diff --git a/Source/Game/Networking/WorldSocket.cs b/Source/Game/Networking/WorldSocket.cs index b3087039e..fb9cd82dd 100644 --- a/Source/Game/Networking/WorldSocket.cs +++ b/Source/Game/Networking/WorldSocket.cs @@ -491,7 +491,7 @@ namespace Game.Networking AccountInfo account = new AccountInfo(result.GetFields()); // For hook purposes, we get Remoteaddress at this point. - string address = GetRemoteIpAddress().ToString(); + var address = GetRemoteIpAddress(); Sha256 digestKeyHash = new Sha256(); digestKeyHash.Process(account.game.SessionKey, account.game.SessionKey.Length); @@ -541,7 +541,7 @@ namespace Game.Networking // As we don't know if attempted login process by ip works, we update last_attempt_ip right away PreparedStatement stmt = DB.Login.GetPreparedStatement(LoginStatements.UPD_LAST_ATTEMPT_IP); - stmt.AddValue(0, address); + stmt.AddValue(0, address.Address.ToString()); stmt.AddValue(1, authSession.RealmJoinTicket); DB.Login.Execute(stmt); @@ -583,7 +583,7 @@ namespace Game.Networking //Re-check ip locking (same check as in auth). if (account.battleNet.IsLockedToIP) // if ip is locked { - if (account.battleNet.LastIP != address) + if (account.battleNet.LastIP != address.Address.ToString()) { SendAuthResponseError(BattlenetRpcErrorCode.RiskAccountLocked); Log.outDebug(LogFilter.Network, "HandleAuthSession: Sent Auth Response (Account IP differs).");