Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4

Conflicts:
	src/server/game/Entities/Object/Object.cpp
	src/server/game/Entities/Object/Object.h
	src/server/game/Server/WorldSession.cpp
This commit is contained in:
Vincent-Michael
2013-09-01 23:48:40 +02:00
28 changed files with 565 additions and 229 deletions
+84 -89
View File
@@ -317,107 +317,102 @@ bool WorldSession::Update(uint32 diff, PacketFilter& updater)
_recvQueue.next(packet, updater))
{
if (!AntiDOS.EvaluateOpcode(*packet))
{
delete packet;
packet = NULL;
KickPlayer();
}
if (packet)
OpcodeHandler const* opHandle = opcodeTable[packet->GetOpcode()];
try
{
OpcodeHandler const* opHandle = opcodeTable[packet->GetOpcode()];
try
switch (opHandle->Status)
{
switch (opHandle->Status)
{
case STATUS_LOGGEDIN:
if (!_player)
case STATUS_LOGGEDIN:
if (!_player)
{
// skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets
//! If player didn't log out a while ago, it means packets are being sent while the server does not recognize
//! the client to be in world yet. We will re-add the packets to the bottom of the queue and process them later.
if (!m_playerRecentlyLogout)
{
// skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets
//! If player didn't log out a while ago, it means packets are being sent while the server does not recognize
//! the client to be in world yet. We will re-add the packets to the bottom of the queue and process them later.
if (!m_playerRecentlyLogout)
{
//! Prevent infinite loop
if (!firstDelayedPacket)
firstDelayedPacket = packet;
//! Because checking a bool is faster than reallocating memory
deletePacket = false;
QueuePacket(packet);
//! Log
TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "Re-enqueueing packet with opcode %s with with status STATUS_LOGGEDIN. "
"Player is currently not in world yet.", GetOpcodeNameForLogging(packet->GetOpcode()).c_str());
}
//! Prevent infinite loop
if (!firstDelayedPacket)
firstDelayedPacket = packet;
//! Because checking a bool is faster than reallocating memory
deletePacket = false;
QueuePacket(packet);
//! Log
TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "Re-enqueueing packet with opcode %s with with status STATUS_LOGGEDIN. "
"Player is currently not in world yet.", GetOpcodeNameForLogging(packet->GetOpcode()).c_str());
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout && !m_playerLogout) // There's a short delay between _player = null and m_playerRecentlyLogout = true during logout
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT",
"the player has not logged in yet and not recently logout");
else
{
// not expected _player or must checked in packet hanlder
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
{
LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet");
break;
}
// some auth opcodes can be recieved before STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes
// however when we recieve CMSG_CHAR_ENUM we are surely no longer during the logout process.
if (packet->GetOpcode() == CMSG_CHAR_ENUM)
m_playerRecentlyLogout = false;
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout && !m_playerLogout) // There's a short delay between _player = null and m_playerRecentlyLogout = true during logout
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT",
"the player has not logged in yet and not recently logout");
else
{
// not expected _player or must checked in packet hanlder
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
{
LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet");
break;
case STATUS_NEVER:
TC_LOG_ERROR(LOG_FILTER_OPCODES, "Received not allowed opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
, GetPlayerInfo().c_str());
break;
case STATUS_UNHANDLED:
TC_LOG_ERROR(LOG_FILTER_OPCODES, "Received not handled opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
, GetPlayerInfo().c_str());
break;
}
}
catch(ByteBufferException &)
{
TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.",
packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId());
packet->hexlike();
}
}
if (deletePacket)
delete packet;
// some auth opcodes can be recieved before STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes
// however when we recieve CMSG_CHAR_ENUM we are surely no longer during the logout process.
if (packet->GetOpcode() == CMSG_CHAR_ENUM)
m_playerRecentlyLogout = false;
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->Handler)(*packet);
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
TC_LOG_ERROR(LOG_FILTER_OPCODES, "Received not allowed opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
, GetPlayerInfo().c_str());
break;
case STATUS_UNHANDLED:
TC_LOG_ERROR(LOG_FILTER_OPCODES, "Received not handled opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode()).c_str()
, GetPlayerInfo().c_str());
break;
}
}
catch (ByteBufferException const&)
{
TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.",
packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId());
packet->hexlike();
}
if (deletePacket)
delete packet;
deletePacket = true;
}
if (m_Socket && !m_Socket->IsClosed() && _warden)