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[7364] Really implenent server-side anti-cheating cooldown check for spells with SPELL_ATTR_DISABLED_WHILE_ACTIVE.
Move apply cooldown for like spells to aura apply (GO registering for owner in GO summon spell case)
Store "infinity" cooldown for like spells, ignore it at save and reapply it at aura loading.
Note: one problem still exist for like spells: at loading/far teleport spell icon lost diabled state at client.
Need sedn some unknown data in SendInitialPacketsBeforeAddToMap or SendInitialPacketsAfterAddToMap for restore it state.
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ed6123c804
commit
2b10d8fd71
6 changed files with 74 additions and 35 deletions
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@ -2402,6 +2402,9 @@ void Player::InitStatsForLevel(bool reapplyMods)
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void Player::SendInitialSpells()
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{
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time_t curTime = time(NULL);
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time_t infTime = curTime + MONTH/2;
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uint16 spellCount = 0;
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WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
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@ -2434,10 +2437,13 @@ void Player::SendInitialSpells()
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if(!sEntry)
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continue;
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// not send infinity cooldown
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if(itr->second.end > infTime)
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continue;
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data << uint16(itr->first);
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time_t cooldown = 0;
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time_t curTime = time(NULL);
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if(itr->second.end > curTime)
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cooldown = (itr->second.end-curTime)*IN_MILISECONDS;
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@ -3157,7 +3163,7 @@ void Player::RemoveAllSpellCooldown()
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void Player::_LoadSpellCooldowns(QueryResult *result)
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{
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m_spellCooldowns.clear();
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// some cooldowns can be already set at aura loading...
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//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
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@ -3198,17 +3204,20 @@ void Player::_SaveSpellCooldowns()
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CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
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time_t curTime = time(NULL);
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time_t infTime = curTime + MONTH/2;
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// remove outdated and save active
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for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
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{
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if(itr->second.end <= curTime)
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m_spellCooldowns.erase(itr++);
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else
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else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
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{
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CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
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++itr;
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}
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else
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++itr;
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}
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}
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@ -17626,7 +17635,7 @@ void Player::UpdatePvP(bool state, bool ovrride)
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}
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}
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void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell)
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void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
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{
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// init cooldown values
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uint32 cat = 0;
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@ -17662,37 +17671,51 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it
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catrec = spellInfo->CategoryRecoveryTime;
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}
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// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
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// prevent 0 cooldowns set by another way
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if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
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rec = GetAttackTime(RANGED_ATTACK);
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// Now we have cooldown data (if found any), time to apply mods
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if(rec > 0)
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ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
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if(catrec > 0)
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ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
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// replace negative cooldowns by 0
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if (rec < 0) rec = 0;
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if (catrec < 0) catrec = 0;
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// no cooldown after applying spell mods
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if( rec == 0 && catrec == 0)
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return;
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time_t curTime = time(NULL);
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time_t catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0; // in secs
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time_t recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;// in secs
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time_t catrecTime;
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time_t recTime;
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// overwrite time for selected category
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if(infinityCooldown)
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{
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// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
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// but not allow ignore until reset or re-login
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catrecTime = catrec > 0 ? curTime+MONTH : 0;
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recTime = rec > 0 ? curTime+MONTH : catrecTime;
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}
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else
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{
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// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
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// prevent 0 cooldowns set by another way
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if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
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rec = GetAttackTime(RANGED_ATTACK);
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// Now we have cooldown data (if found any), time to apply mods
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if(rec > 0)
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ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
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if(catrec > 0)
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ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
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// replace negative cooldowns by 0
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if (rec < 0) rec = 0;
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if (catrec < 0) catrec = 0;
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// no cooldown after applying spell mods
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if( rec == 0 && catrec == 0)
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return;
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catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
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recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
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}
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// self spell cooldown
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if(recTime > 0)
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AddSpellCooldown(spellInfo->Id, itemId, recTime);
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// category spells
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if (catrec > 0)
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if (cat && catrec > 0)
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{
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SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
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if(i_scstore != sSpellCategoryStore.end())
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@ -1491,7 +1491,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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time_t t = time(NULL);
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return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
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}
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void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL);
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void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false );
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void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
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void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
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void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
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@ -2520,13 +2520,10 @@ void Spell::SendSpellCooldown()
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return;
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Player* _player = (Player*)m_caster;
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// Add cooldown for max (disable spell)
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// Cooldown started on SendCooldownEvent call
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if (m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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{
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_player->AddSpellCooldown(m_spellInfo->Id, 0, time(NULL) - 1);
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// have infinity cooldown but set at aura apply
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if(m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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return;
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}
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_player->AddSpellAndCategoryCooldowns(m_spellInfo,m_CastItem ? m_CastItem->GetEntry() : 0, this);
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}
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@ -935,6 +935,16 @@ void Aura::_AddAura()
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Unit* caster = GetCaster();
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// set infinity cooldown state for spells
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if(caster && caster->GetTypeId() == TYPEID_PLAYER)
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{
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if (m_spellProto->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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{
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Item* castItem = m_castItemGuid ? ((Player*)caster)->GetItemByGuid(m_castItemGuid) : NULL;
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((Player*)caster)->AddSpellAndCategoryCooldowns(m_spellProto,castItem ? castItem->GetEntry() : 0, NULL,true);
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}
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}
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// passive auras (except totem auras) do not get placed in the slots
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// area auras with SPELL_AURA_NONE are not shown on target
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if((!m_isPassive || (caster && caster->GetTypeId() == TYPEID_UNIT && ((Creature*)caster)->isTotem())) &&
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@ -4066,6 +4066,15 @@ void Unit::AddGameObject(GameObject* gameObj)
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assert(gameObj && gameObj->GetOwnerGUID()==0);
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m_gameObj.push_back(gameObj);
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gameObj->SetOwnerGUID(GetGUID());
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if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() )
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{
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SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
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// Need disable spell use for owner
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if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
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((Player*)this)->AddSpellAndCategoryCooldowns(createBySpell,0,NULL,true);
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}
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}
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void Unit::RemoveGameObject(GameObject* gameObj, bool del)
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7363"
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#define REVISION_NR "7364"
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#endif // __REVISION_NR_H__
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