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