本文整理汇总了C++中PacketFilter类的典型用法代码示例。如果您正苦于以下问题:C++ PacketFilter类的具体用法?C++ PacketFilter怎么用?C++ PacketFilter使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PacketFilter类的7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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Update
/// 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;
while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet, updater))
{
if (packet->GetOpcode() >= NUM_MSG_TYPES)
{
sLog->outError("SESSION: received non-existed opcode %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
sScriptMgr->OnUnknownPacketReceive(m_Socket, WorldPacket(*packet));
}
else
{
ClientOpcodeHandler &clientOpHandle = clientOpcodeTable[packet->GetOpcode()];
ServerOpcodeHandler &serverOpHandle = serverOpcodeTable[packet->GetOpcode()];
ClientServerOpcodeHandler &clientServerOpHandle = clientServerOpcodeTable[packet->GetOpcode()];
uint32 allOpcodeHandler = clientOpHandle.status && serverOpHandle.status && clientServerOpHandle.status;
try
{
switch (allOpcodeHandler)
{
case STATUS_LOGGEDIN:
if (!_player)
{
// skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets
if (!m_playerRecentlyLogout)
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN", "the player has not logged in yet");
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*clientOpHandle.handler)(*packet);
(this->*serverOpHandle.handler)(*packet);
(this->*clientServerOpHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() > packet->wpos())
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout)
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT",
"the player has not logged in yet and not recently logout");
else
{
// not expected _player or must checked in packet handler
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*clientOpHandle.handler)(*packet);
(this->*serverOpHandle.handler)(*packet);
(this->*clientServerOpHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() > packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*clientOpHandle.handler)(*packet);
(this->*serverOpHandle.handler)(*packet);
(this->*clientServerOpHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() > packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
{
LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet");
break;
}
// single from authed time opcodes send in to after logout time
// and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*clientOpHandle.handler)(*packet);
(this->*serverOpHandle.handler)(*packet);
(this->*clientServerOpHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() > packet->wpos())
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
//.........这里部分代码省略.........
示例2: Update
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 diff, PacketFilter& updater)
{
uint32 sessionDiff = getMSTime();
uint32 nbPacket = 0;
std::map<uint32, OpcodeInfo> pktHandle; // opcodeId / OpcodeInfo
/// Antispam Timer update
if (sWorld->getBoolConfig(CONFIG_ANTISPAM_ENABLED))
UpdateAntispamTimer(diff);
/// 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))
{
const OpcodeHandler* opHandle = opcodeTable[packet->GetOpcode()];
uint32 pktTime = getMSTime();
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
sLog->outDebug(LOG_FILTER_NETWORKIO, "Re-enqueueing packet with opcode %s with with status STATUS_LOGGEDIN. "
"Player is currently not in world yet.", GetOpcodeNameForLogging(packet->GetOpcode()).c_str());
}
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->handler)(*packet);
if (sLog->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout && !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);
if (sLog->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle->handler)(*packet);
if (sLog->ShouldLog(LOG_FILTER_NETWORKIO, LOG_LEVEL_TRACE) && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
//.........这里部分代码省略.........
示例3: Update
/// 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.........
示例4: Update
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(PacketFilter& updater)
{
///- Retrieve packets from the receive queue and call the appropriate handlers
/// not process packets if socket already closed
WorldPacket* packet = NULL;
while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet, updater))
{
/*#if 1
sLog.outError( "MOEP: %s (0x%.4X)",
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.
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();
}
}
delete packet;
}
//.........这里部分代码省略.........
示例5: Update
/// 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;
while (m_Socket && !m_Socket->IsClosed() && _recvQueue.next(packet, updater))
{
if (packet->GetOpcode() >= NUM_MSG_TYPES)
{
sLog->outError("SESSION: received non-existed opcode %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
sScriptMgr->OnUnknownPacketReceive(m_Socket, WorldPacket(*packet));
}
else
{
OpcodeHandler &opHandle = opcodeTable[packet->GetOpcode()];
try
{
switch (opHandle.status)
{
case STATUS_LOGGEDIN:
if (!_player)
{
// skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets
if (!m_playerRecentlyLogout)
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN", "the player has not logged in yet");
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
// Playerbot mod: if this player has bots let the
// botAI see the masters packet
if(!m_playerBots.empty())
PlayerbotAI::HandleMasterIncomingPacket(*packet, *this);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout)
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT",
"the player has not logged in yet and not recently logout");
else
{
// not expected _player or must checked in packet hanlder
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
{
LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet");
break;
}
// single from authed time opcodes send in to after logout time
// and before other STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT opcodes.
if (packet->GetOpcode() != CMSG_SET_ACTIVE_VOICE_CHANNEL)
m_playerRecentlyLogout = false;
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
break;
case STATUS_NEVER:
sLog->outError("SESSION (account: %u, guidlow: %u, char: %s): received not allowed opcode %s (0x%.4X)",
GetAccountId(), m_GUIDLow, _player ? _player->GetName() : "<none>",
LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
break;
case STATUS_UNHANDLED:
sLog->outDebug(LOG_FILTER_NETWORKIO, "SESSION (account: %u, guidlow: %u, char: %s): received not handled opcode %s (0x%.4X)",
//.........这里部分代码省略.........
示例6: Update
/// Update the WorldSession (triggered by World update)
bool WorldSession::Update(uint32 diff, PacketFilter& updater)
{
if (updater.ProcessLogout())
{
UpdateTimeOutTime(diff);
if (IsConnectionIdle())
m_Socket->CloseSocket();
}
HandleTeleportTimeout(updater.ProcessLogout());
uint32 _startMSTime = getMSTime();
WorldPacket* packet = NULL;
WorldPacket* movementPacket = NULL;
bool deletePacket = true;
WorldPacket* firstDelayedPacket = NULL;
uint32 processedPackets = 0;
while (m_Socket && !m_Socket->IsClosed() && !_recvQueue.empty() && _recvQueue.peek(true) != firstDelayedPacket && _recvQueue.next(packet, updater))
{
if (packet->GetOpcode() < NUM_MSG_TYPES)
{
OpcodeHandler &opHandle = opcodeTable[packet->GetOpcode()];
try
{
switch (opHandle.status)
{
case STATUS_LOGGEDIN:
if (!_player)
{
// pussywizard: such packets were sent to do something for a character that has already logged out, skip them
}
else if (!_player->IsInWorld())
{
// pussywizard: such packets may do something important and the player is just being teleported, move to the end of the queue
// pussywizard: previously such were skipped, so leave it as it is xD proper code below if we wish to change that
// pussywizard: requeue only important packets not related to maps (PROCESS_THREADUNSAFE)
/*if (opHandle.packetProcessing == PROCESS_THREADUNSAFE)
{
if (!firstDelayedPacket)
firstDelayedPacket = packet;
deletePacket = false;
QueuePacket(packet);
}*/
}
else
{
if (opHandle.isGrouppedMovementOpcode)
{
if (movementPacket)
delete movementPacket;
movementPacket = new WorldPacket(packet->GetOpcode(), 0);
movementPacket->append(*((ByteBuffer*)packet));
}
else
{
if (movementPacket)
{
HandleMovementOpcodes(*movementPacket);
delete movementPacket;
movementPacket = NULL;
}
sScriptMgr->OnPacketReceive(this, *packet);
#ifdef ELUNA
if (!sEluna->OnPacketReceive(this, *packet))
break;
#endif
(this->*opHandle.handler)(*packet);
}
}
break;
case STATUS_TRANSFER:
if (_player && !_player->IsInWorld())
{
if (movementPacket)
{
delete movementPacket;
movementPacket = NULL;
}
sScriptMgr->OnPacketReceive(this, *packet);
#ifdef ELUNA
if (!sEluna->OnPacketReceive(this, *packet))
break;
#endif
(this->*opHandle.handler)(*packet);
}
break;
case STATUS_AUTHED:
if (m_inQueue) // prevent cheating
break;
sScriptMgr->OnPacketReceive(this, *packet);
#ifdef ELUNA
if (!sEluna->OnPacketReceive(this, *packet))
break;
#endif
(this->*opHandle.handler)(*packet);
break;
//.........这里部分代码省略.........
示例7: Update
/// 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.
while (m_Socket && !m_Socket->IsClosed() &&
!_recvQueue.empty() && _recvQueue.peek(true) != firstDelayedPacket &&
_recvQueue.next(packet, updater))
{
if (packet->GetOpcode() >= NUM_MSG_TYPES)
{
sLog->outError("SESSION: received non-existed opcode %s (0x%.4X)", LookupOpcodeName(packet->GetOpcode()), packet->GetOpcode());
sScriptMgr->OnUnknownPacketReceive(m_Socket, WorldPacket(*packet));
}
else
{
OpcodeHandler &opHandle = opcodeTable[packet->GetOpcode()];
try
{
switch (opHandle.status)
{
case STATUS_LOGGEDIN:
if (!_player)
{
// skip STATUS_LOGGEDIN opcode unexpected errors if player logout sometime ago - this can be network lag delayed packets
//! If 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
sLog->outDebug(LOG_FILTER_NETWORKIO, "Re-enqueueing packet with opcode %s (0x%.4X) with with status STATUS_LOGGEDIN. "
"Player is currently not in world yet.", opHandle.name, packet->GetOpcode());
}
}
else if (_player->IsInWorld())
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
// lag can cause STATUS_LOGGEDIN opcodes to arrive after the player started a transfer
break;
case STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT:
if (!_player && !m_playerRecentlyLogout)
LogUnexpectedOpcode(packet, "STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT",
"the player has not logged in yet and not recently logout");
else
{
// not expected _player or must checked in packet handler
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_TRANSFER:
if (!_player)
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player has not logged in yet");
else if (_player->IsInWorld())
LogUnexpectedOpcode(packet, "STATUS_TRANSFER", "the player is still in world");
else
{
sScriptMgr->OnPacketReceive(m_Socket, WorldPacket(*packet));
(this->*opHandle.handler)(*packet);
if (sLog->IsOutDebug() && packet->rpos() < packet->wpos())
LogUnprocessedTail(packet);
}
break;
case STATUS_AUTHED:
// prevent cheating with skip queue wait
if (m_inQueue)
{
LogUnexpectedOpcode(packet, "STATUS_AUTHED", "the player not pass queue yet");
break;
//.........这里部分代码省略.........