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.
This commit is contained in:
Kelsi 2026-02-17 13:59:29 -08:00
parent 36fc1df706
commit 7cf060a9f6
11 changed files with 61 additions and 4 deletions

View file

@ -25,6 +25,7 @@
"SMSG_CHAR_CREATE": "0x03A",
"SMSG_CHAR_ENUM": "0x03B",
"SMSG_CHAR_DELETE": "0x03C",
"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
"SMSG_PONG": "0x1DD",
"SMSG_LOGIN_VERIFY_WORLD": "0x236",
"SMSG_LOGIN_SETTIMESPEED": "0x042",

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@ -25,6 +25,7 @@
"SMSG_CHAR_CREATE": "0x03A",
"SMSG_CHAR_ENUM": "0x03B",
"SMSG_CHAR_DELETE": "0x03C",
"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
"SMSG_PONG": "0x1DD",
"SMSG_LOGIN_VERIFY_WORLD": "0x236",
"SMSG_LOGIN_SETTIMESPEED": "0x042",

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@ -25,6 +25,7 @@
"SMSG_CHAR_CREATE": "0x03A",
"SMSG_CHAR_ENUM": "0x03B",
"SMSG_CHAR_DELETE": "0x03C",
"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
"SMSG_PONG": "0x1DD",
"SMSG_LOGIN_VERIFY_WORLD": "0x236",
"SMSG_LOGIN_SETTIMESPEED": "0x042",

View file

@ -25,6 +25,7 @@
"SMSG_CHAR_CREATE": "0x03A",
"SMSG_CHAR_ENUM": "0x03B",
"SMSG_CHAR_DELETE": "0x03C",
"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
"SMSG_PONG": "0x1DD",
"SMSG_LOGIN_VERIFY_WORLD": "0x236",
"SMSG_LOGIN_SETTIMESPEED": "0x042",

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@ -175,6 +175,9 @@ public:
void setCharDeleteCallback(CharDeleteCallback cb) { charDeleteCallback_ = std::move(cb); }
uint8_t getLastCharDeleteResult() const { return lastCharDeleteResult_; }
using CharLoginFailCallback = std::function<void(const std::string& reason)>;
void setCharLoginFailCallback(CharLoginFailCallback cb) { charLoginFailCallback_ = std::move(cb); }
/**
* Select and log in with a character
* @param characterGuid GUID of character to log in with
@ -906,6 +909,11 @@ private:
*/
void handleCharEnum(network::Packet& packet);
/**
* Handle SMSG_CHARACTER_LOGIN_FAILED from server
*/
void handleCharLoginFailed(network::Packet& packet);
/**
* Handle SMSG_LOGIN_VERIFY_WORLD from server
*/
@ -1469,6 +1477,7 @@ private:
WorldConnectFailureCallback onFailure;
CharCreateCallback charCreateCallback_;
CharDeleteCallback charDeleteCallback_;
CharLoginFailCallback charLoginFailCallback_;
uint8_t lastCharDeleteResult_ = 0xFF;
bool pendingCharCreateResult_ = false;
bool pendingCharCreateSuccess_ = false;

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@ -47,6 +47,7 @@ enum class LogicalOpcode : uint16_t {
SMSG_CHAR_CREATE,
SMSG_CHAR_ENUM,
SMSG_CHAR_DELETE,
SMSG_CHARACTER_LOGIN_FAILED,
SMSG_PONG,
SMSG_LOGIN_VERIFY_WORLD,
SMSG_LOGIN_SETTIMESPEED,

View file

@ -58,6 +58,7 @@ public:
restoredLastCharacter = false;
newlyCreatedCharacterName.clear();
statusMessage.clear();
statusIsError = false;
deleteConfirmStage = 0;
previewInitialized_ = false;
previewGuid_ = 0;
@ -80,7 +81,7 @@ public:
/**
* Update status message
*/
void setStatus(const std::string& message);
void setStatus(const std::string& message, bool isError = false);
/**
* Select character by name (used after character creation)
@ -97,6 +98,7 @@ private:
// Status
std::string statusMessage;
bool statusIsError = false;
// Callbacks
std::function<void(uint64_t)> onCharacterSelected;

View file

@ -1006,6 +1006,13 @@ void Application::setupUICallbacks() {
}
});
// Character login failure callback
gameHandler->setCharLoginFailCallback([this](const std::string& reason) {
LOG_WARNING("Character login failed: ", reason);
setState(AppState::CHARACTER_SELECTION);
uiManager->getCharacterScreen().setStatus("Login failed: " + reason, true);
});
// World entry callback (online mode) - load terrain when entering world
gameHandler->setWorldEntryCallback([this](uint32_t mapId, float x, float y, float z) {
LOG_INFO("Online world entry: mapId=", mapId, " pos=(", x, ", ", y, ", ", z, ")");
@ -1784,7 +1791,7 @@ void Application::setupUICallbacks() {
} else {
uint8_t code = gameHandler ? gameHandler->getLastCharDeleteResult() : 0xFF;
uiManager->getCharacterScreen().setStatus(
"Delete failed (code " + std::to_string(static_cast<int>(code)) + ").");
"Delete failed (code " + std::to_string(static_cast<int>(code)) + ").", true);
}
});
}

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@ -699,6 +699,10 @@ void GameHandler::handlePacket(network::Packet& packet) {
}
break;
case Opcode::SMSG_CHARACTER_LOGIN_FAILED:
handleCharLoginFailed(packet);
break;
case Opcode::SMSG_LOGIN_VERIFY_WORLD:
if (state == WorldState::ENTERING_WORLD || state == WorldState::IN_WORLD) {
handleLoginVerifyWorld(packet);
@ -1889,6 +1893,32 @@ const Character* GameHandler::getFirstCharacter() const {
void GameHandler::handleCharLoginFailed(network::Packet& packet) {
uint8_t reason = packet.readUInt8();
static const char* reasonNames[] = {
"Login failed", // 0
"World server is down", // 1
"Duplicate character", // 2 (session still active)
"No instance servers", // 3
"Login disabled", // 4
"Character not found", // 5
"Locked for transfer", // 6
"Locked by billing", // 7
"Using remote", // 8
};
const char* msg = (reason < 9) ? reasonNames[reason] : "Unknown reason";
LOG_ERROR("SMSG_CHARACTER_LOGIN_FAILED: reason=", (int)reason, " (", msg, ")");
// Allow the player to re-select a character
setState(WorldState::CHAR_LIST_RECEIVED);
if (charLoginFailCallback_) {
charLoginFailCallback_(msg);
}
}
void GameHandler::selectCharacter(uint64_t characterGuid) {
if (state != WorldState::CHAR_LIST_RECEIVED) {
LOG_WARNING("Cannot select character in state: ", (int)state);

View file

@ -48,6 +48,7 @@ static const OpcodeNameEntry kOpcodeNames[] = {
{"SMSG_CHAR_CREATE", LogicalOpcode::SMSG_CHAR_CREATE},
{"SMSG_CHAR_ENUM", LogicalOpcode::SMSG_CHAR_ENUM},
{"SMSG_CHAR_DELETE", LogicalOpcode::SMSG_CHAR_DELETE},
{"SMSG_CHARACTER_LOGIN_FAILED", LogicalOpcode::SMSG_CHARACTER_LOGIN_FAILED},
{"SMSG_PONG", LogicalOpcode::SMSG_PONG},
{"SMSG_LOGIN_VERIFY_WORLD", LogicalOpcode::SMSG_LOGIN_VERIFY_WORLD},
{"SMSG_LOGIN_SETTIMESPEED", LogicalOpcode::SMSG_LOGIN_SETTIMESPEED},
@ -386,6 +387,7 @@ void OpcodeTable::loadWotlkDefaults() {
{LogicalOpcode::SMSG_CHAR_CREATE, 0x03A},
{LogicalOpcode::SMSG_CHAR_ENUM, 0x03B},
{LogicalOpcode::SMSG_CHAR_DELETE, 0x03C},
{LogicalOpcode::SMSG_CHARACTER_LOGIN_FAILED, 0x041},
{LogicalOpcode::SMSG_PONG, 0x1DD},
{LogicalOpcode::SMSG_LOGIN_VERIFY_WORLD, 0x236},
{LogicalOpcode::SMSG_LOGIN_SETTIMESPEED, 0x042},

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@ -156,7 +156,8 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
// Status message
if (!statusMessage.empty()) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextWrapped("%s", statusMessage.c_str());
ImGui::PopStyleColor();
ImGui::Spacing();
@ -454,8 +455,9 @@ void CharacterScreen::render(game::GameHandler& gameHandler) {
ImGui::End();
}
void CharacterScreen::setStatus(const std::string& message) {
void CharacterScreen::setStatus(const std::string& message, bool isError) {
statusMessage = message;
statusIsError = isError;
}
void CharacterScreen::selectCharacterByName(const std::string& name) {