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fix: stabilize classic/turtle world session handling
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commit
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6 changed files with 522 additions and 179 deletions
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@ -1045,9 +1045,27 @@ void GameHandler::update(float deltaTime) {
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const bool classicLikeCombatSync =
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autoAttackRequested_ && (isClassicLikeExpansion() || isActiveExpansion("tbc"));
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const uint32_t locomotionFlags =
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static_cast<uint32_t>(MovementFlags::FORWARD) |
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static_cast<uint32_t>(MovementFlags::BACKWARD) |
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static_cast<uint32_t>(MovementFlags::STRAFE_LEFT) |
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static_cast<uint32_t>(MovementFlags::STRAFE_RIGHT) |
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static_cast<uint32_t>(MovementFlags::TURN_LEFT) |
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static_cast<uint32_t>(MovementFlags::TURN_RIGHT) |
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static_cast<uint32_t>(MovementFlags::ASCENDING) |
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static_cast<uint32_t>(MovementFlags::FALLING) |
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static_cast<uint32_t>(MovementFlags::FALLINGFAR);
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const bool classicLikeStationaryCombatSync =
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classicLikeCombatSync &&
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!onTaxiFlight_ &&
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!taxiActivatePending_ &&
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!taxiClientActive_ &&
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(movementInfo.flags & locomotionFlags) == 0;
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float heartbeatInterval = (onTaxiFlight_ || taxiActivatePending_ || taxiClientActive_)
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? 0.25f
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: (classicLikeCombatSync ? 0.05f : moveHeartbeatInterval_);
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: (classicLikeStationaryCombatSync ? 0.75f
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: (classicLikeCombatSync ? 0.20f
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: moveHeartbeatInterval_));
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if (timeSinceLastMoveHeartbeat_ >= heartbeatInterval) {
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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timeSinceLastMoveHeartbeat_ = 0.0f;
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@ -1310,26 +1328,28 @@ void GameHandler::update(float deltaTime) {
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autoAttackResendTimer_ += deltaTime;
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autoAttackFacingSyncTimer_ += deltaTime;
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// Re-request swing more aggressively until server confirms active loop.
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float resendInterval = 1.0f;
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if (!autoAttacking || autoAttackOutOfRange_) {
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resendInterval = classicLike ? 0.25f : 0.50f;
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}
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if (autoAttackResendTimer_ >= resendInterval) {
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// Classic/Turtle servers do not tolerate steady attack-start
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// reissues well. Only retry once after local start or an
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// explicit server-side attack stop while intent is still set.
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const float resendInterval = classicLike ? 1.0f : 0.50f;
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if (!autoAttacking && !autoAttackOutOfRange_ && autoAttackRetryPending_ &&
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autoAttackResendTimer_ >= resendInterval) {
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autoAttackResendTimer_ = 0.0f;
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autoAttackRetryPending_ = false;
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auto pkt = AttackSwingPacket::build(autoAttackTarget);
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socket->send(pkt);
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}
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// Keep server-facing aligned with our current melee target.
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// Some vanilla-family realms become strict about front-arc checks unless
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// the client sends explicit facing updates while stationary.
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const float facingSyncInterval = classicLike ? 0.10f : 0.20f;
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if (autoAttackFacingSyncTimer_ >= facingSyncInterval) {
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// Keep server-facing aligned while trying to acquire melee.
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// Once the server confirms auto-attack, rely on explicit
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// bad-facing feedback instead of periodic steady-state facing spam.
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const float facingSyncInterval = classicLike ? 0.25f : 0.20f;
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const bool allowPeriodicFacingSync = !classicLike || !autoAttacking;
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if (allowPeriodicFacingSync &&
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autoAttackFacingSyncTimer_ >= facingSyncInterval) {
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autoAttackFacingSyncTimer_ = 0.0f;
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float toTargetX = targetX - movementInfo.x;
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float toTargetY = targetY - movementInfo.y;
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bool sentMovement = false;
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if (std::abs(toTargetX) > 0.01f || std::abs(toTargetY) > 0.01f) {
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float desired = std::atan2(-toTargetY, toTargetX);
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float diff = desired - movementInfo.orientation;
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@ -1339,20 +1359,7 @@ void GameHandler::update(float deltaTime) {
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if (std::abs(diff) > facingThreshold) {
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movementInfo.orientation = desired;
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sendMovement(Opcode::MSG_MOVE_SET_FACING);
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// Follow facing update with a heartbeat to tighten server range/facing checks.
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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sentMovement = true;
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}
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} else if (classicLike) {
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// Keep stationary melee position/facing fresh for strict vanilla-family checks.
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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sentMovement = true;
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}
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// Even when facing is already correct, keep position fresh while
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// trying to connect melee hits so servers don't require a step.
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if (!sentMovement && (!autoAttacking || autoAttackOutOfRange_)) {
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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}
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}
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}
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@ -3129,21 +3136,6 @@ void GameHandler::handlePacket(network::Packet& packet) {
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addSystemChatMessage("Target is too far away.");
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autoAttackRangeWarnCooldown_ = 1.25f;
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}
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if (autoAttackRequested_ && autoAttackTarget != 0 && socket) {
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// Avoid blind immediate resend loops when target is clearly out of melee range.
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bool likelyInRange = true;
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if (auto target = entityManager.getEntity(autoAttackTarget)) {
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float dx = movementInfo.x - target->getLatestX();
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float dy = movementInfo.y - target->getLatestY();
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float dz = movementInfo.z - target->getLatestZ();
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float dist3d = std::sqrt(dx * dx + dy * dy + dz * dz);
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likelyInRange = (dist3d <= 7.5f);
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}
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if (likelyInRange) {
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auto pkt = AttackSwingPacket::build(autoAttackTarget);
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socket->send(pkt);
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}
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}
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break;
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case Opcode::SMSG_ATTACKSWING_BADFACING:
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if (autoAttackRequested_ && autoAttackTarget != 0) {
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@ -3154,13 +3146,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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if (std::abs(toTargetX) > 0.01f || std::abs(toTargetY) > 0.01f) {
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movementInfo.orientation = std::atan2(-toTargetY, toTargetX);
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sendMovement(Opcode::MSG_MOVE_SET_FACING);
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sendMovement(Opcode::MSG_MOVE_HEARTBEAT);
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}
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}
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if (socket) {
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auto pkt = AttackSwingPacket::build(autoAttackTarget);
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socket->send(pkt);
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}
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}
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break;
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case Opcode::SMSG_ATTACKSWING_NOTSTANDING:
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@ -5361,6 +5348,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
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}
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// ---- Teleport / Transfer ----
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case Opcode::MSG_MOVE_TELEPORT:
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case Opcode::MSG_MOVE_TELEPORT_ACK:
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handleTeleportAck(packet);
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break;
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@ -8968,7 +8956,7 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
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// can close the session before our default 30s ping cadence fires.
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timeSinceLastPing = 0.0f;
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if (socket) {
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LOG_WARNING("World entry keepalive: sending immediate ping after LOGIN_VERIFY_WORLD");
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LOG_DEBUG("World entry keepalive: sending immediate ping after LOGIN_VERIFY_WORLD");
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sendPing();
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}
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@ -10000,8 +9988,8 @@ void GameHandler::sendPing() {
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// Increment sequence number
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pingSequence++;
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LOG_WARNING("Sending CMSG_PING: sequence=", pingSequence,
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" latencyHintMs=", lastLatency);
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LOG_DEBUG("Sending CMSG_PING: sequence=", pingSequence,
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" latencyHintMs=", lastLatency);
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// Record send time for RTT measurement
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pingTimestamp_ = std::chrono::steady_clock::now();
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@ -10051,7 +10039,7 @@ void GameHandler::sendMinimapPing(float wowX, float wowY) {
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}
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void GameHandler::handlePong(network::Packet& packet) {
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LOG_WARNING("Handling SMSG_PONG");
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LOG_DEBUG("Handling SMSG_PONG");
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PongData data;
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if (!PongParser::parse(packet, data)) {
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@ -10071,8 +10059,8 @@ void GameHandler::handlePong(network::Packet& packet) {
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lastLatency = static_cast<uint32_t>(
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std::chrono::duration_cast<std::chrono::milliseconds>(rtt).count());
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LOG_WARNING("SMSG_PONG acknowledged: sequence=", data.sequence,
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" latencyMs=", lastLatency);
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LOG_DEBUG("SMSG_PONG acknowledged: sequence=", data.sequence,
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" latencyMs=", lastLatency);
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}
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uint32_t GameHandler::nextMovementTimestampMs() {
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@ -10116,7 +10104,21 @@ void GameHandler::sendMovement(Opcode opcode) {
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if (resurrectPending_ && !taxiAllowed) return;
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// Always send a strictly increasing non-zero client movement clock value.
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movementInfo.time = nextMovementTimestampMs();
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const uint32_t movementTime = nextMovementTimestampMs();
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movementInfo.time = movementTime;
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if (opcode == Opcode::MSG_MOVE_SET_FACING &&
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(isClassicLikeExpansion() || isActiveExpansion("tbc"))) {
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const float facingDelta = core::coords::normalizeAngleRad(
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movementInfo.orientation - lastFacingSentOrientation_);
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const uint32_t sinceLastFacingMs =
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lastFacingSendTimeMs_ != 0 && movementTime >= lastFacingSendTimeMs_
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? (movementTime - lastFacingSendTimeMs_)
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: std::numeric_limits<uint32_t>::max();
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if (std::abs(facingDelta) < 0.02f && sinceLastFacingMs < 200U) {
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return;
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}
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}
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// Update movement flags based on opcode
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switch (opcode) {
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@ -10190,6 +10192,7 @@ void GameHandler::sendMovement(Opcode opcode) {
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break;
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case Opcode::MSG_MOVE_HEARTBEAT:
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// No flag changes — just sends current position
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timeSinceLastMoveHeartbeat_ = 0.0f;
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break;
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case Opcode::MSG_MOVE_START_ASCEND:
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movementInfo.flags |= static_cast<uint32_t>(MovementFlags::ASCENDING);
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@ -10206,6 +10209,11 @@ void GameHandler::sendMovement(Opcode opcode) {
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break;
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}
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if (opcode == Opcode::MSG_MOVE_SET_FACING) {
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lastFacingSendTimeMs_ = movementInfo.time;
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lastFacingSentOrientation_ = movementInfo.orientation;
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}
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// Keep fallTime current: it must equal the elapsed milliseconds since FALLING
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// was set, so the server can compute fall damage correctly.
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if (isFalling_ && movementInfo.hasFlag(MovementFlags::FALLING)) {
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@ -10278,6 +10286,49 @@ void GameHandler::sendMovement(Opcode opcode) {
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movementInfo.transportSeat = -1;
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}
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if (opcode == Opcode::MSG_MOVE_HEARTBEAT && isClassicLikeExpansion()) {
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const uint32_t locomotionFlags =
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static_cast<uint32_t>(MovementFlags::FORWARD) |
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static_cast<uint32_t>(MovementFlags::BACKWARD) |
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static_cast<uint32_t>(MovementFlags::STRAFE_LEFT) |
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static_cast<uint32_t>(MovementFlags::STRAFE_RIGHT) |
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static_cast<uint32_t>(MovementFlags::TURN_LEFT) |
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static_cast<uint32_t>(MovementFlags::TURN_RIGHT) |
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static_cast<uint32_t>(MovementFlags::ASCENDING) |
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static_cast<uint32_t>(MovementFlags::FALLING) |
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static_cast<uint32_t>(MovementFlags::FALLINGFAR) |
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static_cast<uint32_t>(MovementFlags::SWIMMING);
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const bool stationaryIdle =
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!onTaxiFlight_ &&
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!taxiMountActive_ &&
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!taxiActivatePending_ &&
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!taxiClientActive_ &&
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!includeTransportInWire &&
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(movementInfo.flags & locomotionFlags) == 0;
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const uint32_t sinceLastHeartbeatMs =
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lastHeartbeatSendTimeMs_ != 0 && movementTime >= lastHeartbeatSendTimeMs_
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? (movementTime - lastHeartbeatSendTimeMs_)
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: std::numeric_limits<uint32_t>::max();
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const bool unchangedState =
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std::abs(movementInfo.x - lastHeartbeatX_) < 0.01f &&
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std::abs(movementInfo.y - lastHeartbeatY_) < 0.01f &&
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std::abs(movementInfo.z - lastHeartbeatZ_) < 0.01f &&
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movementInfo.flags == lastHeartbeatFlags_ &&
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movementInfo.transportGuid == lastHeartbeatTransportGuid_;
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if (stationaryIdle && unchangedState && sinceLastHeartbeatMs < 1500U) {
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timeSinceLastMoveHeartbeat_ = 0.0f;
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return;
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}
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const uint32_t sinceLastNonHeartbeatMoveMs =
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lastNonHeartbeatMoveSendTimeMs_ != 0 && movementTime >= lastNonHeartbeatMoveSendTimeMs_
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? (movementTime - lastNonHeartbeatMoveSendTimeMs_)
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: std::numeric_limits<uint32_t>::max();
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if (sinceLastNonHeartbeatMoveMs < 350U) {
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timeSinceLastMoveHeartbeat_ = 0.0f;
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return;
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}
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}
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LOG_DEBUG("Sending movement packet: opcode=0x", std::hex,
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wireOpcode(opcode), std::dec,
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(includeTransportInWire ? " ONTRANSPORT" : ""));
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@ -10308,6 +10359,17 @@ void GameHandler::sendMovement(Opcode opcode) {
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? packetParsers_->buildMovementPacket(opcode, wireInfo, playerGuid)
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: MovementPacket::build(opcode, wireInfo, playerGuid);
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socket->send(packet);
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if (opcode == Opcode::MSG_MOVE_HEARTBEAT) {
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lastHeartbeatSendTimeMs_ = movementInfo.time;
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lastHeartbeatX_ = movementInfo.x;
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lastHeartbeatY_ = movementInfo.y;
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lastHeartbeatZ_ = movementInfo.z;
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lastHeartbeatFlags_ = movementInfo.flags;
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lastHeartbeatTransportGuid_ = movementInfo.transportGuid;
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} else {
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lastNonHeartbeatMoveSendTimeMs_ = movementInfo.time;
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}
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}
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void GameHandler::sanitizeMovementForTaxi() {
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@ -14692,6 +14754,7 @@ void GameHandler::startAutoAttack(uint64_t targetGuid) {
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}
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autoAttackRequested_ = true;
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autoAttackRetryPending_ = true;
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// Keep combat animation/state server-authoritative. We only flip autoAttacking
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// on SMSG_ATTACKSTART where attackerGuid == playerGuid.
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autoAttacking = false;
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@ -14711,6 +14774,7 @@ void GameHandler::stopAutoAttack() {
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if (!autoAttacking && !autoAttackRequested_) return;
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autoAttackRequested_ = false;
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autoAttacking = false;
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autoAttackRetryPending_ = false;
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autoAttackTarget = 0;
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autoAttackOutOfRange_ = false;
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autoAttackOutOfRangeTime_ = 0.0f;
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@ -14805,6 +14869,7 @@ void GameHandler::handleAttackStart(network::Packet& packet) {
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if (data.attackerGuid == playerGuid) {
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autoAttackRequested_ = true;
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autoAttacking = true;
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autoAttackRetryPending_ = false;
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autoAttackTarget = data.victimGuid;
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} else if (data.victimGuid == playerGuid && data.attackerGuid != 0) {
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hostileAttackers_.insert(data.attackerGuid);
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@ -14842,13 +14907,9 @@ void GameHandler::handleAttackStop(network::Packet& packet) {
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// Keep intent, but clear server-confirmed active state until ATTACKSTART resumes.
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if (data.attackerGuid == playerGuid) {
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autoAttacking = false;
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autoAttackRetryPending_ = autoAttackRequested_;
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autoAttackResendTimer_ = 0.0f;
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LOG_DEBUG("SMSG_ATTACKSTOP received (keeping auto-attack intent)");
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if (autoAttackRequested_ && autoAttackTarget != 0 && socket) {
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// Classic-family servers may emit transient ATTACKSTOP when range/facing jitters.
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// Reassert melee intent immediately instead of waiting for periodic resend.
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auto pkt = AttackSwingPacket::build(autoAttackTarget);
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socket->send(pkt);
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}
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} else if (data.victimGuid == playerGuid) {
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hostileAttackers_.erase(data.attackerGuid);
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}
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