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C++ KickPlayer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KickPlayer函数的典型用法代码示例。如果您正苦于以下问题:C++ KickPlayer函数的具体用法?C++ KickPlayer怎么用?C++ KickPlayer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KickPlayer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: stripLineInvisibleChars

bool WorldSession::processChatmessageFurtherAfterSecurityChecks(std::string& msg, uint32 lang)
{
    if (lang != LANG_ADDON)
    {
        // strip invisible characters for non-addon messages
        if (sWorld.getConfig(CONFIG_BOOL_CHAT_FAKE_MESSAGE_PREVENTING))
            stripLineInvisibleChars(msg);

        if (sWorld.getConfig(CONFIG_UINT32_CHAT_STRICT_LINK_CHECKING_SEVERITY) && GetSecurity() < SEC_MODERATOR
                && !ChatHandler(this).isValidChatMessage(msg.c_str()))
        {
            sLog.outError("Player %s (GUID: %u) sent a chatmessage with an invalid link: %s", GetPlayer()->GetName(),
                    GetPlayer()->GetGUIDLow(), msg.c_str());
            if (sWorld.getConfig(CONFIG_UINT32_CHAT_STRICT_LINK_CHECKING_KICK))
                KickPlayer();
            return false;
        }
    }

    return true;
}
开发者ID:Archives,项目名称:try,代码行数:21,代码来源:ChatHandler.cpp


示例2: GetPlayerPool

void CNetGame::Packet_VehicleSync(Packet *p)
{
	CPlayer * pPlayer = GetPlayerPool()->GetAt((BYTE)p->playerIndex);
	RakNet::BitStream bsVehicleSync(p->data, p->length, false);

	if(GetGameState() != GAMESTATE_RUNNING) return;

	BYTE		bytePacketID=0;
	INCAR_SYNC_DATA icSync;
	
	bsVehicleSync.Read(bytePacketID);
	bsVehicleSync.Read((PCHAR)&icSync,sizeof(INCAR_SYNC_DATA));

	if(pPlayer)	{
		if(icSync.VehicleID == 0xFFFF) {
			// Syncing a manually added/bad vehicle
			KickPlayer((BYTE)p->playerIndex);
			return;
		}
	    pPlayer->StoreInCarFullSyncData(&icSync);
	}
}
开发者ID:jovazxc,项目名称:samp,代码行数:22,代码来源:netgame.cpp


示例3: KickPlayer

void WorldSession::HandleLootOpcode(WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT");

    uint64 guid;
    recv_data >> guid;

    // Check possible cheat
		if (!IS_ITEM_GUID(guid)); //Takoye ne proidyot
	       else
	       {
	               KickPlayer();//Te6e KuK
	               return;
	       }
    if (!_player->isAlive())
        return;

    GetPlayer()->SendLoot(guid, LOOT_CORPSE);

    // interrupt cast
    if (GetPlayer()->IsNonMeleeSpellCasted(false))
        GetPlayer()->InterruptNonMeleeSpells(false);
}
开发者ID:artkeep,项目名称:trinity,代码行数:23,代码来源:LootHandler.cpp


示例4: getMSTime


//.........这里部分代码省略.........
                    // 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);
                    if (sLog->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && packet->rpos() < packet->wpos())
                        LogUnprocessedTail(packet);
                    break;
                case STATUS_NEVER:
                        sLog->outError(LOG_FILTER_OPCODES, "Received not allowed opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode(), WOW_CLIENT).c_str()
                            , GetPlayerName(false).c_str());
                    break;
                case STATUS_UNHANDLED:
                        sLog->outError(LOG_FILTER_OPCODES, "Received not handled opcode %s from %s", GetOpcodeNameForLogging(packet->GetOpcode(), WOW_CLIENT).c_str()
                            , GetPlayerName(false).c_str());
                    break;
            }
        }
        catch(ByteBufferException &)
        {
            sLog->outError(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();
        }

        nbPacket++;

        std::map<uint32, OpcodeInfo>::iterator itr = pktHandle.find(packet->GetOpcode());
        if (itr == pktHandle.end())
            pktHandle.insert(std::make_pair(packet->GetOpcode(), OpcodeInfo(1, getMSTime() - pktTime)));
        else
        {
            OpcodeInfo& data = (*itr).second;
            data.nbPkt += 1;
            data.totalTime += getMSTime() - pktTime;
        }


        if (deletePacket)
            delete packet;

#define MAX_PROCESSED_PACKETS_IN_SAME_WORLDSESSION_UPDATE 250
        processedPackets++;

        //process only a max amout of packets in 1 Update() call.
        //Any leftover will be processed in next update
        if (processedPackets > MAX_PROCESSED_PACKETS_IN_SAME_WORLDSESSION_UPDATE)
            break;
    }

    if (m_Socket && !m_Socket->IsClosed() && _warden)
        _warden->Update();

    ProcessQueryCallbacks();

    //check if we are safe to proceed with logout
    //logout procedure should happen only in World::UpdateSessions() method!!!
    if (updater.ProcessLogout())
    {
        time_t currTime = time(NULL);
        ///- If necessary, log the player out
        if (ShouldLogOut(currTime) && !m_playerLoading)
            LogoutPlayer(true);

        if (m_Socket && GetPlayer() && _warden)
            _warden->Update();

        ///- Cleanup socket pointer if need
        if (m_Socket && m_Socket->IsClosed())
        {
            m_Socket->RemoveReference();
            m_Socket = NULL;
        }

        if (!m_Socket)
            return false;                                       //Will remove this session from the world session map
    }

    sessionDiff = getMSTime() - sessionDiff;
    if (sessionDiff > 70)
    {
        std::map<uint32, OpcodeInfo>::iterator itr = pktHandle.find(CMSG_ADD_FRIEND);
        if (itr != pktHandle.end())
        {
            if ((*itr).second.nbPkt > 7)
            {
                sLog->OutSpecialLog("Account [%u] has been kicked for flood of CMSG_ADD_FRIEND (count : %u)", GetAccountId(), (*itr).second.nbPkt);
                KickPlayer();
                return false;
            }
        }

        sLog->OutSpecialLog("Session of account [%u] take more than 50 ms to execute (%u ms)", GetAccountId(), sessionDiff);
        for (auto itr : pktHandle)
            sLog->OutSpecialLog("-----> %u %s (%u ms)", itr.second.nbPkt, GetOpcodeNameForLogging((Opcodes)itr.first, WOW_CLIENT).c_str(), itr.second.totalTime);
    }

    return true;
}
开发者ID:Expery,项目名称:Core,代码行数:101,代码来源:WorldSession.cpp


示例5: 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()){
        // movement anticheat
        plMover->m_anti_JustTeleported = 1;
        // end movement anticheat
        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 " SIZEFMTD " 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.HasMovementFlag(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 > 60 || movementInfo.t_y > 60 || movementInfo.t_x < -60 ||  movementInfo.t_y < -60 )
            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 (plMover && plMover->m_anti_TransportGUID == 0 && (movementInfo.t_guid !=0))
        {
            // 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;
                    }
                }
            }
            //movement anticheat;
            //Correct finding GO guid in DB (thanks to GriffonHeart)
            GameObject *obj = HashMapHolder<GameObject>::Find(movementInfo.t_guid);
            if(obj)
                plMover->m_anti_TransportGUID = obj->GetDBTableGUIDLow();
            else
                plMover->m_anti_TransportGUID = GUID_LOPART(movementInfo.t_guid);
            // end movement anticheat
        }
    } else if (plMover && plMover->m_anti_TransportGUID != 0){
        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;
        plMover->m_anti_TransportGUID = 0;
    }

    // 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())
    {
        //movement anticheat
        plMover->m_anti_JustJumped = 0;
        plMover->m_anti_JumpBaseZ = 0;
        //end movement anticheat
        plMover->HandleFall(movementInfo);
    }


    if (plMover && (movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING) != 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) );
    }

//.........这里部分代码省略.........
开发者ID:m1ke-dormant,项目名称:mangos,代码行数:101,代码来源:MovementHandler.cpp


示例6: assert

void CAntiCheatManager::ProcessFlagActivity(TCheatType type, uint16 channelId, const float *params, int numParams, const char * pDescription, XmlNodeRef additionalXmlData)
{
	SCheatType &cheat = m_cheats[type];
	
	XmlNodeRef incidentXML;

	float fInfractionsSeverity = 0.0f;
	int		nMaxConfidence = 0, nMaxInfractionConfidence = 0;

	typedef std::vector<const SCheatAction*> TCheatActionPtrList;
	TCheatActionPtrList actionsToTake;

	EDisconnectionCause kickReason = eDC_Kicked;
	
	for (std::vector<SCheatAction>::iterator itAction = cheat.actions.begin(); itAction != cheat.actions.end(); ++itAction)
	{
		bool meetsConditions = true;
		
		for (std::vector<SCheatCondition>::const_iterator itCondition = itAction->conditions.begin(); itCondition != itAction->conditions.end(); ++itCondition)
		{
			assert(itCondition->paramNum <= numParams);
			float paramValue = params[itCondition->paramNum-1];
			meetsConditions = MeetsCondition(itCondition->op, paramValue, itCondition->value);
			if (!meetsConditions)
			{
				break;
			}
		}

		if (meetsConditions)
		{
			actionsToTake.push_back(&(*itAction));

			if(incidentXML == NULL)
			{
				incidentXML = CreateIncidentXML(channelId, type, params, numParams, pDescription);

				if(additionalXmlData != NULL && incidentXML != NULL)
					incidentXML->addChild(additionalXmlData);
			}
		}

		if(itAction->action == eCA_Global_Ban)
		{
			kickReason = GetBanKickType(channelId);
		}
	}

	bool bDoRemoteLog = false;

	for(TCheatActionPtrList::const_iterator itActionPtr = actionsToTake.begin(); itActionPtr != actionsToTake.end(); ++itActionPtr)
	{
		const SCheatAction * actionPtr = *itActionPtr;

		nMaxConfidence = max(actionPtr->confidence, nMaxConfidence);
		
		switch (actionPtr->action)
		{
		case eCA_Log:
			//The presence of this action will cause the incident to be logged, we don't want to add 
			//	any more output as it won't provide any more data
			break;
		case eCA_Log_Remote:
			bDoRemoteLog = true;
			break;
		case eCA_Infraction:
			{
				fInfractionsSeverity += actionPtr->severity;
				nMaxInfractionConfidence =  max(actionPtr->confidence, nMaxInfractionConfidence);
			}
			break;
		case eCA_Kick:
			CheatLogAction(incidentXML, eCA_Kick, actionPtr->confidence);
			KickPlayer(channelId, kickReason, actionPtr->confidence);
			break;
		case eCA_Kick_Delayed:
			CheatLogAction(incidentXML, eCA_Kick_Delayed, actionPtr->confidence);
			KickPlayerDelayed(channelId, kickReason, actionPtr->confidence);
			break;
		case eCA_Ban:
			CheatLogAction(incidentXML, eCA_Ban, actionPtr->confidence);
			BanPlayer_Internal(channelId, actionPtr->banTimeout, actionPtr->confidence);
			break;
		case eCA_Global_Ban:
			break;
		case eCA_Dev_CheatDetected:
			{
#if defined(DEV_CHEAT_HANDLING)
				CheatLogAction(incidentXML, eCA_Dev_CheatDetected, actionPtr->confidence);

				stack_string paramsString;
				CAntiCheatManager::GenerateMessageString(paramsString, params, numParams, pDescription);
				paramsString.append(" ");
				paramsString.append(s_cheatTypeNames[type]);
				HandleDevCheat(channelId, paramsString);
#endif
				break;
			}
		}
	}
//.........这里部分代码省略.........
开发者ID:aronarts,项目名称:FireNET,代码行数:101,代码来源:AntiCheatManager.cpp


示例7: LookupOpcodeName

void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recvData)
{
    uint32 opcode = recvData.GetOpcode();
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

    /* extract packet */
    uint64 guid;
    uint32 unk1;
    float  newspeed;

    recvData.readPackGUID(guid);

    // pussywizard: special check, only player mover allowed here
    if (guid != _player->m_mover->GetGUID() || guid != _player->GetGUID())
    {
        recvData.rfinish(); // prevent warnings spam
        return;
    }

    // continue parse packet

    recvData >> unk1;                                      // counter or moveEvent

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData >> newspeed;
    /*----------------*/

    // client ACK send one packet for mounted/run case and need skip all except last from its
    // in other cases anti-cheat check can be fail in false case
    UnitMoveType move_type;
    UnitMoveType force_move_type;

    static char const* move_type_name[MAX_MOVE_TYPE] = {  "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };

    switch (opcode)
    {
        case CMSG_FORCE_WALK_SPEED_CHANGE_ACK:          move_type = MOVE_WALK;          force_move_type = MOVE_WALK;        break;
        case CMSG_FORCE_RUN_SPEED_CHANGE_ACK:           move_type = MOVE_RUN;           force_move_type = MOVE_RUN;         break;
        case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK:      move_type = MOVE_RUN_BACK;      force_move_type = MOVE_RUN_BACK;    break;
        case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK:          move_type = MOVE_SWIM;          force_move_type = MOVE_SWIM;        break;
        case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK:     move_type = MOVE_SWIM_BACK;     force_move_type = MOVE_SWIM_BACK;   break;
        case CMSG_FORCE_TURN_RATE_CHANGE_ACK:           move_type = MOVE_TURN_RATE;     force_move_type = MOVE_TURN_RATE;   break;
        case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK:        move_type = MOVE_FLIGHT;        force_move_type = MOVE_FLIGHT;      break;
        case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK:   move_type = MOVE_FLIGHT_BACK;   force_move_type = MOVE_FLIGHT_BACK; break;
        case CMSG_FORCE_PITCH_RATE_CHANGE_ACK:          move_type = MOVE_PITCH_RATE;    force_move_type = MOVE_PITCH_RATE;  break;
        default:
            sLog->outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
            return;
    }

    // skip all forced speed changes except last and unexpected
    // in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
    if (_player->m_forced_speed_changes[force_move_type] > 0)
    {
        --_player->m_forced_speed_changes[force_move_type];
        if (_player->m_forced_speed_changes[force_move_type] > 0)
            return;
    }

    if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
    {
        if (_player->GetSpeed(move_type) > newspeed)         // must be greater - just correct
        {
            sLog->outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
                move_type_name[move_type], _player->GetName().c_str(), _player->GetSpeed(move_type), newspeed);
            _player->SetSpeed(move_type, _player->GetSpeedRate(move_type), true);
        }
        else                                                // must be lesser - cheating
        {
            sLog->outBasic("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
                _player->GetName().c_str(), GetAccountId(), _player->GetSpeed(move_type), newspeed);
            KickPlayer();
        }
    }
}
开发者ID:Keader,项目名称:Sunwell,代码行数:78,代码来源:MovementHandler.cpp


示例8: Player

void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
{
    ObjectGuid playerGuid = holder->GetGuid();

    Player* pCurrChar = new Player(this);
    pCurrChar->GetMotionMaster()->Initialize();
    SetPlayer(pCurrChar);
    m_playerLoading = true;

    SetOnline();

    // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
    if (!pCurrChar->LoadFromDB(playerGuid, holder))
    {
        KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
        delete pCurrChar;                                   // delete it manually
        delete holder;                                      // delete all unprocessed queries
        m_playerLoading = false;

        sLog.outError("HandlePlayerLogin> LoadFromDB failed to load %s, AccountId = %u", pCurrChar->GetGuidStr().c_str(), GetAccountId());

        WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
        data << (uint8)CHAR_LOGIN_NO_CHARACTER;
        SendPacket(data, true);
        return;
    }

    WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20);
    data << pCurrChar->GetMapId();
    data << pCurrChar->GetPositionX();
    data << pCurrChar->GetPositionY();
    data << pCurrChar->GetPositionZ();
    data << pCurrChar->GetOrientation();
    SendPacket(data);

    data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128);
    for (int i = 0; i < 32; ++i)
        data << uint32(0);
    SendPacket(data);

    // Send Spam records
    SendExpectedSpamRecords();
    SendMotd(pCurrChar);

    // QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow());
    QueryResult* resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD);

    if (resultGuild)
    {
        Field* fields = resultGuild->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt32());
        delete resultGuild;
    }
    else if (pCurrChar->GetGuildId())                       // clear guild related fields in case wrong data about nonexistent membership
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }

    if (pCurrChar->GetGuildId() != 0)
    {
        Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId());
        if (guild)
        {
            data.Initialize(SMSG_GUILD_EVENT, (1 + 1 + guild->GetMOTD().size() + 1));
            data << uint8(GE_MOTD);
            data << uint8(1);
            data << guild->GetMOTD();
            SendPacket(data);
            DEBUG_LOG("WORLD: Sent guild-motd (SMSG_GUILD_EVENT)");

            guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetObjectGuid(), pCurrChar->GetName());
        }
        else
        {
            // remove wrong guild data
            sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.", pCurrChar->GetName(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId());
            pCurrChar->SetInGuild(0);
        }
    }

    if (!pCurrChar->isAlive())
        pCurrChar->SendCorpseReclaimDelay(true);

    pCurrChar->SendInitialPacketsBeforeAddToMap();

    // Show cinematic at the first time that player login
    if (!pCurrChar->getCinematic())
    {
        pCurrChar->setCinematic(1);

        if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
            pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
    }

    uint32 miscRequirement = 0;
    AreaLockStatus lockStatus = AREA_LOCKSTATUS_OK;
    if (AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(pCurrChar->GetMapId()))
        lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement);
//.........这里部分代码省略.........
开发者ID:cmangos,项目名称:mangos-classic,代码行数:101,代码来源:CharacterHandler.cpp


示例9: while


//.........这里部分代码省略.........
                    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))
            {
                sLog.outDebug("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;
    }

    // Playerbot mod - Process player bot packets
    // The PlayerbotAI class adds to the packet queue to simulate a real player
    // since Playerbots are known to the World obj only by its master's WorldSession object
    // we need to process all master's bot's packets.
    if (GetPlayer() && GetPlayer()->GetPlayerbotMgr()) {
        for (PlayerBotMap::const_iterator itr = GetPlayer()->GetPlayerbotMgr()->GetPlayerBotsBegin();
                itr != GetPlayer()->GetPlayerbotMgr()->GetPlayerBotsEnd(); ++itr)
        {
            Player* const botPlayer = itr->second;
            WorldSession* const pBotWorldSession = botPlayer->GetSession();
            if (botPlayer->IsBeingTeleported())
                botPlayer->GetPlayerbotAI()->HandleTeleportAck();
            else if (botPlayer->IsInWorld())
            {
                WorldPacket* packet;
                while (pBotWorldSession->_recvQueue.next(packet))
                {
                    OpcodeHandler& opHandle = opcodeTable[packet->GetOpcode()];
                    (pBotWorldSession->*opHandle.handler)(*packet);
                    delete packet;
                }
            }
        }
    }

    if (m_Socket && GetPlayer() && !GetPlayer()->GetPlayerbotAI())
        m_Warden.Update();

    ///- Cleanup socket pointer if need
    if (m_Socket && m_Socket->IsClosed ())
    {
        m_Socket->RemoveReference ();
        m_Socket = NULL;
    }

    //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);

        if (!m_Socket)
            return false;                                       //Will remove this session from the world session map
    }

    return true;
}
开发者ID:Seehub,项目名称:mangos,代码行数:101,代码来源:WorldSession.cpp


示例10: UpdateTimeOutTime

/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 diff, PacketFilter& updater)
{
    /// Update Timeout timer.
    UpdateTimeOutTime(diff);

    ///- Before we process anything:
    /// If necessary, kick the player from the character select screen
    if (IsConnectionIdle())
        m_Socket->CloseSocket();

    ///- Retrieve packets from the receive queue and call the appropriate handlers
    /// not process packets if socket already closed
    WorldPacket* packet = NULL;
    //! Delete packet after processing by default
    bool deletePacket = true;
    //! To prevent infinite loop
    WorldPacket* firstDelayedPacket = NULL;
    //! If _recvQueue.peek() == firstDelayedPacket it means that in this Update call, we've processed all
    //! *properly timed* packets, and we're now at the part of the queue where we find
    //! delayed packets that were re-enqueued due to improper timing. To prevent an infinite
    //! loop caused by re-enqueueing the same packets over and over again, we stop updating this session
    //! and continue updating others. The re-enqueued packets will be handled in the next Update call for this session.
    uint32 processedPackets = 0;

    while (m_Socket && !m_Socket->IsClosed() &&
            !_recvQueue.empty() && _recvQueue.peek(true) != firstDelayedPacket &&
            _recvQueue.next(packet, updater))
    {
        if (!AntiDOS.EvaluateOpcode(*packet))
            KickPlayer();

        OpcodeHandler const* opHandle = clientOpcodeTable[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 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("network", "Re-enqueueing packet with opcode %s with with status STATUS_LOGGEDIN. "
                                    "Player is currently not in world yet.", GetOpcodeNameForLogging(packet->GetOpcode(), false).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;
//.........这里部分代码省略.........
开发者ID:BHollowell,项目名称:SkyFire_5xx,代码行数:101,代码来源:WorldSession.cpp


示例11: Player

void WorldSession::HandlePlayerLogin(LoginQueryHolder * holder)
{
    uint64 playerGuid = holder->GetGuid();

    Player* pCurrChar = new Player(this);
    pCurrChar->GetMotionMaster()->Initialize();

    // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
    if(!pCurrChar->LoadFromDB(GUID_LOPART(playerGuid), holder))
    {
        KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
        delete pCurrChar;                                   // delete it manually
        delete holder;                                      // delete all unprocessed queries
        m_playerLoading = false;
        return;
    }

    SetPlayer(pCurrChar);

    pCurrChar->SendDungeonDifficulty(false);

    WorldPacket data( SMSG_LOGIN_VERIFY_WORLD, 20 );
    data << pCurrChar->GetMapId();
    data << pCurrChar->GetPositionX();
    data << pCurrChar->GetPositionY();
    data << pCurrChar->GetPositionZ();
    data << pCurrChar->GetOrientation();
    SendPacket(&data);

    data.Initialize( SMSG_ACCOUNT_DATA_TIMES, 128 );
    for(int i = 0; i < 32; i++)
        data << uint32(0);
    SendPacket(&data);

    data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2);         // added in 2.2.0
    data << uint8(2);                                       // unknown value
    data << uint8(0);                                       // enable(1)/disable(0) voice chat interface in client
    SendPacket(&data);

    // Send MOTD
    {
        data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
        data << (uint32)0;

        uint32 linecount=0;
        std::string str_motd = sWorld.GetMotd();
        std::string::size_type pos, nextpos;

        pos = 0;
        while ( (nextpos= str_motd.find('@',pos)) != std::string::npos )
        {
            if (nextpos != pos)
            {
                data << str_motd.substr(pos,nextpos-pos);
                ++linecount;
            }
            pos = nextpos+1;
        }

        if (pos<str_motd.length())
        {
            data << str_motd.substr(pos);
            ++linecount;
        }

        data.put(0, linecount);

        SendPacket( &data );
        DEBUG_LOG( "WORLD: Sent motd (SMSG_MOTD)" );
    }

    //QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow());
    QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD);

    if(resultGuild)
    {
        Field *fields = resultGuild->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt32());
        delete resultGuild;
    }
    else if(pCurrChar->GetGuildId())                        // clear guild related fields in case wrong data about non existed membership
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }

    if(pCurrChar->GetGuildId() != 0)
    {
        Guild* guild = objmgr.GetGuildById(pCurrChar->GetGuildId());
        if(guild)
        {
            data.Initialize(SMSG_GUILD_EVENT, (2+guild->GetMOTD().size()+1));
            data << (uint8)GE_MOTD;
            data << (uint8)1;
            data << guild->GetMOTD();
            SendPacket(&data);
            DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" );

            data.Initialize(SMSG_GUILD_EVENT, (5+10));      // we guess size
//.........这里部分代码省略.........
开发者ID:benzin97,项目名称:mangos,代码行数:101,代码来源:CharacterHandler.cpp


示例12: Player

void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
{
    /* Store the player's GUID for later reference */
    ObjectGuid playerGuid = holder->GetGuid();

    /* Create a new instance of the player object */
    Player* pCurrChar = new Player(this);

    /* Initialize a motion generator */
    pCurrChar->GetMotionMaster()->Initialize();

    /* Account ID is validated in LoadFromDB (prevents cheaters logging in to characters not on their account) */
    if (!pCurrChar->LoadFromDB(playerGuid, holder))         /// Could not load character from database, cancel login
    {
        /* Disconnect the game client */
        KickPlayer();

        /* Remove references to avoid dangling pointers */
        delete pCurrChar;
        delete holder;

        /* Checked in WorldSession::Update */
        m_playerLoading = false;

        return;
    }

    /* Validation check completely, assign player to WorldSession::_player for later use */
    SetPlayer(pCurrChar);

    WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20);
    data << pCurrChar->GetMapId();
    data << pCurrChar->GetPositionX();
    data << pCurrChar->GetPositionY();
    data << pCurrChar->GetPositionZ();
    data << pCurrChar->GetOrientation();
    SendPacket(&data);

    data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128);
    for (int i = 0; i < 32; ++i)
        { data << uint32(0); }
    SendPacket(&data);

    /* 1.12.1 does not have SMSG_MOTD, so we send a server message */
    /* Used for counting number of newlines in MOTD */
    uint32 linecount = 0;
    /* The MOTD itself */
    std::string str_motd = sWorld.GetMotd();
    /* Used for tracking our position within the MOTD while iterating through it */
    std::string::size_type pos = 0, nextpos;

    /* Find the next occurance of @ in the string
     * This is how newlines are represented */
    while ((nextpos = str_motd.find('@', pos)) != std::string::npos)
    {
        /* If these are not equal, it means a '@' was found
         * These are used to represent newlines in the string
         * It is set by the code above here */
        if (nextpos != pos)
        {
            /* Send the player a system message containing the substring from pos to nextpos - pos */
            ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos, nextpos - pos).c_str());
            ++linecount;
        }

        pos = nextpos + 1;
    }
    /* There are no more newlines in our MOTD, so we send whatever is left */
    if (pos < str_motd.length())
    {
        ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos).c_str());
    }
    DEBUG_LOG("WORLD: Sent motd (SMSG_MOTD)");

    /* Attempt to load guild for player */
    if (QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD))
    {
        /* We're in a guild, so set the player's guild data to represent that */
        Field* fields = resultGuild->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt32());
        /* Avoid dangling pointers */
        delete resultGuild;
    }
    /* Player thinks they have a guild, but it isn't in the database. Clear that information */
    else if (pCurrChar->GetGuildId())
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }

    /* Player is in a guild
     * TODO: Can we move this code into the block above? Not sure why it's down here */
    if (pCurrChar->GetGuildId() != 0)
    {
        /* Get guild based on what we set the player's guild to above */
        Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId());

        /* More checks to see if they're in a guild? I'm sure this is redundant */
        if (guild)
//.........这里部分代码省略.........
开发者ID:0jpq0,项目名称:server,代码行数:101,代码来源:CharacterHandler.cpp


示例13: 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14: GetPlayer


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