/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2017 MaNGOS project * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ /** \file \ingroup u2w */ #include "WorldSocket.h" // must be first to make ACE happy with ACE includes in it #include "Common.h" #include "Database/DatabaseEnv.h" #include "Log.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Player.h" #include "ObjectMgr.h" #include "Group.h" #include "Guild.h" #include "GuildMgr.h" #include "World.h" #include "ObjectAccessor.h" #include "BattleGround/BattleGroundMgr.h" #include "SocialMgr.h" #ifdef ENABLE_ELUNA #include "LuaEngine.h" #endif /* ENABLE_ELUNA */ #ifdef ENABLE_PLAYERBOTS #include "playerbot.h" #endif // Warden #include "WardenWin.h" #include "WardenMac.h" // select opcodes appropriate for processing in Map::Update context for current session state static bool MapSessionFilterHelper(WorldSession* session, OpcodeHandler const& opHandle) { // we do not process thread-unsafe packets if (opHandle.packetProcessing == PROCESS_THREADUNSAFE) { return false; } // we do not process not loggined player packets Player* plr = session->GetPlayer(); if (!plr) { return false; } // in Map::Update() we do not process packets where player is not in world! return plr->IsInWorld(); } bool MapSessionFilter::Process(WorldPacket* packet) { OpcodeHandler const& opHandle = opcodeTable[packet->GetOpcode()]; if (opHandle.packetProcessing == PROCESS_INPLACE) { return true; } // let's check if our opcode can be really processed in Map::Update() return MapSessionFilterHelper(m_pSession, opHandle); } // we should process ALL packets when player is not in world/logged in // OR packet handler is not thread-safe! bool WorldSessionFilter::Process(WorldPacket* packet) { OpcodeHandler const& opHandle = opcodeTable[packet->GetOpcode()]; // check if packet handler is supposed to be safe if (opHandle.packetProcessing == PROCESS_INPLACE) { return true; } // let's check if our opcode can't be processed in Map::Update() return !MapSessionFilterHelper(m_pSession, opHandle); } /// WorldSession constructor WorldSession::WorldSession(uint32 id, WorldSocket* sock, AccountTypes sec, time_t mute_time, LocaleConstant locale) : m_muteTime(mute_time), _player(NULL), m_Socket(sock), _security(sec), _accountId(id), _warden(NULL), _build(0), _logoutTime(0), m_inQueue(false), m_playerLoading(false), m_playerLogout(false), m_playerRecentlyLogout(false), m_playerSave(false), m_sessionDbcLocale(sWorld.GetAvailableDbcLocale(locale)), m_sessionDbLocaleIndex(sObjectMgr.GetIndexForLocale(locale)), m_latency(0), m_clientTimeDelay(0), m_tutorialState(TUTORIALDATA_UNCHANGED) { if (sock) { m_Address = sock->GetRemoteAddress(); sock->AddReference(); } } /// WorldSession destructor WorldSession::~WorldSession() { ///- unload player if not unloaded if (_player) { LogoutPlayer(true); } /// - If have unclosed socket, close it if (m_Socket) { m_Socket->CloseSocket(); m_Socket->RemoveReference(); m_Socket = NULL; } // Warden if (_warden) delete _warden; ///- empty incoming packet queue WorldPacket* packet = NULL; while (_recvQueue.next(packet)) { delete packet; } } void WorldSession::SizeError(WorldPacket const& packet, uint32 size) const { sLog.outError("Client (account %u) send packet %s (%u) with size " SIZEFMTD " but expected %u (attempt crash server?), skipped", GetAccountId(), packet.GetOpcodeName(), packet.GetOpcode(), packet.size(), size); } /// Get the player name char const* WorldSession::GetPlayerName() const { return GetPlayer() ? GetPlayer()->GetName() : ""; } /// Send a packet to the client void WorldSession::SendPacket(WorldPacket const* packet) { #ifdef ENABLE_PLAYERBOTS if (GetPlayer()) { if (GetPlayer()->GetPlayerbotAI()) GetPlayer()->GetPlayerbotAI()->HandleBotOutgoingPacket(*packet); else if (GetPlayer()->GetPlayerbotMgr()) GetPlayer()->GetPlayerbotMgr()->HandleMasterOutgoingPacket(*packet); } #endif if (!m_Socket) { return; } #ifdef MANGOS_DEBUG // Code for network use statistic static uint64 sendPacketCount = 0; static uint64 sendPacketBytes = 0; static time_t firstTime = time(NULL); static time_t lastTime = firstTime; // next 60 secs start time static uint64 sendLastPacketCount = 0; static uint64 sendLastPacketBytes = 0; time_t cur_time = time(NULL); if ((cur_time - lastTime) < 60) { sendPacketCount += 1; sendPacketBytes += packet->size(); sendLastPacketCount += 1; sendLastPacketBytes += packet->size(); } else { uint64 minTime = uint64(cur_time - lastTime); uint64 fullTime = uint64(lastTime - firstTime); DETAIL_LOG("Send all time packets count: " UI64FMTD " bytes: " UI64FMTD " avr.count/sec: %f avr.bytes/sec: %f time: %u", sendPacketCount, sendPacketBytes, float(sendPacketCount) / fullTime, float(sendPacketBytes) / fullTime, uint32(fullTime)); DETAIL_LOG("Send last min packets count: " UI64FMTD " bytes: " UI64FMTD " avr.count/sec: %f avr.bytes/sec: %f", sendLastPacketCount, sendLastPacketBytes, float(sendLastPacketCount) / minTime, float(sendLastPacketBytes) / minTime); lastTime = cur_time; sendLastPacketCount = 1; sendLastPacketBytes = packet->wpos(); // wpos is real written size } #endif // !MANGOS_DEBUG if (m_Socket->SendPacket(*packet) == -1) { m_Socket->CloseSocket(); } } /// Add an incoming packet to the queue void WorldSession::QueuePacket(WorldPacket* new_packet) { _recvQueue.add(new_packet); } /// Logging helper for unexpected opcodes void WorldSession::LogUnexpectedOpcode(WorldPacket* packet, const char* reason) { sLog.outError("SESSION: received unexpected opcode %s (0x%.4X) %s", packet->GetOpcodeName(), packet->GetOpcode(), reason); } /// Logging helper for unexpected opcodes void WorldSession::LogUnprocessedTail(WorldPacket* packet) { sLog.outError("SESSION: opcode %s (0x%.4X) have unprocessed tail data (read stop at " SIZEFMTD " from " SIZEFMTD ")", packet->GetOpcodeName(), packet->GetOpcode(), packet->rpos(), packet->wpos()); } /// Update the WorldSession (triggered by World update) bool WorldSession::Update(PacketFilter& updater) { ///- Retrieve packets from the receive queue and call the appropriate handlers /// not process packets if socket already closed WorldPacket* packet = NULL; while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet, updater)) { /*#if 1 sLog.outError( "MOEP: %s (0x%.4X)", packet->GetOpcodeName(), packet->GetOpcode()); #endif*/ OpcodeHandler const& opHandle = opcodeTable[packet->GetOpcode()]; try { switch (opHandle.status) { case STATUS_LOGGEDIN: if (!_player) { // skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets if (!m_playerRecentlyLogout) { LogUnexpectedOpcode(packet, "the player has not logged in yet"); } } else if (_player->IsInWorld()) { ExecuteOpcode(opHandle, packet); } // lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer #ifdef ENABLE_PLAYERBOTS if (_player && _player->GetPlayerbotMgr()) _player->GetPlayerbotMgr()->HandleMasterIncomingPacket(*packet); #endif break; case STATUS_LOGGEDIN_OR_RECENTLY_LOGGEDOUT: if (!_player && !m_playerRecentlyLogout) { LogUnexpectedOpcode(packet, "the player has not logged in yet and not recently logout"); } else // not expected _player or must checked in packet hanlder { ExecuteOpcode(opHandle, packet); } break; case STATUS_TRANSFER: if (!_player) { LogUnexpectedOpcode(packet, "the player has not logged in yet"); } else if (_player->IsInWorld()) { LogUnexpectedOpcode(packet, "the player is still in world"); } else { ExecuteOpcode(opHandle, packet); } break; case STATUS_AUTHED: // prevent cheating with skip queue wait if (m_inQueue) { LogUnexpectedOpcode(packet, "the player not pass queue yet"); break; } // single from authed time opcodes send in to after logout time // and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes. m_playerRecentlyLogout = false; ExecuteOpcode(opHandle, packet); break; case STATUS_NEVER: sLog.outError("SESSION: received not allowed opcode %s (0x%.4X)", packet->GetOpcodeName(), packet->GetOpcode()); break; case STATUS_UNHANDLED: DEBUG_LOG("SESSION: received not handled opcode %s (0x%.4X)", packet->GetOpcodeName(), packet->GetOpcode()); break; default: sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)", packet->GetOpcodeName(), packet->GetOpcode()); break; } } catch (ByteBufferException&) { sLog.outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i.", packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId()); if (sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG)) { DEBUG_LOG("Dumping error causing packet:"); packet->hexlike(); } if (sWorld.getConfig(CONFIG_BOOL_KICK_PLAYER_ON_BAD_PACKET)) { DETAIL_LOG("Disconnecting session [account id %u / address %s] for badly formatted packet.", GetAccountId(), GetRemoteAddress().c_str()); KickPlayer(); } } delete packet; } #ifdef ENABLE_PLAYERBOTS if (GetPlayer() && GetPlayer()->GetPlayerbotMgr()) GetPlayer()->GetPlayerbotMgr()->UpdateSessions(0); #endif ///- Cleanup socket pointer if need if (m_Socket && m_Socket->IsClosed()) { m_Socket->RemoveReference(); m_Socket = NULL; } // Warden if (m_Socket && !m_Socket->IsClosed() && _warden) _warden->Update(); // check if we are safe to proceed with logout // logout procedure should happen only in World::UpdateSessions() method!!! if (updater.ProcessLogout()) { ///- If necessary, log the player out time_t currTime = time(NULL); if (!m_Socket || (ShouldLogOut(currTime) && !m_playerLoading)) { LogoutPlayer(true); } // Warden if (m_Socket && GetPlayer() && _warden) _warden->Update(); if (!m_Socket) { return false; } // Will remove this session from the world session map } return true; } #ifdef ENABLE_PLAYERBOTS void WorldSession::HandleBotPackets() { WorldPacket* packet; while (_recvQueue.next(packet)) { OpcodeHandler const& opHandle = opcodeTable[packet->GetOpcode()]; (this->*opHandle.handler)(*packet); delete packet; } } #endif /// %Log the player out void WorldSession::LogoutPlayer(bool Save) { // finish pending transfers before starting the logout while (_player && _player->IsBeingTeleportedFar()) { HandleMoveWorldportAckOpcode(); } m_playerLogout = true; m_playerSave = Save; if (_player) { #ifdef ENABLE_PLAYERBOTS if (GetPlayer()->GetPlayerbotMgr()) GetPlayer()->GetPlayerbotMgr()->LogoutAllBots(); #endif sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (guid: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() , _player->GetGUIDLow()); if (ObjectGuid lootGuid = GetPlayer()->GetLootGuid()) { DoLootRelease(lootGuid); } #ifdef ENABLE_PLAYERBOTS if (_player->GetPlayerbotMgr()) _player->GetPlayerbotMgr()->LogoutAllBots(); sRandomPlayerbotMgr.OnPlayerLogout(_player); #endif ///- If the player just died before logging out, make him appear as a ghost // FIXME: logout must be delayed in case lost connection with client in time of combat if (_player->GetDeathTimer()) { _player->GetHostileRefManager().deleteReferences(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } else if (!_player->getAttackers().empty()) { _player->CombatStop(); _player->GetHostileRefManager().setOnlineOfflineState(false); _player->RemoveAllAurasOnDeath(); // build set of player who attack _player or who have pet attacking of _player std::set aset; for (Unit::AttackerSet::const_iterator itr = _player->getAttackers().begin(); itr != _player->getAttackers().end(); ++itr) { Unit* owner = (*itr)->GetOwner(); // including player controlled case if (owner) { if (owner->GetTypeId() == TYPEID_PLAYER) { aset.insert((Player*)owner); } } else if ((*itr)->GetTypeId() == TYPEID_PLAYER) { aset.insert((Player*)(*itr)); } } _player->SetPvPDeath(!aset.empty()); _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); // give honor to all attackers from set like group case for (std::set::const_iterator itr = aset.begin(); itr != aset.end(); ++itr) { (*itr)->RewardHonor(_player, aset.size()); } // give bg rewards and update counters like kill by first from attackers // this can't be called for all attackers. if (!aset.empty()) if (BattleGround* bg = _player->GetBattleGround()) { bg->HandleKillPlayer(_player, *aset.begin()); } } else if (_player->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) { // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION _player->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); //_player->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } // drop a flag if player is carrying it if (BattleGround* bg = _player->GetBattleGround()) { bg->EventPlayerLoggedOut(_player); } ///- Teleport to home if the player is in an invalid instance if (!_player->m_InstanceValid && !_player->isGameMaster()) { _player->TeleportToHomebind(); // this is a bad place to call for far teleport because we need player to be in world for successful logout // maybe we should implement delayed far teleport logout? } // FG: finish pending transfers after starting the logout // this should fix players beeing able to logout and login back with full hp at death position while (_player->IsBeingTeleportedFar()) { HandleMoveWorldportAckOpcode(); } for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i)) { _player->RemoveBattleGroundQueueId(bgQueueTypeId); sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetObjectGuid(), true); } } ///- Reset the online field in the account table // no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage // No SQL injection as AccountID is uint32 #ifdef ENABLE_PLAYERBOTS if (!GetPlayer()->GetPlayerbotAI()) { static SqlStatementID id; // playerbot mod if (!_player->GetPlayerbotAI()) { SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(uint32(0), GetAccountId()); } } #else static SqlStatementID id; SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(uint32(0), GetAccountId()); #endif ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members if (Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId())) { if (MemberSlot* slot = guild->GetMemberSlot(_player->GetObjectGuid())) { slot->SetMemberStats(_player); slot->UpdateLogoutTime(); } guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetObjectGuid(), _player->GetName()); } ///- Remove pet _player->RemovePet(PET_SAVE_AS_CURRENT); ///- empty buyback items and save the player in the database // some save parts only correctly work in case player present in map/player_lists (pets, etc) if (Save) { _player->SaveToDB(); } ///- Leave all channels before player delete... _player->CleanupChannels(); #ifndef ENABLE_PLAYERBOTS ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group. _player->UninviteFromGroup(); // remove player from the group if he is: // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected) if (_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket) { _player->RemoveFromGroup(); } #endif ///- Send update to group if (_player->GetGroup()) { _player->GetGroup()->SendUpdate(); } ///- Broadcast a logout message to the player's friends sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetObjectGuid(), true); sSocialMgr.RemovePlayerSocial(_player->GetGUIDLow()); #ifdef ENABLE_PLAYERBOTS uint32 guid = GetPlayer()->GetGUIDLow(); #endif ///- Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnLogout(_player); #endif /* ENABLE_ELUNA */ ///- Remove the player from the world // the player may not be in the world when logging out // e.g if he got disconnected during a transfer to another map // calls to GetMap in this case may cause crashes if (_player->IsInWorld()) { Map* _map = _player->GetMap(); _map->Remove(_player, true); } else { _player->CleanupsBeforeDelete(); Map::DeleteFromWorld(_player); } SetPlayer(NULL); // deleted in Remove/DeleteFromWorld call ///- Send the 'logout complete' packet to the client WorldPacket data(SMSG_LOGOUT_COMPLETE, 0); SendPacket(&data); ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline // No SQL injection as AccountId is uint32 static SqlStatementID updChars; #ifdef ENABLE_PLAYERBOTS SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE account = ?"); #else stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE account = ?"); #endif stmt.PExecute(GetAccountId()); DEBUG_LOG("SESSION: Sent SMSG_LOGOUT_COMPLETE Message"); } m_playerLogout = false; m_playerSave = false; m_playerRecentlyLogout = true; LogoutRequest(0); } /// Kick a player out of the World void WorldSession::KickPlayer() { if (m_Socket) { m_Socket->CloseSocket(); } } /// Cancel channeling handler void WorldSession::SendAreaTriggerMessage(const char* Text, ...) { va_list ap; char szStr [1024]; szStr[0] = '\0'; va_start(ap, Text); vsnprintf(szStr, 1024, Text, ap); va_end(ap); uint32 length = strlen(szStr) + 1; WorldPacket data(SMSG_AREA_TRIGGER_MESSAGE, 4 + length); data << length; data << szStr; SendPacket(&data); } void WorldSession::SendNotification(const char* format, ...) { if (format) { va_list ap; char szStr [1024]; szStr[0] = '\0'; va_start(ap, format); vsnprintf(szStr, 1024, format, ap); va_end(ap); WorldPacket data(SMSG_NOTIFICATION, (strlen(szStr) + 1)); data << szStr; SendPacket(&data); } } void WorldSession::SendNotification(int32 string_id, ...) { char const* format = GetMangosString(string_id); if (format) { va_list ap; char szStr [1024]; szStr[0] = '\0'; va_start(ap, string_id); vsnprintf(szStr, 1024, format, ap); va_end(ap); WorldPacket data(SMSG_NOTIFICATION, (strlen(szStr) + 1)); data << szStr; SendPacket(&data); } } const char* WorldSession::GetMangosString(int32 entry) const { return sObjectMgr.GetMangosString(entry, GetSessionDbLocaleIndex()); } void WorldSession::Handle_NULL(WorldPacket& recvPacket) { DEBUG_LOG("SESSION: received unimplemented opcode %s (0x%.4X)", recvPacket.GetOpcodeName(), recvPacket.GetOpcode()); } void WorldSession::Handle_EarlyProccess(WorldPacket& recvPacket) { sLog.outError("SESSION: received opcode %s (0x%.4X) that must be processed in WorldSocket::OnRead", recvPacket.GetOpcodeName(), recvPacket.GetOpcode()); } void WorldSession::Handle_ServerSide(WorldPacket& recvPacket) { sLog.outError("SESSION: received server-side opcode %s (0x%.4X)", recvPacket.GetOpcodeName(), recvPacket.GetOpcode()); } void WorldSession::Handle_Deprecated(WorldPacket& recvPacket) { sLog.outError("SESSION: received deprecated opcode %s (0x%.4X)", recvPacket.GetOpcodeName(), recvPacket.GetOpcode()); } void WorldSession::SendAuthWaitQue(uint32 position) { if (position == 0) { WorldPacket packet(SMSG_AUTH_RESPONSE, 1); packet << uint8(AUTH_OK); SendPacket(&packet); } else { WorldPacket packet(SMSG_AUTH_RESPONSE, 6); packet << uint8(AUTH_WAIT_QUEUE); packet << uint32(position); packet << uint8(0); // unk SendPacket(&packet); } } void WorldSession::LoadTutorialsData() { for (int aX = 0 ; aX < 8 ; ++aX) { m_Tutorials[ aX ] = 0; } QueryResult* result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u'", GetAccountId()); if (!result) { m_tutorialState = TUTORIALDATA_NEW; return; } do { Field* fields = result->Fetch(); for (int iI = 0; iI < 8; ++iI) { m_Tutorials[iI] = fields[iI].GetUInt32(); } } while (result->NextRow()); delete result; m_tutorialState = TUTORIALDATA_UNCHANGED; } void WorldSession::SendTutorialsData() { WorldPacket data(SMSG_TUTORIAL_FLAGS, 4 * 8); for (uint32 i = 0; i < 8; ++i) { data << m_Tutorials[i]; } SendPacket(&data); } void WorldSession::SaveTutorialsData() { static SqlStatementID updTutorial ; static SqlStatementID insTutorial ; switch (m_tutorialState) { case TUTORIALDATA_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updTutorial, "UPDATE character_tutorial SET tut0=?, tut1=?, tut2=?, tut3=?, tut4=?, tut5=?, tut6=?, tut7=? WHERE account = ?"); for (int i = 0; i < 8; ++i) { stmt.addUInt32(m_Tutorials[i]); } stmt.addUInt32(GetAccountId()); stmt.Execute(); } break; case TUTORIALDATA_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insTutorial, "INSERT INTO character_tutorial (account,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)"); stmt.addUInt32(GetAccountId()); for (int i = 0; i < 8; ++i) { stmt.addUInt32(m_Tutorials[i]); } stmt.Execute(); } break; case TUTORIALDATA_UNCHANGED: break; } m_tutorialState = TUTORIALDATA_UNCHANGED; } // Send chat information about aborted transfer (mostly used by Player::SendTransferAbortedByLockstatus()) void WorldSession::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg) { WorldPacket data(SMSG_TRANSFER_ABORTED, 4 + 2); data << uint32(mapid); data << uint8(reason); // transfer abort reason data << uint8(0); // arg. not used SendPacket(&data); } void WorldSession::ExecuteOpcode(OpcodeHandler const& opHandle, WorldPacket* packet) { #ifdef ENABLE_ELUNA if (!sEluna->OnPacketReceive(this, *packet)) return; #endif /* ENABLE_ELUNA */ // need prevent do internal far teleports in handlers because some handlers do lot steps // or call code that can do far teleports in some conditions unexpectedly for generic way work code if (_player) { _player->SetCanDelayTeleport(true); } (this->*opHandle.handler)(*packet); if (_player) { // can be not set in fact for login opcode, but this not create porblems. _player->SetCanDelayTeleport(false); // we should execute delayed teleports only for alive(!) players // because we don't want player's ghost teleported from graveyard if (_player->IsHasDelayedTeleport()) { _player->TeleportTo(_player->m_teleport_dest, _player->m_teleport_options); } } if (packet->rpos() < packet->wpos() && sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG)) { LogUnprocessedTail(packet); } } void WorldSession::SendPlaySpellVisual(ObjectGuid guid, uint32 spellArtKit) { WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4); // visual effect on guid data << guid; data << spellArtKit; // index from SpellVisualKit.dbc SendPacket(&data); } void WorldSession::InitWarden(uint16 build, BigNumber* k, std::string const& os) { _build = build; if (os == "Win" && sWorld.getConfig(CONFIG_BOOL_WARDEN_WIN_ENABLED)) { _warden = new WardenWin(); _warden->Init(this, k); } else if (os == "OSX" && sWorld.getConfig(CONFIG_BOOL_WARDEN_OSX_ENABLED)) { _warden = new WardenMac(); _warden->Init(this, k); } }