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; return VerifyMovementInfo(movementInfo); }
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); }
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); }
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); }
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);*/ }
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); }
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); }
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 : nullptr; // 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); if (plMover->IsFreeFlying()) plMover->SetCanFly(true); 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); }
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); // ---- anti-cheat features -->>> uint32 Anti_TeleTimeDiff=plMover ? time(NULL) - plMover->Anti__GetLastTeleTime() : time(NULL); static const uint32 Anti_TeleTimeIgnoreDiff=sWorld.GetMvAnticheatIgnoreAfterTeleport(); if (plMover && (plMover->m_transport == 0) && sWorld.GetMvAnticheatEnable() && GetPlayer()->GetSession()->GetSecurity() <= sWorld.GetMvAnticheatGmLevel() && GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()!=FLIGHT_MOTION_TYPE && Anti_TeleTimeDiff>Anti_TeleTimeIgnoreDiff) { const uint32 CurTime=getMSTime(); if (getMSTimeDiff(GetPlayer()->m_anti_lastalarmtime,CurTime) > sWorld.GetMvAnticheatAlarmPeriod()) { GetPlayer()->m_anti_alarmcount = 0; } /* I really don't care about movement-type yet (todo) UnitMoveType move_type; if (movementInfo.flags & MOVEMENTFLAG_FLYING) move_type = MOVE_FLY; else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING) move_type = MOVE_SWIM; else if (movementInfo.flags & MOVEMENTFLAG_WALK_MODE) move_type = MOVE_WALK; else move_type = MOVE_RUN;*/ float delta_x = GetPlayer()->GetPositionX() - movementInfo.GetPos()->x; float delta_y = GetPlayer()->GetPositionY() - movementInfo.GetPos()->y; float delta_z = GetPlayer()->GetPositionZ() - movementInfo.GetPos()->z; float delta = sqrt(delta_x * delta_x + delta_y * delta_y); // Len of movement-vector via Pythagoras (a^2+b^2=Len^2) float tg_z = 0.0f; //tangens float delta_t = getMSTimeDiff(GetPlayer()->m_anti_lastmovetime,CurTime); GetPlayer()->m_anti_lastmovetime = CurTime; GetPlayer()->m_anti_MovedLen += delta; if (delta_t > 15000.0f) { delta_t = 15000.0f; } // Tangens of walking angel if (!(movementInfo.GetMovementFlags() & (MOVEFLAG_FLYING | MOVEFLAG_SWIMMING))) { tg_z = ((delta !=0.0f) && (delta_z > 0.0f)) ? (atan((delta_z*delta_z) / delta) * 180.0f / M_PI) : 0.0f; } //antiOFF fall-damage, MOVEMENTFLAG_UNK4 seted by client if player try movement when falling and unset in this case the MOVEMENTFLAG_FALLING flag. if ((!GetPlayer()->CanFly() && GetPlayer()->m_anti_BeginFallZ == INVALID_HEIGHT) && (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR)) != 0) { GetPlayer()->m_anti_BeginFallZ=(float)(movementInfo.GetPos()->z); } if (GetPlayer()->m_anti_NextLenCheck <= CurTime) { // Check every 500ms is a lot more advisable then 1000ms, because normal movment packet arrives every 500ms uint32 OldNextLenCheck=GetPlayer()->m_anti_NextLenCheck; float delta_xyt=GetPlayer()->m_anti_MovedLen/(float)(getMSTimeDiff(OldNextLenCheck-500,CurTime)); GetPlayer()->m_anti_NextLenCheck = CurTime+500; GetPlayer()->m_anti_MovedLen = 0.0f; static const float MaxDeltaXYT = sWorld.GetMvAnticheatMaxXYT(); if (delta_xyt > MaxDeltaXYT && delta<=100.0f && GetPlayer()->GetZoneId() != 2257) { if (sWorld.GetMvAnticheatSpeedCheck()) Anti__CheatOccurred(CurTime,"Speed hack",delta_xyt,LookupOpcodeName(opcode), (float)(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()), (float)(getMSTimeDiff(OldNextLenCheck-500,CurTime))); } } if (delta > 100.0f && GetPlayer()->GetZoneId() != 2257) { if (sWorld.GetMvAnticheatTeleportCheck()) Anti__ReportCheat("Tele hack",delta,LookupOpcodeName(opcode)); } // Check for waterwalking . Fix new way of checking for waterwalking by Darky88 if (movementInfo.HasMovementFlag(MOVEFLAG_WATERWALKING) && !(GetPlayer()->HasAuraType(SPELL_AURA_WATER_WALK) || GetPlayer()->HasAuraType(SPELL_AURA_GHOST))) { if(sWorld.GetMvAnticheatWaterCheck()) Anti__CheatOccurred(CurTime,"Water walking",0.0f,NULL,0.0f,(uint32)(movementInfo.GetMovementFlags())); } // Check for walking upwards a mountain while not beeing able to do that, New check by Darky88 if ((delta_z < -2.3f) && (tg_z > 2.37f)) { if (sWorld.GetMvAnticheatMountainCheck()) Anti__CheatOccurred(CurTime,"Mountain hack",tg_z,NULL,delta,delta_z); } static const float DIFF_OVERGROUND = 10.0f; float Anti__GroundZ = GetPlayer()->GetTerrain()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),MAX_HEIGHT); float Anti__FloorZ = GetPlayer()->GetTerrain()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ()); float Anti__MapZ = ((Anti__FloorZ <= (INVALID_HEIGHT+5.0f)) ? Anti__GroundZ : Anti__FloorZ) + DIFF_OVERGROUND; if (!GetPlayer()->CanFly() && !GetPlayer()->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f) && Anti__MapZ < GetPlayer()->GetPositionZ() && Anti__MapZ > (INVALID_HEIGHT+DIFF_OVERGROUND + 5.0f)) { static const float DIFF_AIRJUMP=25.0f; // 25 is realy high, but to many false positives... // Air-Jump-Detection definitively needs a better way to be detected... if ((movementInfo.GetMovementFlags() & (MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING | MOVEFLAG_ROOT)) != 0) // Fly Hack { // Fix Aura 55164 if (!GetPlayer()->HasAura(55164) || !GetPlayer()->HasAuraType(SPELL_AURA_FEATHER_FALL)) if (sWorld.GetMvAnticheatFlyCheck()) Anti__CheatOccurred(CurTime,"Fly hack", ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_FLY))) + ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED))*2), NULL,GetPlayer()->GetPositionZ()-Anti__MapZ); } // Need a better way to do that - currently a lot of fake alarms else if ((Anti__MapZ+DIFF_AIRJUMP < GetPlayer()->GetPositionZ() && (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLINGFAR | MOVEFLAG_PENDINGSTOP))==0) || (Anti__MapZ < GetPlayer()->GetPositionZ() && opcode==MSG_MOVE_JUMP) && !GetPlayer()->HasAuraType(SPELL_AURA_FEATHER_FALL)) { if (sWorld.GetMvAnticheatJumpCheck()) Anti__CheatOccurred(CurTime,"Possible Air Jump Hack",0.0f,LookupOpcodeName(opcode),0.0f,movementInfo.GetMovementFlags()); } } /*if(Anti__FloorZ < -199900.0f && Anti__GroundZ >= -199900.0f && GetPlayer()->GetPositionZ()+5.0f < Anti__GroundZ) { Anti__CheatOccurred(CurTime,"Teleport2Plane hack", GetPlayer()->GetPositionZ(),NULL,Anti__GroundZ); }*/ //Teleport To Plane checks if (movementInfo.GetPos()->z < 0.0001f && movementInfo.GetPos()->z > -0.0001f && (!movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING)))) { if(sWorld.GetMvAnticheatTeleport2PlaneCheck()) { // Prevent using TeleportToPlan. Map *map = GetPlayer()->GetMap(); if (map) { float plane_z = map->GetTerrain()->GetHeight(movementInfo.GetPos()->x, movementInfo.GetPos()->y, MAX_HEIGHT) - movementInfo.GetPos()->z; plane_z = (plane_z < -500.0f) ? 0 : plane_z; //check holes in heigth map if(plane_z > 0.1f || plane_z < -0.1f) { if(sWorld.GetMvAnticheatTeleport2PlaneCheck()) Anti__CheatOccurred(CurTime,"Teleport2Plane hack",GetPlayer()->GetPositionZ(),NULL,plane_z); } } } } } // <<---- anti-cheat features /* 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); }
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); // Movement safety checks uint32 Anti_TeleTimeDiff=plMover ? time(NULL) - plMover->Anti__GetLastTeleTime() : time(NULL); static const uint32 Anti_TeleTimeIgnoreDiff=10; if (plMover && plMover->IsInWorld() && GetSecurity() == SEC_PLAYER && (plMover->m_transport == 0) && GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()!=FLIGHT_MOTION_TYPE && Anti_TeleTimeDiff>Anti_TeleTimeIgnoreDiff) { const uint32 CurTime = WorldTimer::getMSTime(); if (WorldTimer::getMSTimeDiff(GetPlayer()->m_anti_lastalarmtime,CurTime) > 5000) { GetPlayer()->m_anti_alarmcount = 0; } float delta_x = GetPlayer()->GetPositionX() - movementInfo.GetPos()->x; float delta_y = GetPlayer()->GetPositionY() - movementInfo.GetPos()->y; float delta_z = GetPlayer()->GetPositionZ() - movementInfo.GetPos()->z; float delta = sqrt(delta_x * delta_x + delta_y * delta_y); // Len of movement-vector via Pythagoras (a^2+b^2=Len^2) float tg_z = 0.0f; //tangens float delta_t = WorldTimer::getMSTimeDiff(GetPlayer()->m_anti_lastmovetime,CurTime); GetPlayer()->m_anti_lastmovetime = CurTime; GetPlayer()->m_anti_MovedLen += delta; if (delta_t > 15000.0f) { delta_t = 15000.0f; } // Tangens of walking angel if (!(movementInfo.GetMovementFlags() & (MOVEFLAG_FLYING | MOVEFLAG_SWIMMING))) { tg_z = ((delta !=0.0f) && (delta_z > 0.0f)) ? (atan((delta_z*delta_z) / delta) * 180.0f / M_PI) : 0.0f; } if (GetPlayer()->m_anti_NextLenCheck <= CurTime) { // Check every 500ms is a lot more advisable then 1000ms, because normal movment packet arrives every 500ms uint32 OldNextLenCheck=GetPlayer()->m_anti_NextLenCheck; float delta_xyt=GetPlayer()->m_anti_MovedLen/(float)(WorldTimer::getMSTimeDiff(OldNextLenCheck-500,CurTime)); GetPlayer()->m_anti_NextLenCheck = CurTime+500; GetPlayer()->m_anti_MovedLen = 0.0f; static const float MaxDeltaXYT = 0.035f; if (delta_xyt > MaxDeltaXYT && delta<=100.0f && GetPlayer()->GetZoneId() != 2257) sLog.outError("ANTI-CHEAT ENGINE: Possible hack detected (speedhack) of %s ", GetPlayer()->GetGuidStr().c_str()); } if (delta > 100.0f && GetPlayer()->GetZoneId() != 2257) { sLog.outError("ANTI-CHEAT ENGINE: Possible hack detected (telehack) of %s ", GetPlayer()->GetGuidStr().c_str()); //Anti__ReportCheat("Tele hack",delta,LookupOpcodeName(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); }
void WorldSession::HandleForceSpeedChangeAckOpcodes(WorldPacket &recv_data) { uint32 opcode = recv_data.GetOpcode(); DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode); /* extract packet */ ObjectGuid guid; MovementInfo movementInfo; float newspeed; recv_data >> guid; recv_data >> Unused<uint32>(); // counter or moveEvent recv_data >> movementInfo; recv_data >> newspeed; movementInfo.UpdateTime(recv_data.GetPacketTime()); // now can skip not our packet ObjectGuid moverGuid = _player->GetMover()->GetObjectGuid(); if (guid != moverGuid && guid != _clientMoverGuid) return; if (!VerifyMovementInfo(movementInfo)) return; // Process anticheat checks, remember client-side speed ... if (_player->IsSelfMover() && !_player->GetCheatData()->HandleSpeedChangeAck(movementInfo, this, &recv_data, newspeed)) return; // Process position-change HandleMoverRelocation(movementInfo); _player->UpdateFallInformationIfNeed(movementInfo, opcode); /*----------------*/ // 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; switch (opcode) { case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; break; case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; break; case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; break; case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; break; case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; break; case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; break; default: sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode); return; } // Daemon TODO: enregistrement de cette position ? // Daemon: mise a jour de la vitesse pour les joueurs a cote. // Cf Unit::SetSpeedRate pour plus d'infos. const uint16 SetSpeed2Opc_table[MAX_MOVE_TYPE][2] = { {MSG_MOVE_SET_WALK_SPEED, SMSG_FORCE_WALK_SPEED_CHANGE}, {MSG_MOVE_SET_RUN_SPEED, SMSG_FORCE_RUN_SPEED_CHANGE}, {MSG_MOVE_SET_RUN_BACK_SPEED, SMSG_FORCE_RUN_BACK_SPEED_CHANGE}, {MSG_MOVE_SET_SWIM_SPEED, SMSG_FORCE_SWIM_SPEED_CHANGE}, {MSG_MOVE_SET_SWIM_BACK_SPEED, SMSG_FORCE_SWIM_BACK_SPEED_CHANGE}, {MSG_MOVE_SET_TURN_RATE, SMSG_FORCE_TURN_RATE_CHANGE}, }; WorldPacket data(SetSpeed2Opc_table[move_type][0], 31); data << _player->GetMover()->GetPackGUID(); data << movementInfo; data << float(newspeed); _player->SendMovementMessageToSet(std::move(data), false); if (!_player->GetMover()->movespline->Finalized()) { WorldPacket splineData(SMSG_MONSTER_MOVE, 31); splineData << _player->GetMover()->GetPackGUID(); Movement::PacketBuilder::WriteMonsterMove(*(_player->GetMover()->movespline), splineData); _player->SendMovementMessageToSet(std::move(splineData), false); } }
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(); if (mover->GetObjectGuid() != _clientMoverGuid) return; 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 = plMover ? plMover->m_movementInfo : MovementInfo(); recv_data >> movementInfo; movementInfo.UpdateTime(recv_data.GetPacketTime()); /*----------------*/ if (!VerifyMovementInfo(movementInfo)) return; if (plMover && !plMover->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data)) return; // this must be called after HandleAnticheatTests because that function will update order counters (for things like slow fall, water walk, etc.) if (plMover && !plMover->GetCheatData()->CheckTeleport(opcode, movementInfo)) return; // Interrupt spell cast at move if (movementInfo.HasMovementFlag(MOVEFLAG_MASK_MOVING)) mover->InterruptSpellsWithInterruptFlags(SPELL_INTERRUPT_FLAG_MOVEMENT); HandleMoverRelocation(movementInfo); // 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); // TODO: remove it // reset knockback state when fall to ground or water if (plMover) { if ((opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM) && plMover->IsLaunched()) { plMover->SetLaunched(false); plMover->SetXYSpeed(0.0f); } } if (plMover) plMover->UpdateFallInformationIfNeed(movementInfo, opcode); WorldPacket data(opcode, recv_data.size()); data << _clientMoverGuid.WriteAsPacked(); // write guid movementInfo.Write(data); // write data mover->SendMovementMessageToSet(std::move(data), true, _player); }
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 position-change */ HandleMoverRelocation(movementInfo); if (plMover) plMover->UpdateFallInformationIfNeed(movementInfo, opcode); /* process position-change */ if (!plMover) return; movementInfo.UpdateTime(getMSTime()); if(plMover) // nothing is charmed, or player charmed { WorldPacket data(opcode, recv_data.size()); data << mover->GetPackGUID(); // write guid movementInfo.Write(data); // write data mover->SendMessageToSetExcept(&data, _player); plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o); plMover->m_movementInfo = movementInfo; 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); if(plMover->isMovingOrTurning()) plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); if(movementInfo.GetPos()->z < -500.0f) { if(plMover->InBattleGround() && plMover->GetBattleGround() && plMover->GetBattleGround()->HandlePlayerUnderMap(_player)) { // do nothing, the handle already did if returned true } else { // 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(plMover->isAlive()) { plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth()); // pl can be alive if GM/etc if(!plMover->isAlive()) { // change the death state to CORPSE to prevent the death timer from // starting in the next player update plMover->KillPlayer(); plMover->BuildPlayerRepop(); } } // cancel the death timer here if started plMover->RepopAtGraveyard(); } } } else // creature charmed { if(mover->IsInWorld()) mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o); } }