-> reconnecting does work now, finally. * updated conf setting: reconnect=0: dont reconnect; reconnect=X: reconnect after X msecs. * misc code cleanups, crash fixes, and overall improved stability. * splitted RealmSocket into a RealmSession and the original RealmSocket code. better read-/useabilty because now its handled as WorldSession and related.
151 lines
4.6 KiB
C++
151 lines
4.6 KiB
C++
#include "common.h"
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#include "PseuWoW.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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#include "Player.h"
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#include "WorldSession.h"
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#include "Channel.h"
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void WorldSession::SendChatMessage(uint32 type, uint32 lang, std::string msg, std::string to){
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if((!_logged) || msg.empty())
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return;
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WorldPacket packet;
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packet<<type<<lang;
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switch(type){
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case CHAT_MSG_SAY:
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case CHAT_MSG_YELL:
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case CHAT_MSG_PARTY:
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case CHAT_MSG_GUILD:
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case CHAT_MSG_OFFICER: // not sure about that
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packet<<msg;
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break;
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case CHAT_MSG_WHISPER:
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if(to.empty())
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return;
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packet<<to<<msg;
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break;
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case CHAT_MSG_CHANNEL:
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if(to.empty() /*|| !_channels->IsOnChannel(to)*/)
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return;
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packet<<to<<msg;
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break;
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}
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packet.SetOpcode(CMSG_MESSAGECHAT);
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SendWorldPacket(packet);
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}
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void WorldSession::SendQueryPlayerName(uint64 guid){
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if((!_logged) || guid==0)
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return;
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WorldPacket packet;
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packet << guid;
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packet.SetOpcode(CMSG_NAME_QUERY);
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SendWorldPacket(packet);
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// to prevent opcode spam, we need to make a list with already requested names
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}
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void WorldSession::SendPing(uint32 ping){
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if(!_logged)
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return;
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WorldPacket packet;
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packet << ping;
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packet.SetOpcode(CMSG_PING);
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SendWorldPacket(packet);
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}
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void WorldSession::SendEmote(uint32 id){
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if(!_logged)
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return;
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WorldPacket packet;
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packet << id << id << GetMyChar()->GetTarget();
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packet.SetOpcode(CMSG_TEXT_EMOTE);
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SendWorldPacket(packet);
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}
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void WorldSession::SendQueryItem(uint32 id, uint64 guid) // is it a guid? not sure
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{
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if(objmgr.ItemNonExistent(id))
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{
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logdebug("Skipped query of item %u (was marked as nonexistent before)",id);
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return;
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}
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logdebug("Sending Item query, id=%u",id);
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WorldPacket packet;
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packet << id << guid;
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packet.SetOpcode(CMSG_ITEM_QUERY_SINGLE);
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SendWorldPacket(packet);
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}
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// use ONLY this function to target objects and notify the server about it.
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// (server & client need to stay synced)
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void WorldSession::SendSetSelection(uint64 guid)
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{
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ASSERT(GetMyChar()) // we need to be logged in to select something
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if(guid==GetMyChar()->GetTarget())
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return; // no need to select already selected target
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GetMyChar()->SetTarget(guid);
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logdebug("SetSelection GUID="I64FMT,guid);
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WorldPacket packet;
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packet << guid;
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packet.SetOpcode(CMSG_SET_SELECTION);
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SendWorldPacket(packet);
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}
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void WorldSession::SendCastSpell(uint32 spellid, bool nocheck)
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{
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if(!spellid)
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return;
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MyCharacter *my = GetMyChar();
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bool known = nocheck ? true : my->HasSpell(spellid);
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//-- TEMP FIX --// TODO: need a list of spells that is excluded from the check and can always be casted.
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// settable via DefScript?
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if(spellid==836)
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known=true;
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if( (!known) && (!GetInstance()->GetConf()->disablespellcheck) )
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{
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logerror("Attempt to cast not-known spell %u",spellid);
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return;
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}
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Object *target = objmgr.GetObj(my->GetTarget());
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if(!target) // this is wrong, some spells dont require a target (areaspells, self-only spells)
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return; // but for now, this should be ok, until a db is used that provides spell info
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WorldPacket packet;
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ByteBuffer temp;
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uint16 flags=TARGET_FLAG_SELF; // target mask. spellcast implementeation needs to be changed if TARGET_MASK_SELF is != 0
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packet << spellid;
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if(my->GetTarget() != GetGuid()) // self cast?
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{
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if(target->GetTypeId() == TYPEID_PLAYER || target->GetTypeId() == TYPEID_UNIT)
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{
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flags |= TARGET_FLAG_UNIT;
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temp << (uint8)0xFF << my->GetTarget(); // need to send packed guid?
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}
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if(target->GetTypeId() == TYPEID_OBJECT)
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{
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flags |= TARGET_FLAG_OBJECT;
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temp << (uint8)0xFF <<my->GetTarget(); // need to send packed guid?
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}
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// TODO: need implementation of areaspells & item targets (enchant) here (temp << itemGUID)!
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// TODO: append floats x,y,z according to target type srcloc & dstloc to temp
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// TODO: append string to temp if TARGET_FLAG_STRING is set. what string for what purpose??
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// and whats with TARGET_CORPSE?
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}
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packet << flags;
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packet.append(temp);
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// cast it
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packet.SetOpcode(CMSG_CAST_SPELL);
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SendWorldPacket(packet);
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logdetail("Casting spell %u on target "I64FMT,spellid,my->GetTarget());
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if(!known)
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logerror(" - WARNING: spell is NOT known!");
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}
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