コード例 #1
0
void WorldSession::CharacterEnumProc(QueryResult* result)
{
	struct player_item
	{
		uint32 displayid;
		uint8 invtype;
		uint32 enchantment; // added in 2.4
	};

	uint32 start_time = getMSTime();

	player_item items[23];
	int8 slot;
	uint32 i;
	ItemPrototype* proto;
	QueryResult* res;
	CreatureInfo* info = NULL;
	uint8 race;
	has_dk = false;
	_side = -1; // side should be set on every enumeration for safety

	uint32 numchar;

	if(result)
		numchar = result->GetRowCount();
	else
		numchar = 0;

	// should be more than enough.. 200 bytes per char..
	WorldPacket data(SMSG_CHAR_ENUM, 1 + numchar * 200);

	// parse m_characters and build a mighty packet of
	// characters to send to the client.
	data << uint8(numchar);

	if(result)
	{
		uint64 guid;
		uint8 Class;
		uint32 bytes2;
		uint32 flags;
		uint32 banned;
		Field* fields;
		uint32 petLevel = 0;
		do
		{
			fields = result->Fetch();

			guid = fields[0].GetUInt64();
			bytes2 = fields[6].GetUInt32();
			Class = fields[3].GetUInt8();
			flags = fields[17].GetUInt32();
			race = fields[2].GetUInt8();

			if(_side < 0)
			{
				// work out the side
				static uint8 sides[RACE_DRAENEI + 1] = {0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 0};
				_side = sides[race];
			}

			// Death Knight starting information
			// Note: To change what level is required to make a dk change the >= 55 to something.
			// For example >=80 would require a level 80 to create a DK
			has_level_55_char = has_level_55_char || (fields[1].GetUInt8() >= 55);
			has_dk = has_dk || (Class == 6);

			/* build character enum, w0000t :p */
			data << uint64(guid);						//guid
			data << fields[7].GetString();				//name
			data << uint8(race);						//race
			data << uint8(Class);						//class
			data << uint8(fields[4].GetUInt8());		//gender
			data << uint32(fields[5].GetUInt32());		//PLAYER_BYTES
			data << uint8(bytes2 & 0xFF);				//facial hair
			data << uint8(fields[1].GetUInt8());		//Level
			data << uint32(fields[12].GetUInt32());		//zoneid
			data << uint32(fields[11].GetUInt32());		//Mapid
			data << float(fields[8].GetFloat());		//X
			data << float(fields[9].GetFloat());		//Y
			data << float(fields[10].GetFloat());		//Z
			data << uint32(fields[18].GetUInt32());		//GuildID

			banned = fields[13].GetUInt32();
			uint32 char_flags = 0;

			if(banned && (banned < 10 || banned > (uint32)UNIXTIME))
				char_flags |= 0x01000000;	//Character is banned
			if(fields[15].GetUInt32() != 0)
				char_flags |= 0x00002000;	//Character is dead
			if(flags & PLAYER_FLAG_NOHELM)
				char_flags |= 0x00000400;	//Helm not displayed
			if(flags & PLAYER_FLAG_NOCLOAK)
				char_flags |= 0x00000800;	//Cloak not displayed
			if(fields[16].GetUInt32() != 0)
				char_flags |= 0x00004000;	//Character has to be renamed before logging in

			data << uint32(char_flags);
			data << uint32(0);				//Character recustomization flags
			data << uint8(0);				//Unknown 3.2.0

			if(Class == WARLOCK || Class == HUNTER)
			{
				res = CharacterDatabase.Query("SELECT entry, level FROM playerpets WHERE ownerguid = %u AND MOD( active, 10 ) = 1 AND alive = TRUE;", Arcemu::Util::GUID_LOPART(guid));

				if(res)
				{
					petLevel = res->Fetch()[1].GetUInt32();
					info = CreatureNameStorage.LookupEntry(res->Fetch()[0].GetUInt32());
					delete res;
				}
				else
					info = NULL;
			}
			else
				info = NULL;

			if(info)
			{
				data << uint32(info->Male_DisplayID);
				data << uint32(petLevel);
				data << uint32(info->Family);
			}
			else
			{
				data << uint32(0);
				data << uint32(0);
				data << uint32(0);
			}

			res = CharacterDatabase.Query("SELECT slot, entry, enchantments FROM playeritems WHERE ownerguid=%u AND containerslot = '-1' AND slot BETWEEN '0' AND '22'", Arcemu::Util::GUID_LOPART(guid));

			memset(items, 0, sizeof(player_item) * 23);
			uint32 enchantid;
			EnchantEntry* enc;
			if(res)
			{
				do
				{
					slot = res->Fetch()[0].GetInt8();
					proto = ItemPrototypeStorage.LookupEntry(res->Fetch()[1].GetUInt32());
					if(proto)
					{
						items[slot].displayid = proto->DisplayInfoID;
						items[slot].invtype = static_cast<uint8>(proto->InventoryType);

						// weapon glows
						if(slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND)
						{
							// get enchant visual ID
							const char* enchant_field = res->Fetch()[2].GetString();
							if(sscanf(enchant_field , "%u,0,0;" , (unsigned int*)&enchantid) == 1 && enchantid > 0)
							{
								enc = dbcEnchant.LookupEntryForced(enchantid);
								if(enc != NULL)
									items[slot].enchantment = enc->visual;
							}
						}
					}
				}
				while(res->NextRow());
				delete res;
			}

			for(i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
			{
				data << uint32(items[i].displayid);
				data << uint8(items[i].invtype);
				data << uint32(items[i].enchantment);
			}
		}
		while(result->NextRow());
	}

	Log.Debug("Character Enum", "Built in %u ms.", getMSTime() - start_time);
	SendPacket(&data);
}
コード例 #2
0
void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket & /*recv_data*/)
{
    // empty opcode
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Battleground status");

    WorldPacket data;
    // we must update all queues here
    Battleground *bg = NULL;
    for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
    {
        BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i);
        if (!bgQueueTypeId)
            continue;
        BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId);
        uint8 arenaType = BattlegroundMgr::BGArenaType(bgQueueTypeId);
        if (bgTypeId == _player->GetBattlegroundTypeId())
        {
            bg = _player->GetBattleground();
            //i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena
            //so i must use bg pointer to get that information
            if (bg && bg->GetArenaType() == arenaType)
            {
                // this line is checked, i only don't know if GetStartTime is changing itself after bg end!
                // send status in Battleground
                sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType);
                SendPacket(&data);
                continue;
            }
        }
        //we are sending update to player about queue - he can be invited there!
        //get GroupQueueInfo for queue status
        BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId];
        GroupQueueInfo ginfo;
        if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
            continue;
        if (ginfo.IsInvitedToBGInstanceGUID)
        {
            bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
            if (!bg)
                continue;
            uint32 remainingTime = getMSTimeDiff(getMSTime(), ginfo.RemoveInviteTime);
            // send status invited to Battleground
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType);
            SendPacket(&data);
        }
        else
        {
            bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
            if (!bg)
                continue;

            // expected bracket entry
            PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
            if (!bracketEntry)
                continue;

            uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId());
            // send status in Battleground Queue
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(ginfo.JoinTime, getMSTime()), arenaType);
            SendPacket(&data);
        }
    }
}
コード例 #3
0
ファイル: DBCStores.cpp プロジェクト: AlenWalker/Dragon
void LoadDBCStores(const std::string& dataPath)
{
    uint32 oldMSTime = getMSTime();

    std::string dbcPath = dataPath+"dbc/";

    StoreProblemList bad_dbc_files;
    uint32 availableDbcLocales = 0xFFFFFFFF;

    LoadDBC(availableDbcLocales, bad_dbc_files, sAreaStore,                   dbcPath, "AreaTable.dbc");

    // must be after sAreaStore loading
    for (uint32 i = 0; i < sAreaStore.GetNumRows(); ++i)           // areaflag numbered from 0
    {
        if (AreaTableEntry const* area = sAreaStore.LookupEntry(i))
        {
            // fill AreaId->DBC records
            sAreaFlagByAreaID.insert(AreaFlagByAreaID::value_type(uint16(area->ID), area->exploreFlag));

            // fill MapId->DBC records (skip sub zones and continents)
            if (area->zone == 0 && area->mapid != 0 && area->mapid != 1 && area->mapid != 530 && area->mapid != 571)
                sAreaFlagByMapID.insert(AreaFlagByMapID::value_type(area->mapid, area->exploreFlag));
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sAchievementStore,            dbcPath, "Achievement.dbc", &CustomAchievementfmt, &CustomAchievementIndex);
    LoadDBC(availableDbcLocales, bad_dbc_files, sAchievementCriteriaStore,    dbcPath, "Achievement_Criteria.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sAreaTriggerStore,            dbcPath, "AreaTrigger.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sAreaGroupStore,              dbcPath, "AreaGroup.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sAreaPOIStore,                dbcPath, "AreaPOI.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sAuctionHouseStore,           dbcPath, "AuctionHouse.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sBankBagSlotPricesStore,      dbcPath, "BankBagSlotPrices.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sBattlemasterListStore,       dbcPath, "BattlemasterList.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sBarberShopStyleStore,        dbcPath, "BarberShopStyle.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCharStartOutfitStore,        dbcPath, "CharStartOutfit.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCharTitlesStore,             dbcPath, "CharTitles.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sChatChannelsStore,           dbcPath, "ChatChannels.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sChrClassesStore,             dbcPath, "ChrClasses.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sChrRacesStore,               dbcPath, "ChrRaces.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCinematicSequencesStore,     dbcPath, "CinematicSequences.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCreatureDisplayInfoStore,    dbcPath, "CreatureDisplayInfo.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCreatureFamilyStore,         dbcPath, "CreatureFamily.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCreatureSpellDataStore,      dbcPath, "CreatureSpellData.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCreatureTypeStore,           dbcPath, "CreatureType.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sCurrencyTypesStore,          dbcPath, "CurrencyTypes.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sDestructibleModelDataStore,  dbcPath, "DestructibleModelData.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sDungeonEncounterStore,       dbcPath, "DungeonEncounter.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sDurabilityCostsStore,        dbcPath, "DurabilityCosts.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sDurabilityQualityStore,      dbcPath, "DurabilityQuality.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sEmotesStore,                 dbcPath, "Emotes.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sEmotesTextStore,             dbcPath, "EmotesText.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sFactionStore,                dbcPath, "Faction.dbc");
    for (uint32 i=0; i<sFactionStore.GetNumRows(); ++i)
    {
        FactionEntry const* faction = sFactionStore.LookupEntry(i);
        if (faction && faction->team)
        {
            SimpleFactionsList &flist = sFactionTeamMap[faction->team];
            flist.push_back(i);
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sFactionTemplateStore,        dbcPath, "FactionTemplate.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGameObjectDisplayInfoStore,  dbcPath, "GameObjectDisplayInfo.dbc");
    for (uint32 i = 0; i < sGameObjectDisplayInfoStore.GetNumRows(); ++i)
    {
        if (GameObjectDisplayInfoEntry const* info = sGameObjectDisplayInfoStore.LookupEntry(i))
        {
            if (info->maxX < info->minX)
                std::swap(*(float*)(&info->maxX), *(float*)(&info->minX));
            if (info->maxY < info->minY)
                std::swap(*(float*)(&info->maxY), *(float*)(&info->minY));
            if (info->maxZ < info->minZ)
                std::swap(*(float*)(&info->maxZ), *(float*)(&info->minZ));
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sGemPropertiesStore,          dbcPath, "GemProperties.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGlyphPropertiesStore,        dbcPath, "GlyphProperties.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGlyphSlotStore,              dbcPath, "GlyphSlot.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtBarberShopCostBaseStore,   dbcPath, "gtBarberShopCostBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtCombatRatingsStore,        dbcPath, "gtCombatRatings.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToMeleeCritBaseStore, dbcPath, "gtChanceToMeleeCritBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToMeleeCritStore,    dbcPath, "gtChanceToMeleeCrit.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToSpellCritBaseStore, dbcPath, "gtChanceToSpellCritBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToSpellCritStore,    dbcPath, "gtChanceToSpellCrit.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtOCTClassCombatRatingScalarStore,    dbcPath, "gtOCTClassCombatRatingScalar.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtOCTRegenHPStore,           dbcPath, "gtOCTRegenHP.dbc");
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sGtOCTRegenMPStore,           dbcPath, "gtOCTRegenMP.dbc");       -- not used currently
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtRegenHPPerSptStore,        dbcPath, "gtRegenHPPerSpt.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtRegenMPPerSptStore,        dbcPath, "gtRegenMPPerSpt.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sHolidaysStore,               dbcPath, "Holidays.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sItemStore,                   dbcPath, "Item.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemBagFamilyStore,          dbcPath, "ItemBagFamily.dbc");
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sItemDisplayInfoStore,        dbcPath, "ItemDisplayInfo.dbc");     -- not used currently
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sItemCondExtCostsStore,       dbcPath, "ItemCondExtCosts.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemExtendedCostStore,       dbcPath, "ItemExtendedCost.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemLimitCategoryStore,      dbcPath, "ItemLimitCategory.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemRandomPropertiesStore,   dbcPath, "ItemRandomProperties.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemRandomSuffixStore,       dbcPath, "ItemRandomSuffix.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemSetStore,                dbcPath, "ItemSet.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sLFGDungeonStore,             dbcPath, "LFGDungeons.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sLockStore,                   dbcPath, "Lock.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sMailTemplateStore,           dbcPath, "MailTemplate.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sMapStore,                    dbcPath, "Map.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sMapDifficultyStore,          dbcPath, "MapDifficulty.dbc");
    // fill data
    for (uint32 i = 1; i < sMapDifficultyStore.GetNumRows(); ++i)
        if (MapDifficultyEntry const* entry = sMapDifficultyStore.LookupEntry(i))
            sMapDifficultyMap[MAKE_PAIR32(entry->MapId, entry->Difficulty)] = MapDifficulty(entry->resetTime, entry->maxPlayers, entry->areaTriggerText[0] != '\0');
    sMapDifficultyStore.Clear();

    LoadDBC(availableDbcLocales, bad_dbc_files, sMovieStore,                  dbcPath, "Movie.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sOverrideSpellDataStore,      dbcPath, "OverrideSpellData.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sPvPDifficultyStore,          dbcPath, "PvpDifficulty.dbc");
    for (uint32 i = 0; i < sPvPDifficultyStore.GetNumRows(); ++i)
        if (PvPDifficultyEntry const* entry = sPvPDifficultyStore.LookupEntry(i))
            if (entry->bracketId > MAX_BATTLEGROUND_BRACKETS)
                ASSERT(false && "Need update MAX_BATTLEGROUND_BRACKETS by DBC data");

    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestXPStore,                dbcPath, "QuestXP.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestFactionRewardStore,     dbcPath, "QuestFactionReward.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestSortStore,              dbcPath, "QuestSort.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sRandomPropertiesPointsStore, dbcPath, "RandPropPoints.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sScalingStatDistributionStore, dbcPath, "ScalingStatDistribution.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sScalingStatValuesStore,      dbcPath, "ScalingStatValues.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSkillLineStore,              dbcPath, "SkillLine.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSkillLineAbilityStore,       dbcPath, "SkillLineAbility.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSoundEntriesStore,           dbcPath, "SoundEntries.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellStore,                  dbcPath, "Spell.dbc", &CustomSpellEntryfmt, &CustomSpellEntryIndex);
    for (uint32 i = 1; i < sSpellStore.GetNumRows(); ++i)
    {
        SpellEntry const* spell = sSpellStore.LookupEntry(i);
        if (spell && spell->Category)
            sSpellCategoryStore[spell->Category].insert(i);
    }

    for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
    {
        SkillLineAbilityEntry const *skillLine = sSkillLineAbilityStore.LookupEntry(j);

        if (!skillLine)
            continue;

        SpellEntry const* spellInfo = sSpellStore.LookupEntry(skillLine->spellId);

        if (spellInfo && spellInfo->Attributes & SPELL_ATTR0_PASSIVE)
        {
            for (uint32 i = 1; i < sCreatureFamilyStore.GetNumRows(); ++i)
            {
                CreatureFamilyEntry const* cFamily = sCreatureFamilyStore.LookupEntry(i);
                if (!cFamily)
                    continue;

                if (skillLine->skillId != cFamily->skillLine[0] && skillLine->skillId != cFamily->skillLine[1])
                    continue;
                if (spellInfo->spellLevel)
                    continue;

                if (skillLine->learnOnGetSkill != ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL)
                    continue;

                sPetFamilySpellsStore[i].insert(spellInfo->Id);
            }
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellCastTimesStore,         dbcPath, "SpellCastTimes.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellDifficultyStore,        dbcPath, "SpellDifficulty.dbc", &CustomSpellDifficultyfmt, &CustomSpellDifficultyIndex);
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellDurationStore,          dbcPath, "SpellDuration.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellFocusObjectStore,       dbcPath, "SpellFocusObject.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellItemEnchantmentStore,   dbcPath, "SpellItemEnchantment.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellItemEnchantmentConditionStore, dbcPath, "SpellItemEnchantmentCondition.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellRadiusStore,            dbcPath, "SpellRadius.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellRangeStore,             dbcPath, "SpellRange.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellRuneCostStore,          dbcPath, "SpellRuneCost.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellShapeshiftStore,        dbcPath, "SpellShapeshiftForm.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sStableSlotPricesStore,       dbcPath, "StableSlotPrices.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSummonPropertiesStore,       dbcPath, "SummonProperties.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sTalentStore,                 dbcPath, "Talent.dbc");

    // Create Spelldifficulty searcher
    for (uint32 i = 0; i < sSpellDifficultyStore.GetNumRows(); ++i)
    {
        SpellDifficultyEntry const *spellDiff = sSpellDifficultyStore.LookupEntry(i);
        if (!spellDiff)
            continue;

        SpellDifficultyEntry newEntry;
        memset(newEntry.SpellID, 0, 4*sizeof(uint32));
        for (int x = 0; x < MAX_DIFFICULTY; ++x)
        {
            if (spellDiff->SpellID[x] <= 0 || !sSpellStore.LookupEntry(spellDiff->SpellID[x]))
            {
                if (spellDiff->SpellID[x] > 0)//don't show error if spell is <= 0, not all modes have spells and there are unknown negative values
                    sLog->outErrorDb("spelldifficulty_dbc: spell %i at field id:%u at spellid%i does not exist in SpellStore (spell.dbc), loaded as 0", spellDiff->SpellID[x], spellDiff->ID, x);
                newEntry.SpellID[x] = 0;//spell was <= 0 or invalid, set to 0
            }
            else
                newEntry.SpellID[x] = spellDiff->SpellID[x];
        }
        if (newEntry.SpellID[0] <= 0 || newEntry.SpellID[1] <= 0)//id0-1 must be always set!
            continue;

        for (int x = 0; x < MAX_DIFFICULTY; ++x)
            sSpellMgr->SetSpellDifficultyId(uint32(newEntry.SpellID[x]), spellDiff->ID);
    }

    // create talent spells set
    for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
    {
        TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
        if (!talentInfo) continue;
        for (int j = 0; j < MAX_TALENT_RANK; j++)
            if (talentInfo->RankID[j])
                sTalentSpellPosMap[talentInfo->RankID[j]] = TalentSpellPos(i, j);
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sTalentTabStore,              dbcPath, "TalentTab.dbc");

    // prepare fast data access to bit pos of talent ranks for use at inspecting
    {
        // now have all max ranks (and then bit amount used for store talent ranks in inspect)
        for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
        {
            TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentTabId);
            if (!talentTabInfo)
                continue;

            // prevent memory corruption; otherwise cls will become 12 below
            if ((talentTabInfo->ClassMask & CLASSMASK_ALL_PLAYABLE) == 0)
                continue;

            // store class talent tab pages
            uint32 cls = 1;
            for (uint32 m=1; !(m & talentTabInfo->ClassMask) && cls < MAX_CLASSES; m <<= 1, ++cls) {}

            sTalentTabPages[cls][talentTabInfo->tabpage]=talentTabId;
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sTaxiNodesStore,              dbcPath, "TaxiNodes.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sTaxiPathStore,               dbcPath, "TaxiPath.dbc");
    for (uint32 i = 1; i < sTaxiPathStore.GetNumRows(); ++i)
        if (TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(i))
            sTaxiPathSetBySource[entry->from][entry->to] = TaxiPathBySourceAndDestination(entry->ID, entry->price);
    uint32 pathCount = sTaxiPathStore.GetNumRows();

    //## TaxiPathNode.dbc ## Loaded only for initialization different structures
    LoadDBC(availableDbcLocales, bad_dbc_files, sTaxiPathNodeStore,           dbcPath, "TaxiPathNode.dbc");
    // Calculate path nodes count
    std::vector<uint32> pathLength;
    pathLength.resize(pathCount);                           // 0 and some other indexes not used
    for (uint32 i = 1; i < sTaxiPathNodeStore.GetNumRows(); ++i)
        if (TaxiPathNodeEntry const* entry = sTaxiPathNodeStore.LookupEntry(i))
        {
            if (pathLength[entry->path] < entry->index + 1)
                pathLength[entry->path] = entry->index + 1;
        }
    // Set path length
    sTaxiPathNodesByPath.resize(pathCount);                 // 0 and some other indexes not used
    for (uint32 i = 1; i < sTaxiPathNodesByPath.size(); ++i)
        sTaxiPathNodesByPath[i].resize(pathLength[i]);
    // fill data
    for (uint32 i = 1; i < sTaxiPathNodeStore.GetNumRows(); ++i)
        if (TaxiPathNodeEntry const* entry = sTaxiPathNodeStore.LookupEntry(i))
            sTaxiPathNodesByPath[entry->path].set(entry->index, entry);

    // Initialize global taxinodes mask
    // include existed nodes that have at least single not spell base (scripted) path
    {
        std::set<uint32> spellPaths;
        for (uint32 i = 1; i < sSpellStore.GetNumRows (); ++i)
            if (SpellEntry const* sInfo = sSpellStore.LookupEntry (i))
                for (int j = 0; j < MAX_SPELL_EFFECTS; ++j)
                    if (sInfo->Effect[j] == SPELL_EFFECT_SEND_TAXI)
                        spellPaths.insert(sInfo->EffectMiscValue[j]);

        memset(sTaxiNodesMask, 0, sizeof(sTaxiNodesMask));
        memset(sOldContinentsNodesMask, 0, sizeof(sOldContinentsNodesMask));
        memset(sHordeTaxiNodesMask, 0, sizeof(sHordeTaxiNodesMask));
        memset(sAllianceTaxiNodesMask, 0, sizeof(sAllianceTaxiNodesMask));
        memset(sDeathKnightTaxiNodesMask, 0, sizeof(sDeathKnightTaxiNodesMask));
        for (uint32 i = 1; i < sTaxiNodesStore.GetNumRows(); ++i)
        {
            TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(i);
            if (!node)
                continue;

            TaxiPathSetBySource::const_iterator src_i = sTaxiPathSetBySource.find(i);
            if (src_i != sTaxiPathSetBySource.end() && !src_i->second.empty())
            {
                bool ok = false;
                for (TaxiPathSetForSource::const_iterator dest_i = src_i->second.begin(); dest_i != src_i->second.end(); ++dest_i)
                {
                    // not spell path
                    if (spellPaths.find(dest_i->second.ID) == spellPaths.end())
                    {
                        ok = true;
                        break;
                    }
                }

                if (!ok)
                    continue;
            }

            // valid taxi network node
            uint8  field   = (uint8)((i - 1) / 32);
            uint32 submask = 1<<((i-1)%32);
            sTaxiNodesMask[field] |= submask;

            if (node->MountCreatureID[0] && node->MountCreatureID[0] != 32981)
                sHordeTaxiNodesMask[field] |= submask;
            if (node->MountCreatureID[1] && node->MountCreatureID[1] != 32981)
                sAllianceTaxiNodesMask[field] |= submask;
            if (node->MountCreatureID[0] == 32981 || node->MountCreatureID[1] == 32981)
                sDeathKnightTaxiNodesMask[field] |= submask;

            // old continent node (+ nodes virtually at old continents, check explicitly to avoid loading map files for zone info)
            if (node->map_id < 2 || i == 82 || i == 83 || i == 93 || i == 94)
                sOldContinentsNodesMask[field] |= submask;

            // fix DK node at Ebon Hold
            if (i == 315) {
                ((TaxiNodesEntry*)node)->MountCreatureID[1] = 32981;
            }
        }
    }

    LoadDBC(availableDbcLocales, bad_dbc_files, sTeamContributionPointsStore, dbcPath, "TeamContributionPoints.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sTotemCategoryStore,          dbcPath, "TotemCategory.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sVehicleStore,                dbcPath, "Vehicle.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sVehicleSeatStore,            dbcPath, "VehicleSeat.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sWMOAreaTableStore,           dbcPath, "WMOAreaTable.dbc");
    for (uint32 i = 0; i < sWMOAreaTableStore.GetNumRows(); ++i)
        if (WMOAreaTableEntry const* entry = sWMOAreaTableStore.LookupEntry(i))
            sWMOAreaInfoByTripple.insert(WMOAreaInfoByTripple::value_type(WMOAreaTableTripple(entry->rootId, entry->adtId, entry->groupId), entry));
    LoadDBC(availableDbcLocales, bad_dbc_files, sWorldMapAreaStore,           dbcPath, "WorldMapArea.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sWorldMapOverlayStore,        dbcPath, "WorldMapOverlay.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sWorldSafeLocsStore,          dbcPath, "WorldSafeLocs.dbc");

    // error checks
    if (bad_dbc_files.size() >= DBCFileCount)
    {
        sLog->outError("Incorrect DataDir value in worldserver.conf or ALL required *.dbc files (%d) not found by path: %sdbc", DBCFileCount, dataPath.c_str());
        exit(1);
    }
    else if (!bad_dbc_files.empty())
    {
        std::string str;
        for (StoreProblemList::iterator i = bad_dbc_files.begin(); i != bad_dbc_files.end(); ++i)
            str += *i + "\n";

        sLog->outError("Some required *.dbc files (%u from %d) not found or not compatible:\n%s", (uint32)bad_dbc_files.size(), DBCFileCount, str.c_str());
        exit(1);
    }

    // Check loaded DBC files proper version
    if (!sAreaStore.LookupEntry(3617)              ||       // last area (areaflag) added in 3.3.5a
        !sCharTitlesStore.LookupEntry(177)         ||       // last char title added in 3.3.5a
        !sGemPropertiesStore.LookupEntry(1629)     ||       // last added spell in 3.3.5a
        !sItemStore.LookupEntry(56806)             ||       // last gem property added in 3.3.5a
        !sItemExtendedCostStore.LookupEntry(2997)  ||       // last item extended cost added in 3.3.5a
        !sMapStore.LookupEntry(724)                ||       // last map added in 3.3.5a
        !sSpellStore.LookupEntry(80864)            )        // last client known item added in 3.3.5a
    {
        sLog->outError("You have _outdated_ DBC files. Please extract correct versions from current using client.");
        exit(1);
    }

    sLog->outString(">> Initialized %d data stores in %u ms", DBCFileCount, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
コード例 #4
0
void WardenWin::HandleData(ByteBuffer &buff)
{
    SF_LOG_DEBUG("warden", "Handle data");

    _dataSent = false;
    _clientResponseTimer = 0;

    uint16 Length;
    buff >> Length;
    uint32 Checksum;
    buff >> Checksum;

    if (!IsValidCheckSum(Checksum, buff.contents() + buff.rpos(), Length))
    {
        buff.rpos(buff.wpos());
        SF_LOG_WARN("warden", "%s failed checksum. Action: %s", _session->GetPlayerInfo().c_str(), Penalty().c_str());
        return;
    }

    // TIMING_CHECK
    {
        uint8 result;
        buff >> result;
        /// @todo test it.
        if (result == 0x00)
        {
            SF_LOG_WARN("warden", "%s failed timing check. Action: %s", _session->GetPlayerInfo().c_str(), Penalty().c_str());
            return;
        }

        uint32 newClientTicks;
        buff >> newClientTicks;

        uint32 ticksNow = getMSTime();
        uint32 ourTicks = newClientTicks + (ticksNow - _serverTicks);

        SF_LOG_DEBUG("warden", "ServerTicks %u", ticksNow);         // Now
        SF_LOG_DEBUG("warden", "RequestTicks %u", _serverTicks);    // At request
        SF_LOG_DEBUG("warden", "Ticks %u", newClientTicks);         // At response
        SF_LOG_DEBUG("warden", "Ticks diff %u", ourTicks - newClientTicks);
    }

    WardenCheckResult* rs;
    WardenCheck *rd;
    uint8 type;
    uint16 checkFailed = 0;

    ACE_READ_GUARD(ACE_RW_Mutex, g, sWardenCheckMgr->_checkStoreLock);

    for (std::list<uint16>::iterator itr = _currentChecks.begin(); itr != _currentChecks.end(); ++itr)
    {
        rd = sWardenCheckMgr->GetWardenDataById(*itr);
        rs = sWardenCheckMgr->GetWardenResultById(*itr);

        type = rd->Type;
        switch (type)
        {
            case MEM_CHECK:
            {
                uint8 Mem_Result;
                buff >> Mem_Result;

                if (Mem_Result != 0)
                {
                    SF_LOG_DEBUG("warden", "RESULT MEM_CHECK not 0x00, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    checkFailed = *itr;
                    continue;
                }

                if (memcmp(buff.contents() + buff.rpos(), rs->Result.AsByteArray(0, false).get(), rd->Length) != 0)
                {
                    SF_LOG_DEBUG("warden", "RESULT MEM_CHECK fail CheckId %u account Id %u", *itr, _session->GetAccountId());
                    checkFailed = *itr;
                    buff.rpos(buff.rpos() + rd->Length);
                    continue;
                }

                buff.rpos(buff.rpos() + rd->Length);
                SF_LOG_DEBUG("warden", "RESULT MEM_CHECK passed CheckId %u account Id %u", *itr, _session->GetAccountId());
                break;
            }
            case PAGE_CHECK_A:
            case PAGE_CHECK_B:
            case DRIVER_CHECK:
            case MODULE_CHECK:
            {
                const uint8 byte = 0xE9;
                if (memcmp(buff.contents() + buff.rpos(), &byte, sizeof(uint8)) != 0)
                {
                    if (type == PAGE_CHECK_A || type == PAGE_CHECK_B)
                        SF_LOG_DEBUG("warden", "RESULT PAGE_CHECK fail, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    if (type == MODULE_CHECK)
                        SF_LOG_DEBUG("warden", "RESULT MODULE_CHECK fail, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    if (type == DRIVER_CHECK)
                        SF_LOG_DEBUG("warden", "RESULT DRIVER_CHECK fail, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    checkFailed = *itr;
                    buff.rpos(buff.rpos() + 1);
                    continue;
                }

                buff.rpos(buff.rpos() + 1);
                if (type == PAGE_CHECK_A || type == PAGE_CHECK_B)
                    SF_LOG_DEBUG("warden", "RESULT PAGE_CHECK passed CheckId %u account Id %u", *itr, _session->GetAccountId());
                else if (type == MODULE_CHECK)
                    SF_LOG_DEBUG("warden", "RESULT MODULE_CHECK passed CheckId %u account Id %u", *itr, _session->GetAccountId());
                else if (type == DRIVER_CHECK)
                    SF_LOG_DEBUG("warden", "RESULT DRIVER_CHECK passed CheckId %u account Id %u", *itr, _session->GetAccountId());
                break;
            }
            case LUA_STR_CHECK:
            {
                uint8 Lua_Result;
                buff >> Lua_Result;

                if (Lua_Result != 0)
                {
                    SF_LOG_DEBUG("warden", "RESULT LUA_STR_CHECK fail, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    checkFailed = *itr;
                    continue;
                }

                uint8 luaStrLen;
                buff >> luaStrLen;

                if (luaStrLen != 0)
                {
                    char *str = new char[luaStrLen + 1];
                    memcpy(str, buff.contents() + buff.rpos(), luaStrLen);
                    str[luaStrLen] = '\0'; // null terminator
                    SF_LOG_DEBUG("warden", "Lua string: %s", str);
                    delete [] str;
                }
                buff.rpos(buff.rpos() + luaStrLen);         // Skip string
                SF_LOG_DEBUG("warden", "RESULT LUA_STR_CHECK passed, CheckId %u account Id %u", *itr, _session->GetAccountId());
                break;
            }
            case MPQ_CHECK:
            {
                uint8 Mpq_Result;
                buff >> Mpq_Result;

                if (Mpq_Result != 0)
                {
                    SF_LOG_DEBUG("warden", "RESULT MPQ_CHECK not 0x00 account id %u", _session->GetAccountId());
                    checkFailed = *itr;
                    continue;
                }

                if (memcmp(buff.contents() + buff.rpos(), rs->Result.AsByteArray(0, false).get(), 20) != 0) // SHA1
                {
                    SF_LOG_DEBUG("warden", "RESULT MPQ_CHECK fail, CheckId %u account Id %u", *itr, _session->GetAccountId());
                    checkFailed = *itr;
                    buff.rpos(buff.rpos() + 20);            // 20 bytes SHA1
                    continue;
                }

                buff.rpos(buff.rpos() + 20);                // 20 bytes SHA1
                SF_LOG_DEBUG("warden", "RESULT MPQ_CHECK passed, CheckId %u account Id %u", *itr, _session->GetAccountId());
                break;
            }
            default:                                        // Should never happen
                break;
        }
    }

    if (checkFailed > 0)
    {
        WardenCheck* check = sWardenCheckMgr->GetWardenDataById(checkFailed);
        SF_LOG_WARN("warden", "%s failed Warden check %u. Action: %s", _session->GetPlayerInfo().c_str(), checkFailed, Penalty(check).c_str());
    }

    // Set hold off timer, minimum timer should at least be 1 second
    uint32 holdOff = sWorld->getIntConfig(CONFIG_WARDEN_CLIENT_CHECK_HOLDOFF);
    _checkTimer = (holdOff < 1 ? 1 : holdOff) * IN_MILLISECONDS;
}
コード例 #5
0
ファイル: AnticheatMgr.cpp プロジェクト: Nightprince/Avalon
void AnticheatMgr::BuildReport(Player* player,uint8 reportType)
{
    uint32 key = player->GetGUIDLow();
   
    if (MustCheckTempReports(reportType))
    {
        uint32 actualTime = getMSTime();

        if (!m_Players[key].GetTempReportsTimer(reportType))
            m_Players[key].SetTempReportsTimer(actualTime,reportType);

        if (getMSTimeDiff(m_Players[key].GetTempReportsTimer(reportType),actualTime) < 3000)
        {
            m_Players[key].SetTempReports(m_Players[key].GetTempReports(reportType)+1,reportType);

            if (m_Players[key].GetTempReports(reportType) < 3)
                return;
        } else
        {
            m_Players[key].SetTempReportsTimer(actualTime,reportType);
            m_Players[key].SetTempReports(1,reportType);
            return;
        }
    }

    // generating creationTime for average calculation
    if (!m_Players[key].GetTotalReports())
        m_Players[key].SetCreationTime(getMSTime());
    
    // increasing total_reports
    m_Players[key].SetTotalReports(m_Players[key].GetTotalReports()+1);
    // increasing specific cheat report
    m_Players[key].SetTypeReports(reportType,m_Players[key].GetTypeReports(reportType)+1);

    // diff time for average calculation
    uint32 diffTime = getMSTimeDiff(m_Players[key].GetCreationTime(),getMSTime()) / IN_MILLISECONDS;

    if (diffTime > 0)  
    {
        // Average == Reports per second
        float average = float(m_Players[key].GetTotalReports()) / float(diffTime);
        m_Players[key].SetAverage(average);
    }

    if (sWorld->getIntConfig(CONFIG_ANTICHEAT_MAX_REPORTS_FOR_DAILY_REPORT) < m_Players[key].GetTotalReports())
    {
        if (!m_Players[key].GetDailyReportState())
        {
            CharacterDatabase.PExecute("REPLACE INTO daily_players_reports (guid,average,total_reports,speed_reports,fly_reports,jump_reports,waterwalk_reports,teleportplane_reports,climb_reports,creation_time) VALUES (%u,%f,%u,%u,%u,%u,%u,%u,%u,%u);",player->GetGUIDLow(),m_Players[player->GetGUIDLow()].GetAverage(),m_Players[player->GetGUIDLow()].GetTotalReports(), m_Players[player->GetGUIDLow()].GetTypeReports(SPEED_HACK_REPORT),m_Players[player->GetGUIDLow()].GetTypeReports(FLY_HACK_REPORT),m_Players[player->GetGUIDLow()].GetTypeReports(JUMP_HACK_REPORT),m_Players[player->GetGUIDLow()].GetTypeReports(WALK_WATER_HACK_REPORT),m_Players[player->GetGUIDLow()].GetTypeReports(TELEPORT_PLANE_HACK_REPORT),m_Players[player->GetGUIDLow()].GetTypeReports(CLIMB_HACK_REPORT),m_Players[player->GetGUIDLow()].GetCreationTime());
            m_Players[key].SetDailyReportState(true);
        }
    }

    if (m_Players[key].GetTotalReports() > sWorld->getIntConfig(CONFIG_ANTICHEAT_REPORTS_INGAME_NOTIFICATION))
    {
        // display warning at the center of the screen, hacky way?
		std::string str = "";
        if (sWorld->getBoolConfig(CONFIG_BAN_PLAYER))  //Make anticheat active.
        {
            if (m_Players[key].GetAverage() > 0.5f)
            {
                str = "Cheater possible trouvé: " + std::string(player->GetName());
                sWorld->BanCharacter(player->GetName(), "1h", str, "Anticheat");
                sWorld->SendWorldText(LANG_BAN_CHEATER, player->GetName());
            }
        }
        else
        {
        str = "|cFFFFFC00[ANTICHEAT]|cFF00FFFF[|cFF60FF00" + std::string(player->GetName()) + "|cFF00FFFF] Cheater possible !";
        WorldPacket data(SMSG_NOTIFICATION, (str.size()+1));
        data << str;
        sWorld->SendGlobalGMMessage(&data);
		}
    }
}
コード例 #6
0
ファイル: WardenMac.cpp プロジェクト: Diyvol/TrinityCore
void WardenMac::HandleHashResult(ByteBuffer &buff)
{

    // test
    int keyIn[4];

    keyData mod_seed = { { { { 0x4D, 0x80, 0x8D, 0x2C, 0x77, 0xD9, 0x05, 0xC4, 0x1A, 0x63, 0x80, 0xEC, 0x08, 0x58, 0x6A, 0xFE } } } };

    for (int i = 0; i < 4; ++i)
    {
        keyIn[i] = mod_seed.ints.ints[i];
    }

    int keyOut[4];
    int keyIn1, keyIn2;
    keyOut[0] = keyIn[0];
    keyIn[0] ^= 0xDEADBEEFu;
    keyIn1 = keyIn[1];
    keyIn[1] -= 0x35014542u;
    keyIn2 = keyIn[2];
    keyIn[2] += 0x5313F22u;
    keyIn[3] *= 0x1337F00Du;
    keyOut[1] = keyIn1 - 0x6A028A84;
    keyOut[2] = keyIn2 + 0xA627E44;
    keyOut[3] = 0x1337F00D * keyIn[3];
    // end test

    buff.rpos(buff.wpos());

    SHA1Hash sha1;
    sha1.UpdateData((uint8*)keyIn, 16);
    sha1.Finalize();

    //const uint8 validHash[20] = { 0x56, 0x8C, 0x05, 0x4C, 0x78, 0x1A, 0x97, 0x2A, 0x60, 0x37, 0xA2, 0x29, 0x0C, 0x22, 0xB5, 0x25, 0x71, 0xA0, 0x6F, 0x4E };

    // Verify key
    if (memcmp(buff.contents() + 1, sha1.GetDigest(), 20) != 0)
    {
        TC_LOG_WARN("warden", "%s failed hash reply. Action: %s", _session->GetPlayerInfo().c_str(), Penalty().c_str());
        return;
    }

    TC_LOG_DEBUG("warden", "Request hash reply: succeed");

    // client 7F96EEFDA5B63D20A4DF8E00CBF48304
    //const uint8 client_key[16] = { 0x7F, 0x96, 0xEE, 0xFD, 0xA5, 0xB6, 0x3D, 0x20, 0xA4, 0xDF, 0x8E, 0x00, 0xCB, 0xF4, 0x83, 0x04 };

    // server C2B7ADEDFCCCA9C2BFB3F85602BA809B
    //const uint8 server_key[16] = { 0xC2, 0xB7, 0xAD, 0xED, 0xFC, 0xCC, 0xA9, 0xC2, 0xBF, 0xB3, 0xF8, 0x56, 0x02, 0xBA, 0x80, 0x9B };

    // change keys here
    memcpy(_inputKey, keyIn, 16);
    memcpy(_outputKey, keyOut, 16);

    _inputCrypto.Init(_inputKey);
    _outputCrypto.Init(_outputKey);

    _initialized = true;

    _previousTimestamp = getMSTime();
}
コード例 #7
0
ファイル: CharacterHandler.cpp プロジェクト: Artea/mangos-svn
void WorldSession::HandlePlayerLoginOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8);

    m_playerLoading = true;
    uint64 playerGuid = 0;

    DEBUG_LOG( "WORLD: Recvd Player Logon Message" );

    recv_data >> playerGuid;

    Player* plr = new Player(this);

    // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
    if(!plr->LoadFromDB(GUID_LOPART(playerGuid)))
    {
        KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
        delete plr;                                         // delete it manually
        m_playerLoading = false;
        return;
    }
    //plr->_RemoveAllItemMods();

    //set a count of unread mails
    time_t cTime = time(NULL);
    QueryResult *resultMails = sDatabase.PQuery("SELECT COUNT(id) FROM `mail` WHERE `receiver` = '%u' AND `checked` = 0 AND `deliver_time` <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
    if (resultMails)
    {
        Field *fieldMail = resultMails->Fetch();
        plr->unReadMails = fieldMail[0].GetUInt8();
        delete resultMails;
    }

    // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
    resultMails = sDatabase.PQuery("SELECT MIN(`deliver_time`) FROM `mail` WHERE `receiver` = '%u' AND `checked` = 0", GUID_LOPART(playerGuid));
    if (resultMails)
    {
        Field *fieldMail = resultMails->Fetch();
        plr->m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
        delete resultMails;
    }

    SetPlayer(plr);

    Player *pCurrChar = GetPlayer();

    pCurrChar->SendDungeonDifficulty();

    WorldPacket data( SMSG_LOGIN_VERIFY_WORLD, 20 );
    data << plr->GetMapId();
    data << plr->GetPositionX();
    data << plr->GetPositionY();
    data << plr->GetPositionZ();
    data << plr->GetOrientation();
    SendPacket(&data);

    data.Initialize( SMSG_ACCOUNT_DATA_MD5, 128 );
    for(int i = 0; i < 32; i++)
        data << uint32(0);
    SendPacket(&data);

    pCurrChar->LoadIgnoreList();
    pCurrChar->SendFriendlist();
    pCurrChar->SendIgnorelist();

    // Send MOTD
    {
        data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
        data << (uint32)0;

        uint32 linecount=0;
        string str_motd = sWorld.GetMotd();
        string::size_type pos, nextpos;

        pos = 0;
        while ( (nextpos= str_motd.find('@',pos)) != string::npos )
        {
            if (nextpos != pos)
            {
                data << str_motd.substr(pos,nextpos-pos);
                linecount++;
            }
            pos = nextpos+1;
        }

        if (pos<str_motd.length())
        {
            data << str_motd.substr(pos);
            linecount++;
        }

        data.put(0, linecount);

        SendPacket( &data );
        DEBUG_LOG( "WORLD: Sent motd (SMSG_MOTD)" );
    }

    if(pCurrChar->GetGuildId() != 0)
    {
        Guild* guild = objmgr.GetGuildById(pCurrChar->GetGuildId());
        if(guild)
        {
            data.Initialize(SMSG_GUILD_EVENT, (2+guild->GetMOTD().size()+1));
            data << (uint8)GE_MOTD;
            data << (uint8)1;
            data << guild->GetMOTD();
            SendPacket(&data);
            DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" );

            data.Initialize(SMSG_GUILD_EVENT, (5+10));      // we guess size
            data<<(uint8)GE_SIGNED_ON;
            data<<(uint8)1;
            data<<pCurrChar->GetName();
            data<<pCurrChar->GetGUID();
            guild->BroadcastPacket(&data);
            DEBUG_LOG( "WORLD: Sent guild-signed-on (SMSG_GUILD_EVENT)" );
        }
        else
        {
            // remove wrong guild data
            sLog.outError("Player %s (GUID: %u) marked as member not existed guild (id: %u), removing guild membership for player.",pCurrChar->GetName(),pCurrChar->GetGUIDLow(),pCurrChar->GetGuildId());
            pCurrChar->SetUInt32Value(PLAYER_GUILDID,0);
            pCurrChar->SetUInt32ValueInDB(PLAYER_GUILDID,0,pCurrChar->GetGUID());
        }
    }

    // rest_start

    // home bind stuff
    {
        QueryResult *result4 = sDatabase.PQuery("SELECT `map`,`zone`,`position_x`,`position_y`,`position_z` FROM `character_homebind` WHERE `guid` = '%u'", GUID_LOPART(playerGuid));
        if (result4)
        {
            Field *fields = result4->Fetch();
            _player->m_homebindMapId = fields[0].GetUInt32();
            _player->m_homebindZoneId = fields[1].GetUInt16();
            _player->m_homebindX = fields[2].GetFloat();
            _player->m_homebindY = fields[3].GetFloat();
            _player->m_homebindZ = fields[4].GetFloat();
            delete result4;
        }
        else
        {
            int plrace = GetPlayer()->getRace();
            int plclass = GetPlayer()->getClass();
            QueryResult *result5 = sDatabase.PQuery("SELECT `map`,`zone`,`position_x`,`position_y`,`position_z` FROM `playercreateinfo` WHERE `race` = '%u' AND `class` = '%u'", plrace, plclass);

            if(!result5)
            {
                sLog.outErrorDb("Table `playercreateinfo` not have data for race %u class %u , character can't be loaded.",plrace, plclass);
                LogoutPlayer(false);                        // without save
                return;
            }

            Field *fields = result5->Fetch();
            // store and send homebind for player
            _player->m_homebindMapId = fields[0].GetUInt32();
            _player->m_homebindZoneId = fields[1].GetUInt16();
            _player->m_homebindX = fields[2].GetFloat();
            _player->m_homebindY = fields[3].GetFloat();
            _player->m_homebindZ = fields[4].GetFloat();
            sDatabase.PExecute("INSERT INTO `character_homebind` (`guid`,`map`,`zone`,`position_x`,`position_y`,`position_z`) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GUID_LOPART(playerGuid), _player->m_homebindMapId, (uint32)_player->m_homebindZoneId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ);
            delete result5;
        }

        data.Initialize (SMSG_BINDPOINTUPDATE, 5*4);
        data << _player->m_homebindX << _player->m_homebindY << _player->m_homebindZ;
        data << (uint32) _player->m_homebindMapId;
        data << (uint32) _player->m_homebindZoneId;
        SendPacket (&data);

        DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
            _player->m_homebindMapId,_player->m_homebindZoneId,_player->m_homebindX,_player->m_homebindY, _player->m_homebindZ);
    }

    data.Initialize( SMSG_TUTORIAL_FLAGS, 8*32 );
    for (int i = 0; i < 8; i++)
        data << uint32( GetPlayer()->GetTutorialInt(i) );
    SendPacket(&data);
    //sLog.outDebug( "WORLD: Sent tutorial flags." );

    pCurrChar->_LoadSpellCooldowns();
    GetPlayer()->SendInitialSpells();
    GetPlayer()->SendInitialActionButtons();
    GetPlayer()->SendInitialReputations();

    /*if(GetPlayer()->getClass() == CLASS_HUNTER || GetPlayer()->getClass() == CLASS_ROGUE)
    {
        uint32 shiftdata=0x01;
        for(uint8 i=0;i<32;i++)
        {
            if ( 522753 & shiftdata )
            {
                data.Initialize(SMSG_SET_FLAT_SPELL_MODIFIER);
                data << uint8(i);
                data << uint8(5);
                data << uint16(1);
                data << uint16(0);
                SendPacket(&data);
            }
            shiftdata=shiftdata<<1;
        }
    }*/

    //Show cinematic at the first time that player login
    if( !GetPlayer()->getCinematic() )
    {
        GetPlayer()->setCinematic(1);

        ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(GetPlayer()->getRace());
        if(rEntry)
        {
            data.Initialize( SMSG_TRIGGER_CINEMATIC,4 );
            data << uint32(rEntry->startmovie);
            SendPacket( &data );
        }
    }

    pCurrChar->SendInitWorldStates();

    pCurrChar->CastSpell(pCurrChar, 836, true);             // LOGINEFFECT

    data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
    time_t gameTime = sWorld.GetGameTime();
    struct tm *lt = localtime(&gameTime);
    uint32 xmitTime = (lt->tm_year - 100) << 24 | lt->tm_mon  << 20 |
        (lt->tm_mday - 1) << 14 | lt->tm_wday << 11 |
        lt->tm_hour << 6 | lt->tm_min;
    data << xmitTime;
    data << (float)0.017f;                                  // game speed
    SendPacket( &data );

    GetPlayer()->UpdateHonorFields();

    QueryResult *result = sDatabase.PQuery("SELECT `guildid`,`rank` FROM `guild_member` WHERE `guid` = '%u'",pCurrChar->GetGUIDLow());

    if(result)
    {
        Field *fields = result->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt32());
        delete result;
    }
    else if(pCurrChar->GetGuildId())                        // clear guild related fields in case wrong data about non existed membership
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }

    if (!MapManager::Instance().GetMap(pCurrChar->GetMapId(), pCurrChar)->AddInstanced(pCurrChar))
    {
        // TODO : Teleport to zone-in area
    }

    MapManager::Instance().GetMap(pCurrChar->GetMapId(), pCurrChar)->Add(pCurrChar);
    ObjectAccessor::Instance().InsertPlayer(pCurrChar);
    //sLog.outDebug("Player %s added to Map.",pCurrChar->GetName());

    if (pCurrChar->m_transport)
    {
        Transport* curTrans = pCurrChar->m_transport;
        pCurrChar->TeleportTo(curTrans->GetMapId(), curTrans->GetPositionX(), curTrans->GetPositionY(), curTrans->GetPositionZ(), curTrans->GetOrientation(), true, false);
    }

    sDatabase.PExecute("UPDATE `character` SET `online` = 1 WHERE `guid` = '%u'", pCurrChar->GetGUIDLow());
    loginDatabase.PExecute("UPDATE `account` SET `online` = 1 WHERE `id` = '%u'", GetAccountId());
    plr->SetInGameTime( getMSTime() );

    // set some aura effects after add player to map
    if(pCurrChar->HasAuraType(SPELL_AURA_MOD_STUN))
        pCurrChar->SetMovement(MOVE_ROOT);

    if(pCurrChar->HasAuraType(SPELL_AURA_MOD_ROOT))
    {
        WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
        data.append(pCurrChar->GetPackGUID());
        data << (uint32)2;
        pCurrChar->SendMessageToSet(&data,true);
    }

    // announce group about member online (must be after add to player list to receive announce to self)
    if(pCurrChar->groupInfo.group)
    {
        //pCurrChar->groupInfo.group->SendInit(this); // useless
        pCurrChar->groupInfo.group->SendUpdate();
    }

    // friend status
    data.Initialize(SMSG_FRIEND_STATUS, 19);
    data<<uint8(FRIEND_ONLINE);
    data<<pCurrChar->GetGUID();
    data<<uint8(1);
    data<<pCurrChar->GetAreaId();
    data<<pCurrChar->getLevel();
    data<<pCurrChar->getClass();
    pCurrChar->BroadcastPacketToFriendListers(&data);

    pCurrChar->SendEnchantmentDurations();                  // must be after add to map

    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();

    // setting Ghost+speed if dead
    //if ( pCurrChar->m_deathState == DEAD )
    if ( pCurrChar->m_deathState != ALIVE )
    {
        // not blizz like, we must correctly save and load player instead...
        if(pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, true, 0);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, true, 0);     // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

        //pCurrChar->SetUInt32Value(UNIT_FIELD_AURA+41, 8326);
        //pCurrChar->SetUInt32Value(UNIT_FIELD_AURA+42, 20584);
        //pCurrChar->SetUInt32Value(UNIT_FIELD_AURAFLAGS+6, 238);
        //pCurrChar->SetUInt32Value(UNIT_FIELD_AURALEVELS+11, 514);
        //pCurrChar->SetUInt32Value(UNIT_FIELD_AURAAPPLICATIONS+11, 65535);
        //pCurrChar->SetUInt32Value(UNIT_FIELD_DISPLAYID, 1825);
        //if (pCurrChar->getRace() == RACE_NIGHTELF)
        //{
        //    pCurrChar->SetSpeed(MOVE_RUN,  1.5f*1.2f, true);
        //    pCurrChar->SetSpeed(MOVE_SWIM, 1.5f*1.2f, true);
        //}
        //else
        //{
        //    pCurrChar->SetSpeed(MOVE_RUN,  1.5f, true);
        //    pCurrChar->SetSpeed(MOVE_SWIM, 1.5f, true);
        //}
        pCurrChar->SetMovement(MOVE_WATER_WALK);
    }

    // Load pet if any and player is alive
    if(pCurrChar->isAlive())
        pCurrChar->LoadPet();

    // show time before shutdown if shutdown planned.
    if(sWorld.IsShutdowning())
        sWorld.ShutdownMsg(true,pCurrChar);

    if(pCurrChar->isGameMaster())
        SendNotification("GM mode is ON");
    m_playerLoading = false;
    pCurrChar->SendAllowMove();

    data.Initialize(SMSG_UNKNOWN_811, 4);
    data << uint32(0);
    SendPacket(&data);
}
コード例 #8
0
void SystemMgr::LoadScriptSplineChains()
{
    uint32 oldMSTime = getMSTime();

    m_mSplineChainsMap.clear();

    //                                                     0       1        2             3               4
    QueryResult resultMeta = WorldDatabase.Query("SELECT entry, chainId, splineId, expectedDuration, msUntilNext FROM script_spline_chain_meta ORDER BY entry asc, chainId asc, splineId asc");
    //                                                  0       1         2       3   4  5  6
    QueryResult resultWP = WorldDatabase.Query("SELECT entry, chainId, splineId, wpId, x, y, z FROM script_spline_chain_waypoints ORDER BY entry asc, chainId asc, splineId asc, wpId asc");
    if (!resultMeta || !resultWP)
    {
        TC_LOG_INFO("server.loading", ">> Loaded spline chain data for 0 chains, consisting of 0 splines with 0 waypoints. DB tables `script_spline_chain_meta` and `script_spline_chain_waypoints` are empty.");
    }
    else
    {
        uint32 chainCount = 0, splineCount = 0, wpCount = 0;
        do
        {
            Field* fieldsMeta = resultMeta->Fetch();
            uint32 entry = fieldsMeta[0].GetUInt32();
            uint16 chainId = fieldsMeta[1].GetUInt16();
            uint8 splineId = fieldsMeta[2].GetUInt8();
            std::vector<SplineChainLink>& chain = m_mSplineChainsMap[{entry,chainId}];

            if (splineId != chain.size())
            {
                TC_LOG_WARN("server.loading", "Creature #%u: Chain %u has orphaned spline %u, skipped.", entry, chainId, splineId);
                continue;
            }

            uint32 expectedDuration = fieldsMeta[3].GetUInt32();
            uint32 msUntilNext = fieldsMeta[4].GetUInt32();
            chain.emplace_back(expectedDuration, msUntilNext);

            if (splineId == 0)
                ++chainCount;
            ++splineCount;
        } while (resultMeta->NextRow());

        do
        {
            Field* fieldsWP = resultWP->Fetch();
            uint32 entry = fieldsWP[0].GetUInt32();
            uint16 chainId = fieldsWP[1].GetUInt16();
            uint8 splineId = fieldsWP[2].GetUInt8(), wpId = fieldsWP[3].GetUInt8();
            float posX = fieldsWP[4].GetFloat(), posY = fieldsWP[5].GetFloat(), posZ = fieldsWP[6].GetFloat();
            auto it = m_mSplineChainsMap.find({entry,chainId});
            if (it == m_mSplineChainsMap.end())
            {
                TC_LOG_WARN("server.loading", "Creature #%u has waypoint data for spline chain %u. No such chain exists - entry skipped.", entry, chainId);
                continue;
            }
            std::vector<SplineChainLink>& chain = it->second;
            if (splineId >= chain.size())
            {
                TC_LOG_WARN("server.loading", "Creature #%u has waypoint data for spline (%u,%u). The specified chain does not have a spline with this index - entry skipped.", entry, chainId, splineId);
                continue;
            }
            SplineChainLink& spline = chain[splineId];
            if (wpId != spline.Points.size())
            {
                TC_LOG_WARN("server.loading", "Creature #%u has orphaned waypoint data in spline (%u,%u) at index %u. Skipped.", entry, chainId, splineId, wpId);
                continue;
            }
            spline.Points.emplace_back(posX, posY, posZ);
            ++wpCount;
        } while (resultWP->NextRow());

        TC_LOG_INFO("server.loading", ">> Loaded spline chain data for %u chains, consisting of %u splines with %u waypoints in %u ms", chainCount, splineCount, wpCount, GetMSTimeDiffToNow(oldMSTime));
    }
}
コード例 #9
0
// add group or player (grp == NULL) to bg queue with the given leader and bg specifications
GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, BattlegroundTypeId BgTypeId, PvPDifficultyEntry const*  bracketEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 MatchmakerRating, uint32 arenateamid)
{
    BattlegroundBracketId bracketId = bracketEntry->GetBracketId();

    // create new ginfo
    GroupQueueInfo* ginfo            = new GroupQueueInfo;
    ginfo->BgTypeId                  = BgTypeId;
    ginfo->ArenaType                 = ArenaType;
    ginfo->ArenaTeamId               = arenateamid;
    ginfo->IsRated                   = isRated;
    ginfo->IsInvitedToBGInstanceGUID = 0;
    ginfo->JoinTime                  = getMSTime();
    ginfo->RemoveInviteTime          = 0;
    ginfo->Team                      = leader->GetTeam();
    ginfo->ArenaTeamRating           = ArenaRating;
    ginfo->ArenaMatchmakerRating     = MatchmakerRating;
    ginfo->OpponentsTeamRating       = 0;
    ginfo->OpponentsMatchmakerRating = 0;

    ginfo->Players.clear();

    //compute index (if group is premade or joined a rated match) to queues
    uint32 index = 0;
    if (!isRated && !isPremade)
        index += BG_TEAMS_COUNT;
    if (ginfo->Team == HORDE)
        index++;
    TC_LOG_DEBUG("bg.battleground", "Adding Group to BattlegroundQueue bgTypeId : %u, bracket_id : %u, index : %u", BgTypeId, bracketId, index);

    uint32 lastOnlineTime = getMSTime();

    //announce world (this don't need mutex)
    if (isRated && sWorld->getBoolConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE))
    {
        ArenaTeam* Team = sArenaTeamMgr->GetArenaTeamById(arenateamid);
        if (Team)
            sWorld->SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, Team->GetName().c_str(), ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
    }

    //add players from group to ginfo
    if (grp)
    {
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->GetSource();
            if (!member)
                continue;   // this should never happen
            PlayerQueueInfo& pl_info = m_QueuedPlayers[member->GetGUID()];
            pl_info.LastOnlineTime   = lastOnlineTime;
            pl_info.GroupInfo        = ginfo;
            // add the pinfo to ginfo's list
            ginfo->Players[member->GetGUID()]  = &pl_info;
        }
    }
    else
    {
        PlayerQueueInfo& pl_info = m_QueuedPlayers[leader->GetGUID()];
        pl_info.LastOnlineTime   = lastOnlineTime;
        pl_info.GroupInfo        = ginfo;
        ginfo->Players[leader->GetGUID()]  = &pl_info;
    }

    //add GroupInfo to m_QueuedGroups
    {
        //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
        m_QueuedGroups[bracketId][index].push_back(ginfo);

        //announce to world, this code needs mutex
        if (!isRated && !isPremade && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
        {
            if (Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(ginfo->BgTypeId))
            {
                char const* bgName = bg->GetName();
                uint32 MinPlayers = bg->GetMinPlayersPerTeam();
                uint32 qHorde = 0;
                uint32 qAlliance = 0;
                uint32 q_min_level = bracketEntry->minLevel;
                uint32 q_max_level = bracketEntry->maxLevel;
                GroupsQueueType::const_iterator itr;
                for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
                    if (!(*itr)->IsInvitedToBGInstanceGUID)
                        qAlliance += (*itr)->Players.size();
                for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
                    if (!(*itr)->IsInvitedToBGInstanceGUID)
                        qHorde += (*itr)->Players.size();

                // Show queue status to player only (when joining queue)
                if (sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
                {
                    ChatHandler(leader->GetSession()).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, bgName, q_min_level, q_max_level,
                            qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0);
                }
                // System message
                else
                {
                    sWorld->SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, bgName, q_min_level, q_max_level,
                                          qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0);
                }
            }
        }
        //release mutex
    }

    return ginfo;
}
コード例 #10
0
ファイル: Master.cpp プロジェクト: Bootz/arcticdev
bool Master::Run(int argc, char ** argv)
{
	char * config_file = (char*)default_config_file;
	char * realm_config_file = (char*)default_realm_config_file;

	int file_log_level = DEF_VALUE_NOT_SET;
	int screen_log_level = DEF_VALUE_NOT_SET;
	int do_check_conf = 0;
	int do_version = 0;
	int do_cheater_check = 0;
	int do_database_clean = 0;
	time_t curTime;

	struct arctic_option longopts[] =
	{
		{ "checkconf",			arctic_no_argument,			&do_check_conf,			1		},
		{ "screenloglevel",		arctic_required_argument,		&screen_log_level,	1		},
		{ "fileloglevel",		arctic_required_argument,		&file_log_level,	-1		},
		{ "version",			arctic_no_argument,			&do_version,			1		},
		{ "conf",				arctic_required_argument,		NULL,				'c'		},
		{ "realmconf",			arctic_required_argument,		NULL,				'r'		},
		{ 0, 0, 0, 0 }
	};

	char c;
	while ((c = arctic_getopt_long_only(argc, argv, ":f:", longopts, NULL)) != -1)
	{
		switch (c)
		{
		case 'c':
			config_file = new char[strlen(arctic_optarg)];
			strcpy(config_file, arctic_optarg);
			break;

		case 'r':
			realm_config_file = new char[strlen(arctic_optarg)];
			strcpy(realm_config_file, arctic_optarg);
			break;

		case 0:
			break;
		default:
			sLog.m_fileLogLevel = -1;
			sLog.m_screenLogLevel = 3;
			printf("Usage: %s [--checkconf] [--conf <filename>] [--realmconf <filename>] [--version]\n", argv[0]);
			return true;
		}
	}
	/* set new log levels if used as argument*/
	if( screen_log_level != (int)DEF_VALUE_NOT_SET )
		sLog.SetScreenLoggingLevel(screen_log_level);

	if( file_log_level != (int)DEF_VALUE_NOT_SET )
		sLog.SetFileLoggingLevel(file_log_level);

	// Startup banner
	UNIXTIME = time(NULL);
	g_localTime = *localtime(&UNIXTIME);

	sLog.outString("===============================================================================");
	printf(BANNER, BUILD_REVISION, CONFIG, PLATFORM_TEXT, ARCH);
	sLog.outString("===============================================================================");
	sLog.outString("");
	sLog.outString("The key combination <Ctrl-C> will safely shut down the server at any time.");
	Log.Line();
	if( do_check_conf )
	{
		Log.Notice( "Config", "Checking config file: %s", config_file );
		if( Config.MainConfig.SetSource(config_file, true ) )
			Log.Success( "Config", "Passed without errors." );
		else
			Log.Warning( "Config", "Encountered one or more errors." );

		Log.Notice( "Config", "Checking config file: %s\n", realm_config_file );
		if( Config.RealmConfig.SetSource( realm_config_file, true ) )
			Log.Success( "Config", "Passed without errors.\n" );
		else
			Log.Warning( "Config", "Encountered one or more errors.\n" );

		/* test for die variables */
		string die;
		if( Config.MainConfig.GetString( "die", "msg", &die) || Config.MainConfig.GetString("die2", "msg", &die ) )
			Log.Warning( "Config", "Die directive received: %s", die.c_str() );

		return true;
	}

	// use these log_level until we are fully started up.
	sLog.Init(-1, 3);
#ifndef WIN32
	if(geteuid() == 0 || getegid() == 0)
		Log.LargeErrorMessage( LARGERRORMESSAGE_WARNING, "You are running ArcTic as root.", "This is not needed, and may be a possible security risk.", "It is advised to hit CTRL+C now and", "start as a non-privileged user.", NULL);
#endif

	InitRandomNumberGenerators();
	Log.Success( "Rnd", "Initialized Random Number Generators." );

	ThreadPool.Startup();
	uint32 LoadingTime = getMSTime();

	Log.Notice( "Config", "Loading Config Files...\n" );
	if( Config.MainConfig.SetSource( config_file ) )
		Log.Success( "Config", ">> WorldServer.conf" );
	else
	{
		Log.Error( "Config", ">> WorldServer.conf" );
		return false;
	}

	string die;
	if( Config.MainConfig.GetString( "die", "msg", &die) || Config.MainConfig.GetString( "die2", "msg", &die ) )
	{
		Log.Warning( "Config", "Die directive received: %s", die.c_str() );
		return false;
	}	

	if(Config.RealmConfig.SetSource(realm_config_file))
		Log.Success( "Config", ">> Realms.conf" );
	else
	{
		Log.Error( "Config", ">> Realms.conf" );
		return false;
	}

	if( !_StartDB() )
	{
		Database::CleanupLibs();
		return false;
	}

	Log.Line();
	sLog.outString( "" );

	new EventMgr;
	new World;

	// open cheat log file
	Anticheat_Log = new SessionLogWriter(FormatOutputString( "logs", "cheaters", false).c_str(), false );
	GMCommand_Log = new SessionLogWriter(FormatOutputString( "logs", "gmcommand", false).c_str(), false );
	Player_Log = new SessionLogWriter(FormatOutputString( "logs", "players", false).c_str(), false );

	/* load the config file */
	sWorld.Rehash(false);

	// Initialize Opcode Table
	WorldSession::InitPacketHandlerTable();

	string host = Config.MainConfig.GetStringDefault( "Listen", "Host", DEFAULT_HOST );
	int wsport = Config.MainConfig.GetIntDefault( "Listen", "WorldServerPort", DEFAULT_WORLDSERVER_PORT );

	new ScriptMgr;

	if( !sWorld.SetInitialWorldSettings() )
	{
		Log.Error( "Server", "SetInitialWorldSettings() failed. Something went wrong? Exiting." );
		return false;
	}

	g_bufferPool.Init();
	sWorld.SetStartTime(uint32(UNIXTIME));

	WorldRunnable * wr = new WorldRunnable();
	ThreadPool.ExecuteTask(wr);

	_HookSignals();

	ConsoleThread * console = new ConsoleThread();
	ThreadPool.ExecuteTask(console);

	uint32 realCurrTime, realPrevTime;
	realCurrTime = realPrevTime = getMSTime();

	// Socket loop!
	uint32 start;
	uint32 diff;
	uint32 last_time = now();
	uint32 etime;

	// Start Network Subsystem
	DEBUG_LOG("Server","Starting network subsystem..." );
	new SocketMgr;
	new SocketGarbageCollector;
	sSocketMgr.SpawnWorkerThreads();

	if( StartConsoleListener() )
	{
#ifdef WIN32
		ThreadPool.ExecuteTask( GetConsoleListener() );
#endif
		Log.Success("RemoteConsole", "Started and listening on port %i",Config.MainConfig.GetIntDefault("RemoteConsole", "Port", 8092));
	}
	else
		DEBUG_LOG("RemoteConsole", "Not enabled or failed listen.");

	LoadingTime = getMSTime() - LoadingTime;
	Log.Success("Server","Ready for connections. Startup time: %ums\n", LoadingTime );

	//Update sLog to obey config setting
	sLog.Init(Config.MainConfig.GetIntDefault("LogLevel", "File", -1),Config.MainConfig.GetIntDefault("LogLevel", "Screen", 1));

	/* write pid file */
	FILE * fPid = fopen( "conf/WorldServer.pid", "w" );
	if( fPid )
	{
		uint32 pid;
#ifdef WIN32
		pid = GetCurrentProcessId();
#else
		pid = getpid();
#endif
		fprintf( fPid, "%u", (unsigned int)pid );
		fclose( fPid );
	}
#ifdef WIN32
	HANDLE hThread = GetCurrentThread();
#endif

	uint32 loopcounter = 0;
	//ThreadPool.Gobble();

#ifndef CLUSTERING
	/* Connect to realmlist servers / logon servers */
	new LogonCommHandler();
	sLogonCommHandler.Startup();

	// Create listener
	ListenSocket<WorldSocket> * ls = new ListenSocket<WorldSocket>(host.c_str(), wsport);
    bool listnersockcreate = ls->IsOpen();
#ifdef WIN32
	if( listnersockcreate )
		ThreadPool.ExecuteTask(ls);
#endif
	while( !m_stopEvent && listnersockcreate )
#else
	new ClusterInterface;
	sClusterInterface.ConnectToRealmServer();
	while(!m_stopEvent)
#endif
	{
		start = now();
		diff = start - last_time;
		if(! ((++loopcounter) % 10000) )		// 5mins
		{
			ThreadPool.ShowStats();
			ThreadPool.IntegrityCheck(); // Checks if THREAD_RESERVE is met
			g_bufferPool.Optimize();
		}

		/* since time() is an expensive system call, we only update it once per server loop */
		curTime = time(NULL);
		if( UNIXTIME != curTime )
		{
			UNIXTIME = time(NULL);
			g_localTime = *localtime(&curTime);
		}

		sSocketGarbageCollector.Update();

		/* UPDATE */
		last_time = now();
		etime = last_time - start;
		if( 50 > etime )
		{
#ifdef WIN32
			WaitForSingleObject(hThread, 50 - etime);
#else
			Sleep(50 - etime);
#endif
		}
	};

	// begin server shutdown
	Log.Notice("Shutdown", "Initiated at %s", ConvertTimeStampToDataTime( uint32(UNIXTIME)).c_str());
	bServerShutdown = true;

	_UnhookSignals();

    wr->Terminate();

	/* Shut down console system */
	CloseConsoleListener();
	console->terminate();
	delete console;

	if( lootmgr.is_loading )
	{
		Log.Notice("Shutdown", "Waiting for loot to finish loading...");
		while( lootmgr.is_loading )
			Sleep( 100 );
	}

	Log.Notice("CharacterLoaderThread", "Exiting...");
	sCLT.Terminate();

	sWorld.LogoutPlayers(); //(Also saves players).
	CharacterDatabase.Execute("UPDATE characters SET online = 0");

	// send a query to wake it up if its inactive
	Log.Notice("Database", "Clearing all pending queries...");

	// kill the database thread first so we don't lose any queries/data
	CharacterDatabase.EndThreads();
	WorldDatabase.EndThreads();

	Log.Notice("Server", "Shutting down random generator.");
	CleanupRandomNumberGenerators();

	Log.Notice( "WintergraspInternal", "Exiting..." );
	sWintergraspI.terminate();

	Log.Notice( "DayWatcherThread", "Exiting..." );
	sDayWatcher.terminate();

#ifndef CLUSTERING
	ls->Close();
#endif

	Log.Notice( "Network", "Shutting down network subsystem." );
#ifdef WIN32
	sSocketMgr.ShutdownThreads();
#endif
	sSocketMgr.CloseAll();

	sAddonMgr.SaveToDB();
	Log.Notice("AddonMgr", "~AddonMgr()");
	delete AddonMgr::getSingletonPtr();

	Log.Notice("AuctionMgr", "~AuctionMgr()");
	delete AuctionMgr::getSingletonPtr();

	Log.Notice("LootMgr", "~LootMgr()");
	delete LootMgr::getSingletonPtr();

	Log.Notice("MailSystem", "~MailSystem()");
	delete MailSystem::getSingletonPtr();

	ThreadPool.Shutdown();

#ifndef CLUSTERING
	delete ls;
#endif

	sLog.outString( "" );

	delete LogonCommHandler::getSingletonPtr();

	Log.Notice("World", "~World()");
	delete World::getSingletonPtr();

	sScriptMgr.UnloadScripts();
	delete ScriptMgr::getSingletonPtr();

	Log.Notice("EventMgr", "~EventMgr()");
	delete EventMgr::getSingletonPtr();

	Log.Notice("Database", "Closing Connections...");
	_StopDB();

	Log.Notice("Network", "Deleting Network Subsystem...");
	delete SocketMgr::getSingletonPtr();
	delete SocketGarbageCollector::getSingletonPtr();

#ifdef ENABLE_LUA_SCRIPTING
	sLog.outString("Deleting Script Engine...");
	LuaEngineMgr::getSingleton().Unload();
#endif
	// delete ScriptSystem;

	delete GMCommand_Log;
	delete Anticheat_Log;
	delete Player_Log;

	// remove pid
	remove("conf/WorldServer.pid");
	g_bufferPool.Destroy();

	Log.Notice("Shutdown", "Shutdown complete.");

#ifdef WIN32
	WSACleanup();
#endif
	return true;
}
コード例 #11
0
ファイル: Master.cpp プロジェクト: Carbinfibre/ArcPro
bool Master::Run(int argc, char** argv)
{
	char* config_file = (char*)default_config_file;
	char* optional_config_file = (char*)default_optional_config_file;
	char* realm_config_file = (char*)default_realm_config_file;

	int file_log_level = DEF_VALUE_NOT_SET;
	int screen_log_level = DEF_VALUE_NOT_SET;
	int do_check_conf = 0;
	int do_version = 0;
	int do_cheater_check = 0;
	int do_database_clean = 0;
	time_t curTime;

	struct arcpro_option longopts[] =
	{
		{ "checkconf",			arcpro_no_argument,				&do_check_conf,			1		},
		{ "screenloglevel",		arcpro_required_argument,		&screen_log_level,		1		},
		{ "fileloglevel",		arcpro_required_argument,		&file_log_level,		1		},
		{ "version",			arcpro_no_argument,				&do_version,			1		},
		{ "conf",				arcpro_required_argument,		NULL,					'c'		},
		{ "realmconf",			arcpro_required_argument,		NULL,					'r'		},
		{ "databasecleanup",	arcpro_no_argument,				&do_database_clean,		1		},
		{ "cheatercheck",		arcpro_no_argument,				&do_cheater_check,		1		},
		{ 0, 0, 0, 0 }
	};

	char c;
	while((c = static_cast<char>(arcpro_getopt_long_only(argc, argv, ":f:", longopts, NULL))) != -1)
	{
		switch(c)
		{
			case 'c':
				config_file = new char[strlen(arcpro_optarg)];
				strcpy(config_file, arcpro_optarg);
				break;

			case 'r':
				realm_config_file = new char[strlen(arcpro_optarg)];
				strcpy(realm_config_file, arcpro_optarg);
				break;

			case 0:
				break;
			default:
				sLog.Init(0, WORLD_LOG);
				printf("Usage: %s [--checkconf] [--fileloglevel <level>] [--conf <filename>] [--realmconf <filename>] [--version] [--databasecleanup] [--cheatercheck]\n", argv[0]);
				sLog.Close();
				return true;
		}
	}

	// Startup banner
	UNIXTIME = time(NULL);
	g_localTime = *localtime(&UNIXTIME);

	sLog.Init(0, WORLD_LOG);
	
	sLog.outBasic(BANNER, BUILD_TAG, BUILD_HASH_STR, CONFIG, PLATFORM_TEXT, ARCH);
	sLog.outErrorSilent(BANNER, BUILD_TAG, BUILD_HASH_STR, CONFIG, PLATFORM_TEXT, ARCH); // Echo off.

	if(do_version)
	{
		sLog.Close();
		return true;
	}

	if(do_check_conf)
	{
		Log.Notice("Config", "Checking config file: %s", config_file);
		if(Config.MainConfig.SetSource(config_file, true))
			Log.Success("Config", "Passed without errors.");
		else
			Log.Error("Config", "Encountered one or more errors.");

		Log.Notice("Config", "Checking config file: %s", realm_config_file);
		if(Config.RealmConfig.SetSource(realm_config_file, true))
			Log.Success("Config", "Passed without errors.");
		else
			Log.Error("Config", "Encountered one or more errors.");

		Log.Notice("Config", "Checking config file:: %s", optional_config_file);
		if(Config.OptionalConfig.SetSource(optional_config_file, true))
			Log.Success("Config", "Passed without errors.");
		else
			Log.Error("Config", "Encountered one or more errors.");

		sLog.Close();
		return true;
	}

	printf("The key combination <Ctrl-C> will safely shut down the server at any time.\n");

#ifndef WIN32
	if(geteuid() == 0 || getegid() == 0)
		Log.LargeErrorMessage("You are running ArcPro as root.", "This is not needed, and may be a possible security risk.", "It is advised to hit CTRL+C now and", "start as a non-privileged user.", NULL);
#endif

	InitImplicitTargetFlags();
	InitRandomNumberGenerators();
	Log.Notice("Rnd", "Initialized Random Number Generators.");

	ThreadPool.Startup();
	uint32 LoadingTime = getMSTime();

	Log.Success("Config", "Loading Config Files...");
	if(Config.MainConfig.SetSource(config_file))
		Log.Notice("Config", ">> " CONFDIR "/world.conf loaded");
	else
	{
		sLog.Error("Config", ">> error occurred loading " CONFDIR "/world.conf");
		sLog.Close();
		return false;
	}

	if(Config.OptionalConfig.SetSource(optional_config_file))
		Log.Notice("Config", ">> " CONFDIR "/optional.conf loaded");
	else
	{
		sLog.Error("Config", ">> error occurred loading " CONFDIR "/optional.conf");
		sLog.Close();
		return false;
	}

	if(Config.RealmConfig.SetSource(realm_config_file))
		Log.Notice("Config", ">> " CONFDIR "/realms.conf loaded");
	else
	{
		sLog.Error("Config", ">> error occurred loading " CONFDIR "/realms.conf");
		sLog.Close();
		return false;
	}

#if !defined(WIN32) && defined(__DEBUG__)
	if(Config.MainConfig.GetIntDefault("LogLevel", "DisableCrashdumpReport", 0) == 0)
	{
		char cmd[1024];
		char banner[1024];
		snprintf(banner, 1024, BANNER, BUILD_TAG, BUILD_REVISION, CONFIG, PLATFORM_TEXT, ARCH);
		snprintf(cmd, 1024, "./arcpro-crashreport -r %d -d \'%s\'", BUILD_REVISION, banner);
		system(cmd);
	}
	unlink("arcpro.uptime");
#endif

	if(!_StartDB())
	{
		Database::CleanupLibs();
		sLog.Close();
		return false;
	}

	// Checking the DB version. If it's wrong or can't be validated we exit.
	if(!CheckDBVersion())
	{
		sLog.Close();
		return false;
	}

	if(do_database_clean)
	{
		sLog.outDebug("Entering database maintenance mode.");
		new DatabaseCleaner;
		DatabaseCleaner::getSingleton().Run();
		delete DatabaseCleaner::getSingletonPtr();
		sLog.outDebug("Maintenance finished.");
	}

	new EventMgr;
	new World;

	// optional time stamp in logs
	bool useTimeStamp = Config.MainConfig.GetBoolDefault("log", "TimeStamp", false);

	// open cheat log file
	Anticheat_Log = new SessionLogWriter(FormatOutputString("logs", "cheaters", useTimeStamp).c_str(), false);
	GMCommand_Log = new SessionLogWriter(FormatOutputString("logs", "gmcommand", useTimeStamp).c_str(), false);
	Player_Log = new SessionLogWriter(FormatOutputString("logs", "players", useTimeStamp).c_str(), false);

	/* load the config file */
	sWorld.Rehash(false);

	/* set new log levels */
	if(file_log_level != (int)DEF_VALUE_NOT_SET)
		sLog.SetFileLoggingLevel(file_log_level);

	// Initialize Opcode Table
	WorldSession::InitPacketHandlerTable();

	string host = Config.MainConfig.GetStringDefault("Listen", "Host", DEFAULT_HOST);
	int wsport = Config.MainConfig.GetIntDefault("Listen", "WorldServerPort", DEFAULT_WORLDSERVER_PORT);

	new ScriptMgr;

	if(!sWorld.SetInitialWorldSettings())
	{
		Log.Error("Server", "SetInitialWorldSettings() failed. Something went wrong? Exiting.");
		sLog.Close();
		return false;
	}

	if(do_cheater_check)
		sWorld.CleanupCheaters();

	sWorld.SetStartTime((uint32)UNIXTIME);

	WorldRunnable* wr = new WorldRunnable();
	ThreadPool.ExecuteTask(wr);

	_HookSignals();

	ConsoleThread* console = new ConsoleThread();
	ThreadPool.ExecuteTask(console);

	uint32 realCurrTime, realPrevTime;
	realCurrTime = realPrevTime = getMSTime();

	// Socket loop!
	uint32 start;
	uint32 diff;
	uint32 last_time = now();
	uint32 etime;
	uint32 next_printout = getMSTime(), next_send = getMSTime();

	// Start Network Subsystem
	Log.Success("Network", "Starting subsystem...");
	new SocketMgr;
	new SocketGarbageCollector;
	sSocketMgr.SpawnWorkerThreads();

	sScriptMgr.LoadScripts();

	if(Config.MainConfig.GetBoolDefault("Startup", "EnableSpellIDDump", false))
		sScriptMgr.DumpUnimplementedSpells();

	LoadingTime = getMSTime() - LoadingTime;
	Log.Success("Server", "Ready for connections. Startup time: %ums", LoadingTime);

	Log.Notice("RemoteConsole", "Starting...");
	if(StartConsoleListener())
	{
#ifdef WIN32
		ThreadPool.ExecuteTask(GetConsoleListener());
#endif
		Log.Notice("RemoteConsole", "Now open.");
	}
	else
	{
		Log.Warning("RemoteConsole", "Not enabled or failed listen.");
	}


	/* write pid file */
	FILE* fPid = fopen("ArcPro.pid", "w");
	if(fPid)
	{
		uint32 pid;
#ifdef WIN32
		pid = GetCurrentProcessId();
#else
		pid = getpid();
#endif
		fprintf(fPid, "%u", (unsigned int)pid);
		fclose(fPid);
	}

	uint32 loopcounter = 0;
	//ThreadPool.Gobble();

	/* Connect to realmlist servers / logon servers */
	new LogonCommHandler();
	sLogonCommHandler.Startup();

	// Create listener
	ListenSocket<WorldSocket> * ls = new ListenSocket<WorldSocket>(host.c_str(), wsport);
	bool listnersockcreate = ls->IsOpen();
#ifdef WIN32
	if(listnersockcreate)
		ThreadPool.ExecuteTask(ls);
#endif

	while(!m_stopEvent && listnersockcreate)
	{
		start = now();
		diff = start - last_time;
		if(!((++loopcounter) % 10000))		// 5mins
		{
			ThreadPool.ShowStats();
			ThreadPool.IntegrityCheck();
#if !defined(WIN32) && defined(__DEBUG__)
			FILE* f = fopen("arcpro.uptime", "w");
			if(f)
			{
				fprintf(f, "%u %u %u %u", sWorld.GetUptime(), sWorld.GetSessionCount(), sWorld.PeakSessionCount, sWorld.mAcceptedConnections);
				fclose(f);
			}
#endif
		}

		/* since time() is an expensive system call, we only update it once per server loop */
		curTime = time(NULL);
		if(UNIXTIME != curTime)
		{
			UNIXTIME = time(NULL);
			g_localTime = *localtime(&curTime);
		}

		sSocketGarbageCollector.Update();

		/* UPDATE */
		last_time = now();
		etime = last_time - start;
		if(m_ShutdownEvent)
		{
			if(getMSTime() >= next_printout)
			{
				if(m_ShutdownTimer > 60000.0f)
				{
					if(!((int)(m_ShutdownTimer) % 60000))
						Log.Notice("Server", "Shutdown in %i minutes.", (int)(m_ShutdownTimer / 60000.0f));
				}
				else
					Log.Notice("Server", "Shutdown in %i seconds.", (int)(m_ShutdownTimer / 1000.0f));

				next_printout = getMSTime() + 500;
			}

			if(getMSTime() >= next_send)
			{
				int time = m_ShutdownTimer / 1000;
				if((time % 30 == 0) || time < 10)
				{
					// broadcast packet.
					WorldPacket data(20);
					data.SetOpcode(SMSG_SERVER_MESSAGE);
					if(m_restartEvent)
						data << uint32(SERVER_MSG_RESTART_TIME);
					else
						data << uint32(SERVER_MSG_SHUTDOWN_TIME);

					if(time > 0)
					{
						int mins = 0, secs = 0;
						if(time > 60)
							mins = time / 60;
						if(mins)
							time -= (mins * 60);
						secs = time;
						char str[20];
						snprintf(str, 20, "%02u:%02u", mins, secs);
						data << str;
						sWorld.SendGlobalMessage(&data, NULL);
					}
				}
				next_send = getMSTime() + 1000;
			}
			if(diff >= m_ShutdownTimer)
				break;
			else
				m_ShutdownTimer -= diff;
		}

		if(50 > etime)
		{

			arcpro::Sleep(50 - etime);

		}
	}
	_UnhookSignals();

	wr->SetThreadState(THREADSTATE_TERMINATE);
	ThreadPool.ShowStats();
	/* Shut down console system */
	console->terminate();
	delete console;

	// begin server shutdown
	Log.Success("Shutdown", "Initiated at %s", ConvertTimeStampToDataTime((uint32)UNIXTIME).c_str());

	if(lootmgr.is_loading)
	{
		Log.Notice("Shutdown", "Waiting for loot to finish loading...");
		while(lootmgr.is_loading)
			arcpro::Sleep(100);
	}

	// send a query to wake it up if its inactive
	Log.Notice("Database", "Clearing all pending queries...");

	// kill the database thread first so we don't lose any queries/data
	CharacterDatabase.EndThreads();
	WorldDatabase.EndThreads();

	Log.Notice("DayWatcherThread", "Exiting...");
	dw->terminate();
	dw = NULL;

	Log.Notice("CommonScheduleThread", "Exiting...");
	cs->terminate();
	cs = NULL;

	ls->Close();

	CloseConsoleListener();
	sWorld.SaveAllPlayers();

	Log.Notice("Network", "Shutting down network subsystem.");
#ifdef WIN32
	sSocketMgr.ShutdownThreads();
#endif
	sSocketMgr.CloseAll();

	bServerShutdown = true;
	ThreadPool.Shutdown();

	delete ls;

	sWorld.LogoutPlayers();

	delete LogonCommHandler::getSingletonPtr();

	sWorld.ShutdownClasses();
	Log.Notice("World", "~World()");
	delete World::getSingletonPtr();

	sScriptMgr.UnloadScripts();
	delete ScriptMgr::getSingletonPtr();

	Log.Notice("ChatHandler", "~ChatHandler()");
	delete ChatHandler::getSingletonPtr();

	Log.Notice("EventMgr", "~EventMgr()");
	delete EventMgr::getSingletonPtr();

	Log.Notice("Database", "Closing Connections...");
	_StopDB();

	Log.Notice("Network", "Deleting Network Subsystem...");
	delete SocketMgr::getSingletonPtr();
	delete SocketGarbageCollector::getSingletonPtr();

	delete GMCommand_Log;
	delete Anticheat_Log;
	delete Player_Log;

	// remove pid
	remove("ArcPro.pid");

	Log.Success("Shutdown", "Shutdown complete.");
	Log.Close();

#ifdef WIN32
	WSACleanup();

	// Terminate Entire Application
	//HANDLE pH = OpenProcess(PROCESS_TERMINATE, TRUE, GetCurrentProcessId());
	//TerminateProcess(pH, 0);
	//CloseHandle(pH);

#endif

	return true;
}
コード例 #12
0
void FormationMgr::LoadCreatureFormations()
{
    uint32 oldMSTime = getMSTime();

    for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) // for reload case
        delete itr->second;
    CreatureGroupMap.clear();

    //Get group data
    QueryResult result = WorldDatabase.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID");

    if (!result)
    {
        TC_LOG_ERROR("server.loading", ">>  Loaded 0 creatures in formations. DB table `creature_formations` is empty!");
        return;
    }

    uint32 count = 0;
    Field* fields;
    FormationInfo* group_member;

    do
    {
        fields = result->Fetch();

        //Load group member data
        group_member                        = new FormationInfo();
        group_member->leaderGUID            = fields[0].GetUInt32();
        uint32 memberGUID                   = fields[1].GetUInt32();
        group_member->groupAI               = fields[4].GetUInt32();
        group_member->point_1               = fields[5].GetUInt16();
        group_member->point_2               = fields[6].GetUInt16();
        //If creature is group leader we may skip loading of dist/angle
        if (group_member->leaderGUID != memberGUID)
        {
            group_member->follow_dist       = fields[2].GetFloat();
            group_member->follow_angle      = fields[3].GetFloat() * M_PI / 180;
        }
        else
        {
            group_member->follow_dist       = 0;
            group_member->follow_angle      = 0;
        }

        // check data correctness
        {
            if (!sObjectMgr->GetCreatureData(group_member->leaderGUID))
            {
                TC_LOG_ERROR("sql.sql", "creature_formations table leader guid %u incorrect (not exist)", group_member->leaderGUID);
                delete group_member;
                continue;
            }

            if (!sObjectMgr->GetCreatureData(memberGUID))
            {
                TC_LOG_ERROR("sql.sql", "creature_formations table member guid %u incorrect (not exist)", memberGUID);
                delete group_member;
                continue;
            }
        }

        CreatureGroupMap[memberGUID] = group_member;
        ++count;
    }
    while (result->NextRow());

    TC_LOG_INFO("server.loading", ">> Loaded %u creatures in formations in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
コード例 #13
0
ファイル: MovementHandler.cpp プロジェクト: Trizzor/uecore
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

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

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
    {
        // movement anticheat
        plMover->m_anti_JustTeleported = 1;
        // end movement anticheat
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    ReadMovementInfo(recv_data, &movementInfo);
    /*----------------*/

    if(!(movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) && _player->GetVehicleGUID())
    {
        if(mover->GetGUID() == _player->GetGUID())
        {
            return;
        }
    }
    // we sent a movement packet with MOVEMENTFLAG_ONTRANSPORT and we are on vehicle
    // this can be moving on vehicle or entering another transport (eg. boat)
    if((movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) && _player->GetVehicleGUID())
    {
        // we are controlling that vehicle
        if(mover->GetGUID() == _player->GetVehicleGUID())
        {
            // we sent movement packet, related to movement ON vehicle,
            // but not WITH vehicle, so mover = player
            if(_player->GetVehicleGUID() == movementInfo.t_guid)
            {
                // this is required to avoid client crash, otherwise it will result
                // in moving with vehicle on the same vehicle and that = crash
                mover = _player;
                plMover = _player;
            }
        }
        if(_player->GetVehicleGUID() == movementInfo.t_guid)
        {
            _player->m_SeatData.OffsetX = movementInfo.t_x;
            _player->m_SeatData.OffsetY = movementInfo.t_y;
            _player->m_SeatData.OffsetZ = movementInfo.t_z;
            _player->m_SeatData.Orientation = movementInfo.t_o;
        }
    }

    if(recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is " SIZEFMTD " 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 (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
        return;

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && !mover->GetVehicleGUID())
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if( movementInfo.t_x > 60 || movementInfo.t_y > 60 || movementInfo.t_x < -60 ||  movementInfo.t_y < -60 )
            return;

        if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y + movementInfo.t_y,
            movementInfo.z + movementInfo.t_z, movementInfo.o + movementInfo.t_o) )
            return;

        if (plMover && plMover->m_anti_TransportGUID == 0 && (movementInfo.t_guid !=0))
        {
            // if we boarded a transport, add us to it
            if (plMover && !plMover->m_transport)
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plMover->m_transport = (*iter);
                        (*iter)->AddPassenger(plMover);
                        break;
                    }
                }
            }
            //movement anticheat;
            //Correct finding GO guid in DB (thanks to GriffonHeart)
            GameObject *obj = HashMapHolder<GameObject>::Find(movementInfo.t_guid);
            if(obj)
                plMover->m_anti_TransportGUID = obj->GetDBTableGUIDLow();
            else
                plMover->m_anti_TransportGUID = GUID_LOPART(movementInfo.t_guid);
            // end movement anticheat
        }
    } else if (plMover && plMover->m_anti_TransportGUID != 0){
        if (plMover && plMover->m_transport)               // if we were on a transport, leave
        {
            plMover->m_transport->RemovePassenger(plMover);
            plMover->m_transport = NULL;
        }
        movementInfo.t_x = 0.0f;
        movementInfo.t_y = 0.0f;
        movementInfo.t_z = 0.0f;
        movementInfo.t_o = 0.0f;
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
        plMover->m_anti_TransportGUID = 0;
    }

    // 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->isInFlight())
    {
        //movement anticheat
        plMover->m_anti_JustJumped = 0;
        plMover->m_anti_JumpBaseZ = 0;
        //end movement anticheat
        plMover->HandleFall(movementInfo);
    }

    if (plMover && (movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING) != plMover->IsInWater()))
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
    }
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING))
    {
        if(mover->GetTypeId() == TYPEID_UNIT)
        {
            if(((Creature*)mover)->isVehicle() && !((Creature*)mover)->canSwim())
            {
                // NOTE : we should enter evade mode here, but...
                ((Vehicle*)mover)->SetSpawnDuration(1);
            }
        }
    }

    /*----------------------*/
    //---- anti-cheat features -->>>
    bool check_passed = true;
    #ifdef MOVEMENT_ANTICHEAT_DEBUG
    if (plMover){
        sLog.outBasic("MA-%s > client-time:%d fall-time:%d | xyzo: %f,%f,%fo(%f) flags[%X] opcode[%s]| transport (xyzo): %f,%f,%fo(%f)",
                    plMover->GetName(),movementInfo.time,movementInfo.fallTime,movementInfo.x,movementInfo.y,movementInfo.z,movementInfo.o,
                    movementInfo.flags, LookupOpcodeName(opcode),movementInfo.t_x,movementInfo.t_y,movementInfo.t_z,movementInfo.t_o);
        sLog.outBasic("MA-%s Transport > server GUID: %d |  client GUID: (lo)%d - (hi)%d",
                    plMover->GetName(),plMover->m_anti_TransportGUID, GUID_LOPART(movementInfo.t_guid), GUID_HIPART(movementInfo.t_guid));
    } else {
        sLog.outBasic("MA > client-time:%d fall-time:%d | xyzo: %f,%f,%fo(%f) flags[%X] opcode[%s]| transport (xyzo): %f,%f,%fo(%f)",
                    movementInfo.time,movementInfo.fallTime,movementInfo.x,movementInfo.y,movementInfo.z,movementInfo.o,
                    movementInfo.flags, LookupOpcodeName(opcode),movementInfo.t_x,movementInfo.t_y,movementInfo.t_z,movementInfo.t_o);
        sLog.outBasic("MA Transport > server GUID:  |  client GUID: (lo)%d - (hi)%d",
                    GUID_LOPART(movementInfo.t_guid), GUID_HIPART(movementInfo.t_guid));
    }
    #endif

    if (plMover && World::GetEnableMvAnticheat())
    {
        //calc time deltas
        int32 cClientTimeDelta = 1500;
        if (plMover->m_anti_LastClientTime !=0){
            cClientTimeDelta = movementInfo.time - plMover->m_anti_LastClientTime;
            plMover->m_anti_DeltaClientTime += cClientTimeDelta;
            plMover->m_anti_LastClientTime = movementInfo.time;
        } else {
            plMover->m_anti_LastClientTime = movementInfo.time;
        }

        uint32 cServerTime=getMSTime();
        uint32 cServerTimeDelta = 1500;
        if (plMover->m_anti_LastServerTime != 0){
            cServerTimeDelta = cServerTime - plMover->m_anti_LastServerTime;
            plMover->m_anti_DeltaServerTime += cServerTimeDelta;
            plMover->m_anti_LastServerTime = cServerTime;
        } else {
            plMover->m_anti_LastServerTime = cServerTime;
        }

        //resync times on client login (first 15 sec for heavy areas)
        if (plMover->m_anti_DeltaServerTime < 15000 && plMover->m_anti_DeltaClientTime < 15000)
            plMover->m_anti_DeltaClientTime = plMover->m_anti_DeltaServerTime;

        int32 sync_time = plMover->m_anti_DeltaClientTime - plMover->m_anti_DeltaServerTime;

        #ifdef MOVEMENT_ANTICHEAT_DEBUG
        sLog.outBasic("MA-%s Time > cClientTimeDelta: %d, cServerTime: %d || deltaC: %d - deltaS: %d || SyncTime: %d",
                        plMover->GetName(),cClientTimeDelta, cServerTime,
                        plMover->m_anti_DeltaClientTime, plMover->m_anti_DeltaServerTime, sync_time);
        #endif

        //mistiming checks
        int32 gmd = World::GetMistimingDelta();
        if (sync_time > gmd || sync_time < -gmd){
            cClientTimeDelta = cServerTimeDelta;
            plMover->m_anti_MistimingCount++;

            sLog.outError("MA-%s, mistiming exception. #:%d, mistiming: %dms ",
                            plMover->GetName(), plMover->m_anti_MistimingCount, sync_time);

            if (plMover->m_anti_MistimingCount > World::GetMistimingAlarms())
            {
                sWorld.SendWorldText(3,"Bye Cheto! ",plMover->GetName());
                plMover->GetSession()->KickPlayer();
                return;
            }
            check_passed = false;
        }
        // end mistiming checks

        uint32 curDest = plMover->m_taxi.GetTaxiDestination(); //check taxi flight
        if ((plMover->m_anti_TransportGUID == 0) && !curDest)
        {
            UnitMoveType move_type;

            // calculating section ---------------------
            //current speed
            if (movementInfo.flags & MOVEMENTFLAG_FLYING) move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_FLIGHT_BACK : MOVE_FLIGHT;
            else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING) move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_SWIM;
            else if (movementInfo.flags & MOVEMENTFLAG_WALK_MODE) move_type = MOVE_WALK;
            //hmm... in first time after login player has MOVE_SWIMBACK instead MOVE_WALKBACK
            else move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_RUN;

            float current_speed = plMover->GetSpeed(move_type);
            // end current speed

            // movement distance
            float allowed_delta= 0;

            float delta_x = plMover->GetPositionX() - movementInfo.x;
            float delta_y = plMover->GetPositionY() - movementInfo.y;
            float delta_z = plMover->GetPositionZ() - movementInfo.z;
            float real_delta = delta_x * delta_x + delta_y * delta_y;
            float tg_z = -99999; //tangens
            // end movement distance

            if (cClientTimeDelta < 0) {cClientTimeDelta = 0;}
            float time_delta = (cClientTimeDelta < 1500) ? (float)cClientTimeDelta/1000 : 1.5f; //normalize time - 1.5 second allowed for heavy loaded server

            if (!(movementInfo.flags & (MOVEMENTFLAG_FLYING | MOVEMENTFLAG_SWIMMING)))
              tg_z = (real_delta !=0) ? (delta_z*delta_z / real_delta) : -99999;

            if (current_speed < plMover->m_anti_Last_HSpeed)
            {
                allowed_delta = plMover->m_anti_Last_HSpeed;
                if (plMover->m_anti_LastSpeedChangeTime == 0 )
                    plMover->m_anti_LastSpeedChangeTime = movementInfo.time + (uint32)floor(((plMover->m_anti_Last_HSpeed / current_speed) * 1500)) + 100; //100ms above for random fluctuating =)))
            } else {
                allowed_delta = current_speed;
            }
            allowed_delta = allowed_delta * time_delta;
            allowed_delta = allowed_delta * allowed_delta + 2;
            if (tg_z > 2.2)
                allowed_delta = allowed_delta + (delta_z*delta_z)/2.37; // mountain fall allowed speed

            if (movementInfo.time>plMover->m_anti_LastSpeedChangeTime)
            {
                plMover->m_anti_Last_HSpeed = current_speed; // store current speed
                plMover->m_anti_Last_VSpeed = -2.3f;
                if (plMover->m_anti_LastSpeedChangeTime != 0) plMover->m_anti_LastSpeedChangeTime = 0;
            }
            // end calculating section ---------------------

            //AntiGravitation (thanks to Meekro)
            float JumpHeight = plMover->m_anti_JumpBaseZ - movementInfo.z;
            if ((plMover->m_anti_JumpBaseZ != 0)
                    && !(movementInfo.flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING | MOVEMENTFLAG_FLYING2))
                    && (JumpHeight < plMover->m_anti_Last_VSpeed))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, GraviJump exception. JumpHeight = %f, Allowed Veritcal Speed = %f",
                                plMover->GetName(), JumpHeight, plMover->m_anti_Last_VSpeed);
                #endif
                check_passed = false;
            }
 
            //multi jump checks
            if (opcode == MSG_MOVE_JUMP && !plMover->IsInWater())
            {
                if (plMover->m_anti_JustJumped >= 1){
                    check_passed = false; //don't process new jump packet
                } else {
                    plMover->m_anti_JustJumped += 1;
                    plMover->m_anti_JumpBaseZ = movementInfo.z;
                }
            } else if (plMover->IsInWater()) {
                 plMover->m_anti_JustJumped = 0;
            }

            //speed hack checks
            if ((real_delta > allowed_delta)) // && (delta_z < 0))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, speed exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaTime=%f",
                                plMover->GetName(), real_delta, allowed_delta, current_speed, plMover->m_anti_Last_HSpeed,time_delta);
                #endif
                check_passed = false;
            }
            //teleport hack checks
            if ((real_delta>4900.0f) && !(real_delta < allowed_delta))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, is teleport exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaToime=%f",
                                plMover->GetName(),real_delta, allowed_delta, current_speed, plMover->m_anti_Last_HSpeed,time_delta);
                #endif
                check_passed = false;
            }

            //mountian hack checks // 1.56f (delta_z < GetPlayer()->m_anti_Last_VSpeed))
            if ((delta_z < plMover->m_anti_Last_VSpeed) && (plMover->m_anti_JustJumped == 0) && (tg_z > 2.37f))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, mountain exception | tg_z=%f", plMover->GetName(),tg_z);
                #endif
                check_passed = false;
            }
            //Fly hack checks
            if (((movementInfo.flags & (MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_FLYING | MOVEMENTFLAG_FLYING2)) != 0)
                  && !plMover->isGameMaster()
                  && !(plMover->HasAuraType(SPELL_AURA_FLY) || plMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, flight exception. {SPELL_AURA_FLY=[%X]} {SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED=[%X]} {SPELL_AURA_MOD_SPEED_FLIGHT=[%X]} {SPELL_AURA_MOD_FLIGHT_SPEED_ALWAYS=[%X]} {SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK=[%X]}",
                   plMover->GetName(),
                   plMover->HasAuraType(SPELL_AURA_FLY), plMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED),
                   plMover->HasAuraType(SPELL_AURA_MOD_SPEED_FLIGHT), plMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_ALWAYS),
                   plMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK));
                #endif
                check_passed = false;
            }
            //Water-Walk checks
            if (((movementInfo.flags & MOVEMENTFLAG_WATERWALKING) != 0)
                  && !plMover->isGameMaster()
                  && !(plMover->HasAuraType(SPELL_AURA_WATER_WALK) | plMover->HasAuraType(SPELL_AURA_GHOST)))
            {
                #ifdef MOVEMENT_ANTICHEAT_DEBUG
                sLog.outError("MA-%s, water-walk exception. [%X]{SPELL_AURA_WATER_WALK=[%X]}",
                                plMover->GetName(), movementInfo.flags, plMover->HasAuraType(SPELL_AURA_WATER_WALK));
                #endif
                check_passed = false;
            }
            //Teleport To Plane checks
            if (movementInfo.z < 0.0001f && movementInfo.z > -0.0001f
                && ((movementInfo.flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_FLYING | MOVEMENTFLAG_FLYING2)) == 0)
                && !plMover->isGameMaster())
            {
                // Prevent using TeleportToPlan.
                Map *map = plMover->GetMap();
                if (map){
                    float plane_z = map->GetHeight(movementInfo.x, movementInfo.y, MAX_HEIGHT) - movementInfo.z;
                    plane_z = (plane_z < -500.0f) ? 0 : plane_z; //check holes in heigth map
                    if(plane_z > 0.1f || plane_z < -0.1f)
                    {
                        plMover->m_anti_TeleToPlane_Count++;
                        check_passed = false;
                        #ifdef MOVEMENT_ANTICHEAT_DEBUG
                        sLog.outDebug("MA-%s, teleport to plan exception. plane_z: %f ",
                                        plMover->GetName(), plane_z);
                        #endif
                        if (plMover->m_anti_TeleToPlane_Count > World::GetTeleportToPlaneAlarms())
                        {
                            sLog.outError("MA-%s, teleport to plan exception. Exception count: %d ",
                                            plMover->GetName(), plMover->m_anti_TeleToPlane_Count);
							sWorld.SendWorldText(3,"Bye Cheto! ",plMover->GetName());
                            plMover->GetSession()->KickPlayer();
                            return;
                        }
                    }
                }
            } else {
                if (plMover->m_anti_TeleToPlane_Count != 0)
                    plMover->m_anti_TeleToPlane_Count = 0;
            }
        } else if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) {
            //antiwrap checks
            if (plMover->m_transport)
            {
                float trans_rad = movementInfo.t_x*movementInfo.t_x + movementInfo.t_y*movementInfo.t_y + movementInfo.t_z*movementInfo.t_z;
                if (trans_rad > 3600.0f){
                    check_passed = false;
                    #ifdef MOVEMENT_ANTICHEAT_DEBUG
                    sLog.outError("MA-%s, leave transport.", plMover->GetName());
                    #endif
                }
            } else {
                if (GameObjectData const* go_data = objmgr.GetGOData(plMover->m_anti_TransportGUID))
                {
                    float delta_gox = go_data->posX - movementInfo.x;
                    float delta_goy = go_data->posY - movementInfo.y;
                    float delta_goz = go_data->posZ - movementInfo.z;
                    int mapid = go_data->mapid;
                    #ifdef MOVEMENT_ANTICHEAT_DEBUG
                    sLog.outDebug("MA-%s, transport movement. GO xyzo: %f,%f,%f",
                                    plMover->GetName(), go_data->posX,go_data->posY,go_data->posZ);
                    #endif
                    if (plMover->GetMapId() != mapid){
                        check_passed = false;
                    } else if (mapid !=369) {
                        float delta_go = delta_gox*delta_gox + delta_goy*delta_goy;
                        if (delta_go > 3600.0f) {
                            check_passed = false;
                            #ifdef MOVEMENT_ANTICHEAT_DEBUG
                            sLog.outError("MA-%s, leave transport. GO xyzo: %f,%f,%f",
                                            plMover->GetName(), go_data->posX,go_data->posY,go_data->posZ);
                            #endif
                        }
                    }

                } else {
                    #ifdef MOVEMENT_ANTICHEAT_DEBUG
                    sLog.outDebug("MA-%s, undefined transport.", plMover->GetName());
                    #endif
                    check_passed = false;
                }
            }
            if (!check_passed){
                if (plMover->m_transport)
                    {
                        plMover->m_transport->RemovePassenger(plMover);
                        plMover->m_transport = NULL;
                    }
                    movementInfo.t_x = 0.0f;
                    movementInfo.t_y = 0.0f;
                    movementInfo.t_z = 0.0f;
                    movementInfo.t_o = 0.0f;
                    movementInfo.t_time = 0;
                    plMover->m_anti_TransportGUID = 0;
            }
        }
    }
    /* process position-change */
    if (check_passed)
    {
    recv_data.put<uint32>(6, getMSTime());                  // fix time, offset flags(4) + unk(2)
    WorldPacket data(recv_data.GetOpcode(), (mover->GetPackGUID().size()+recv_data.size()));
    data.append(mover->GetPackGUID());                      // use mover guid
    data.append(recv_data.contents(), recv_data.size());
    GetPlayer()->SendMessageToSet(&data, false);

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        plMover->m_movementInfo = movementInfo;
        plMover->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.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, GetPlayer()->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();
            }
        }
        //movement anticheat >>>
        if (plMover->m_anti_AlarmCount > 0){
            sLog.outError("MA-%s produce %d anticheat alarms",plMover->GetName(),plMover->m_anti_AlarmCount);
            plMover->m_anti_AlarmCount = 0;
        }
    // end movement anticheat
    }
    else                                                    // creature charmed
    {
        if(mover->IsInWorld())
        {
            mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
            if(((Creature*)mover)->isVehicle())
                ((Vehicle*)mover)->RellocatePassengers(mover->GetMap());
        }
    }
}
    else if (plMover)
    {
        plMover->m_anti_AlarmCount++;
        WorldPacket data;
        //GetPlayer()->m_movementInfo.SetMovementFlags(MovementFlags(MOVEMENTFLAG_NONE));
        plMover->m_movementInfo.SetMovementFlags(MovementFlags(MOVEMENTFLAG_NONE));
        plMover->BuildTeleportAckMsg(&data, plMover->GetPositionX(), plMover->GetPositionY(), plMover->GetPositionZ(), plMover->GetOrientation());
        plMover->GetSession()->SendPacket(&data);
        plMover->BuildHeartBeatMsg(&data);
        plMover->SendMessageToSet(&data, true);
    }
}
コード例 #14
0
ファイル: MovementHandler.cpp プロジェクト: MoosOwn/mangos
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 (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
    {
        // 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 )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        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) )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            float trans_rad = movementInfo.GetTransportPos()->x*movementInfo.GetTransportPos()->x + movementInfo.GetTransportPos()->y*movementInfo.GetTransportPos()->y + movementInfo.GetTransportPos()->z*movementInfo.GetTransportPos()->z;
            if (trans_rad > 3600.0f) // transport radius = 60 yards //cheater with on_transport_flag
            {
 	            return;
            }
            // 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 && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.ClearTransportData();
    }

    // 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->isInFlight())
        plMover->HandleFall(movementInfo);

    if (plMover && (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater()))
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
        if(plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f))
        {
            plMover->m_anti_BeginFallZ=INVALID_HEIGHT;
        }
    }

    // ---- 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()->GetMap()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),MAX_HEIGHT);
        float Anti__FloorZ  = GetPlayer()->GetMap()->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()->GetBaseMap()->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->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 */
    movementInfo.UpdateTime(getMSTime());

    WorldPacket data(opcode, recv_data.size());
    data.appendPackGUID(mover->GetGUID());                  // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        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))
            plMover->UpdateWalkMode(plMover, 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);
    }
}
コード例 #15
0
ファイル: CharacterHandler.cpp プロジェクト: OWalla/mangos
void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder)
{
    uint64 playerGuid = holder->GetGuid();

    Player *pCurrChar = new Player(this);
    pCurrChar->GetMotionMaster()->Initialize();

    // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
    if(!pCurrChar->LoadFromDB(GUID_LOPART(playerGuid), holder))
    {
        KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
        delete pCurrChar;                                   // delete it manually
        delete holder;                                      // delete all unprocessed queries
        m_playerLoading = false;
        return;
    }

    SetPlayer(pCurrChar);

    pCurrChar->SendDungeonDifficulty(false);

    WorldPacket data( SMSG_LOGIN_VERIFY_WORLD, 20 );
    data << pCurrChar->GetMapId();
    data << pCurrChar->GetPositionX();
    data << pCurrChar->GetPositionY();
    data << pCurrChar->GetPositionZ();
    data << pCurrChar->GetOrientation();
    SendPacket(&data);

    // load player specific part before send times
    LoadAccountData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACCOUNTDATA),PER_CHARACTER_CACHE_MASK);
    SendAccountDataTimes(PER_CHARACTER_CACHE_MASK);

    data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2);         // added in 2.2.0
    data << uint8(2);                                       // unknown value
    data << uint8(0);                                       // enable(1)/disable(0) voice chat interface in client
    SendPacket(&data);

    // Send MOTD
    {
        data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
        data << (uint32)0;

        uint32 linecount=0;
        std::string str_motd = sWorld.GetMotd();
        std::string::size_type pos, nextpos;

        pos = 0;
        while ( (nextpos= str_motd.find('@',pos)) != std::string::npos )
        {
            if (nextpos != pos)
            {
                data << str_motd.substr(pos, nextpos-pos);
                ++linecount;
            }
            pos = nextpos + 1;
        }

        if (pos < str_motd.length())
        {
            data << str_motd.substr(pos);
            ++linecount;
        }

        data.put(0, linecount);

        SendPacket( &data );
        DEBUG_LOG( "WORLD: Sent motd (SMSG_MOTD)" );
    }

    //QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow());
    QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD);

    if(resultGuild)
    {
        Field *fields = resultGuild->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt32());
        delete resultGuild;
    }
    else if(pCurrChar->GetGuildId())                        // clear guild related fields in case wrong data about non existed membership
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }

    if(pCurrChar->GetGuildId() != 0)
    {
        Guild* guild = sObjectMgr.GetGuildById(pCurrChar->GetGuildId());
        if(guild)
        {
            data.Initialize(SMSG_GUILD_EVENT, (1+1+guild->GetMOTD().size()+1));
            data << uint8(GE_MOTD);
            data << uint8(1);
            data << guild->GetMOTD();
            SendPacket(&data);
            DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" );

            guild->DisplayGuildBankTabsInfo(this);

            guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetGUID(), 1, pCurrChar->GetName(), "", "");
        }
        else
        {
            // remove wrong guild data
            sLog.outError("Player %s (GUID: %u) marked as member not existed guild (id: %u), removing guild membership for player.",pCurrChar->GetName(),pCurrChar->GetGUIDLow(),pCurrChar->GetGuildId());
            pCurrChar->SetInGuild(0);
        }
    }

    data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4+4);
    data << uint32(0);
    data << uint32(0);
    SendPacket(&data);

    pCurrChar->SendInitialPacketsBeforeAddToMap();

    //Show cinematic at the first time that player login
    if( !pCurrChar->getCinematic() )
    {
        pCurrChar->setCinematic(1);

        if(ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
        {
            if (cEntry->CinematicSequence)
                pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
            else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
                pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
        }
    }

    if (!pCurrChar->GetMap()->Add(pCurrChar))
    {
        // normal delayed teleport protection not applied (and this correct) for this case (Player object just created)
        AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId());
        if(at)
            pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
        else
            pCurrChar->TeleportToHomebind();
    }

    sObjectAccessor.AddObject(pCurrChar);
    //DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName());

    pCurrChar->SendInitialPacketsAfterAddToMap();

    CharacterDatabase.PExecute("UPDATE characters SET online = 1 WHERE guid = '%u'", pCurrChar->GetGUIDLow());
    LoginDatabase.PExecute("UPDATE account SET active_realm_id = %d WHERE id = '%u'", realmID, GetAccountId());
    pCurrChar->SetInGameTime( getMSTime() );

    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group *group = pCurrChar->GetGroup())
        group->SendUpdate();

    // friend status
    sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUIDLow(), true);

    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();

    // setting Ghost+speed if dead
    if (pCurrChar->m_deathState != ALIVE)
    {
        // not blizz like, we must correctly save and load player instead...
        if(pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, true);   // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, true);        // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

        pCurrChar->SetMovement(MOVE_WATER_WALK);
    }

    pCurrChar->ContinueTaxiFlight();

    // reset for all pets before pet loading
    if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS))
        Pet::resetTalentsForAllPetsOf(pCurrChar);

    // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
    pCurrChar->LoadPet();

    // Set FFA PvP for non GM in non-rest mode
    if(sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_RESTING) )
        pCurrChar->SetFFAPvP(true);

    if(pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
        pCurrChar->SetContestedPvP();

    // Apply at_login requests
    if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
    {
        pCurrChar->resetSpells();
        SendNotification(LANG_RESET_SPELLS);
    }

    if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
    {
        pCurrChar->resetTalents(true,true);
        pCurrChar->SendTalentsInfoData(false);              // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state
        SendNotification(LANG_RESET_TALENTS);               // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here
    }

    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);

    // show time before shutdown if shutdown planned.
    if(sWorld.IsShutdowning())
        sWorld.ShutdownMsg(true,pCurrChar);

    if(sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS))
        pCurrChar->SetTaxiCheater(true);

    if(pCurrChar->isGameMaster())
        SendNotification(LANG_GM_ON);

    std::string IP_str = GetRemoteAddress();
    sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)",
        GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow());

    if(!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED))
        pCurrChar->SetStandState(UNIT_STAND_STATE_STAND);

    m_playerLoading = false;
    delete holder;
}
コード例 #16
0
bool BattlegroundQueue::InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, uint32 side)
{
    // set side if needed
    if (side)
        ginfo->Team = side;

    if (!ginfo->IsInvitedToBGInstanceGUID)
    {
        // not yet invited
        // set invitation
        ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
        BattlegroundTypeId bgTypeId = bg->GetTypeID();
        BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, bg->GetArenaType());
        BattlegroundBracketId bracket_id = bg->GetBracketId();

        // set ArenaTeamId for rated matches
        if (bg->isArena() && bg->isRated())
            bg->SetArenaTeamIdForTeam(ginfo->Team, ginfo->ArenaTeamId);

        ginfo->RemoveInviteTime = getMSTime() + INVITE_ACCEPT_WAIT_TIME;

        // loop through the players
        for (std::map<uint64, PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
        {
            // get the player
            Player* player = ObjectAccessor::FindPlayer(itr->first);
            // if offline, skip him, this should not happen - player is removed from queue when he logs out
            if (!player)
                continue;

            // invite the player
            PlayerInvitedToBGUpdateAverageWaitTime(ginfo, bracket_id);
            //sBattlegroundMgr->InvitePlayer(player, bg, ginfo->Team);

            // set invited player counters
            bg->IncreaseInvitedCount(ginfo->Team);

            player->SetInviteForBattlegroundQueueType(bgQueueTypeId, ginfo->IsInvitedToBGInstanceGUID);

            // create remind invite events
            BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(player->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, ginfo->ArenaType, ginfo->RemoveInviteTime);
            m_events.AddEvent(inviteEvent, m_events.CalculateTime(INVITATION_REMIND_TIME));
            // create automatic remove events
            BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(player->GetGUID(), ginfo->IsInvitedToBGInstanceGUID, bgTypeId, bgQueueTypeId, ginfo->RemoveInviteTime);
            m_events.AddEvent(removeEvent, m_events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));

            WorldPacket data;

            uint32 queueSlot = player->GetBattlegroundQueueIndex(bgQueueTypeId);

            TC_LOG_DEBUG("bg.battleground", "Battleground: invited player %s (%u) to BG instance %u queueindex %u bgtype %u",
                         player->GetName().c_str(), player->GetGUIDLow(), bg->GetInstanceID(), queueSlot, bg->GetTypeID());

            // send status packet
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, player, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, player->GetBattlegroundQueueJoinTime(bgTypeId), ginfo->ArenaType);
            player->GetSession()->SendPacket(&data);
        }
        return true;
    }

    return false;
}
コード例 #17
0
void SmartAIMgr::LoadSmartAIFromDB()
{
    uint32 oldMSTime = getMSTime();

    for (uint8 i = 0; i < SMART_SCRIPT_TYPE_MAX; i++)
        mEventMap[i].clear();  //Drop Existing SmartAI List

    PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_SMART_SCRIPTS);
    PreparedQueryResult result = WorldDatabase.Query(stmt);

    if (!result)
    {
        sLog->outString(">> Loaded 0 SmartAI scripts. DB table `smartai_scripts` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();

        SmartScriptHolder temp;

        temp.entryOrGuid = fields[0].GetInt32();
        SmartScriptType source_type = (SmartScriptType)fields[1].GetUInt8();
        if (source_type >= SMART_SCRIPT_TYPE_MAX)
        {
            sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: invalid source_type (%u), skipped loading.", uint32(source_type));
            continue;
        }
        if (temp.entryOrGuid >= 0)
        {
            switch (source_type)
            {
            case SMART_SCRIPT_TYPE_CREATURE:
            {
                if (!sObjectMgr->GetCreatureTemplate((uint32)temp.entryOrGuid))
                {
                    sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: Creature entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
                    continue;
                }
                break;
            }
            case SMART_SCRIPT_TYPE_GAMEOBJECT:
            {
                if (!sObjectMgr->GetGameObjectTemplate((uint32)temp.entryOrGuid))
                {
                    sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: GameObject entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
                    continue;
                }
                break;
            }
            case SMART_SCRIPT_TYPE_AREATRIGGER:
            {
                if (!sAreaTriggerStore.LookupEntry((uint32)temp.entryOrGuid))
                {
                    sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: AreaTrigger entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
                    continue;
                }
                break;
            }
            case SMART_SCRIPT_TYPE_TIMED_ACTIONLIST:
                break;//nothing to check, really
            default:
                sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: not yet implemented source_type %u", (uint32)source_type);
                continue;
            }
        }
        else
        {
            if (!sObjectMgr->GetCreatureData(uint32(abs(temp.entryOrGuid))))
            {
                sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: Creature guid (%u) does not exist, skipped loading.", uint32(abs(temp.entryOrGuid)));
                continue;
            }
        }

        temp.source_type = source_type;
        temp.event_id = fields[2].GetUInt16();
        temp.link = fields[3].GetUInt16();
        temp.event.type = (SMART_EVENT)fields[4].GetUInt8();
        temp.event.event_phase_mask = fields[5].GetUInt8();
        temp.event.event_chance = fields[6].GetUInt8();
        temp.event.event_flags = fields[7].GetUInt8();

        temp.event.raw.param1 = fields[8].GetUInt32();
        temp.event.raw.param2 = fields[9].GetUInt32();
        temp.event.raw.param3 = fields[10].GetUInt32();
        temp.event.raw.param4 = fields[11].GetUInt32();

        temp.action.type = (SMART_ACTION)fields[12].GetUInt8();

        temp.action.raw.param1 = fields[13].GetUInt32();
        temp.action.raw.param2 = fields[14].GetUInt32();
        temp.action.raw.param3 = fields[15].GetUInt32();
        temp.action.raw.param4 = fields[16].GetUInt32();
        temp.action.raw.param5 = fields[17].GetUInt32();
        temp.action.raw.param6 = fields[18].GetUInt32();

        temp.target.type = (SMARTAI_TARGETS)fields[19].GetUInt8();
        temp.target.raw.param1 = fields[20].GetUInt32();
        temp.target.raw.param2 = fields[21].GetUInt32();
        temp.target.raw.param3 = fields[22].GetUInt32();
        temp.target.x = fields[23].GetFloat();
        temp.target.y = fields[24].GetFloat();
        temp.target.z = fields[25].GetFloat();
        temp.target.o = fields[26].GetFloat();

        //check target
        if (!IsTargetValid(temp))
            continue;

        // check all event and action params
        if (!IsEventValid(temp))
            continue;

        // creature entry / guid not found in storage, create empty event list for it and increase counters
        if (mEventMap[source_type].find(temp.entryOrGuid) == mEventMap[source_type].end())
        {
            ++count;
            SmartAIEventList eventList;
            mEventMap[source_type][temp.entryOrGuid] = eventList;
        }
        // store the new event
        mEventMap[source_type][temp.entryOrGuid].push_back(temp);
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u SmartAI scripts in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
コード例 #18
0
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue
it must be called after fully adding the members of a group to ensure group joining
should be called from Battleground::RemovePlayer function in some cases
*/
void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
    //if no players in queue - do nothing
    if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
            m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() &&
            m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
            m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty())
        return;

    // battleground with free slot for player should be always in the beggining of the queue
    // maybe it would be better to create bgfreeslotqueue for each bracket_id
    BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId);
    for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();)
    {
        Battleground* bg = *itr;
        ++itr;
        // DO NOT allow queue manager to invite new player to rated games
        if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id &&
                bg->GetStatus() > STATUS_WAIT_QUEUE && bg->GetStatus() < STATUS_WAIT_LEAVE)
        {
            // clear selection pools
            m_SelectionPools[TEAM_ALLIANCE].Init();
            m_SelectionPools[TEAM_HORDE].Init();

            // call a function that does the job for us
            FillPlayersToBG(bg, bracket_id);

            // now everything is set, invite players
            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->Team);

            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->Team);

            if (!bg->HasFreeSlots())
                bg->RemoveFromBGFreeSlotQueue();
        }
    }

    // finished iterating through the bgs with free slots, maybe we need to create a new bg

    Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
    if (!bg_template)
    {
        TC_LOG_ERROR("bg.battleground", "Battleground: Update: bg template not found for %u", bgTypeId);
        return;
    }

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
    if (!bracketEntry)
    {
        TC_LOG_ERROR("bg.battleground", "Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id);
        return;
    }

    // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
    uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
    uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();

    if (bg_template->isArena())
    {
        MaxPlayersPerTeam = arenaType;
        MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType;
    }
    else if (sBattlegroundMgr->isTesting())
        MinPlayersPerTeam = 1;

    m_SelectionPools[TEAM_ALLIANCE].Init();
    m_SelectionPools[TEAM_HORDE].Init();

    if (bg_template->isBattleground())
    {
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // create new battleground
            Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false);
            if (!bg2)
            {
                TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }
            // invite those selection pools
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->Team);

            bg2->StartBattleground();
            //clear structures
            m_SelectionPools[TEAM_ALLIANCE].Init();
            m_SelectionPools[TEAM_HORDE].Init();
        }
    }

    // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
    if (!isRated)
    {
        // if there are enough players in pools, start new battleground or non rated arena
        if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
                || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
        {
            // we successfully created a pool
            Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, false);
            if (!bg2)
            {
                TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }

            // invite those selection pools
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->Team);
            // start bg
            bg2->StartBattleground();
        }
    }
    else if (bg_template->isArena())
    {
        // found out the minimum and maximum ratings the newly added team should battle against
        // arenaRating is the rating of the latest joined team, or 0
        // 0 is on (automatic update call) and we must set it to team's with longest wait time
        if (!arenaRating)
        {
            GroupQueueInfo* front1 = NULL;
            GroupQueueInfo* front2 = NULL;
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
            {
                front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front();
                arenaRating = front1->ArenaMatchmakerRating;
            }
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
            {
                front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front();
                arenaRating = front2->ArenaMatchmakerRating;
            }
            if (front1 && front2)
            {
                if (front1->JoinTime < front2->JoinTime)
                    arenaRating = front1->ArenaMatchmakerRating;
            }
            else if (!front1 && !front2)
                return; //queues are empty
        }

        //set rating range
        uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference();
        uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference();
        // if max rating difference is set and the time past since server startup is greater than the rating discard time
        // (after what time the ratings aren't taken into account when making teams) then
        // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
        // else leave the discard time on 0, this way all ratings will be discarded
        uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer();

        // we need to find 2 teams which will play next game
        GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT];
        uint8 found = 0;
        uint8 team = 0;

        for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
        {
            // take the group that joined first
            GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin();
            for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2)
            {
                // if group match conditions, then add it to pool
                if (!(*itr2)->IsInvitedToBGInstanceGUID
                        && (((*itr2)->ArenaMatchmakerRating >= arenaMinRating && (*itr2)->ArenaMatchmakerRating <= arenaMaxRating)
                            || (*itr2)->JoinTime < discardTime))
                {
                    itr_teams[found++] = itr2;
                    team = i;
                    break;
                }
            }
        }

        if (!found)
            return;

        if (found == 1)
        {
            for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3)
            {
                if (!(*itr3)->IsInvitedToBGInstanceGUID
                        && (((*itr3)->ArenaMatchmakerRating >= arenaMinRating && (*itr3)->ArenaMatchmakerRating <= arenaMaxRating)
                            || (*itr3)->JoinTime < discardTime)
                        && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId)
                {
                    itr_teams[found++] = itr3;
                    break;
                }
            }
        }

        //if we have 2 teams, then start new arena and invite players!
        if (found == 2)
        {
            GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE];
            GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE];
            Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true);
            if (!arena)
            {
                TC_LOG_ERROR("bg.battleground", "BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
                return;
            }

            aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating;
            hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating;
            aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating;
            hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating;
            TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating);
            TC_LOG_DEBUG("bg.battleground", "setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating);

            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
            if (aTeam->Team != ALLIANCE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]);
            }
            if (hTeam->Team != HORDE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]);
            }

            arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating);
            arena->SetArenaMatchmakerRating(   HORDE, hTeam->ArenaMatchmakerRating);
            InviteGroupToBG(aTeam, arena, ALLIANCE);
            InviteGroupToBG(hTeam, arena, HORDE);

            TC_LOG_DEBUG("bg.battleground", "Starting rated arena match!");
            arena->StartBattleground();
        }
    }
}
コード例 #19
0
ファイル: AccountMgr.cpp プロジェクト: Regigicas/TrinityCore
void AccountMgr::LoadRBAC()
{
    ClearRBAC();

    TC_LOG_DEBUG("rbac", "AccountMgr::LoadRBAC");
    uint32 oldMSTime = getMSTime();
    uint32 count1 = 0;
    uint32 count2 = 0;
    uint32 count3 = 0;

    TC_LOG_DEBUG("rbac", "AccountMgr::LoadRBAC: Loading permissions");
    QueryResult result = LoginDatabase.Query("SELECT id, name FROM rbac_permissions");
    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 account permission definitions. DB table `rbac_permissions` is empty.");
        return;
    }

    do
    {
        Field* field = result->Fetch();
        uint32 id = field[0].GetUInt32();
        _permissions[id] = new rbac::RBACPermission(id, field[1].GetString());
        ++count1;
    }
    while (result->NextRow());

    TC_LOG_DEBUG("rbac", "AccountMgr::LoadRBAC: Loading linked permissions");
    result = LoginDatabase.Query("SELECT id, linkedId FROM rbac_linked_permissions ORDER BY id ASC");
    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 linked permissions. DB table `rbac_linked_permissions` is empty.");
        return;
    }

    uint32 permissionId = 0;
    rbac::RBACPermission* permission = NULL;

    do
    {
        Field* field = result->Fetch();
        uint32 newId = field[0].GetUInt32();
        if (permissionId != newId)
        {
            permissionId = newId;
            permission = _permissions[newId];
        }

        uint32 linkedPermissionId = field[1].GetUInt32();
        if (linkedPermissionId == permissionId)
        {
            TC_LOG_ERROR("sql.sql", "RBAC Permission %u has itself as linked permission. Ignored", permissionId);
            continue;
        }
        permission->AddLinkedPermission(linkedPermissionId);
        ++count2;
    }
    while (result->NextRow());

    TC_LOG_DEBUG("rbac", "AccountMgr::LoadRBAC: Loading default permissions");
    result = LoginDatabase.PQuery("SELECT secId, permissionId FROM rbac_default_permissions WHERE (realmId = %u OR realmId = -1) ORDER BY secId ASC", realm.Id.Realm);
    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 default permission definitions. DB table `rbac_default_permissions` is empty.");
        return;
    }

    uint8 secId = 255;
    rbac::RBACPermissionContainer* permissions = NULL;
    do
    {
        Field* field = result->Fetch();
        uint32 newId = field[0].GetUInt32();
        if (secId != newId || permissions == NULL)
        {
            secId = newId;
            permissions = &_defaultPermissions[secId];
        }

        permissions->insert(field[1].GetUInt32());
        ++count3;
    }
    while (result->NextRow());

    TC_LOG_INFO("server.loading", ">> Loaded %u permission definitions, %u linked permissions and %u default permissions in %u ms", count1, count2, count3, GetMSTimeDiffToNow(oldMSTime));
}
コード例 #20
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    //sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

    Unit *mover = _player->m_mover;
    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;
    ReadMovementInfo(recv_data, &movementInfo);
    /*----------------*/

    if(recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is " SIZEFMTD " 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();
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    if (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if( movementInfo.t_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y + movementInfo.t_y,
            movementInfo.z + movementInfo.t_z, movementInfo.o + movementInfo.t_o) )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }

        if(!mover->GetTransport() && !mover->GetVehicle())
            movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.t_x = 0.0f;
        movementInfo.t_y = 0.0f;
        movementInfo.t_z = 0.0f;
        movementInfo.t_o = 0.0f;
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

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

    if (plMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
    }

    /*----------------------*/

    /* process position-change */
    recv_data.put<uint32>(6, getMSTime());                  // fix time, offset flags(4) + unk(2)
    WorldPacket data(recv_data.GetOpcode(), (mover->GetPackGUID().size()+recv_data.size()));
    data.append(mover->GetPackGUID());                      // use mover guid
    data.append(recv_data.contents(), recv_data.size());
    GetPlayer()->SendMessageToSet(&data, false);

    mover->m_movementInfo = movementInfo;

    if(mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.o);
        return;
    }

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        plMover->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());

        if(movementInfo.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, GetPlayer()->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
    {
        mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);

        /*if(mover->canFly())
        {
            bool flying = mover->IsFlying();
            if(flying != ((mover->GetByteValue(UNIT_FIELD_BYTES_1, 3) & 0x02) ? true : false))
                mover->SetFlying(flying);
        }*/
    }

    //sLog.outString("Receive Movement Packet %s:", opcodeTable[recv_data.GetOpcode()]);
    //mover->OutMovementInfo();
}
コード例 #21
0
void WardenWin::RequestData()
{
    SF_LOG_DEBUG("warden", "Request data");

    // If all checks were done, fill the todo list again
    if (_memChecksTodo.empty())
        _memChecksTodo.assign(sWardenCheckMgr->MemChecksIdPool.begin(), sWardenCheckMgr->MemChecksIdPool.end());

    if (_otherChecksTodo.empty())
        _otherChecksTodo.assign(sWardenCheckMgr->OtherChecksIdPool.begin(), sWardenCheckMgr->OtherChecksIdPool.end());

    _serverTicks = getMSTime();

    uint16 id;
    uint8 type;
    WardenCheck* wd;
    _currentChecks.clear();

    // Build check request
    for (uint32 i = 0; i < sWorld->getIntConfig(CONFIG_WARDEN_NUM_MEM_CHECKS); ++i)
    {
        // If todo list is done break loop (will be filled on next Update() run)
        if (_memChecksTodo.empty())
            break;

        // Get check id from the end and remove it from todo
        id = _memChecksTodo.back();
        _memChecksTodo.pop_back();

        // Add the id to the list sent in this cycle
        _currentChecks.push_back(id);
    }

    ByteBuffer buff;
    buff << uint8(WARDEN_SMSG_CHEAT_CHECKS_REQUEST);

    ACE_READ_GUARD(ACE_RW_Mutex, g, sWardenCheckMgr->_checkStoreLock);

    for (uint32 i = 0; i < sWorld->getIntConfig(CONFIG_WARDEN_NUM_OTHER_CHECKS); ++i)
    {
        // If todo list is done break loop (will be filled on next Update() run)
        if (_otherChecksTodo.empty())
            break;

        // Get check id from the end and remove it from todo
        id = _otherChecksTodo.back();
        _otherChecksTodo.pop_back();

        // Add the id to the list sent in this cycle
        _currentChecks.push_back(id);

        wd = sWardenCheckMgr->GetWardenDataById(id);

        switch (wd->Type)
        {
            case MPQ_CHECK:
            case LUA_STR_CHECK:
            case DRIVER_CHECK:
                buff << uint8(wd->Str.size());
                buff.append(wd->Str.c_str(), wd->Str.size());
                break;
            default:
                break;
        }
    }

    uint8 xorByte = _inputKey[0];

    // Add TIMING_CHECK
    buff << uint8(0x00);
    buff << uint8(TIMING_CHECK ^ xorByte);

    uint8 index = 1;

    for (std::list<uint16>::iterator itr = _currentChecks.begin(); itr != _currentChecks.end(); ++itr)
    {
        wd = sWardenCheckMgr->GetWardenDataById(*itr);

        type = wd->Type;
        buff << uint8(type ^ xorByte);
        switch (type)
        {
            case MEM_CHECK:
            {
                buff << uint8(0x00);
                buff << uint32(wd->Address);
                buff << uint8(wd->Length);
                break;
            }
            case PAGE_CHECK_A:
            case PAGE_CHECK_B:
            {
                buff.append(wd->Data.AsByteArray(0, false).get(), wd->Data.GetNumBytes());
                buff << uint32(wd->Address);
                buff << uint8(wd->Length);
                break;
            }
            case MPQ_CHECK:
            case LUA_STR_CHECK:
            {
                buff << uint8(index++);
                break;
            }
            case DRIVER_CHECK:
            {
                buff.append(wd->Data.AsByteArray(0, false).get(), wd->Data.GetNumBytes());
                buff << uint8(index++);
                break;
            }
            case MODULE_CHECK:
            {
                uint32 seed = static_cast<uint32>(rand32());
                buff << uint32(seed);
                HmacHash hmac(4, (uint8*)&seed);
                hmac.UpdateData(wd->Str);
                hmac.Finalize();
                buff.append(hmac.GetDigest(), hmac.GetLength());
                break;
            }
            /*case PROC_CHECK:
            {
                buff.append(wd->i.AsByteArray(0, false).get(), wd->i.GetNumBytes());
                buff << uint8(index++);
                buff << uint8(index++);
                buff << uint32(wd->Address);
                buff << uint8(wd->Length);
                break;
            }*/
            default:
                break;                                      // Should never happen
        }
    }
    buff << uint8(xorByte);
    buff.hexlike();

    // Encrypt with warden RC4 key
    EncryptData(buff.contents(), buff.size());

    WorldPacket pkt(SMSG_WARDEN_DATA, buff.size());
    pkt.append(buff);
    _session->SendPacket(&pkt);

    _dataSent = true;

    std::stringstream stream;
    stream << "Sent check id's: ";
    for (std::list<uint16>::iterator itr = _currentChecks.begin(); itr != _currentChecks.end(); ++itr)
        stream << *itr << " ";

    SF_LOG_DEBUG("warden", "%s", stream.str().c_str());
}
コード例 #22
0
ファイル: GuildMgr.cpp プロジェクト: Facelive/ArkCORE2
void GuildMgr::LoadGuilds()
{
    // 1. Load all guilds
    sLog->outString("Loading Guilds...");
    {
        uint32 oldMSTime = getMSTime();

                                                //           0          1       2             3              4              5              6
        QueryResult result = CharacterDatabase.Query("SELECT g.guildid, g.name, g.leaderguid, g.EmblemStyle, g.EmblemColor, g.BorderStyle, g.BorderColor, "
                                                //    7                  8       9       10            11           12         13         14       15
                                                     "g.BackgroundColor, g.info, g.motd, g.createdate, g.BankMoney, COUNT(gbt.guildid), xp, level, m_today_xp, m_xp_cap  "
                                                     "FROM guild g LEFT JOIN guild_bank_tab gbt ON g.guildid = gbt.guildid GROUP BY g.guildid ORDER BY g.guildid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 Guilds. DB table `guild` is empty.");
            sLog->outString();
            return;
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                Guild* guild = new Guild();

                if (!guild->LoadFromDB(fields))
                {
                    delete guild;
                    continue;
                }
                QueryResult guildNews = CharacterDatabase.PQuery("SELECT type, date, value1, value2, source_guid, flags FROM guild_news WHERE guildid = %u ORDER BY date DESC", guild->GetId());
                if (guildNews)
                {
                    Field* fields = guildNews->Fetch();
                    guild->LoadGuildNewsFromDB(fields);
                }
                AddGuild(guild);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u Guilds in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 2. Load all guild ranks
    sLog->outString("Loading guild ranks...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild rank entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gr FROM guild_rank gr LEFT JOIN guild g ON gr.guildId = g.guildId WHERE g.guildId IS NULL");

        //                                                         0    1      2       3                4
        QueryResult result = CharacterDatabase.Query("SELECT guildid, rid, rname, rights, BankMoneyPerDay FROM guild_rank ORDER BY guildid ASC, rid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild ranks. DB table `guild_rank` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadRankFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild ranks in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 3. Load all guild members
    sLog->outString("Loading guild members...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild member entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gm FROM guild_member gm LEFT JOIN guild g ON gm.guildId = g.guildId WHERE g.guildId IS NULL");

                                                     //          0        1        2     3      4        5                   6
        QueryResult result = CharacterDatabase.Query("SELECT guildid, gm.guid, rank, pnote, offnote, BankResetTimeMoney, BankRemMoney, "
                                                     //   7                  8                 9                  10                11                 12
                                                     "BankResetTimeTab0, BankRemSlotsTab0, BankResetTimeTab1, BankRemSlotsTab1, BankResetTimeTab2, BankRemSlotsTab2, "
                                                     //   13                 14                15                 16                17                 18
                                                     "BankResetTimeTab3, BankRemSlotsTab3, BankResetTimeTab4, BankRemSlotsTab4, BankResetTimeTab5, BankRemSlotsTab5, "
                                                     //   19                 20                21                 22
                                                     "BankResetTimeTab6, BankRemSlotsTab6, BankResetTimeTab7, BankRemSlotsTab7, "
                                                     //   23      24       25       26      27         28               29               30               31               32                33                34
                                                     "c.name, c.level, c.class, c.zone, c.account, c.logout_time, FirstProffLevel, FirstProffSkill, FirstProffRank, SecondProffLevel, SecondProffSkill, SecondProffRank "
                                                     "FROM guild_member gm LEFT JOIN characters c ON c.guid = gm.guid ORDER BY guildid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild members. DB table `guild_member` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;

            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadMemberFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild members int %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 4. Load all guild bank tab rights
    sLog->outString("Loading bank tab rights...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild bank right entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gbr FROM guild_bank_right gbr LEFT JOIN guild g ON gbr.guildId = g.guildId WHERE g.guildId IS NULL");

                                                     //       0        1      2    3        4
        QueryResult result = CharacterDatabase.Query("SELECT guildid, TabId, rid, gbright, SlotPerDay FROM guild_bank_right ORDER BY guildid ASC, TabId ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild bank tab rights. DB table `guild_bank_right` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadBankRightFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u bank tab rights in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 5. Load all event logs
    sLog->outString("Loading guild event logs...");
    {
        uint32 oldMSTime = getMSTime();

        CharacterDatabase.DirectPExecute("DELETE FROM guild_eventlog WHERE LogGuid > %u", sWorld->getIntConfig(CONFIG_GUILD_EVENT_LOG_COUNT));

                                                     //          0        1        2          3            4            5        6
        QueryResult result = CharacterDatabase.Query("SELECT guildid, LogGuid, EventType, PlayerGuid1, PlayerGuid2, NewRank, TimeStamp FROM guild_eventlog ORDER BY TimeStamp DESC, LogGuid DESC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild event logs. DB table `guild_eventlog` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadEventLogFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild event logs in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 6. Load all bank event logs
    sLog->outString("Loading guild bank event logs...");
    {
        uint32 oldMSTime = getMSTime();

        // Remove log entries that exceed the number of allowed entries per guild
        CharacterDatabase.DirectPExecute("DELETE FROM guild_bank_eventlog WHERE LogGuid > %u", sWorld->getIntConfig(CONFIG_GUILD_BANK_EVENT_LOG_COUNT));

                                                     //          0        1      2        3          4           5            6               7          8
        QueryResult result = CharacterDatabase.Query("SELECT guildid, TabId, LogGuid, EventType, PlayerGuid, ItemOrMoney, ItemStackCount, DestTabId, TimeStamp FROM guild_bank_eventlog ORDER BY TimeStamp DESC, LogGuid DESC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild bank event logs. DB table `guild_bank_eventlog` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadBankEventLogFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild bank event logs in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 7. Load all guild bank tabs
    sLog->outString("Loading guild bank tabs...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphaned guild bank tab entries before loading the valid ones
        CharacterDatabase.DirectExecute("DELETE gbt FROM guild_bank_tab gbt LEFT JOIN guild g ON gbt.guildId = g.guildId WHERE g.guildId IS NULL");

                                                     //         0        1      2        3        4
        QueryResult result = CharacterDatabase.Query("SELECT guildid, TabId, TabName, TabIcon, TabText FROM guild_bank_tab ORDER BY guildid ASC, TabId ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild bank tabs. DB table `guild_bank_tab` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[0].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadBankTabFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild bank tabs in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 8. Fill all guild bank tabs
    sLog->outString("Filling bank tabs with items...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete orphan guild bank items
        CharacterDatabase.DirectExecute("DELETE gbi FROM guild_bank_item gbi LEFT JOIN guild g ON gbi.guildId = g.guildId WHERE g.guildId IS NULL");

                                                     //          0            1                2      3         4        5      6             7                 8           9           10
        QueryResult result = CharacterDatabase.Query("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text, "
                                                     //   11       12     13      14         15
                                                     "guildid, TabId, SlotId, item_guid, itemEntry FROM guild_bank_item gbi INNER JOIN item_instance ii ON gbi.item_guid = ii.guid");

        if (!result)
        {
            sLog->outString(">> Loaded 0 guild bank tab items. DB table `guild_bank_item` or `item_instance` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 guildId = fields[11].GetUInt32();

                if (Guild* guild = GetGuildById(guildId))
                    guild->LoadBankItemFromDB(fields);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u guild bank tab items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // 9. Validate loaded guild data
    sLog->outString("Validating data of loaded guilds...");
    {
        uint32 oldMSTime = getMSTime();
        std::set<Guild*> rm; // temporary storage to avoid modifying GuildStore with RemoveGuild() while iterating

        for (GuildContainer::iterator itr = GuildStore.begin(); itr != GuildStore.end(); ++itr)
        {
            Guild* guild = itr->second;
            if (guild && !guild->Validate())
                rm.insert(guild);
        }
        for (std::set<Guild*>::iterator itr = rm.begin(); itr != rm.end(); ++itr)
        {
            Guild* guild = *itr;
            RemoveGuild(guild->GetId());
            delete guild;
        }

        sLog->outString(">> Validated data of loaded guilds in %u ms", GetMSTimeDiffToNow(oldMSTime));
        sLog->outString();
    }
}
コード例 #23
0
ファイル: MovementHandler.cpp プロジェクト: Everf/Imortal
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    uint16 opcode = recvPacket.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

    // prevent tampered movement data
    if (movementInfo.guid != mover->GetGUID())
    {
        TC_LOG_ERROR("network", "HandleMovementOpcodes: guid error");
        return;
    }
    if (!movementInfo.pos.IsPositionValid())
    {
        TC_LOG_ERROR("network", "HandleMovementOpcodes: Invalid Position");
        return;
    }

    /* handle special cases */
    if (movementInfo.transport.guid)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    foundNewTransport = true;
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.ResetTransport();
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.transport.guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.ResetTransport();
    }

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

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    /* process position-change */
    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;

    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;

    /*----------------------*/
    /* process position-change */
    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    WorldPacket data(SMSG_PLAYER_MOVE, recvPacket.size());
    mover->WriteMovementInfo(data);
    mover->SendMessageToSet(&data, _player);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId());
        float depth = zone ? zone->MaxDepth : -500.0f;
        if (movementInfo.pos.GetPositionZ() < depth)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
コード例 #24
0
void CreatureTextMgr::LoadCreatureTexts()
{
    uint32 oldMSTime = getMSTime();

    mTextMap.clear(); // for reload case
    mTextRepeatMap.clear(); //reset all currently used temp texts

    PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_CREATURE_TEXT);
    PreparedQueryResult result = WorldDatabase.Query(stmt);

    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 ceature texts. DB table `creature_texts` is empty.");

        return;
    }

    uint32 textCount = 0;
    uint32 creatureCount = 0;

    do
    {
        Field* fields = result->Fetch();
        CreatureTextEntry temp;

        temp.entry           = fields[0].GetUInt32();
        temp.group           = fields[1].GetUInt8();
        temp.id              = fields[2].GetUInt8();
        temp.text            = fields[3].GetString();
        temp.type            = ChatMsg(fields[4].GetUInt8());
        temp.lang            = Language(fields[5].GetUInt8());
        temp.probability     = fields[6].GetFloat();
        temp.emote           = Emote(fields[7].GetUInt32());
        temp.duration        = fields[8].GetUInt32();
        temp.sound           = fields[9].GetUInt32();
        temp.BroadcastTextId = fields[10].GetUInt32();

        if (temp.sound)
        {
            if (!sSoundEntriesStore.LookupEntry(temp.sound))
            {
                TC_LOG_ERROR("sql.sql", "CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Sound %u but sound does not exist.", temp.entry, temp.group, temp.sound);
                temp.sound = 0;
            }
        }

        if (!GetLanguageDescByID(temp.lang))
        {
            TC_LOG_ERROR("sql.sql", "CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` using Language %u but Language does not exist.", temp.entry, temp.group, uint32(temp.lang));
            temp.lang = LANG_UNIVERSAL;
        }

        if (temp.type >= MAX_CHAT_MSG_TYPE)
        {
            TC_LOG_ERROR("sql.sql", "CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Type %u but this Chat Type does not exist.", temp.entry, temp.group, uint32(temp.type));
            temp.type = CHAT_MSG_SAY;
        }

        if (temp.emote)
        {
            if (!sEmotesStore.LookupEntry(temp.emote))
            {
                TC_LOG_ERROR("sql.sql", "CreatureTextMgr:  Entry %u, Group %u in table `creature_texts` has Emote %u but emote does not exist.", temp.entry, temp.group, uint32(temp.emote));
                temp.emote = EMOTE_ONESHOT_NONE;
            }
        }

        if (temp.BroadcastTextId)
        {
            if (!sObjectMgr->GetBroadcastText(temp.BroadcastTextId))
            {
                TC_LOG_ERROR("sql.sql", "CreatureTextMgr: Entry %u, Group %u, Id %u in table `creature_texts` has non-existing or incompatible BroadcastTextId %u.", temp.entry, temp.group, temp.id, temp.BroadcastTextId);
                temp.BroadcastTextId = 0;
            }
        }

        // entry not yet added, add empty TextHolder (list of groups)
        if (mTextMap.find(temp.entry) == mTextMap.end())
            ++creatureCount;

        // add the text into our entry's group
        mTextMap[temp.entry][temp.group].push_back(temp);

        ++textCount;
    }
    while (result->NextRow());

    TC_LOG_INFO("server.loading", ">> Loaded %u creature texts for %u creatures in %u ms", textCount, creatureCount, GetMSTimeDiffToNow(oldMSTime));
}
コード例 #25
0
ファイル: PoolMgr.cpp プロジェクト: sacel/StrawberryEMU
void PoolMgr::LoadFromDB()
{
    // Pool templates
    {
        uint32 oldMSTime = getMSTime();

        QueryResult result = WorldDB.Query("SELECT entry,max_limit FROM pool_template");
        if (!result)
        {
            mPoolTemplate.clear();
            sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
            sLog->outString();
            return;
        }

        uint32 count = 0;
        do
        {
            Field *fields = result->Fetch();

            uint32 pool_id = fields[0].GetUInt32();

            PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
            pPoolTemplate.MaxLimit  = fields[1].GetUInt32();

            ++count;
        }
        while (result->NextRow());

        sLog->outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
        sLog->outString();
    }

    // Creatures

    sLog->outString("Loading Creatures Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        //                                                 1     2           3
        QueryResult result = WorldDB.Query("SELECT guid, pool_entry, chance FROM pool_creature");

        if (!result)
        {
            sLog->outString(">> Loaded 0 creatures in  pools. DB table `pool_creature` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field *fields = result->Fetch();

                uint32 guid    = fields[0].GetUInt32();
                uint32 pool_id = fields[1].GetUInt32();
                float chance   = fields[2].GetFloat();

                CreatureData const* data = sObjectMgr->GetCreatureData(guid);
                if (!data)
                {
                    sLog->outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
                    continue;
                }
                if (pool_id > max_pool_id)
                {
                    sLog->outErrorDb("`pool_creature` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    sLog->outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%u), skipped.", chance, guid, pool_id);
                    continue;
                }
                PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
                PoolObject plObject = PoolObject(guid, chance);
                PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
                cregroup.SetPoolId(pool_id);
                cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
                SearchPair p(guid, pool_id);
                mCreatureSearchMap.insert(p);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // Gameobjects

    sLog->outString("Loading Gameobject Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        //                                                 1        2         3
        QueryResult result = WorldDB.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");

        if (!result)
        {
            sLog->outString(">> Loaded 0 gameobjects in  pools. DB table `pool_gameobject` is empty.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field *fields = result->Fetch();

                uint32 guid    = fields[0].GetUInt32();
                uint32 pool_id = fields[1].GetUInt32();
                float chance   = fields[2].GetFloat();

                GameObjectData const* data = sObjectMgr->GetGOData(guid);
                if (!data)
                {
                    sLog->outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
                    continue;
                }

                GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(data->id);
                if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
                    goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
                    goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    sLog->outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id);
                    continue;
                }

                if (pool_id > max_pool_id)
                {
                    sLog->outErrorDb("`pool_gameobject` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
                    continue;
                }

                if (chance < 0 || chance > 100)
                {
                    sLog->outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%u), skipped.", chance, guid, pool_id);
                    continue;
                }

                PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
                PoolObject plObject = PoolObject(guid, chance);
                PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
                gogroup.SetPoolId(pool_id);
                gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
                SearchPair p(guid, pool_id);
                mGameobjectSearchMap.insert(p);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // Pool of pools

    sLog->outString("Loading Mother Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        //                                                  1        2            3
        QueryResult result = WorldDB.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");

        if (!result)
        {
            sLog->outString(">> Loaded 0 pools in pools");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field *fields = result->Fetch();

                uint32 child_pool_id  = fields[0].GetUInt32();
                uint32 mother_pool_id = fields[1].GetUInt32();
                float chance          = fields[2].GetFloat();

                if (mother_pool_id > max_pool_id)
                {
                    sLog->outErrorDb("`pool_pool` mother_pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
                    continue;
                }
                if (child_pool_id > max_pool_id)
                {
                    sLog->outErrorDb("`pool_pool` included pool_id (%u) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
                    continue;
                }
                if (mother_pool_id == child_pool_id)
                {
                    sLog->outErrorDb("`pool_pool` pool_id (%u) includes itself, dead-lock detected, skipped.",child_pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    sLog->outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%u), skipped.", chance, child_pool_id, mother_pool_id);
                    continue;
                }
                PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
                PoolObject plObject = PoolObject(child_pool_id, chance);
                PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
                plgroup.SetPoolId(mother_pool_id);
                plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
                SearchPair p(child_pool_id, mother_pool_id);
                mPoolSearchMap.insert(p);

                ++count;
            }
            while (result->NextRow());

            // Now check for circular reference
            for (uint32 i=0; i<mPoolPoolGroups.size(); ++i)
            {
                std::set<uint32> checkedPools;
                for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
                {
                    checkedPools.insert(poolItr->first);
                    if (checkedPools.find(poolItr->second) != checkedPools.end())
                    {
                        std::ostringstream ss;
                        ss<< "The pool(s) ";
                        for (std::set<uint32>::const_iterator itr=checkedPools.begin(); itr != checkedPools.end(); ++itr)
                            ss << *itr << " ";
                        ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
                            << poolItr->first << " and child pool " << poolItr->second;
                        sLog->outErrorDb("%s", ss.str().c_str());
                        mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
                        mPoolSearchMap.erase(poolItr);
                        --count;
                        break;
                    }
                }
            }

            sLog->outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    sLog->outString("Loading Quest Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();

        PreparedStatement* stmt = WorldDB.GetPreparedStatement(WORLD_LOAD_QUEST_POOLS);
        PreparedQueryResult result = WorldDB.Query(stmt);

        if (!result)
        {
            sLog->outString(">> Loaded 0 quests in pools");
            sLog->outString();
        }
        else
        {
            PooledQuestRelationBounds creBounds;
            PooledQuestRelationBounds goBounds;

            enum eQuestTypes
            {
                QUEST_NONE   = 0,
                QUEST_DAILY  = 1,
                QUEST_WEEKLY = 2
            };

            std::map<uint32, int32> poolTypeMap;
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();

                uint32 entry   = fields[0].GetUInt32();
                uint32 pool_id = fields[1].GetUInt32();

                Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
                if (!pQuest)
                {
                    sLog->outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
                    continue;
                }

                if (pool_id > max_pool_id)
                {
                    sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
                    continue;
                }

                if (!pQuest->IsDailyOrWeekly())
                {
                    sLog->outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
                    continue;
                }

                if (poolTypeMap[pool_id] == QUEST_NONE)
                    poolTypeMap[pool_id] = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;

                int32 currType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;

                if (poolTypeMap[pool_id] != currType)
                {
                    sLog->outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.",
                                     entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
                    continue;
                }

                creBounds = mQuestCreatureRelation.equal_range(entry);
                goBounds = mQuestGORelation.equal_range(entry);

                if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
                {
                    sLog->outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
                    continue;
                }

                PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
                PoolObject plObject = PoolObject(entry, 0.0f);
                PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
                questgroup.SetPoolId(pool_id);
                questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
                SearchPair p(entry, pool_id);
                mQuestSearchMap.insert(p);

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    // The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
    sLog->outString("Starting objects pooling system...");
    {
        uint32 oldMSTime = getMSTime();

        QueryResult result = WorldDB.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool FROM pool_template"
            " LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry"
            " LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL");

        if (!result)
        {
            sLog->outString(">> Pool handling system initialized, 0 pools spawned.");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field *fields = result->Fetch();
                uint32 pool_entry = fields[0].GetUInt32();
                uint32 pool_pool_id = fields[1].GetUInt32();

                if (!CheckPool(pool_entry))
                {
                    if (pool_pool_id)
                        // The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
                        // however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
                        sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
                    else
                        sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
                    continue;
                }

                // Don't spawn child pools, they are spawned recursively by their parent pools
                if (!pool_pool_id)
                {
                    SpawnPool(pool_entry);
                    count++;
                }
            }
            while (result->NextRow());

            sLog->outBasic("Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }
}
コード例 #26
0
void AuctionHouseMgr::DeleteExpiredAuctionsAtStartup()
{
    // Deletes expired auctions. Should be called at server start before loading auctions.

    // DO NOT USE after auctions are already loaded since this deletes from the DB
    //  and assumes the auctions HAVE NOT been loaded into a list or AuctionEntryMap yet

    uint32 oldMSTime = getMSTime();
    uint32 expirecount = 0;
    time_t curTime = sWorld->GetGameTime();

    // Query the DB to see if there are any expired auctions
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_EXPIRED_AUCTIONS);
    stmt->setUInt32(0, (uint32)curTime+60);
    PreparedQueryResult expAuctions = CharacterDatabase.Query(stmt);

    if (!expAuctions)
    {
        TC_LOG_INFO(LOG_FILTER_SERVER_LOADING, ">> No expired auctions to delete");

        return;
    }

    do
    {
        Field* fields = expAuctions->Fetch();

        AuctionEntry* auction = new AuctionEntry();

        // Can't use LoadFromDB() because it assumes the auction map is loaded
        if (!auction->LoadFromFieldList(fields))
        {
            // For some reason the record in the DB is broken (possibly corrupt
            //  faction info). Delete the object and move on.
            delete auction;
            continue;
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        if (auction->bidder==0)
        {
            // Cancel the auction, there was no bidder
            sAuctionMgr->SendAuctionExpiredMail(auction, trans);
        }
        else
        {
            // Send the item to the winner and money to seller
            sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
            sAuctionMgr->SendAuctionWonMail(auction, trans);
        }

        // Call the appropriate AuctionHouseObject script
        //  ** Do we need to do this while core is still loading? **
        sScriptMgr->OnAuctionExpire(GetAuctionsMap(auction->factionTemplateId), auction);

        // Delete the auction from the DB
        auction->DeleteFromDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        // Release memory
        delete auction;
        ++expirecount;

    }
    while (expAuctions->NextRow());

    TC_LOG_INFO(LOG_FILTER_SERVER_LOADING, ">> Deleted %u expired auctions in %u ms", expirecount, GetMSTimeDiffToNow(oldMSTime));


}
コード例 #27
0
// loads the extra item creation info from DB
void LoadSkillExtraItemTable()
{
    uint32 oldMSTime = getMSTime();

    SkillExtraItemStore.clear();                            // need for reload

    //                                                  0               1                       2                    3
    QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");

    if (!result)
    {
        sLog->outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
        sLog->outString();
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();

        uint32 spellId = fields[0].GetUInt32();

        if (!sSpellMgr->GetSpellInfo(spellId))
        {
            sLog->outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint32 requiredSpecialization = fields[1].GetUInt32();
        if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
        {
            sLog->outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId, requiredSpecialization);
            continue;
        }

        float additionalCreateChance = fields[2].GetFloat();
        if (additionalCreateChance <= 0.0f)
        {
            sLog->outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint8 additionalMaxNum = fields[3].GetUInt8();
        if (!additionalMaxNum)
        {
            sLog->outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
            continue;
        }

        SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];

        skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
        skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
        skillExtraItemEntry.additionalMaxNum       = additionalMaxNum;

        ++count;
    }
    while (result->NextRow());

    sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}
コード例 #28
0
    static bool HandleGameObjectAddTempCommand(ChatHandler* handler, char const* args)
    {
		if (handler->GetSession()->GetSecurity() == SEC_PLAYER)
		{
			int timeSinceLastSpawn = handler->GetSession()->GetPlayer()->m_lastSpawnTime - getMSTime();
			if (timeSinceLastSpawn > -TIME_BETWEEN_SPAWNS_MILLIS && timeSinceLastSpawn < TIME_BETWEEN_SPAWNS_MILLIS)
			{
				handler->SendSysMessage("You may only spawn GameObjects once every second, unless you are a voter.");
				return true;
			}
			else
				handler->GetSession()->GetPlayer()->m_lastSpawnTime = getMSTime();
		}

		if (!handler->GetSession()->GetPlayer()->CanUseID(DISABLE_TYPE_ZONE, handler->GetSession()->GetPlayer()->GetZoneId()))
		{
			handler->SendSysMessage("Spawning is prohibited in this zone.");
			return true;
		}

        if (!*args)
            return false;

        char* id = strtok((char*)args, " ");
        if (!id)
            return false;

        Player* player = handler->GetSession()->GetPlayer();

        char* spawntime = strtok(NULL, " ");
        uint32 spawntm = 300;

        if (spawntime)
            spawntm = atoi((char*)spawntime);

        float x = player->GetPositionX();
        float y = player->GetPositionY();
        float z = player->GetPositionZ();
        float ang = player->GetOrientation();

        float rot2 = std::sin(ang/2);
        float rot3 = std::cos(ang/2);

        uint32 objectId = atoi(id);

		if (!handler->GetSession()->GetPlayer()->CanUseID(DISABLE_TYPE_GOBJECT, objectId))
		{
			handler->PSendSysMessage("This GameObject (id '%u') is disabled.", objectId);
			return true;
		}

        if (!sObjectMgr->GetGameObjectTemplate(objectId))
        {
            handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, objectId);
            handler->SetSentErrorMessage(true);
            return false;
        }

        player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, spawntm);

        return true;
    }
コード例 #29
0
void MapManager::LoadTransports()
{
    uint32 oldMSTime = getMSTime();

    QueryResult result = WorldDatabase.Query("SELECT guid, entry, name, period, ScriptName FROM transports");

    if (!result)
    {
        sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 transports. DB table `transports` is empty!");
        return;
    }

    uint32 count = 0;

    do
    {

        Field* fields = result->Fetch();
        uint32 lowguid = fields[0].GetUInt32();
        uint32 entry = fields[1].GetUInt32();
        std::string name = fields[2].GetString();
        uint32 period = fields[3].GetUInt32();
        uint32 scriptId = sObjectMgr->GetScriptId(fields[4].GetCString());

        GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

        if (!goinfo)
        {
            sLog->outError(LOG_FILTER_SQL, "Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str());
            continue;
        }

        if (goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT)
        {
            sLog->outError(LOG_FILTER_SQL, "Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str());
            continue;
        }

        // sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name);

        std::set<uint32> mapsUsed;

        Transport* t = new Transport(period, scriptId);
        if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed))
            // skip transports with empty waypoints list
        {
            sLog->outError(LOG_FILTER_SQL, "Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.", goinfo->moTransport.taxiPathId);
            delete t;
            continue;
        }

        float x = t->m_WayPoints[0].x;
        float y = t->m_WayPoints[0].y;
        float z = t->m_WayPoints[0].z;
        uint32 mapid = t->m_WayPoints[0].mapid;
        float o = 1.0f;

        // creates the Gameobject
        if (!t->Create(lowguid, entry, mapid, x, y, z, o, 255, 0))
        {
            delete t;
            continue;
        }

        m_Transports.insert(t);

        for (std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i)
            m_TransportsByMap[*i].insert(t);

        //If we someday decide to use the grid to track transports, here:
        t->SetMap(sMapMgr->CreateBaseMap(mapid));
        t->AddToWorld();

        ++count;
    }
    while (result->NextRow());

    // check transport data DB integrity
    result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, transports.name FROM gameobject, transports WHERE gameobject.id = transports.entry");
    if (result)                                              // wrong data found
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 guid  = fields[0].GetUInt32();
            uint32 entry = fields[1].GetUInt32();
            std::string name = fields[2].GetString();
            sLog->outError(LOG_FILTER_SQL, "Transport %u '%s' have record (GUID: %u) in `gameobject`. Transports must not have any records in `gameobject` or its behavior will be unpredictable/bugged.", entry, name.c_str(), guid);
        }
        while (result->NextRow());
    }

    sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u transports in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
コード例 #30
0
ファイル: WorldRunnable.cpp プロジェクト: AriDEV/AscEmu
bool WorldRunnable::run()
{
    SetThreadName("WorldRunnable (non-instance/logon)");
    uint32 LastWorldUpdate = getMSTime();
    uint32 LastSessionsUpdate = getMSTime();

    THREAD_TRY_EXECUTION

        while (GetThreadState() != THREADSTATE_TERMINATE)
        {
            // Provision for pausing this thread.
            if (GetThreadState() == THREADSTATE_PAUSED)
            {
                while (GetThreadState() == THREADSTATE_PAUSED)
                {
                    Arcemu::Sleep(200);
                }
            }
            if (GetThreadState() == THREADSTATE_TERMINATE)
                break;

            ThreadState.SetVal(THREADSTATE_BUSY);

            uint32 diff;
            //calc time passed
            uint32 now, execution_start;
            now = getMSTime();
            execution_start = now;

            if (now < LastWorldUpdate) //overrun
                diff = WORLD_UPDATE_DELAY;
            else
                diff = now - LastWorldUpdate;

            LastWorldUpdate = now;
            sWorld.Update(diff);

            now = getMSTime();

            if (now < LastSessionsUpdate) //overrun
                diff = WORLD_UPDATE_DELAY;
            else
                diff = now - LastSessionsUpdate;

            LastSessionsUpdate = now;
            sWorld.UpdateSessions(diff);

            now = getMSTime();
            //we have to wait now

            if (execution_start > now)//overrun
                diff = WORLD_UPDATE_DELAY - now;

            else
                diff = now - execution_start; //time used for updating

            if (GetThreadState() == THREADSTATE_TERMINATE)
                break;

            ThreadState.SetVal(THREADSTATE_SLEEPING);

            /*This is execution time compensating system
                if execution took more than default delay
                no need to make this sleep*/
            if (diff < WORLD_UPDATE_DELAY)
                Arcemu::Sleep(WORLD_UPDATE_DELAY - diff);
        }

    THREAD_HANDLE_CRASH
        return true;
}