementInfo.transport.guid)
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{
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plrMover->GetTransport()->RemovePassenger(plrMover);
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if (GameObject* go = plrMover->GetMap()->GetGameObject(movementInfo.transport.guid))
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{
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if (TransportBase* transport = go->ToTransportBase())
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transport->AddPassenger(plrMover, movementInfo.transport.pos);
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else
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movementInfo.ResetTransport();
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}
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else
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movementInfo.ResetTransport();
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}
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}
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if (!mover->GetTransport() && !mover->GetVehicle())
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movementInfo.transport.Reset();
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}
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else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave
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plrMover->GetTransport()->RemovePassenger(plrMover);
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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 == CMSG_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 == CMSG_MOVE_FALL_LAND || opcode == CMSG_MOVE_START_SWIM || opcode == CMSG_MOVE_SET_FLY)
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mover->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::LandingOrFlight); // Parachutes
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if (opcode == CMSG_MOVE_SET_FLY || opcode == CMSG_MOVE_SET_ADV_FLY)
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{
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_player->UnsummonPetTemporaryIfAny(); // always do the pet removal on current client activeplayer only
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_player->UnsummonBattlePetTemporaryIfAny(true);
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}
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/* process position-change */
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movementInfo.guid = mover->GetGUID();
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movementInfo.time = AdjustClientMovementTime(movementInfo.time);
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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(SpellAuraInterruptFlags::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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WorldPackets::Movement::MoveUpdate moveUpdate;
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moveUpdate.Status = &mover->m_movementInfo;
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mover->SendMessageToSet(moveUpdate.Write(), _player);
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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(plrMover->GetPhaseShift(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()))
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{
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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())
|
|
{
|
|
TC_LOG_DEBUG("entities.player.falldamage", "FALLDAMAGE Below map. Map min height: {} , Player debug info:\n{}", plrMover->GetMap()->GetMinHeight(plrMover->GetPhaseShift(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()), plrMover->GetDebugInfo());
|
|
plrMover->SetPlayerFlag(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->RemovePlayerFlag(PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
|
|
|
|
if (opcode == CMSG_MOVE_JUMP)
|
|
{
|
|
plrMover->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::Jump);
|
|
Unit::ProcSkillsAndAuras(plrMover, nullptr, PROC_FLAG_JUMP, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr);
|
|
}
|
|
|
|
// Whenever a player stops a movement action, several position based checks and updates are being performed
|
|
switch (opcode)
|
|
{
|
|
case CMSG_MOVE_SET_FLY:
|
|
case CMSG_MOVE_FALL_LAND:
|
|
case CMSG_MOVE_STOP:
|
|
case CMSG_MOVE_STOP_STRAFE:
|
|
case CMSG_MOVE_STOP_TURN:
|
|
case CMSG_MOVE_STOP_SWIM:
|
|
case CMSG_MOVE_STOP_PITCH:
|
|
case CMSG_MOVE_STOP_ASCEND:
|
|
plrMover->UpdateZoneAndAreaId();
|
|
plrMover->UpdateIndoorsOutdoorsAuras();
|
|
plrMover->UpdateTavernRestingState();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleForceSpeedChangeAck(WorldPackets::Movement::MovementSpeedAck& packet)
|
|
{
|
|
|
|
GetPlayer()->ValidateMovementInfo(&packet.Ack.Status);
|
|
|
|
// now can skip not our packet
|
|
if (_player->GetGUID() != packet.Ack.Status.guid)
|
|
return;
|
|
|
|
/*----------------*/
|
|
|
|
// 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"
|
|
};
|
|
|
|
OpcodeClient opcode = packet.GetOpcode();
|
|
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:
|
|
TC_LOG_ERROR("network", "WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: {}", 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() && std::fabs(_player->GetSpeed(move_type) - packet.Speed) > 0.01f)
|
|
{
|
|
if (_player->GetSpeed(move_type) > packet.Speed) // must be greater - just correct
|
|
{
|
|
TC_LOG_ERROR("network", "{}SpeedChange player {} is NOT correct (must be {} instead {}), force set to correct value",
|
|
move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), packet.Speed);
|
|
_player->SetSpeedRate(move_type, _player->GetSpeedRate(move_type));
|
|
}
|
|
else // must be lesser - cheating
|
|
{
|
|
TC_LOG_DEBUG("misc", "Player {} from account id {} kicked for incorrect speed (must be {} instead {})",
|
|
_player->GetName(), _player->GetSession()->GetAccountId(), _player->GetSpeed(move_type), packet.Speed);
|
|
_player->GetSession()->KickPlayer("WorldSession::HandleForceSpeedChangeAck Incorrect speed");
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleSetAdvFlyingSpeedAck(WorldPackets::Movement::MovementSpeedAck& speedAck)
|
|
{
|
|
GetPlayer()->ValidateMovementInfo(&speedAck.Ack.Status);
|
|
}
|
|
|
|
void WorldSession::HandleSetAdvFlyingSpeedRangeAck(WorldPackets::Movement::MovementSpeedRangeAck& speedRangeAck)
|
|
{
|
|
GetPlayer()->ValidateMovementInfo(&speedRangeAck.Ack.Status);
|
|
}
|
|
|
|
void WorldSession::HandleSetActiveMoverOpcode(WorldPackets::Movement::SetActiveMover& packet)
|
|
{
|
|
if (GetPlayer()->IsInWorld())
|
|
if (_player->GetUnitBeingMoved()->GetGUID() != packet.ActiveMover)
|
|
TC_LOG_DEBUG("network", "HandleSetActiveMoverOpcode: incorrect mover guid: mover is {} and should be {}" , packet.ActiveMover.ToString(), _player->GetUnitBeingMoved()->GetGUID().ToString());
|
|
}
|
|
|
|
void WorldSession::HandleMoveKnockBackAck(WorldPackets::Movement::MoveKnockBackAck& movementAck)
|
|
{
|
|
GetPlayer()->ValidateMovementInfo(&movementAck.Ack.Status);
|
|
|
|
if (_player->m_unitMovedByMe->GetGUID() != movementAck.Ack.Status.guid)
|
|
return;
|
|
|
|
movementAck.Ack.Status.time = AdjustClientMovementTime(movementAck.Ack.Status.time);
|
|
_player->m_movementInfo = movementAck.Ack.Status;
|
|
|
|
WorldPackets::Movement::MoveUpdateKnockBack updateKnockBack;
|
|
updateKnockBack.Status = &_player->m_movementInfo;
|
|
_player->SendMessageToSet(updateKnockBack.Write(), false);
|
|
}
|
|
|
|
void WorldSession::HandleMovementAckMessage(WorldPackets::Movement::MovementAckMessage& movementAck)
|
|
{
|
|
GetPlayer()->ValidateMovementInfo(&movementAck.Ack.Status);
|
|
}
|
|
|
|
void WorldSession::HandleSummonResponseOpcode(WorldPackets::Movement::SummonResponse& packet)
|
|
{
|
|
if (!_player->IsAlive() || _player->IsInCombat())
|
|
return;
|
|
|
|
_player->SummonIfPossible(packet.Accept);
|
|
}
|
|
|
|
void WorldSession::HandleSetCollisionHeightAck(WorldPackets::Movement::MoveSetCollisionHeightAck& setCollisionHeightAck)
|
|
{
|
|
GetPlayer()->ValidateMovementInfo(&setCollisionHeightAck.Data.Status);
|
|
}
|
|
|
|
void WorldSession::HandleMoveApplyMovementForceAck(WorldPackets::Movement::MoveApplyMovementForceAck& moveApplyMovementForceAck)
|
|
{
|
|
Unit* mover = _player->m_unitMovedByMe;
|
|
ASSERT(mover != nullptr);
|
|
_player->ValidateMovementInfo(&moveApplyMovementForceAck.Ack.Status);
|
|
|
|
// prevent tampered movement data
|
|
if (moveApplyMovementForceAck.Ack.Status.guid != mover->GetGUID())
|
|
{
|
|
TC_LOG_ERROR("network", "HandleMoveApplyMovementForceAck: guid error, expected {}, got {}",
|
|
mover->GetGUID().ToString(), moveApplyMovementForceAck.Ack.Status.guid.ToString());
|
|
return;
|
|
}
|
|
|
|
moveApplyMovementForceAck.Ack.Status.time = AdjustClientMovementTime(moveApplyMovementForceAck.Ack.Status.time);
|
|
|
|
WorldPackets::Movement::MoveUpdateApplyMovementForce updateApplyMovementForce;
|
|
updateApplyMovementForce.Status = &moveApplyMovementForceAck.Ack.Status;
|
|
updateApplyMovementForce.Force = &moveApplyMovementForceAck.Force;
|
|
mover->SendMessageToSet(updateApplyMovementForce.Write(), false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveRemoveMovementForceAck(WorldPackets::Movement::MoveRemoveMovementForceAck& moveRemoveMovementForceAck)
|
|
{
|
|
Unit* mover = _player->m_unitMovedByMe;
|
|
ASSERT(mover != nullptr);
|
|
_player->ValidateMovementInfo(&moveRemoveMovementForceAck.Ack.Status);
|
|
|
|
// prevent tampered movement data
|
|
if (moveRemoveMovementForceAck.Ack.Status.guid != mover->GetGUID())
|
|
{
|
|
TC_LOG_ERROR("network", "HandleMoveRemoveMovementForceAck: guid error, expected {}, got {}",
|
|
mover->GetGUID().ToString(), moveRemoveMovementForceAck.Ack.Status.guid.ToString());
|
|
return;
|
|
}
|
|
|
|
moveRemoveMovementForceAck.Ack.Status.time = AdjustClientMovementTime(moveRemoveMovementForceAck.Ack.Status.time);
|
|
|
|
WorldPackets::Movement::MoveUpdateRemoveMovementForce updateRemoveMovementForce;
|
|
updateRemoveMovementForce.Status = &moveRemoveMovementForceAck.Ack.Status;
|
|
updateRemoveMovementForce.TriggerGUID = moveRemoveMovementForceAck.ID;
|
|
mover->SendMessageToSet(updateRemoveMovementForce.Write(), false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveSetModMovementForceMagnitudeAck(WorldPackets::Movement::MovementSpeedAck& setModMovementForceMagnitudeAck)
|
|
{
|
|
Unit* mover = _player->m_unitMovedByMe;
|
|
ASSERT(mover != nullptr); // there must always be a mover
|
|
_player->ValidateMovementInfo(&setModMovementForceMagnitudeAck.Ack.Status);
|
|
|
|
// prevent tampered movement data
|
|
if (setModMovementForceMagnitudeAck.Ack.Status.guid != mover->GetGUID())
|
|
{
|
|
TC_LOG_ERROR("network", "HandleSetModMovementForceMagnitudeAck: guid error, expected {}, got {}",
|
|
mover->GetGUID().ToString(), setModMovementForceMagnitudeAck.Ack.Status.guid.ToString());
|
|
return;
|
|
}
|
|
|
|
// skip all except last
|
|
if (_player->m_movementForceModMagnitudeChanges > 0)
|
|
{
|
|
--_player->m_movementForceModMagnitudeChanges;
|
|
if (!_player->m_movementForceModMagnitudeChanges)
|
|
{
|
|
float expectedModMagnitude = 1.0f;
|
|
if (MovementForces const* movementForces = mover->GetMovementForces())
|
|
expectedModMagnitude = movementForces->GetModMagnitude();
|
|
|
|
if (std::fabs(expectedModMagnitude - setModMovementForceMagnitudeAck.Speed) > 0.01f)
|
|
{
|
|
TC_LOG_DEBUG("misc", "Player {} from account id {} kicked for incorrect movement force magnitude (must be {} instead {})",
|
|
_player->GetName(), _player->GetSession()->GetAccountId(), expectedModMagnitude, setModMovementForceMagnitudeAck.Speed);
|
|
_player->GetSession()->KickPlayer("WorldSession::HandleMoveSetModMovementForceMagnitudeAck Incorrect magnitude");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
setModMovementForceMagnitudeAck.Ack.Status.time = AdjustClientMovementTime(setModMovementForceMagnitudeAck.Ack.Status.time);
|
|
|
|
WorldPackets::Movement::MoveUpdateSpeed updateModMovementForceMagnitude(SMSG_MOVE_UPDATE_MOD_MOVEMENT_FORCE_MAGNITUDE);
|
|
updateModMovementForceMagnitude.Status = &setModMovementForceMagnitudeAck.Ack.Status;
|
|
updateModMovementForceMagnitude.Speed = setModMovementForceMagnitudeAck.Speed;
|
|
mover->SendMessageToSet(updateModMovementForceMagnitude.Write(), false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveSplineDoneOpcode(WorldPackets::Movement::MoveSplineDone& moveSplineDone)
|
|
{
|
|
MovementInfo movementInfo = moveSplineDone.Status;
|
|
_player->ValidateMovementInfo(&movementInfo);
|
|
|
|
// in taxi flight packet received in 2 case:
|
|
// 1) end taxi path in far (multi-node) flight
|
|
// 2) switch from one map to other in case multim-map taxi path
|
|
// we need process only (1)
|
|
|
|
uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
|
|
if (curDest)
|
|
{
|
|
TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);
|
|
|
|
// far teleport case
|
|
if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
|
|
{
|
|
if (FlightPathMovementGenerator* flight = dynamic_cast<FlightPathMovementGenerator*>(GetPlayer()->GetMotionMaster()->GetCurrentMovementGenerator()))
|
|
{
|
|
bool shouldTeleport = curDestNode && curDestNode->ContinentID != GetPlayer()->GetMapId();
|
|
if (!shouldTeleport)
|
|
{
|
|
TaxiPathNodeEntry const* currentNode = flight->GetPath()[flight->GetCurrentNode()];
|
|
shouldTeleport = currentNode->Flags & TAXI_PATH_NODE_FLAG_TELEPORT;
|
|
}
|
|
|
|
if (shouldTeleport)
|
|
{
|
|
// short preparations to continue flight
|
|
flight->SetCurrentNodeAfterTeleport();
|
|
TaxiPathNodeEntry const* node = flight->GetPath()[flight->GetCurrentNode()];
|
|
flight->SkipCurrentNode();
|
|
|
|
GetPlayer()->TeleportTo(curDestNode->ContinentID, node->Loc.X, node->Loc.Y, node->Loc.Z, GetPlayer()->GetOrientation());
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// at this point only 1 node is expected (final destination)
|
|
if (GetPlayer()->m_taxi.GetPath().size() != 1)
|
|
return;
|
|
|
|
GetPlayer()->CleanupAfterTaxiFlight();
|
|
GetPlayer()->SetFallInformation(0, GetPlayer()->GetPositionZ());
|
|
if (GetPlayer()->pvpInfo.IsHostile)
|
|
GetPlayer()->CastSpell(GetPlayer(), 2479, true);
|
|
}
|
|
|
|
void WorldSession::HandleMoveTimeSkippedOpcode(WorldPackets::Movement::MoveTimeSkipped& moveTimeSkipped)
|
|
{
|
|
Unit* mover = GetPlayer()->m_unitMovedByMe;
|
|
if (!mover)
|
|
{
|
|
TC_LOG_WARN("entities.player", "WorldSession::HandleMoveTimeSkippedOpcode wrong mover state from the unit moved by {}", GetPlayer()->GetGUID().ToString());
|
|
return;
|
|
}
|
|
|
|
// prevent tampered movement data
|
|
if (moveTimeSkipped.MoverGUID != mover->GetGUID())
|
|
{
|
|
TC_LOG_WARN("entities.player", "WorldSession::HandleMoveTimeSkippedOpcode wrong guid from the unit moved by {}", GetPlayer()->GetGUID().ToString());
|
|
return;
|
|
}
|
|
|
|
mover->m_movementInfo.time += moveTimeSkipped.TimeSkipped;
|
|
|
|
WorldPackets::Movement::MoveSkipTime moveSkipTime;
|
|
moveSkipTime.MoverGUID = moveTimeSkipped.MoverGUID;
|
|
moveSkipTime.TimeSkipped = moveTimeSkipped.TimeSkipped;
|
|
mover->SendMessageToSet(moveSkipTime.Write(), _player);
|
|
}
|
|
|
|
void WorldSession::HandleTimeSync(uint32 counter, int64 clientTime, TimePoint responseReceiveTime)
|
|
{
|
|
auto serverTimeAtSent = _pendingTimeSyncRequests.extract(counter);
|
|
if (!serverTimeAtSent)
|
|
return;
|
|
|
|
// 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.mapped(), responseReceiveTime);
|
|
int64 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 = 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
|
|
// 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 [_, roundTripDuration] : *_timeSyncClockDeltaQueue)
|
|
latencyAccumulator(roundTripDuration);
|
|
|
|
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 [clockDelta, roundTripDuration] : *_timeSyncClockDeltaQueue)
|
|
{
|
|
if (roundTripDuration < latencyStandardDeviation + latencyMedian) {
|
|
clockDeltasAfterFiltering(clockDelta);
|
|
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)
|
|
_timeSyncClockDelta = _timeSyncClockDeltaQueue->back().first;
|
|
|
|
if (_player)
|
|
{
|
|
_player->SetPlayerLocalFlag(PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME);
|
|
_player->SetTransportServerTime(int32(_timeSyncClockDelta));
|
|
}
|
|
}
|