本文整理汇总了C++中WorldSession::Disconnect方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldSession::Disconnect方法的具体用法?C++ WorldSession::Disconnect怎么用?C++ WorldSession::Disconnect使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WorldSession
的用法示例。
在下文中一共展示了WorldSession::Disconnect方法的3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: InformationRetreiveCallback
void WorldSocket::InformationRetreiveCallback(WorldPacket & recvData, uint32 requestid)
{
if(requestid != mRequestID)
return;
uint32 error;
recvData >> error;
if(error != 0)
{
// something happened wrong @ the logon server
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D");
return;
}
// Extract account information from the packet.
string AccountName;
const string * ForcedPermissions;
uint32 AccountID;
string GMFlags;
uint8 AccountFlags;
string lang = "enUS";
uint32 i;
recvData >> AccountID >> AccountName >> GMFlags >> AccountFlags;
ForcedPermissions = sLogonCommHandler.GetForcedPermissions(AccountName);
if( ForcedPermissions != NULL )
GMFlags.assign(ForcedPermissions->c_str());
sLog.outDebug( " >> got information packet from logon: `%s` ID %u (request %u)", AccountName.c_str(), AccountID, mRequestID);
// sLog.outColor(TNORMAL, "\n");
mRequestID = 0;
// Pull the session key.
uint8 K[40];
recvData.read(K, 40);
BigNumber BNK;
BNK.SetBinary(K, 40);
// Initialize crypto.
_crypt.SetKey(K, 40);
_crypt.Init();
//checking if player is already connected
//disconnect corrent player and login this one(blizzlike)
if(recvData.rpos() != recvData.wpos())
recvData.read((uint8*)lang.data(), 4);
WorldSession *session = sWorld.FindSession( AccountID );
if( session)
{
// AUTH_FAILED = 0x0D
session->Disconnect();
}
Sha1Hash sha;
uint8 digest[20];
pAuthenticationPacket->read(digest, 20);
uint32 t = 0;
sha.UpdateData(AccountName);
sha.UpdateData((uint8 *)&t, 4);
sha.UpdateData((uint8 *)&mClientSeed, 4);
sha.UpdateData((uint8 *)&mSeed, 4);
sha.UpdateBigNumbers(&BNK, NULL);
sha.Finalize();
if (memcmp(sha.GetDigest(), digest, 20))
{
// AUTH_UNKNOWN_ACCOUNT = 21
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15");
return;
}
// Allocate session
WorldSession * pSession = new WorldSession(AccountID, AccountName, this);
mSession = pSession;
ASSERT(mSession);
pSession->deleteMutex.Acquire();
// Set session properties
pSession->SetClientBuild(mClientBuild);
pSession->LoadSecurity(GMFlags);
pSession->SetAccountFlags(AccountFlags);
pSession->m_lastPing = (uint32)UNIXTIME;
pSession->language = sLocalizationMgr.GetLanguageId(lang);
if(recvData.rpos() != recvData.wpos())
recvData >> pSession->m_muted;
for(uint32 i = 0; i < 8; ++i)
pSession->SetAccountData(i, NULL, true, 0);
// queue the account loading
/*AsyncQuery * aq = new AsyncQuery( new SQLClassCallbackP1<World, uint32>(World::getSingletonPtr(), &World::LoadAccountDataProc, AccountID) );
aq->AddQuery("SELECT * FROM account_data WHERE acct = %u", AccountID);
CharacterDatabase.QueueAsyncQuery(aq);*/
//.........这里部分代码省略.........
示例2: InformationRetreiveCallback
void WorldSocket::InformationRetreiveCallback(WorldPacket & recvData, uint32 requestid)
{
if(requestid != mRequestID)
return;
uint32 error;
recvData >> error;
if(error != 0 || pAuthenticationPacket == NULL)
{
// something happened wrong @ the logon server
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D");
return;
}
// Extract account information from the packet.
string AccountName;
const string* ForcedPermissions;
uint32 AccountID;
string GMFlags;
uint8 AccountFlags;
string lang = "enUS";
uint32 i;
recvData >> AccountID >> AccountName >> GMFlags >> AccountFlags;
ForcedPermissions = sLogonCommHandler.GetForcedPermissions(AccountName);
if(ForcedPermissions != NULL)
GMFlags.assign(ForcedPermissions->c_str());
LOG_DEBUG(" >> got information packet from logon: `%s` ID %u (request %u)", AccountName.c_str(), AccountID, mRequestID);
mRequestID = 0;
// Pull the sessionkey we generated during the logon - client handshake
uint8 K[40];
recvData.read(K, 40);
_crypt.Init(K);
//checking if player is already connected
//disconnect current player and login this one(blizzlike)
if(recvData.rpos() != recvData.wpos())
recvData.read((uint8*)lang.data(), 4);
WorldSession* session = sWorld.FindSession(AccountID);
if(session)
{
// AUTH_FAILED = 0x0D
session->Disconnect();
// clear the logout timer so he times out straight away
session->SetLogoutTimer(1);
// we must send authentication failed here.
// the stupid newb can relog his client.
// otherwise accounts dupe up and disasters happen.
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15");
return;
}
Sha1Hash sha;
uint8 digest[20];
pAuthenticationPacket->read(digest, 20);
uint32 t = 0;
if(m_fullAccountName == NULL) // should never happen !
sha.UpdateData(AccountName);
else
{
sha.UpdateData(*m_fullAccountName);
// this is unused now. we may as well free up the memory.
delete m_fullAccountName;
m_fullAccountName = NULL;
}
sha.UpdateData((uint8*)&t, 4);
sha.UpdateData((uint8*)&mClientSeed, 4);
sha.UpdateData((uint8*)&mSeed, 4);
sha.UpdateData((uint8*)&K, 40);
sha.Finalize();
if(memcmp(sha.GetDigest(), digest, 20))
{
// AUTH_UNKNOWN_ACCOUNT = 21
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15");
return;
}
// Allocate session
WorldSession* pSession = new WorldSession(AccountID, AccountName, this);
mSession = pSession;
ARCEMU_ASSERT(mSession != NULL);
// aquire delete mutex
pSession->deleteMutex.Acquire();
// Set session properties
pSession->SetClientBuild(mClientBuild);
//.........这里部分代码省略.........
示例3: InformationRetreiveCallback
void WorldSocket::InformationRetreiveCallback(WorldPacket & recvData, uint32 requestid)
{
if(requestid != mRequestID)
return;
uint32 error;
recvData >> error;
if(error != 0 || pAuthenticationPacket == NULL)
{
// something happened wrong @ the logon server
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D");
return;
}
// Extract account information from the packet.
string AccountName;
const string * ForcedPermissions;
uint32 AccountID;
string GMFlags;
uint8 AccountFlags;
string lang = "enUS";
uint32 i;
recvData >> AccountID >> AccountName >> GMFlags >> AccountFlags;
ForcedPermissions = sLogonCommHandler.GetForcedPermissions(AccountName);
if( ForcedPermissions != NULL )
GMFlags.assign(ForcedPermissions->c_str());
DEBUG_LOG( "WorldSocket","Received information packet from logon: `%s` ID %u (request %u)", AccountName.c_str(), AccountID, mRequestID);
// sLog.outColor(TNORMAL, "\n");
mRequestID = 0;
//Pull the session key.
recvData.read(K, 40);
_crypt.Init(K);
BigNumber BNK;
BNK.SetBinary(K, 40);
/*
uint8 key[20];
const uint8 SeedKeyLen = 16;
uint8 SeedKey[SeedKeyLen] = { 0x38, 0xA7, 0x83, 0x15, 0xF8, 0x92, 0x25, 0x30, 0x71, 0x98, 0x67, 0xB1, 0x8C, 0x4, 0xE2, 0xAA };
AutheticationPacketKey::GenerateKey(SeedKeyLen, (uint8*)SeedKey, key, K);
// Initialize crypto.
_crypt.SetKey(key, 20);
*/
//checking if player is already connected
//disconnect current player and login this one(blizzlike)
if(recvData.rpos() != recvData.wpos())
recvData.read((uint8*)lang.data(), 4);
WorldSession *session = NULL;
session = sWorld.FindSession( AccountID );
if( session != NULL )
{
if(session->_player != NULL && session->_player->GetMapMgr() == NULL)
{
DEBUG_LOG("WorldSocket","_player found without m_mapmgr during logon, trying to remove him [player %s, map %d, instance %d].", session->_player->GetName(), session->_player->GetMapId(), session->_player->GetInstanceID() );
if(objmgr.GetPlayer(session->_player->GetLowGUID()))
objmgr.RemovePlayer(session->_player);
session->LogoutPlayer(false);
}
// AUTH_FAILED = 0x0D
session->Disconnect();
// clear the logout timer so he times out straight away
session->SetLogoutTimer(1);
// we must send authentication failed here.
// the stupid newb can relog his client.
// otherwise accounts dupe up and disasters happen.
OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15");
return;
}
Sha1Hash sha;
uint8 digest[20];
pAuthenticationPacket->read(digest, 20);
uint32 t = 0;
if( m_fullAccountName == NULL ) // should never happen !
sha.UpdateData(AccountName);
else
{
sha.UpdateData(*m_fullAccountName);
// this is unused now. we may as well free up the memory.
delete m_fullAccountName;
m_fullAccountName = NULL;
}
sha.UpdateData((uint8 *)&t, 4);
//.........这里部分代码省略.........