本文整理汇总了C++中LookupOpcodeName函数的典型用法代码示例。如果您正苦于以下问题:C++ LookupOpcodeName函数的具体用法?C++ LookupOpcodeName怎么用?C++ LookupOpcodeName使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了LookupOpcodeName函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: while
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 /*diff*/)
{
///- Retrieve packets from the receive queue and call the appropriate handlers
/// not proccess packets if socket already closed
WorldPacket* packet;
while (_recvQueue.next(packet) && m_Socket && !m_Socket->IsClosed ())
{
/*#if 1
sLog.outError( "MOEP: %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
#endif*/
OpcodeHandler& 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())
{
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
// playerbot mod
if (_player && _player->GetPlayerbotMgr())
_player->GetPlayerbotMgr()->HandleMasterIncomingPacket(*packet);
// playerbot mod end
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
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(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
{
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(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.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
case STATUS_UNHANDLED:
sLog.outDebug("SESSION: received not handled opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
default:
sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
}
}
catch(ByteBufferException &)
{
//.........这里部分代码省略.........
开发者ID:klunk,项目名称:mangos,代码行数:101,代码来源:WorldSession.cpp
示例2: LookupOpcodeName
void WorldSession::Handle_EarlyProccess(WorldPacket& recvPacket)
{
sLog->outError("SESSION: received opcode %s (0x%.4X) that must be processed in WorldSocket::OnRead", LookupOpcodeName(recvPacket.GetOpcode()), recvPacket.GetOpcode());
}
开发者ID:MMOCorek,项目名称:trinity-mmaps,代码行数:4,代码来源:WorldSession.cpp
示例3: LookupOpcodeName
void WorldSession::Handle_NULL( WorldPacket& recvPacket )
{
sLog.outError( "SESSION: received unhandled opcode %s (0x%.4X)",
LookupOpcodeName(recvPacket.GetOpcode()),
recvPacket.GetOpcode());
}
开发者ID:megamage,项目名称:mangos,代码行数:6,代码来源:WorldSession.cpp
示例4: DEBUG_LOG
void WorldSession::Handle_NULL( WorldPacket& recvPacket )
{
DEBUG_LOG("SESSION: received unimplemented opcode %s (0x%.4X)",
LookupOpcodeName(recvPacket.GetOpcode()),
recvPacket.GetOpcode());
}
开发者ID:Sar777,项目名称:mangos,代码行数:6,代码来源:WorldSession.cpp
示例5: while
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 /*diff*/)
{
///- Retrieve packets from the receive queue and call the appropriate handlers
/// not proccess packets if socket already closed
WorldPacket* packet;
while (_recvQueue.next(packet) && m_Socket && !m_Socket->IsClosed ())
{
/*#if 1
sLog.outError( "MOEP: %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
#endif*/
if(packet->GetOpcode() >= NUM_MSG_TYPES)
{
sLog.outError( "SESSION: received non-existed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
}
else
{
OpcodeHandler& opHandle = opcodeTable[packet->GetOpcode()];
/* if(_player)
{
if(packet->GetOpcode()!=CMSG_MOVE_TIME_SKIPPED)
{
sLog.outError("Send:%u (OP:%u)<%s>",_player->GetGUID(), opcodeTable[packet->GetOpcode()],LookupOpcodeName(packet->GetOpcode()));
packet->Print();
packet->rpos(0);
}
}*/
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())
{
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
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)
{
LogUnexpectedOpcode(packet, "the player has not logged in yet and not recently logout");
}
else
{
// not expected _player or must checked in packet hanlder
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(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
{
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(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.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
(this->*opHandle.handler)(*packet);
if (sLog.IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
break;
sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
//.........这里部分代码省略.........
开发者ID:lus5d,项目名称:cwcore,代码行数:101,代码来源:WorldSession.cpp
示例6: LookupOpcodeName
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())
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 %u 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.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 )
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 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;
}
}
}
}
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);
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))
{
//.........这里部分代码省略.........
开发者ID:Grimdell,项目名称:mangos,代码行数:101,代码来源:MovementHandler.cpp
示例7: ACE_ASSERT
int WorldSocket::ProcessIncoming (WorldPacket* new_pct)
{
ACE_ASSERT (new_pct);
// manage memory ;)
ACE_Auto_Ptr<WorldPacket> aptr (new_pct);
const ACE_UINT16 opcode = new_pct->GetOpcode ();
if (closing_)
return -1;
// Dump received packet.
if (sWorldLog.LogWorld ())
{
sWorldLog.Log ("CLIENT:\nSOCKET: %u\nLENGTH: %u\nOPCODE: %s (0x%.4X)\nDATA:\n",
(uint32) get_handle (),
new_pct->size (),
LookupOpcodeName (new_pct->GetOpcode ()),
new_pct->GetOpcode ());
uint32 p = 0;
while (p < new_pct->size ())
{
for (uint32 j = 0; j < 16 && p < new_pct->size (); j++)
sWorldLog.Log ("%.2X ", (*new_pct)[p++]);
sWorldLog.Log ("\n");
}
sWorldLog.Log ("\n\n");
}
// like one switch ;)
if (opcode == CMSG_PING)
{
return HandlePing (*new_pct);
}
else if (opcode == CMSG_AUTH_SESSION)
{
if (m_Session)
{
sLog.outError ("WorldSocket::ProcessIncoming: Player send CMSG_AUTH_SESSION again");
return -1;
}
return HandleAuthSession (*new_pct);
}
else if (opcode == CMSG_KEEP_ALIVE)
{
DEBUG_LOG ("CMSG_KEEP_ALIVE ,size: %d", new_pct->size ());
return 0;
}
else
{
ACE_GUARD_RETURN (LockType, Guard, m_SessionLock, -1);
if (m_Session != NULL)
{
// OK ,give the packet to WorldSession
aptr.release ();
// WARNINIG here we call it with locks held.
// Its possible to cause deadlock if QueuePacket calls back
m_Session->QueuePacket (new_pct);
return 0;
}
else
{
sLog.outError ("WorldSocket::ProcessIncoming: Client not authed opcode = %u", uint32(opcode));
return -1;
}
}
ACE_NOTREACHED (return 0);
}
开发者ID:mangos-rollback,项目名称:rollback,代码行数:74,代码来源:WorldSocket.cpp
示例8: GetPlayer
/// Send a packet to the client
void WorldSession::SendPacket(WorldPacket const* packet)
{
// Playerbot mod: send packet to bot AI
if (!sWorld.getConfig(CONFIG_BOOL_PLAYERBOT_DISABLE))
{
if (GetPlayer() && GetPlayer()->IsInWorld())
{
if (GetPlayer()->GetPlayerbotAI())
GetPlayer()->GetPlayerbotAI()->HandleBotOutgoingPacket(*packet);
else if (GetPlayer()->GetPlayerbotMgr())
GetPlayer()->GetPlayerbotMgr()->HandleMasterOutgoingPacket(*packet);
}
}
if (!m_Socket)
return;
if (opcodeTable[packet->GetOpcode()].status == STATUS_UNHANDLED)
{
DEBUG_LOG("SESSION: tried to send an unhandled opcode 0x%.4X", packet->GetOpcode());
return;
}
const_cast<WorldPacket*>(packet)->FlushBits();
#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
DEBUG_LOG("Send packet %u %s to %s", packet->GetOpcode(), LookupOpcodeName(packet->GetOpcode()), GetPlayer() ? GetPlayer()->GetGuidStr().c_str() : "<unknown>");
if (m_Socket->SendPacket (*packet) == -1)
m_Socket->CloseSocket ();
}
开发者ID:jobba,项目名称:mangos3,代码行数:67,代码来源:WorldSession.cpp
示例9: DEBUG_FILTER_LOG
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
uint32 opcode = recv_data.GetOpcode();
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES,"WorldSession::HandleMovementOpcodes: 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 (!VerifyMovementInfo(movementInfo, guid))
return;
// 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->IsTaxiFlying())
plMover->HandleFall(movementInfo);
/* process anticheat check */
GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_MOVEMENT,movementInfo, opcode);
/* process position-change */
HandleMoverRelocation(movementInfo);
if (plMover)
plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
WorldPacket data(opcode, recv_data.size());
data << mover->GetPackGUID(); // write guid
movementInfo.Write(data); // write data
mover->SendMessageToSetExcept(&data, _player);
}
开发者ID:mynew3,项目名称:mangos,代码行数:46,代码来源:MovementHandler.cpp
示例10: while
bool WorldSession::UpdateClientIO(uint32 diff, 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))
{
const OpcodeHandler* opHandle = opcodeTable[packet->GetOpcode()];
// !=NULL checked in WorldSocket
try
{
switch (opHandle->routing_node)
{
case ROUTE_NODE:
SendPacketToNode(packet);
break;
case ROUTE_BOTH:
SendPacketToNode(packet);
case ROUTE_LOGON:
{
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, "STATUS_LOGGEDIN", "the player has not logged in yet");
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
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)
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);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
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);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
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;
}
// single from authed time opcodes send in to after logout time
// and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
sLog->outError("SESSION (account: %u, guidlow: %u, char: %s): received not allowed opcode %s (0x%.4X)",
GetAccountId(), m_GUIDLow, _player ? _player->GetName() : "<none>",
LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
break;
case STATUS_UNHANDLED:
sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION (account: %u, guidlow: %u, char: %s): received not handled opcode %s (0x%.4X)",
GetAccountId(), m_GUIDLow, _player ? _player->GetName() : "<none>",
LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
break;
}
}
}
}
catch(ByteBufferException &)
{
sLog->outError("WorldSession::Update ByteBufferException occured while parsing a packet (opcode: %u) from client %s, accountid=%i. Skipped packet.",
packet->GetOpcode(), GetRemoteAddress().c_str(), GetAccountId());
//.........这里部分代码省略.........
开发者ID:Zakamurite,项目名称:TrilliumEMU,代码行数:101,代码来源:WorldSession.cpp
示例11: ASSERT
//.........这里部分代码省略.........
}
// 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())
{
// movement anticheat
plrMover->m_anti_JumpCount = 0;
plrMover->m_anti_JumpBaseZ = 0;
if (!vehMover)
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()));
}
if (plrMover)
sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);
uint32 mstime = getMSTime();
/*----------------------*/
if (m_clientTimeDelay == 0)
m_clientTimeDelay = mstime - movementInfo.time;
// begin anti cheat
bool check_passed = true;
#ifdef ANTICHEAT_DEBUG
TC_LOG_WARN("cheat", "AC2-%s > time: %d fall-time: %d | xyzo: %f, %f, %fo(%f) flags[%X] opcode[%s] | transport (xyzo): %f, %f, %fo(%f)",
plrMover->GetName(), movementInfo.time, movementInfo.fallTime, movementInfo.pos.m_positionX, movementInfo.pos.m_positionY, movementInfo.pos.m_positionZ, movementInfo.pos.m_orientation,
movementInfo.flags, LookupOpcodeName(opcode), movementInfo.transport.pos.m_positionX, movementInfo.transport.pos.m_positionY, movementInfo.transport.pos.m_positionZ, movementInfo.transport.pos.m_orientation);
TC_LOG_WARN("cheat", "AC2-%s Transport > GUID: (low)%d - (high)%d",
plrMover->GetName(), GUID_LOPART(movementInfo.transport.guid), GUID_HIPART(movementInfo.transport.guid));
#endif
if (plrMover)
{
if (World::GetEnableMvAnticheat() && !plrMover->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->GetVehicle())
{
// calc time deltas
int32 cClientTimeDelta = 1500;
if (plrMover->m_anti_LastClientTime != 0)
{
cClientTimeDelta = movementInfo.time - plrMover->m_anti_LastClientTime;
plrMover->m_anti_DeltaClientTime += cClientTimeDelta;
plrMover->m_anti_LastClientTime = movementInfo.time;
}
else
plrMover->m_anti_LastClientTime = movementInfo.time;
const uint64 cServerTime = getMSTime();
uint32 cServerTimeDelta = 1500;
if (plrMover->m_anti_LastServerTime != 0)
{
cServerTimeDelta = cServerTime - plrMover->m_anti_LastServerTime;
plrMover->m_anti_DeltaServerTime += cServerTimeDelta;
plrMover->m_anti_LastServerTime = cServerTime;
}
else
plrMover->m_anti_LastServerTime = cServerTime;
// resync times on client login (first 15 sec for heavy areas)
if (plrMover->m_anti_DeltaServerTime < 15000 && plrMover->m_anti_DeltaClientTime < 15000)
开发者ID:boom8866,项目名称:MaddieCore,代码行数:67,代码来源:MovementHandler.cpp
示例12: while
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 /*diff*/)
{
if (m_Socket && m_Socket->IsClosed ())
{
m_Socket->RemoveReference ();
m_Socket = NULL;
}
WorldPacket *packet;
///- Retrieve packets from the receive queue and call the appropriate handlers
/// \todo Is there a way to consolidate the OpcondeHandlerTable and the g_worldOpcodeNames to only maintain 1 list?
/// answer : there is a way, but this is better, because it would use redundant RAM
while (!_recvQueue.empty())
{
packet = _recvQueue.next();
/*#if 1
sLog.outError( "MOEP: %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
#endif*/
if(packet->GetOpcode() >= NUM_MSG_TYPES)
{
sLog.outError( "SESSION: received non-existed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
}
else
{
OpcodeHandler& opHandle = opcodeTable[packet->GetOpcode()];
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())
(this->*opHandle.handler)(*packet);
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_TRANSFER_PENDING:
if(!_player)
logUnexpectedOpcode(packet, "the player has not logged in yet");
else if(_player->IsInWorld())
logUnexpectedOpcode(packet, "the player is still in world");
else
(this->*opHandle.handler)(*packet);
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if(m_inQueue)
{
logUnexpectedOpcode(packet, "the player not pass queue yet");
break;
}
m_playerRecentlyLogout = false;
(this->*opHandle.handler)(*packet);
break;
case STATUS_NEVER:
sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
}
}
delete packet;
}
///- If necessary, log the player out
time_t currTime = time(NULL);
if (!m_Socket || (ShouldLogOut(currTime) && !m_playerLoading))
LogoutPlayer(true);
if (!m_Socket)
return false; //Will remove this session from the world session map
return true;
}
开发者ID:megamage,项目名称:mangos,代码行数:86,代码来源:WorldSession.cpp
示例13: DEBUG_LOG
void WorldLog::LogPacket(uint32 len, uint16 opcode, const uint8* data, uint8 direction)
{
unsigned int count;
#ifdef ECHO_PACKET_LOG_TO_CONSOLE
DEBUG_LOG("WorldLog","[%s]: %s %s (0x%03X) of %u bytes.", direction ? "SERVER" : "CLIENT", direction ? "sent" : "received",
LookupOpcodeName(opcode), opcode, len);
#endif
if(bEnabled)
{
mutex.Acquire();
unsigned int line = 1;
unsigned int countpos = 0;
uint16 lenght = len;
fprintf(m_file, "{%s} Packet: (0x%04X) %s PacketSize = %u\n", (direction ? "SERVER" : "CLIENT"), opcode,
LookupOpcodeName(opcode), lenght);
fprintf(m_file, "|------------------------------------------------|----------------|\n");
fprintf(m_file, "|00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F |0123456789ABCDEF|\n");
fprintf(m_file, "|------------------------------------------------|----------------|\n");
if(lenght > 0)
{
fprintf(m_file, "|");
for (count = 0 ; count < lenght ; count++)
{
if (countpos == 16)
{
countpos = 0;
fprintf(m_file, "|");
for (unsigned int a = count-16; a < count;a++)
{
if ((data[a] < 32) || (data[a] > 126))
fprintf(m_file, ".");
else
fprintf(m_file, "%c",data[a]);
}
fprintf(m_file, "|\n");
line++;
fprintf(m_file, "|");
}
fprintf(m_file, "%02X ",data[count]);
//FIX TO PARSE PACKETS WITH LENGHT < OR = TO 16 BYTES.
if (count+1 == lenght && lenght <= 16)
{
for (unsigned int b = countpos+1; b < 16;b++)
fprintf(m_file, " ");
fprintf(m_file, "|");
for (unsigned int a = 0; a < lenght;a++)
{
if ((data[a] < 32) || (data[a] > 126))
fprintf(m_file, ".");
else
fprintf(m_file, "%c",data[a]);
}
for (unsigned int c = count; c < 15;c++)
fprintf(m_file, " ");
fprintf(m_file, "|\n");
}
//FIX TO PARSE THE LAST LINE OF THE PACKETS WHEN THE LENGHT IS > 16 AND ITS IN THE LAST LINE.
if (count+1 == lenght && lenght > 16)
{
for (unsigned int b = countpos+1; b < 16;b++)
fprintf(m_file, " ");
fprintf(m_file, "|");
unsigned short print = 0;
for (unsigned int a = line * 16 - 16; a < lenght;a++)
{
if ((data[a] < 32) || (data[a] > 126))
fprintf(m_file, ".");
else
fprintf(m_file, "%c",data[a]);
print++;
}
for (unsigned int c = print; c < 16;c++)
fprintf(m_file, " ");
fprintf(m_file, "|\n");
}
countpos++;
}
}
//.........这里部分代码省略.........
开发者ID:Vanj-crew,项目名称:HearthStone-Emu,代码行数:101,代码来源:WorldSocket.cpp
示例14: while
/// 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)",
LookupOpcodeName(packet->GetOpcode()),
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
// playerbot mod
if (!sWorld.getConfig(CONFIG_BOOL_PLAYERBOT_DISABLE))
if (_player && _player->GetPlayerbotMgr())
_player->GetPlayerbotMgr()->HandleMasterIncomingPacket(*packet);
// playerbot mod end
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.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
ExecuteOpcode(opHandle, packet);
break;
case STATUS_NEVER:
sLog.outError( "SESSION: received not allowed opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
case STATUS_UNHANDLED:
DEBUG_LOG("SESSION: received not handled opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
packet->GetOpcode());
break;
default:
sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)",
LookupOpcodeName(packet->GetOpcode()),
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());
//.........这里部分代码省略.........
开发者ID:Sar777,项目名称:mangos,代码行数:101,代码来源:WorldSession.cpp
示例15: DEBUG_LOG
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: %s", LookupOpcodeName(recv_data.GetOpcode()));
Player* player = GetPlayer();
ObjectGuid lguid = player->GetLootGuid();
Loot* loot;
uint8 lootSlot;
Item* pItem = NULL;
recv_data >> lootSlot;
switch (lguid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_play
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