Ejemplo n.º 1
0
void WorldSession::HandleFeatherFallAck(WorldPacket &recv_data)
{
    DEBUG_LOG("WORLD: CMSG_MOVE_FEATHER_FALL_ACK size %u", recv_data.wpos());

    ObjectGuid guid;
    MovementInfo movementInfo;
    recv_data >> guid; // guid
    recv_data.read_skip<uint32>(); // counter
    recv_data >> movementInfo;
    movementInfo.UpdateTime(recv_data.GetPacketTime());

    if (guid != _clientMoverGuid)
        return;

    if (!VerifyMovementInfo(movementInfo))
        return;

    if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
        return;

    // Position change
    HandleMoverRelocation(movementInfo);
    _player->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());

    WorldPacket data(MSG_MOVE_FEATHER_FALL, recv_data.size());
    data << guid.WriteAsPacked();
    movementInfo.Write(data);
    _player->SendMovementMessageToSet(std::move(data), true, _player);
}
Ejemplo n.º 2
0
void WorldSession::HandleMoveRootAck(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_FORCE_MOVE_ROOT_ACK");
    ObjectGuid guid;
    recv_data >> guid;

    // now can skip not our packet
    if (_player->GetObjectGuid() != guid)
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }
    MovementInfo movementInfo;
    recv_data.read_skip<uint32>();                          // unk
    recv_data >> movementInfo;
    movementInfo.UpdateTime(recv_data.GetPacketTime());

    if (!VerifyMovementInfo(movementInfo))
        return;

    if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
        return;

    // Position change
    HandleMoverRelocation(movementInfo);
    _player->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());

    WorldPacket data(MSG_MOVE_ROOT, recv_data.size());
    data << _player->GetPackGUID();
    movementInfo.Write(data);
    _player->SendMovementMessageToSet(std::move(data), true, _player);
}
Ejemplo n.º 3
0
void WorldSession::HandleMoveKnockBackAck(WorldPacket& recv_data)
{
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    Unit* mover = _player->GetMover();
    Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    MovementInfo movementInfo;
    recv_data >> movementInfo;

    if (!VerifyMovementInfo(movementInfo, movementInfo.GetGuid()))
        return;

    HandleMoverRelocation(movementInfo);

    WorldPacket data(SMSG_MOVE_UPDATE_KNOCK_BACK, recv_data.size() + 15);
    data << movementInfo;
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 4
0
void WorldSession::HandleMoveKnockBackAck( WorldPacket & recv_data )
{
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    Unit *mover = _player->GetMover();
    Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> Unused<uint32>();                          // knockback packets counter
    recv_data >> movementInfo;

    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    HandleMoverRelocation(movementInfo);

    WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 15);
    data << mover->GetPackGUID();
    data << movementInfo;
    data << movementInfo.GetJumpInfo().sinAngle;
    data << movementInfo.GetJumpInfo().cosAngle;
    data << movementInfo.GetJumpInfo().xyspeed;
    data << movementInfo.GetJumpInfo().velocity;
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 5
0
void WorldSession::HandleDismissControlledVehicle(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_DISMISS_CONTROLLED_VEHICLE");
    recv_data.hexlike();

    MovementInfo movementInfo;
    recv_data >> movementInfo;

    if (!GetPlayer()->GetVehicle())
        return;

    bool dismiss = true;

    Creature* vehicle = GetPlayer()->GetMap()->GetAnyTypeCreature(movementInfo.GetGuid());

    if (!vehicle || !vehicle->IsVehicle() || !vehicle->GetVehicleKit() || !vehicle->GetEntry())
        return;

    if (vehicle->GetVehicleKit()->GetEntry()->m_flags & (VEHICLE_FLAG_NOT_DISMISS | VEHICLE_FLAG_ACCESSORY))
        dismiss = false;

    // Client freezes...
    if (vehicle->GetEntry() == 34812 || vehicle->GetEntry() == 34819 || vehicle->GetEntry() == 34822 ||
        vehicle->GetEntry() == 34823 || vehicle->GetEntry() == 34824)
        dismiss = false;

    GetPlayer()->m_movementInfo = movementInfo;
    GetPlayer()->ExitVehicle();

    if (dismiss)
        vehicle->ForcedDespawn();
}
Ejemplo n.º 6
0
void WorldSession::HandleForceSpeedChangeAck(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Recvd CMSG_SPEED_CHANGE_ACK");
    /* extract packet */
    ObjectGuid guid;
    uint32 unk1;
    MovementInfo movementInfo;
    float newspeed;

    recv_data >> guid;
    recv_data >> unk1;                           // counter or moveEvent
    recv_data >> movementInfo;
    recv_data >> newspeed;

    // now can skip not our packet
    if (GetPlayer()->GetGUID() != guid.GetRawValue())
        return;
    /*----------------*/

    // Save movement flags
    GetPlayer()->SetUnitMovementFlags(movementInfo.GetMovementFlags());

    // 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"};

    uint16 opcode = recv_data.GetOpcode();
    switch (opcode)
    {
        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;
        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 (GetPlayer()->m_forced_speed_changes[force_move_type] > 0)
    {
        --GetPlayer()->m_forced_speed_changes[force_move_type];
        if (GetPlayer()->m_forced_speed_changes[force_move_type] > 0)
            return;
    }
}
Ejemplo n.º 7
0
void WorldSession::HandleTaxiNextDestinationOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_MOVE_SPLINE_DONE");

    MovementInfo movementInfo;                              // used only for proper packet read

    recv_data >> movementInfo;
    recv_data >> Unused<uint32>();                          // unk

    // in taxi flight packet received at the end of current path in far (multi-node) flight

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
        return;

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket(&data);
            }
        }

        DEBUG_LOG("WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint16 MountId = sObjectMgr.GetTaxiMount(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && MountId)
            SendDoFlight(MountId, path, 1);               // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next

        return;
    }
    else
    {
        GetPlayer()->m_taxi.ClearTaxiDestinations();        // not destinations, clear source node

         // has taxi flight just finished reset fall information to avoid receiving fall damage
        GetPlayer()->SetFallInformation(0, movementInfo.GetPos()->GetPositionZ());
    }
    GetPlayer()->CleanupAfterTaxiFlight();
}
Ejemplo n.º 8
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    MovementInfo info;
    info.ReadFromPacket(recvPacket);

    //Stop Emote
    if (GetPlayer()->GetUInt32Value(UNIT_NPC_EMOTESTATE))
        GetPlayer()->HandleEmoteCommand(0);

    HandleMovementInfo(info, recvPacket.GetOpcode(), recvPacket.size(), _player->m_mover);
}
Ejemplo n.º 9
0
void WorldSession::HandleMovementUnrootAck(WorldPacket& recvPacket)
{
    MovementInfo info;
    info.ReadFromPacket(recvPacket);
    
    // skip old result
    if (_player->m_movement_ack[ACK_UNROOT] != info.ackCount)
    {
        recvPacket.rfinish();
        return;
    }

    HandleMovementInfo(info, recvPacket.GetOpcode(), recvPacket.size()-4, _player->m_mover);
}
Ejemplo n.º 10
0
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recvPacket)
{
	sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_WATER_WALK_ACK");

	MovementInfo info;
	info.ReadFromPacket(recvPacket);

	recvPacket.read_skip<uint32>();                           // unk

	MovementInfo movementInfo;
	GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

	recvPacket.read_skip<uint32>();                           // unk2
}
Ejemplo n.º 11
0
bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo, ObjectGuid const& guid) const
{
    // ignore wrong guid (player attempt cheating own session for not own guid possible...)
    if (guid != _player->GetMover()->GetObjectGuid())
        return false;

    if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
        return false;

    if (movementInfo.GetTransportGuid())
    {
        // transports size limited
        // (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100)
            return false;

        if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
                                     movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o))
        {
            return false;
        }
    }

    return true;
}
Ejemplo n.º 12
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

    Unit *mover = _player->GetMover();
    Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    // 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 && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    /* process anticheat check */
    GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_MOVEMENT,movementInfo, opcode);

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    // after move info set
    if (opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE)
        mover->UpdateWalkMode(mover, false);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();             // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 13
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recv_data)
{
    Opcodes opcode = recv_data.GetOpcode();
    if (!sLog.HasLogFilter(LOG_FILTER_PLAYER_MOVES))
    {
        DEBUG_LOG("WORLD: Received opcode %s (%u, 0x%X)", LookupOpcodeName(opcode), opcode, opcode);
        recv_data.hexlike();
    }

    Unit* mover = _player->GetMover();
    Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : nullptr;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    // 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 && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    // Remove auras that should be removed at landing on ground or water
    if (opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM)
        mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // Parachutes

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();             // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(data, _player);
}
Ejemplo n.º 14
0
void WorldSession::HandleMoveSetCanFlyAckOpcode(WorldPacket& recv_data)
{
    // fly mode on/off
    DEBUG_LOG("WORLD: CMSG_MOVE_SET_CAN_FLY_ACK");
    //recv_data.hexlike();

    MovementInfo movementInfo;

    recv_data.read_skip<uint64>();                          // guid
    recv_data.read_skip<uint32>();                          // unk
    recv_data >> movementInfo;
    recv_data.read_skip<uint32>();                          // unk2

    GetPlayer()->SetUnitMovementFlags(movementInfo.GetMovementFlags());
}
Ejemplo n.º 15
0
void AnticheatMgr::TeleportPlaneHackDetection(Player* player, MovementInfo movementInfo)
{
    if ((sWorld->getIntConfig(CONFIG_ANTICHEAT_DETECTIONS_ENABLED) & TELEPORT_PLANE_HACK_DETECTION) == 0)
        return;

    uint32 key = player->GetGUIDLow();

    if (m_Players[key].GetLastMovementInfo().pos.GetPositionZ() != 0 ||
        movementInfo.pos.GetPositionZ() != 0)
        return;

    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING))
        return;

    //DEAD_FALLING was deprecated
    //if (player->getDeathState() == DEAD_FALLING)
    //    return;
    float x, y, z;
    player->GetPosition(x, y, z);
    float ground_Z = player->GetMap()->GetHeight(x, y, z);
    float z_diff = fabs(ground_Z - z);

    // we are not really walking there
    if (z_diff > 1.0f)
    {
        TC_LOG_DEBUG("entities.player.character", "AnticheatMgr:: Teleport To Plane - Hack detected player GUID (low) %u",player->GetGUIDLow());
        BuildReport(player,TELEPORT_PLANE_HACK_REPORT);
    }
}
Ejemplo n.º 16
0
void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket &recv_data)
{
    DEBUG_LOG("WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");
    recv_data.hexlike();

    MovementInfo mi;
    recv_data >> mi;

    if (_player->GetMover()->GetObjectGuid() == mi.GetGuid())
    {
        DEBUG_LOG("World: CMSG_MOVE_NOT_ACTIVE_MOVER %s received, but his now is active mover!", mi.GetGuid().GetString().c_str());
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
    }

    _player->m_movementInfo = mi;
}
Ejemplo n.º 17
0
void AnticheatMgr::TeleportPlaneHackDetection(Player* player, MovementInfo movementInfo)
{
	uint32 key = player->GetGUIDLow();

	if (m_Players[key].GetLastMovementInfo().pos.GetPositionZ() != 0 ||
		movementInfo.pos.GetPositionZ() != 0)
		return;

	if (movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING))
		return;

	//DEAD_FALLING was deprecated
	//if (player->getDeathState() == DEAD_FALLING)
	// return;
	float x, y, z;
	player->GetPosition(x, y, z);
	float ground_Z = player->GetMap()->GetHeight(x, y, z);
	float z_diff = fabs(ground_Z - z);

	// we are not really walking there
	if (z_diff > 9.0f)
	{
		Report(player, TELEPORTPLANE_HACK);
	}
}
Ejemplo n.º 18
0
void WorldSession::SynchronizeMovement(MovementInfo &movementInfo)
{
    // Get time based on server
    uint32 currMsTime = WorldTimer::getMSTime();

    // Invalidate syncs older than 750ms (and start new one)
    if (lastMoveTimeServer < currMsTime - 750)
    {
        lastMoveTimeServer = currMsTime;
    }
    else
    {
        // The time that is between last clients time and current client time gets applie to last server time
        uint32 clientMsDiff = movementInfo.time - lastMoveTimeClient;
        if (clientMsDiff > 750)
            lastMoveTimeServer = currMsTime;
        else 
        {
            uint32 serverDiffApplied = lastMoveTimeServer + clientMsDiff;
            lastMoveTimeServer = serverDiffApplied;
        }
        if (lastMoveTimeServer > currMsTime)
            lastMoveTimeServer = currMsTime;
    }

    lastMoveTimeClient = movementInfo.time;
    movementInfo.UpdateTime(lastMoveTimeServer);
}
Ejemplo n.º 19
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recv_data)
{
    Opcodes opcode = recv_data.GetOpcode();
    if (!sLog.HasLogFilter(LOG_FILTER_PLAYER_MOVES))
    {
        DEBUG_LOG("WORLD: Received opcode %s (%u, 0x%X)", LookupOpcodeName(opcode), opcode, opcode);
        recv_data.hexlike();
    }

    Unit* mover = _player->GetMover();
    Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo))
        return;

    // 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 && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    if (plMover)
        plMover->ToCPlayer()->DetectHacks(movementInfo, opcode);

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();             // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 20
0
void WorldSession::HandleMoveKnockBackAck(WorldPacket& recv_data)
{
    // Currently not used but maybe use later for recheck final player position
    // (must be at call same as into "recv_data >> x >> y >> z >> orientation;"
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    MovementInfo movementInfo;
    uint64 guid;

    recv_data >> guid;                                      // guid
    recv_data >> Unused<uint32>();                          // Always set to 0
    recv_data >> movementInfo;

    if (GetPlayer()->GetGUID() != guid)
        return;

    _player->m_movementInfo = movementInfo;

    // Calculate timestamp
    uint32 move_time, mstime;
    mstime = getMSTime();
    if(m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;
    move_time = (movementInfo.time - (mstime - m_clientTimeDelay)) + mstime + 500;
    movementInfo.time = move_time;

    // Save movement flags
    GetPlayer()->SetUnitMovementFlags(movementInfo.GetMovementFlags());

    // Send packet
    WorldPacket data(MSG_MOVE_KNOCK_BACK, uint16(recv_data.size() + 4));
    data.appendPackGUID(guid);

    /* Includes data shown below (but in different order) */
    movementInfo.Write(data);

    /* This is sent in addition to the rest of the movement data (yes, angle+velocity are sent twice) */
    data << movementInfo.j_sinAngle;
    data << movementInfo.j_cosAngle;
    data << movementInfo.j_xyspeed;
    data << movementInfo.j_velocity;

    /* Do we really need to send the data to everyone? Seemed to work better */
    _player->SendMessageToSet(&data, false); 
}
Ejemplo n.º 21
0
void WorldSession::HandleMoveKnockBackAck(WorldPacket & recv_data)
{
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    Unit *mover = _player->GetMover();
    Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid;
    recv_data >> Unused<uint32>();                          // knockback packets counter
    recv_data >> movementInfo;
    movementInfo.UpdateTime(recv_data.GetPacketTime());

    if (guid != _clientMoverGuid)
        return;
    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    if (!_player->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
        return;

    HandleMoverRelocation(movementInfo);

    // Actually other clients don't need this packet ...
    // CMSG_MOVE_KNOCK_BACK_ACK only use is to update position server side for now.
    /*
    WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 12);
    data << guid.WriteAsPacked();
    data << movementInfo;
    data << movementInfo.GetJumpInfo().sinAngle;
    data << movementInfo.GetJumpInfo().cosAngle;
    data << movementInfo.GetJumpInfo().xyspeed;
    data << movementInfo.GetJumpInfo().velocity;
    mover->SendMovementMessageToSet(&data, true, _player);*/
}
Ejemplo n.º 22
0
void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_NOT_ACTIVE_MOVER");
    recv_data.hexlike();

    MovementInfo mi;
    recv_data >> mi;

    if (_player->GetMover()->GetObjectGuid() == mi.GetGuid())
    {
        sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is %s and should be %s instead of %s",
                      _player->GetMover()->GetGuidStr().c_str(),
                      _player->GetGuidStr().c_str(),
                      mi.GetGuid().GetString().c_str());
        return;
    }

    _player->m_movementInfo = mi;
}
Ejemplo n.º 23
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    Unit *mover = _player->GetMover();
    Player *plMover = mover->ToPlayer();

    uint16 opcode = recv_data.GetOpcode();
    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    MovementInfo movementInfo;
    recv_data >> movementInfo;

    /*----------------*/
    if (recv_data.size() != recv_data.rpos())
    {
        sLog.outLog(LOG_DEFAULT, "ERROR: MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is %u bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos());
        KickPlayer();
        return;
    }

    if (!Looking4group::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
        return;

    // 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 && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFallDamage(movementInfo);

    /* process position-change */
    HandleMoverRelocation(movementInfo);
    SynchronizeMovement(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();                 // write guid
    movementInfo.Write(data);                     // write data
    mover->BroadcastPacketExcept(&data, _player);
}
Ejemplo n.º 24
0
void WorldSession::HandleMoveKnockBackAck(WorldPacket & recv_data)
{
    // Currently not used but maybe use later for recheck final player position
    // (must be at call same as into "recv_data >> x >> y >> z >> orientation;"
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    MovementInfo movementInfo;
    uint64 guid;

    recv_data >> guid;                                      // guid
    recv_data >> Unused<uint32>();                          // unk
    recv_data >> movementInfo;

    if (GetPlayer()->GetGUID() != guid)
        return;

    // Save movement flags
    GetPlayer()->SetUnitMovementFlags(movementInfo.GetMovementFlags());
}
void ModelRenderManager::UpdatePlayer(const Player& player)
{
   ATLASSERT(m_spPlayerModelRenderInstance != NULL);

   if (m_spPlayerModelRenderInstance == nullptr)
      return;

   m_modelManager.Update(player,
      m_spPlayerModelRenderInstance->DisplayState());

   m_spPlayerModelRenderInstance->SetPosition(player.Pos(), player.ViewAngle());

   MovementInfo movementInfo = player.GetMovementInfo();
   movementInfo.Position(player.Pos());

   m_spPlayerModelRenderInstance->UpdateMovementInfo(movementInfo);

   m_selectedObjectId = player.Selection();
}
Ejemplo n.º 26
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recv_data)
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

    Unit* mover = _player->GetMover();
    Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo))
        return;

    // set stand state when moving while are seated
    if (plMover->IsSitState() && plMover->isMovingOrTurning())
        plMover->SetStandState(UNIT_STAND_STATE_STAND);

    // 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 && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();             // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 27
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    Opcodes opcode = recv_data.GetOpcode();

    DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES,"WorldSession::HandleMovementOpcodes: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    //recv_data.hexlike();

    Unit* mover = _player->GetMover();
    Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, movementInfo.GetGuid()))
        return;

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == CMSG_MOVE_FALL_LAND && plMover && !plMover->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    /* process anticheat check */
    GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_MOVEMENT,movementInfo, opcode);

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(SMSG_PLAYER_MOVE, recv_data.size());
    data << movementInfo;
    mover->SendMessageToSetExcept(&data, _player);
}
Ejemplo n.º 28
0
void WorldSession::HandleDismissControlledVehicle(WorldPacket &recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_DISMISS_CONTROLLED_VEHICLE");

    uint64 vehicleGUID = _player->GetCharmGUID();

    if (!vehicleGUID)                                       // something wrong here...
    {
        recvData.rfinish();                                // prevent warnings spam
        return;
    }

    MovementInfo mi;
    mi.ReadFromPacket(recvData);
    mi.Sanitize(_player);

    _player->m_movementInfo = mi;

    _player->ExitVehicle();
}
Ejemplo n.º 29
0
void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo)
{
    //movementInfo.UpdateTime(WorldTimer::getMSTime());

    Unit *mover = _player->GetMover();

    if (Player *plMover = mover->ToPlayer())
    {
        if (sWorld.getConfig(CONFIG_ENABLE_PASSIVE_ANTICHEAT) && !plMover->hasUnitState(UNIT_STAT_LOST_CONTROL | UNIT_STAT_NOT_MOVE) && !plMover->GetSession()->HasPermissions(PERM_GMT) && plMover->m_AC_timer == 0)
            sWorld.m_ac.execute(new ACRequest(plMover, plMover->m_movementInfo, movementInfo));

        if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
        {
            if (!plMover->GetTransport())
            {
                // elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount 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)->GetObjectGuid() == movementInfo.GetTransportGuid())
                    {
                        plMover->m_transport = (*iter);
                        (*iter)->AddPassenger(plMover);
                        break;
                    }
                }
            }
        }
        else if (plMover->GetTransport())               // if we were on a transport, leave
        {
            plMover->GetTransport()->RemovePassenger(plMover);
            plMover->SetTransport(NULL);
            movementInfo.ClearTransportData();
        }

        if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater())
        {
            // now client not include swimming flag in case jumping under water
            plMover->SetInWater(!plMover->IsInWater() || plMover->GetTerrain()->IsInWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z));
        }
    }

    mover->m_movementInfo = movementInfo;
    mover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);

    if (mover->GetObjectGuid().IsPlayer())
        mover->ToPlayer()->HandleFallUnderMap(movementInfo.GetPos()->z);
}
Ejemplo n.º 30
0
bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo, ObjectGuid const& guid) const
{
    // ignore wrong guid (player attempt cheating own session for not own guid possible...)
    if (guid != _player->GetMover()->GetObjectGuid())
        return false;

    if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
        return false;

    if (movementInfo.GetTransportGuid())
    {
        if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
            movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
        {
            return false;
        }
    }

    return true;
}