Implement CMSG_MOVE_TIME_SKIPPED packet!
NOTE: This is a WIP, Research still needed but this will sync the player's movement to the server's time by doing a "Skip/Jump" in the time. This may show symptoms of a freeze, eventually smoothing out. A sync may trigger with high latency.
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@ -890,29 +890,6 @@ void WorldSession::HandleNextCinematicCamera(WorldPacket& /*recv_data*/)
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DEBUG_LOG("WORLD: Received opcode CMSG_NEXT_CINEMATIC_CAMERA");
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}
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void WorldSession::HandleMoveTimeSkippedOpcode(WorldPacket& recv_data)
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{
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/* WorldSession::Update( WorldTimer::getMSTime() );*/
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DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_TIME_SKIPPED");
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recv_data >> Unused<uint64>();
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recv_data >> Unused<uint32>();
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/*
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ObjectGuid guid;
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uint32 time_skipped;
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recv_data >> guid;
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recv_data >> time_skipped;
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DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_TIME_SKIPPED");
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/// TODO
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must be need use in mangos
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We substract server Lags to move time ( AntiLags )
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for exmaple
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GetPlayer()->ModifyLastMoveTime( -int32(time_skipped) );
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*/
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}
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void WorldSession::HandleFeatherFallAck(WorldPacket& recv_data)
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{
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DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_FEATHER_FALL_ACK");
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@ -496,6 +496,15 @@ void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
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_player->SummonIfPossible(true);
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}
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void WorldSession::HandleMoveTimeSkippedOpcode(WorldPacket& recv_data)
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{
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ObjectGuid guid;
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uint32 time_skipped;
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recv_data >> guid;
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recv_data >> time_skipped;
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DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_TIME_SKIPPED, guid: %u, time_skipped: %u", guid, time_skipped);
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}
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bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo, ObjectGuid const& guid) const
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{
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// ignore wrong guid (player attempt cheating own session for not own guid possible...)
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