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C++ GetRemoteAddress函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetRemoteAddress函数的典型用法代码示例。如果您正苦于以下问题:C++ GetRemoteAddress函数的具体用法?C++ GetRemoteAddress怎么用?C++ GetRemoteAddress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GetRemoteAddress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: 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 (sPacketLog->CanLogPacket())
        sPacketLog->LogPacket(*new_pct, CLIENT_TO_SERVER);

    try
    {
        switch (opcode)
        {
            case CMSG_PING:
                return HandlePing (*new_pct);
            case CMSG_AUTH_SESSION:
                if (m_Session)
                {
                    sLog->outError("WorldSocket::ProcessIncoming: Player send CMSG_AUTH_SESSION again");
                    return -1;
                }

                sScriptMgr->OnPacketReceive(this, WorldPacket(*new_pct));

                return HandleAuthSession(*new_pct);

            case CMSG_KEEP_ALIVE:
                sLog->outStaticDebug ("CMSG_KEEP_ALIVE, size: " UI64FMTD, uint64(new_pct->size()));
                sScriptMgr->OnPacketReceive(this, WorldPacket(*new_pct));
                return 0;
            default:
            {
                ACE_GUARD_RETURN (LockType, Guard, m_SessionLock, -1);

                if (m_Session != NULL)
                {
                    // Our Idle timer will reset on any non PING opcodes.
                    // Catches people idling on the login screen and any lingering ingame connections.
                    m_Session->ResetTimeOutTime();

                    // 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;
                }
            }
        }
    }
    catch (ByteBufferException &)
    {
        sLog->outError("WorldSocket::ProcessIncoming ByteBufferException occured while parsing an instant handled packet (opcode: %u) from client %s, accountid=%i. Disconnected client.",
                opcode, GetRemoteAddress().c_str(), m_Session?m_Session->GetAccountId():-1);
        if (sLog->IsOutDebug())
        {
            sLog->outDebug(LOG_FILTER_NETWORKIO, "Dumping error causing packet:");
            new_pct->hexlike();
        }

        return -1;
    }

    ACE_NOTREACHED (return 0);
}
开发者ID:Allowed,项目名称:Strawberry335,代码行数:77,代码来源:WorldSocket.cpp


示例2: MANGOS_ASSERT

int WorldSocket::ProcessIncoming(WorldPacket* new_pct)
{
    MANGOS_ASSERT(new_pct);

    // manage memory ;)
    ACE_Auto_Ptr<WorldPacket> aptr(new_pct);

    const ACE_UINT16 opcode = new_pct->GetOpcode();

    if (opcode >= NUM_MSG_TYPES)
    {
        sLog.outError("SESSION: received nonexistent opcode 0x%.4X", opcode);
        return -1;
    }

    if (closing_)
        return -1;

    // Dump received packet.
    sLog.outWorldPacketDump(uint32(get_handle()), new_pct->GetOpcode(), new_pct->GetOpcodeName(), new_pct, true);

    try
    {
        switch (opcode)
        {
            case CMSG_PING:
                return HandlePing(*new_pct);
            case CMSG_AUTH_SESSION:
                if (m_Session)
                {
                    sLog.outError("WorldSocket::ProcessIncoming: Player send CMSG_AUTH_SESSION again");
                    return -1;
                }

                return HandleAuthSession(*new_pct);
            case CMSG_KEEP_ALIVE:
                DEBUG_LOG("CMSG_KEEP_ALIVE ,size: " SIZEFMTD " ", new_pct->size());

                return 0;
            default:
            {
                GUARD_RETURN(m_SessionLock, -1);

                if (m_Session != nullptr)
                {
                    // OK ,give the packet to WorldSession
                    aptr.release();
                    // WARNING 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;
                }
            }
        }
    }
    catch (ByteBufferException&)
    {
        sLog.outError("WorldSocket::ProcessIncoming ByteBufferException occured while parsing an instant handled packet (opcode: %u) from client %s, accountid=%i.",
                      opcode, GetRemoteAddress().c_str(), m_Session ? m_Session->GetAccountId() : -1);
        if (sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG))
        {
            DEBUG_LOG("Dumping error-causing packet:");
            new_pct->hexlike();
        }

        if (sWorld.getConfig(CONFIG_BOOL_KICK_PLAYER_ON_BAD_PACKET))
        {
            DETAIL_LOG("Disconnecting session [account id %i / address %s] for badly formatted packet.",
                       m_Session ? m_Session->GetAccountId() : -1, GetRemoteAddress().c_str());

            return -1;
        }
        else
            return 0;
    }

    ACE_NOTREACHED(return 0);
}
开发者ID:Cio0,项目名称:mangos-tbc,代码行数:83,代码来源:WorldSocket.cpp


示例3: diff_time

int WorldSocket::HandlePing(WorldPacket& recvPacket)
{
    uint32 ping;
    uint32 latency;

    // Get the ping packet content
    recvPacket >> ping;
    recvPacket >> latency;

    if (m_LastPingTime == ACE_Time_Value::zero)
        m_LastPingTime = ACE_OS::gettimeofday();            // for 1st ping
    else
    {
        ACE_Time_Value cur_time = ACE_OS::gettimeofday();
        ACE_Time_Value diff_time(cur_time);
        diff_time -= m_LastPingTime;
        m_LastPingTime = cur_time;

        if (diff_time < ACE_Time_Value(27))
        {
            ++m_OverSpeedPings;

            uint32 max_count = sWorld.getConfig(CONFIG_UINT32_MAX_OVERSPEED_PINGS);

            if (max_count && m_OverSpeedPings > max_count)
            {
                GUARD_RETURN(m_SessionLock, -1);

                if (m_Session && m_Session->GetSecurity() == SEC_PLAYER)
                {
                    sLog.outError("WorldSocket::HandlePing: Player kicked for "
                                  "overspeeded pings address = %s",
                                  GetRemoteAddress().c_str());

                    return -1;
                }
            }
        }
        else
            m_OverSpeedPings = 0;
    }

    // critical section
    {
        GUARD_RETURN(m_SessionLock, -1);

        if (m_Session)
        {
            m_Session->SetLatency(latency);
            m_Session->ResetClientTimeDelay();
        }
        else
        {
            sLog.outError("WorldSocket::HandlePing: peer sent CMSG_PING, "
                          "but is not authenticated or got recently kicked,"
                          " address = %s",
                          GetRemoteAddress().c_str());
            return -1;
        }
    }

    WorldPacket packet(SMSG_PONG, 4);
    packet << ping;
    return SendPacket(packet);
}
开发者ID:Cio0,项目名称:mangos-tbc,代码行数:65,代码来源:WorldSocket.cpp


示例4: data


//.........这里部分代码省略.........
            // TODO: what to if account already has characters of both races?
            if (!AllowTwoSideAccounts)
            {
                uint32 acc_team = 0;
                if(acc_race > 0)
                    acc_team = Player::TeamForRace(acc_race);

                if(acc_team != team_)
                {
                    data << (uint8)CHAR_CREATE_PVP_TEAMS_VIOLATION;
                    SendPacket( &data );
                    delete result2;
                    return;
                }
            }

            // search same race for cinematic or same class if need
            // TODO: check if cinematic already shown? (already logged in?; cinematic field)
            while ((skipCinematics == 1 && !have_same_race) || class_ == CLASS_DEATH_KNIGHT)
            {
                if(!result2->NextRow())
                    break;

                field = result2->Fetch();
                acc_race = field[1].GetUInt32();

                if(!have_same_race)
                    have_same_race = race_ == acc_race;

                if(GetSecurity() == SEC_PLAYER && class_ == CLASS_DEATH_KNIGHT)
                {
                    uint8 acc_class = field[2].GetUInt32();
                    if(acc_class == CLASS_DEATH_KNIGHT)
                    {
                        if(heroic_free_slots > 0)
                            --heroic_free_slots;

                        if(heroic_free_slots == 0)
                        {
                            data << (uint8)CHAR_CREATE_UNIQUE_CLASS_LIMIT;
                            SendPacket( &data );
                            return;
                        }
                    }

                    if(!have_req_level_for_heroic)
                    {
                        uint32 acc_level = field[0].GetUInt32();
                        if(acc_level >= req_level_for_heroic)
                            have_req_level_for_heroic = true;
                    }
                }
            }
            delete result2;
        }
    }

    if(GetSecurity() == SEC_PLAYER && class_ == CLASS_DEATH_KNIGHT && !have_req_level_for_heroic)
    {
        data << (uint8)CHAR_CREATE_LEVEL_REQUIREMENT;
        SendPacket( &data );
        return;
    }

    // extract other data required for player creating
    uint8 gender, skin, face, hairStyle, hairColor, facialHair, outfitId;
    recv_data >> gender >> skin >> face;
    recv_data >> hairStyle >> hairColor >> facialHair >> outfitId;

    Player *pNewChar = new Player(this);
    if(!pNewChar->Create( objmgr.GenerateLowGuid(HIGHGUID_PLAYER), name, race_, class_, gender, skin, face, hairStyle, hairColor, facialHair, outfitId ))
    {
        // Player not create (race/class problem?)
        delete pNewChar;

        data << (uint8)CHAR_CREATE_ERROR;
        SendPacket( &data );

        return;
    }

    if ((have_same_race && skipCinematics == 1) || skipCinematics == 2)
        pNewChar->setCinematic(1);                          // not show intro

    // Player created, save it now
    pNewChar->SaveToDB();
    charcount += 1;

    loginDatabase.PExecute("DELETE FROM realmcharacters WHERE acctid= '%d' AND realmid = '%d'", GetAccountId(), realmID);
    loginDatabase.PExecute("INSERT INTO realmcharacters (numchars, acctid, realmid) VALUES (%u, %u, %u)",  charcount, GetAccountId(), realmID);

    delete pNewChar;                                        // created only to call SaveToDB()

    data << (uint8)CHAR_CREATE_SUCCESS;
    SendPacket( &data );

    std::string IP_str = GetRemoteAddress();
    sLog.outBasic("Account: %d (IP: %s) Create Character:[%s]", GetAccountId(), IP_str.c_str(), name.c_str());
    sLog.outChar("Account: %d (IP: %s) Create Character:[%s]", GetAccountId(), IP_str.c_str(), name.c_str());
}
开发者ID:viruscs,项目名称:mangos,代码行数:101,代码来源:CharacterHandler.cpp


示例5: guard

/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(PacketFilter& updater)
{
    std::lock_guard<std::mutex> guard(m_recvQueueLock);

    ///- Retrieve packets from the receive queue and call the appropriate handlers
    /// not process packets if socket already closed
    while (m_Socket && !m_Socket->IsClosed() && !m_recvQueue.empty())
    {
        auto const packet = std::move(m_recvQueue.front());
        m_recvQueue.pop_front();

        /*#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
                    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)",
                                  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();
//.........这里部分代码省略.........
开发者ID:Ozerev,项目名称:mangos-tbc,代码行数:101,代码来源:WorldSession.cpp


示例6: Player


//.........这里部分代码省略.........
    if (!pCurrChar->GetMap()->Add(pCurrChar))
    {
        // normal delayed teleport protection not applied (and this correct) for this case (Player object just created)
        AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId());
        if (at)
            pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
        else
            pCurrChar->TeleportToHomebind();
    }

    sObjectAccessor.AddObject(pCurrChar);
    // DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName());
    pCurrChar->GetSocial()->SendFriendList();
    pCurrChar->GetSocial()->SendIgnoreList();

    pCurrChar->SendInitialPacketsAfterAddToMap();

    static SqlStatementID updChars;
    static SqlStatementID updAccount;

    SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?");
    stmt.PExecute(pCurrChar->GetGUIDLow());

    stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?");
    stmt.PExecute(realmID, GetAccountId());

    pCurrChar->SetInGameTime(WorldTimer::getMSTime());

    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group* group = pCurrChar->GetGroup())
        group->SendUpdate();

    // friend status
    sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true);

    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();

    // setting Ghost+speed if dead
    if (pCurrChar->m_deathState != ALIVE)
    {
        // not blizz like, we must correctly save and load player instead...
        if (pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, true);   // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, true);        // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

        pCurrChar->SetMovement(MOVE_WATER_WALK);
    }

    pCurrChar->ContinueTaxiFlight();

    // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
    pCurrChar->LoadPet();

    // Set FFA PvP for non GM in non-rest mode
    if (sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
        pCurrChar->SetFFAPvP(true);

    if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
        pCurrChar->SetContestedPvP();

    // Apply at_login requests
    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
    {
        pCurrChar->resetSpells();
        SendNotification(LANG_RESET_SPELLS);
    }

    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
    {
        pCurrChar->resetTalents(true);
        SendNotification(LANG_RESET_TALENTS);               // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here
    }

    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);

    // show time before shutdown if shutdown planned.
    if (sWorld.IsShutdowning())
        sWorld.ShutdownMsg(true, pCurrChar);

    if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS))
        pCurrChar->SetTaxiCheater(true);

    if (pCurrChar->isGameMaster())
        SendNotification(LANG_GM_ON);

    if (!pCurrChar->isGMVisible())
        SendNotification(LANG_INVISIBLE_INVISIBLE);

    std::string IP_str = GetRemoteAddress();
    sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)",
                 GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow());

    if (!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED))
        pCurrChar->SetStandState(UNIT_STAND_STATE_STAND);

    m_playerLoading = false;
    delete holder;
}
开发者ID:mynew4,项目名称:MaNGOSZero,代码行数:101,代码来源:CharacterHandler.cpp


示例7: SendString

void RASocket::TryToLog(std::string str)
{
    if (m_userName.empty())
    {
        m_accountID = sAccountMgr.GetId(str);
        m_userName = str;
        SendString(sObjectMgr.GetMangosStringForDBCLocale(LANG_RA_PASS));
        return;
    }

    ++m_loginTry;
    m_accountID = sAccountMgr.GetId(m_userName);
    if (!m_accountID)
    {
        SendString("Wrong user name or password.\r\n");
        sLog.outRALog("User %s ip'%s' tried to connect with wrong user name.", m_userName.c_str(), GetRemoteAddress().c_str());
        CanTryAnotherTime();
        return;
    }

    AccountTypes accountLevel = sAccountMgr.GetSecurity(m_accountID);
    if (accountLevel < m_minAccountLevel)
    {
        sLog.outRALog("Account %s ip'%s' tried to connect on Remote Administration console with insufficient privilege.", m_userName.c_str(), GetRemoteAddress().c_str());
        sLog.outString("Account %s ip'%s' tried to connect on Remote Administration console with insufficient privilege.", m_userName.c_str(), GetRemoteAddress().c_str());
        SendString("Wrong user name or password.\r\n");
        CanTryAnotherTime();
        return;
    }
    m_accountLevel = accountLevel;

    if (!sAccountMgr.CheckPassword(m_accountID, str))
    {
        sLog.outRALog("Account %s ip'%s' tried to connect on Remote Administration console with wrong password.", m_userName.c_str(), GetRemoteAddress().c_str());
        sLog.outString("Account %s ip'%s' tried to connect on Remote Administration console with wrong password.", m_userName.c_str(), GetRemoteAddress().c_str());
        SendString("Wrong user name or password.\r\n");
        CanTryAnotherTime();
        return;
    }

    m_isLogged = true;

    SendString("\r\n");
    SendString(CMANGOS_PROMPT);
}
开发者ID:beyourself,项目名称:RustEmu-Core,代码行数:45,代码来源:RemoteAdministration.cpp


示例8: 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 (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet))
    {
        /*#if 1
        sLog.outError( "MOEP: %s (0x%.4X)",
                        LookupOpcodeName(packet->GetOpcode()),
                        packet->GetOpcode());
        #endif*/

        OpcodeStruct const* opHandle = opCodes.LookupOpcode(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
                    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.
                    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)",
                        opHandle->name,
                        packet->GetOpcode());
                    break;
                case STATUS_UNHANDLED:
                    sLog.outDebug("SESSION: received not handled opcode %s (0x%.4X)",
                        opHandle->name,
                        packet->GetOpcode());
                    break;
                default:
                    sLog.outError("SESSION: received wrong-status-req opcode %s (0x%.4X)",
                        opHandle->name,
                        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.IsOutDebug())
            {
                sLog.outDebug("Dumping error causing packet:");
                packet->hexlike();
//.........这里部分代码省略.........
开发者ID:dythzer,项目名称:mangoszero,代码行数:101,代码来源:WorldSession.cpp


示例9: LOG_ERROR

void AuthSocket::HandleChallenge()
{
    // No header
    if (readBuffer.GetContiguiousBytes() < 4)
    {
        LOG_ERROR("[AuthChallenge] Packet has no header. Refusing to handle.");
        return;
    }

    // Check the rest of the packet is complete.
    uint8* ReceiveBuffer = (uint8*)readBuffer.GetBufferStart();

    uint16 full_size = *(uint16*)&ReceiveBuffer[2];


    LOG_DETAIL("[AuthChallenge] got header, body is %u bytes", full_size);

    if (readBuffer.GetSize() < uint32(full_size + 4))
    {
        LOG_ERROR("[AuthChallenge] Packet is smaller than expected, refusing to handle");
        return;
    }

    // Copy the data into our cached challenge structure
    if (full_size > sizeof(sAuthLogonChallenge_C))
    {
        LOG_ERROR("[AuthChallenge] Packet is larger than expected, refusing to handle!");
        Disconnect();
        return;
    }

    LOG_DEBUG("[AuthChallenge] got a complete packet.");

    readBuffer.Read(&m_challenge, full_size + 4);

    // Check client build.
    uint16 client_build = m_challenge.build;

    switch (client_build)
    {
        case 5875:
        case 8606:
        case 12340:
        case 15595:
        case 18414:
        {
            LOG_DEBUG("Client with valid build %u connected", (uint32)client_build);
        }break;
        default:
        {
            LOG_DEBUG("Client %s has unsupported game version. Clientbuild: %u", GetRemoteIP().c_str(), (uint32)client_build);
            SendChallengeError(CE_WRONG_BUILD_NUMBER);
        }break;
    }

    /*Patchmgr... Do not delete this
    if(build < LogonServer::getSingleton().min_build)
    {
        // can we patch?
        char flippedloc[5] = {0, 0, 0, 0, 0};
        flippedloc[0] = m_challenge.country[3];
        flippedloc[1] = m_challenge.country[2];
        flippedloc[2] = m_challenge.country[1];
        flippedloc[3] = m_challenge.country[0];

        m_patch = PatchMgr::getSingleton().FindPatchForClient(build, flippedloc);
        if(m_patch == NULL)
        {
            // could not find a valid patch
            LOG_DETAIL("[AuthChallenge] Client %s has wrong version. More out of date than server. Server: %u, Client: %u", GetRemoteIP().c_str(), LogonServer::getSingleton().min_build, m_challenge.build);
            SendChallengeError(CE_WRONG_BUILD_NUMBER);
            return;
        }

        LogDebug("Patch : elected patch %u%s for client.", m_patch->Version, m_patch->Locality);


        uint8 response[119] =
        {
            0x00, 0x00, 0x00, 0x72, 0x50, 0xa7, 0xc9, 0x27, 0x4a, 0xfa, 0xb8, 0x77, 0x80, 0x70, 0x22,
            0xda, 0xb8, 0x3b, 0x06, 0x50, 0x53, 0x4a, 0x16, 0xe2, 0x65, 0xba, 0xe4, 0x43, 0x6f, 0xe3,
            0x29, 0x36, 0x18, 0xe3, 0x45, 0x01, 0x07, 0x20, 0x89, 0x4b, 0x64, 0x5e, 0x89, 0xe1, 0x53,
            0x5b, 0xbd, 0xad, 0x5b, 0x8b, 0x29, 0x06, 0x50, 0x53, 0x08, 0x01, 0xb1, 0x8e, 0xbf, 0xbf,
            0x5e, 0x8f, 0xab, 0x3c, 0x82, 0x87, 0x2a, 0x3e, 0x9b, 0xb7, 0x00, 0x00, 0x00, 0x00, 0x00,
            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
            0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe1, 0x32, 0xa3,
            0x49, 0x76, 0x5c, 0x5b, 0x35, 0x9a, 0x93, 0x3c, 0x6f, 0x3c, 0x63, 0x6d, 0xc0, 0x00
        };
        Send(response, 119);
        return;
    }*/

    // Check for a possible IP ban on this client.
    IpBanStatus ipb = sIpBanMgr.getBanStatus(GetRemoteAddress());

    if (ipb != BAN_STATUS_NOT_BANNED)
        LOG_DETAIL("[AuthChallenge] Client %s is banned, refusing to continue.", GetRemoteIP().c_str());

    switch (ipb)
    {
//.........这里部分代码省略.........
开发者ID:AscEmu,项目名称:AscEmu,代码行数:101,代码来源:AuthSocket.Legacy.cpp


示例10: while


//.........这里部分代码省略.........
        sOutdoorPvPMgr->HandlePlayerLeaveZone(_player, _player->GetZoneId());

        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i))
            {
				// track if player logs out after invited to join BG
				if (_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId) && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS))
				{
					PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK);
					stmt->setUInt32(0, _player->GetGUID());
					stmt->setUInt8(1, BG_DESERTION_TYPE_INVITE_LOGOUT);
					CharacterDatabase.Execute(stmt);
				}

                _player->RemoveBattlegroundQueueId(bgQueueTypeId);
                sBattlegroundMgr->m_BattlegroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true);
            }
        }

        // Repop at GraveYard or other player far teleport will prevent saving player because of not present map
        // Teleport player immediately for correct player save
        while (_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        ///- 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()))
            guild->HandleMemberLogout(this);

        ///- Remove pet
        _player->RemovePet(NULL, PET_SAVE_AS_CURRENT, true);

        ///- 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)
        {
            uint32 eslot;
            for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j)
            {
                eslot = j - BUYBACK_SLOT_START;
                _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
                _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
            }
            _player->SaveToDB();
        }

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        ///- 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();

        //! Send update to group and reset stored max enchanting level
        if (_player->GetGroup())
        {
            _player->GetGroup()->SendUpdate();
            _player->GetGroup()->ResetMaxEnchantingLevel();
        }

        //! Broadcast a logout message to the player's friends
        sSocialMgr->SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true);
        sSocialMgr->RemovePlayerSocial(_player->GetGUIDLow());

        //! Call script hook before deletion
        sScriptMgr->OnPlayerLogout(_player);

        //! 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
        _player->CleanupsBeforeDelete();
        sLog->OutCharacters("Account: %d (IP: %s) Logout Character:[%s] (GUID: %u) Level: %d", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName(), _player->GetGUIDLow(), _player->GetCurrentLevel());
		if (Map* _map = _player->FindMap())
			_map->RemovePlayerFromMap(_player, true);

		SetPlayer(NULL); //! Pointer already deleted during RemovePlayerFromMap

		//! Send the 'logout complete' packet to the client
		//! Client will respond by sending 3x CMSG_CANCEL_TRADE, which we currently dont handle
        WorldPacket data(SMSG_LOGOUT_COMPLETE, 0);
        SendPacket(&data);
		sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION: Sent SMSG_LOGOUT_COMPLETE Message");

		//! Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ACCOUNT_ONLINE);
        stmt->setUInt32(0, GetAccountId());
        CharacterDatabase.Execute(stmt);
    }

    m_playerLogout = false;
    m_playerSave = false;
    m_playerRecentlyLogout = true;
    LogoutRequest(0);
}
开发者ID:boom8866,项目名称:new,代码行数:101,代码来源:WorldSession.cpp


示例11: LOG_DETAIL

void AuthSocket::HandleReconnectChallenge()
{
    // No header
    if (readBuffer.GetContiguiousBytes() < 4)
        return;

    // Check the rest of the packet is complete.
    uint8* ReceiveBuffer = /*GetReadBuffer(0)*/(uint8*)readBuffer.GetBufferStart();
    uint16 full_size = *(uint16*)&ReceiveBuffer[2];
    LOG_DETAIL("[AuthChallenge] got header, body is %u bytes", full_size);

    if (readBuffer.GetSize() < (uint32)full_size + 4)
        return;

    // Copy the data into our cached challenge structure
    if ((size_t)(full_size + 4) > sizeof(sAuthLogonChallenge_C))
    {
        Disconnect();
        return;
    }

    LOG_DEBUG("[AuthChallenge] got full packet.");

    memcpy(&m_challenge, ReceiveBuffer, full_size + 4);
    //RemoveReadBufferBytes(full_size + 4, false);
    readBuffer.Read(&m_challenge, full_size + 4);

    // Check client build.
    if (m_challenge.build > sMasterLogon.clientMaxBuild || m_challenge.build < sMasterLogon.clientMinBuild)
    {
        SendChallengeError(CE_WRONG_BUILD_NUMBER);
        return;
    }

    // Check for a possible IP ban on this client.
    IpBanStatus ipb = sIpBanMgr.getBanStatus(GetRemoteAddress());

    switch (ipb)
    {
        case BAN_STATUS_PERMANENT_BAN:
            SendChallengeError(CE_ACCOUNT_CLOSED);
            return;

        case BAN_STATUS_TIME_LEFT_ON_BAN:
            SendChallengeError(CE_ACCOUNT_FREEZED);
            return;

        default:
            break;
    }

    /* buffer overflow thing */
    if (m_challenge.I_len >= 50)
    {
        Disconnect();
        return;
    }

    // Null-terminate the account string
    m_challenge.I[m_challenge.I_len] = 0;

    // Clear the shitty hash (for server)
    /*    size_t i = 0;
        for( i = m_challenge.I_len; i >= 0; --i )
        {
            if( m_challenge.I[i] == '#' )
            {
                m_challenge.I[i] = '\0';
                break;
            }
        }*/

        // Look up the account information
    std::string AccountName = (char*)&m_challenge.I;
    LOG_DEBUG("[AuthChallenge] Account Name: \"%s\"", AccountName.c_str());

    m_account = sAccountMgr.getAccountByName(AccountName);
    if (m_account == 0)
    {
        LOG_DEBUG("[AuthChallenge] Invalid account.");

        // Non-existant account
        SendChallengeError(CE_NO_ACCOUNT);
        return;
    }

    LOG_DEBUG("[AuthChallenge] Account banned state = %u", m_account->Banned);

    // Check that the account isn't banned.
    if (m_account->Banned == 1)
    {
        SendChallengeError(CE_ACCOUNT_CLOSED);
        return;
    }
    else if (m_account->Banned > 0)
    {
        SendChallengeError(CE_ACCOUNT_FREEZED);
        return;
    }

//.........这里部分代码省略.........
开发者ID:AscEmu,项目名称:AscEmu,代码行数:101,代码来源:AuthSocket.Legacy.cpp


示例12: diff_time

int WorldSocket::HandlePing (WorldPacket& recvPacket)
{
    uint32 ping;
    uint32 latency;

    // Get the ping packet content
    recvPacket >> ping;
    recvPacket >> latency;

    if (m_LastPingTime == ACE_Time_Value::zero)
        m_LastPingTime = ACE_OS::gettimeofday(); // for 1st ping
    else
    {
        ACE_Time_Value cur_time = ACE_OS::gettimeofday();
        ACE_Time_Value diff_time (cur_time);
        diff_time -= m_LastPingTime;
        m_LastPingTime = cur_time;

        if (diff_time < ACE_Time_Value (27))
        {
            ++m_OverSpeedPings;

            uint32 max_count = sWorld->getIntConfig (CONFIG_MAX_OVERSPEED_PINGS);

            if (max_count && m_OverSpeedPings > max_count)
            {
                ACE_GUARD_RETURN (LockType, Guard, m_SessionLock, -1);

                if (m_Session && AccountMgr::IsVIPorPlayer(m_Session->GetSecurity()))
                {
                    Player* _player = m_Session->GetPlayer();
                    sLog->outError("WorldSocket::HandlePing: Player (account: %u, GUID: %u, name: %s) kicked for over-speed pings (address: %s)",
                        m_Session->GetAccountId(),
                        _player ? _player->GetGUIDLow() : 0,
                        _player ? _player->GetName() : "<none>",
                        GetRemoteAddress().c_str());

                    return -1;
                }
            }
        }
        else
            m_OverSpeedPings = 0;
    }

    // critical section
    {
        ACE_GUARD_RETURN (LockType, Guard, m_SessionLock, -1);

        if (m_Session)
            m_Session->SetLatency (latency);
        else
        {
            sLog->outError("WorldSocket::HandlePing: peer sent CMSG_PING, "
                            "but is not authenticated or got recently kicked, "
                            " address = %s",
                            GetRemoteAddress().c_str());
             return -1;
        }
    }

    WorldPacket packet (SMSG_PONG, 4);
    packet << ping;
    return SendPacket(packet);
}
开发者ID:Allowed,项目名称:Strawberry335,代码行数:65,代码来源:WorldSocket.cpp


示例13: uint8

int WorldSocket::HandleAuthSession (WorldPacket& recvPacket)
{
    // NOTE: ATM the socket is singlethread, have this in mind ...
    std::string account;
    uint32 id, security;
    bool authed, forceTele;

    //uint8 expansion = 0;
    LocaleConstant locale;
    WorldPacket packet, SendAddonPacked;

    if (sWorld->IsClosed())
    {
        packet.Initialize(SMSG_AUTH_RESPONSE, 1);
        packet << uint8(AUTH_REJECT);
        SendPacket (packet);

        sLog->outError ("WorldSocket::HandleAuthSession: World closed, denying client (%s).", GetRemoteAddress().c_str());
        return -1;
    }

    // Read the content of the packet
    recvPacket >> account;                        // for now no use
    recvPacket >> id;
    recvPacket >> security;
    recvPacket >> authed;
    recvPacket >> forceTele;

    // Get the account information from the realmd database
    std::string safe_account = account; // Duplicate, else will screw the SHA hash verification below
    LoginDatabase.EscapeString (safe_account);
    // No SQL injection, username escaped.

    QueryResult result =
          LoginDatabase.PQuery ("SELECT "
                                "id, "                      //0
                                "sessionkey, "              //1
                                "last_ip, "                 //2
                                "locked, "                  //3
                                "v, "                       //4
                                "s, "                       //5
                                "expansion, "               //6
                                "mutetime, "                //7
                                "locale, "                  //8
                                "recruiter "                //9
                                "FROM account "
                                "WHERE username = '%s'",
                                safe_account.c_str());

    // Stop if the account is not found
    if (!result)
    {
        packet.Initialize (SMSG_AUTH_RESPONSE, 1);
        packet << uint8 (AUTH_UNKNOWN_ACCOUNT);

        SendPacket (packet);

        sLog->outError ("WorldSocket::HandleAuthSession: Sent Auth Response (unknown account).");
        return -1;
    }

    Field* fields = result->Fetch();

    uint8 expansion = fields[6].GetUInt8();
    uint32 world_expansion = sWorld->getIntConfig(CONFIG_EXPANSION);
    if (expansion > world_expansion)
        expansion = world_expansion;
    //expansion = ((sWorld->getIntConfig(CONFIG_EXPANSION) > fields[6].GetUInt8()) ? fields[6].GetUInt8() : sWorld->getIntConfig(CONFIG_EXPANSION));

    m_Address = fields[2].GetCString();

    id = fields[0].GetUInt32();
    time_t mutetime = time_t (fields[7].GetUInt64());
    locale = LocaleConstant (fields[8].GetUInt8());
    if (locale >= TOTAL_LOCALES)
        locale = LOCALE_enUS;

    uint32 recruiter = fields[9].GetUInt32();

    // Re-check account ban (same check as in realmd)
    QueryResult banresult =
          LoginDatabase.PQuery ("SELECT 1 FROM account_banned WHERE id = %u AND active = 1 "
                                "UNION "
                                "SELECT 1 FROM ip_banned WHERE ip = '%s'",
                                id, GetRemoteAddress().c_str());

    if (banresult) // if account banned
    {
        packet.Initialize (SMSG_AUTH_RESPONSE, 1);
        packet << uint8 (AUTH_BANNED);
        SendPacket (packet);

        sLog->outError ("WorldSocket::HandleAuthSession: Sent Auth Response (Account banned).");
        return -1;
    }

    // Check locked state for server
    AccountTypes allowedAccountType = sWorld->GetPlayerSecurityLimit();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "Allowed Level: %u Player Level %u", allowedAccountType, AccountTypes(security));
    if (allowedAccountType > SEC_PLAYER && AccountTypes(security) < allowedAccountType)
//.........这里部分代码省略.........
开发者ID:Allowed,项目名称:Strawberry335,代码行数:101,代码来源:WorldSocket.cpp


示例14: data


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