mangos/src/game/Server/WorldSession.cpp
2017-01-20 23:20:46 +00:00

841 lines
29 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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() : "<none>";
}
/// 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<Player*> 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<Player*>::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);
}
}