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Handle SMSG_CHARACTER_LOGIN_FAILED (0x041) for AzerothCore/Playerbot compatibility
Previously this opcode was unrecognised and silently dropped, leaving the client stuck in ENTERING_WORLD with no feedback when the server rejected a login (duplicate session, world down, disabled race/class, etc.). Now we decode the LoginFailureReason byte, reset state to CHAR_LIST_RECEIVED so the player can retry, and surface a red error message on the character screen via the new CharLoginFailCallback. Also adds isError colour support to CharacterScreen::setStatus so failures show in red and successes in green.
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36fc1df706
commit
7cf060a9f6
11 changed files with 61 additions and 4 deletions
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@ -25,6 +25,7 @@
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"SMSG_CHAR_CREATE": "0x03A",
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"SMSG_CHAR_ENUM": "0x03B",
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"SMSG_CHAR_DELETE": "0x03C",
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"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
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"SMSG_PONG": "0x1DD",
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"SMSG_LOGIN_VERIFY_WORLD": "0x236",
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"SMSG_LOGIN_SETTIMESPEED": "0x042",
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@ -25,6 +25,7 @@
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"SMSG_CHAR_CREATE": "0x03A",
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"SMSG_CHAR_ENUM": "0x03B",
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"SMSG_CHAR_DELETE": "0x03C",
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"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
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"SMSG_PONG": "0x1DD",
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"SMSG_LOGIN_VERIFY_WORLD": "0x236",
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"SMSG_LOGIN_SETTIMESPEED": "0x042",
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@ -25,6 +25,7 @@
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"SMSG_CHAR_CREATE": "0x03A",
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"SMSG_CHAR_ENUM": "0x03B",
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"SMSG_CHAR_DELETE": "0x03C",
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"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
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"SMSG_PONG": "0x1DD",
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"SMSG_LOGIN_VERIFY_WORLD": "0x236",
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"SMSG_LOGIN_SETTIMESPEED": "0x042",
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@ -25,6 +25,7 @@
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"SMSG_CHAR_CREATE": "0x03A",
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"SMSG_CHAR_ENUM": "0x03B",
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"SMSG_CHAR_DELETE": "0x03C",
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"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
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"SMSG_PONG": "0x1DD",
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"SMSG_LOGIN_VERIFY_WORLD": "0x236",
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"SMSG_LOGIN_SETTIMESPEED": "0x042",
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@ -175,6 +175,9 @@ public:
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void setCharDeleteCallback(CharDeleteCallback cb) { charDeleteCallback_ = std::move(cb); }
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uint8_t getLastCharDeleteResult() const { return lastCharDeleteResult_; }
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using CharLoginFailCallback = std::function<void(const std::string& reason)>;
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void setCharLoginFailCallback(CharLoginFailCallback cb) { charLoginFailCallback_ = std::move(cb); }
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/**
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* Select and log in with a character
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* @param characterGuid GUID of character to log in with
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@ -906,6 +909,11 @@ private:
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*/
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void handleCharEnum(network::Packet& packet);
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/**
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* Handle SMSG_CHARACTER_LOGIN_FAILED from server
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*/
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void handleCharLoginFailed(network::Packet& packet);
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/**
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* Handle SMSG_LOGIN_VERIFY_WORLD from server
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*/
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@ -1469,6 +1477,7 @@ private:
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WorldConnectFailureCallback onFailure;
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CharCreateCallback charCreateCallback_;
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CharDeleteCallback charDeleteCallback_;
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CharLoginFailCallback charLoginFailCallback_;
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uint8_t lastCharDeleteResult_ = 0xFF;
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bool pendingCharCreateResult_ = false;
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bool pendingCharCreateSuccess_ = false;
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@ -47,6 +47,7 @@ enum class LogicalOpcode : uint16_t {
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SMSG_CHAR_CREATE,
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SMSG_CHAR_ENUM,
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SMSG_CHAR_DELETE,
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SMSG_CHARACTER_LOGIN_FAILED,
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SMSG_PONG,
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SMSG_LOGIN_VERIFY_WORLD,
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SMSG_LOGIN_SETTIMESPEED,
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@ -58,6 +58,7 @@ public:
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restoredLastCharacter = false;
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newlyCreatedCharacterName.clear();
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statusMessage.clear();
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statusIsError = false;
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deleteConfirmStage = 0;
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previewInitialized_ = false;
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previewGuid_ = 0;
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@ -80,7 +81,7 @@ public:
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/**
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* Update status message
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*/
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void setStatus(const std::string& message);
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void setStatus(const std::string& message, bool isError = false);
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/**
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* Select character by name (used after character creation)
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@ -97,6 +98,7 @@ private:
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// Status
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std::string statusMessage;
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bool statusIsError = false;
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// Callbacks
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std::function<void(uint64_t)> onCharacterSelected;
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@ -1006,6 +1006,13 @@ void Application::setupUICallbacks() {
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}
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});
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// Character login failure callback
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gameHandler->setCharLoginFailCallback([this](const std::string& reason) {
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LOG_WARNING("Character login failed: ", reason);
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setState(AppState::CHARACTER_SELECTION);
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uiManager->getCharacterScreen().setStatus("Login failed: " + reason, true);
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});
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// World entry callback (online mode) - load terrain when entering world
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gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) {
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LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
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@ -1784,7 +1791,7 @@ void Application::setupUICallbacks() {
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} else {
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uint8_t code = gameHandler ? gameHandler->getLastCharDeleteResult() : 0xFF;
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uiManager->getCharacterScreen().setStatus(
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"Delete failed (code " + std::to_string(static_cast<int>(code)) + ").");
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"Delete failed (code " + std::to_string(static_cast<int>(code)) + ").", true);
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}
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});
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}
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@ -699,6 +699,10 @@ void GameHandler::handlePacket(network::Packet& packet) {
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}
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break;
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case Opcode::SMSG_CHARACTER_LOGIN_FAILED:
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handleCharLoginFailed(packet);
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break;
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case Opcode::SMSG_LOGIN_VERIFY_WORLD:
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if (state == WorldState::ENTERING_WORLD || state == WorldState::IN_WORLD) {
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handleLoginVerifyWorld(packet);
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@ -1889,6 +1893,32 @@ const Character* GameHandler::getFirstCharacter() const {
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void GameHandler::handleCharLoginFailed(network::Packet& packet) {
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uint8_t reason = packet.readUInt8();
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static const char* reasonNames[] = {
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"Login failed", // 0
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"World server is down", // 1
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"Duplicate character", // 2 (session still active)
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"No instance servers", // 3
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"Login disabled", // 4
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"Character not found", // 5
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"Locked for transfer", // 6
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"Locked by billing", // 7
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"Using remote", // 8
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};
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const char* msg = (reason < 9) ? reasonNames[reason] : "Unknown reason";
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LOG_ERROR("SMSG_CHARACTER_LOGIN_FAILED: reason=", (int)reason, " (", msg, ")");
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// Allow the player to re-select a character
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setState(WorldState::CHAR_LIST_RECEIVED);
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if (charLoginFailCallback_) {
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charLoginFailCallback_(msg);
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}
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}
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void GameHandler::selectCharacter(uint64_t characterGuid) {
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if (state != WorldState::CHAR_LIST_RECEIVED) {
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LOG_WARNING("Cannot select character in state: ", (int)state);
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@ -48,6 +48,7 @@ static const OpcodeNameEntry kOpcodeNames[] = {
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{"SMSG_CHAR_CREATE", LogicalOpcode::SMSG_CHAR_CREATE},
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{"SMSG_CHAR_ENUM", LogicalOpcode::SMSG_CHAR_ENUM},
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{"SMSG_CHAR_DELETE", LogicalOpcode::SMSG_CHAR_DELETE},
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{"SMSG_CHARACTER_LOGIN_FAILED", LogicalOpcode::SMSG_CHARACTER_LOGIN_FAILED},
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{"SMSG_PONG", LogicalOpcode::SMSG_PONG},
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{"SMSG_LOGIN_VERIFY_WORLD", LogicalOpcode::SMSG_LOGIN_VERIFY_WORLD},
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{"SMSG_LOGIN_SETTIMESPEED", LogicalOpcode::SMSG_LOGIN_SETTIMESPEED},
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@ -386,6 +387,7 @@ void OpcodeTable::loadWotlkDefaults() {
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{LogicalOpcode::SMSG_CHAR_CREATE, 0x03A},
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{LogicalOpcode::SMSG_CHAR_ENUM, 0x03B},
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{LogicalOpcode::SMSG_CHAR_DELETE, 0x03C},
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{LogicalOpcode::SMSG_CHARACTER_LOGIN_FAILED, 0x041},
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{LogicalOpcode::SMSG_PONG, 0x1DD},
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{LogicalOpcode::SMSG_LOGIN_VERIFY_WORLD, 0x236},
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{LogicalOpcode::SMSG_LOGIN_SETTIMESPEED, 0x042},
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@ -156,7 +156,8 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
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// Status message
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if (!statusMessage.empty()) {
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
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ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
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ImGui::PushStyleColor(ImGuiCol_Text, color);
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ImGui::TextWrapped("%s", statusMessage.c_str());
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ImGui::PopStyleColor();
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ImGui::Spacing();
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@ -454,8 +455,9 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
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ImGui::End();
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}
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void CharacterScreen::setStatus(const std::string& message) {
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void CharacterScreen::setStatus(const std::string& message, bool isError) {
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statusMessage = message;
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statusIsError = isError;
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}
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void CharacterScreen::selectCharacterByName(const std::string& name) {
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