Core/Movement: Add time synchronisation (Needs tested)
Port From (https://github.com/TrinityCore/TrinityCore/commit/c19a4db1c12b8864d6c486ee8e2f0e058fb4155a)
This commit is contained in:
@@ -212,10 +212,6 @@ namespace Game.Entities
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// only changed for direct client control (possess, vehicle etc.), not stuff you control using pet commands
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public Unit m_unitMovedByMe;
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Team m_team;
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public Stack<uint> m_timeSyncQueue = new();
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uint m_timeSyncTimer;
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public uint m_timeSyncClient;
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public uint m_timeSyncServer;
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ReputationMgr reputationMgr;
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QuestObjectiveCriteriaManager m_questObjectiveCriteriaMgr;
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public AtLoginFlags atLoginFlags;
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@@ -74,8 +74,6 @@ namespace Game.Entities
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m_logintime = GameTime.GetGameTime();
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m_Last_tick = m_logintime;
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m_timeSyncServer = GameTime.GetGameTimeMS();
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m_dungeonDifficulty = Difficulty.Normal;
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m_raidDifficulty = Difficulty.NormalRaid;
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m_legacyRaidDifficulty = Difficulty.Raid10N;
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@@ -533,13 +531,6 @@ namespace Game.Entities
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else
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m_zoneUpdateTimer -= diff;
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}
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if (m_timeSyncTimer > 0 && !IsBeingTeleportedFar())
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{
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if (diff >= m_timeSyncTimer)
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SendTimeSync();
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else
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m_timeSyncTimer -= diff;
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}
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if (IsAlive())
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{
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@@ -848,29 +839,6 @@ namespace Game.Entities
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Session.SendPacket(data);
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}
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//Time
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void ResetTimeSync()
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{
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m_timeSyncTimer = 0;
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m_timeSyncClient = 0;
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m_timeSyncServer = GameTime.GetGameTimeMS();
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}
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void SendTimeSync()
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{
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m_timeSyncQueue.Push(m_movementCounter++);
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TimeSyncRequest packet = new();
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packet.SequenceIndex = m_timeSyncQueue.Last();
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SendPacket(packet);
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// Schedule next sync in 10 sec
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m_timeSyncTimer = 10000;
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m_timeSyncServer = GameTime.GetGameTimeMS();
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if (m_timeSyncQueue.Count > 3)
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Log.outError(LogFilter.Network, "Not received CMSG_TIME_SYNC_RESP for over 30 seconds from player {0} ({1}), possible cheater", GetGUID().ToString(), GetName());
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}
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public DeclinedName GetDeclinedNames() { return _declinedname; }
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public void CreateGarrison(uint garrSiteId)
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@@ -5460,10 +5428,10 @@ namespace Game.Entities
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if (!m_teleport_options.HasAnyFlag(TeleportToOptions.Seamless))
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{
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m_movementCounter = 0;
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ResetTimeSync();
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GetSession().ResetTimeSync();
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}
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SendTimeSync();
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GetSession().SendTimeSync();
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GetSocial().SendSocialList(this, SocialFlag.All);
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@@ -26,6 +26,7 @@ using Game.Networking;
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using Game.Networking.Packets;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game
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{
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@@ -140,14 +141,8 @@ namespace Game
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if (opcode == ClientOpcodes.MoveFallLand || opcode == ClientOpcodes.MoveStartSwim || opcode == ClientOpcodes.MoveSetFly)
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mover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.LandingOrFlight); // Parachutes
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uint mstime = GameTime.GetGameTimeMS();
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if (m_clientTimeDelay == 0)
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m_clientTimeDelay = mstime - movementInfo.Time;
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movementInfo.Time = movementInfo.Time + m_clientTimeDelay;
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movementInfo.Guid = mover.GetGUID();
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movementInfo.Time = AdjustClientMovementTime(movementInfo.Time);
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mover.m_movementInfo = movementInfo;
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// Some vehicles allow the passenger to turn by himself
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@@ -205,7 +200,7 @@ namespace Game
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plrMover.RemovePlayerFlag(PlayerFlags.IsOutOfBounds);
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if (opcode == ClientOpcodes.MoveJump)
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{
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{
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plrMover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2.Jump); // Mind Control
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Unit.ProcSkillsAndAuras(plrMover, null, ProcFlags.Jump, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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@@ -347,7 +342,7 @@ namespace Game
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// resurrect character at enter into instance where his corpse exist after add to map
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if (mapEntry.IsDungeon() && !player.IsAlive())
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{
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{
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if (player.GetCorpseLocation().GetMapId() == mapEntry.Id)
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{
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player.ResurrectPlayer(0.5f, false);
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@@ -619,7 +614,7 @@ namespace Game
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return;
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}
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moveApplyMovementForceAck.Ack.Status.Time += m_clientTimeDelay;
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moveApplyMovementForceAck.Ack.Status.Time = AdjustClientMovementTime(moveApplyMovementForceAck.Ack.Status.Time);
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MoveUpdateApplyMovementForce updateApplyMovementForce = new();
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updateApplyMovementForce.Status = moveApplyMovementForceAck.Ack.Status;
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@@ -641,7 +636,7 @@ namespace Game
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return;
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}
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moveRemoveMovementForceAck.Ack.Status.Time += m_clientTimeDelay;
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moveRemoveMovementForceAck.Ack.Status.Time = AdjustClientMovementTime(moveRemoveMovementForceAck.Ack.Status.Time);
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MoveUpdateRemoveMovementForce updateRemoveMovementForce = new();
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updateRemoveMovementForce.Status = moveRemoveMovementForceAck.Ack.Status;
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@@ -683,7 +678,7 @@ namespace Game
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}
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}
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setModMovementForceMagnitudeAck.Ack.Status.Time += m_clientTimeDelay;
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setModMovementForceMagnitudeAck.Ack.Status.Time = AdjustClientMovementTime(setModMovementForceMagnitudeAck.Ack.Status.Time);
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MoveUpdateSpeed updateModMovementForceMagnitude = new(ServerOpcodes.MoveUpdateModMovementForceMagnitude);
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updateModMovementForceMagnitude.Status = setModMovementForceMagnitudeAck.Ack.Status;
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@@ -759,5 +754,74 @@ namespace Game
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if (GetPlayer().pvpInfo.IsHostile)
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GetPlayer().CastSpell(GetPlayer(), 2479, true);
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}
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[WorldPacketHandler(ClientOpcodes.TimeSyncResponse, Processing = PacketProcessing.ThreadSafe)]
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void HandleTimeSyncResponse(TimeSyncResponse timeSyncResponse)
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{
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if (!_pendingTimeSyncRequests.ContainsKey(timeSyncResponse.SequenceIndex))
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return;
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uint serverTimeAtSent = _pendingTimeSyncRequests.LookupByKey(timeSyncResponse.SequenceIndex);
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_pendingTimeSyncRequests.Remove(timeSyncResponse.SequenceIndex);
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// time it took for the request to travel to the client, for the client to process it and reply and for response to travel back to the server.
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// we are going to make 2 assumptions:
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// 1) we assume that the request processing time equals 0.
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// 2) we assume that the packet took as much time to travel from server to client than it took to travel from client to server.
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uint roundTripDuration = Time.GetMSTimeDiff(serverTimeAtSent, timeSyncResponse.GetReceivedTime());
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uint lagDelay = roundTripDuration / 2;
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/*
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clockDelta = serverTime - clientTime
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where
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serverTime: time that was displayed on the clock of the SERVER at the moment when the client processed the SMSG_TIME_SYNC_REQUEST packet.
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clientTime: time that was displayed on the clock of the CLIENT at the moment when the client processed the SMSG_TIME_SYNC_REQUEST packet.
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Once clockDelta has been computed, we can compute the time of an event on server clock when we know the time of that same event on the client clock,
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using the following relation:
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serverTime = clockDelta + clientTime
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*/
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long clockDelta = (long)(serverTimeAtSent + lagDelay) - (long)timeSyncResponse.ClientTime;
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_timeSyncClockDeltaQueue.PushFront(Tuple.Create(clockDelta, roundTripDuration));
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ComputeNewClockDelta();
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}
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void ComputeNewClockDelta()
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{
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// implementation of the technique described here: https://web.archive.org/web/20180430214420/http://www.mine-control.com/zack/timesync/timesync.html
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// to reduce the skew induced by dropped TCP packets that get resent.
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//accumulator_set < uint32, features < tag::mean, tag::median, tag::variance(lazy) > > latencyAccumulator;
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List<uint> latencyList = new();
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foreach (var pair in _timeSyncClockDeltaQueue)
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latencyList.Add(pair.Item2);
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uint latencyMedian = (uint)Math.Round(latencyList.Average(p => p));//median(latencyAccumulator));
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uint latencyStandardDeviation = (uint)Math.Round(Math.Sqrt(latencyList.Variance()));//variance(latencyAccumulator)));
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//accumulator_set<long, features<tag::mean>> clockDeltasAfterFiltering;
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List<long> clockDeltasAfterFiltering = new();
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uint sampleSizeAfterFiltering = 0;
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foreach (var pair in _timeSyncClockDeltaQueue)
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{
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if (pair.Item2 < latencyStandardDeviation + latencyMedian)
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{
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clockDeltasAfterFiltering.Add(pair.Item1);
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sampleSizeAfterFiltering++;
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}
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}
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if (sampleSizeAfterFiltering != 0)
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{
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long meanClockDelta = (long)(Math.Round(clockDeltasAfterFiltering.Average()));
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if (Math.Abs(meanClockDelta - _timeSyncClockDelta) > 25)
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_timeSyncClockDelta = meanClockDelta;
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}
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else if (_timeSyncClockDelta == 0)
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{
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var back = _timeSyncClockDeltaQueue.Back();
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_timeSyncClockDelta = back.Item1;
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}
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}
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}
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}
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@@ -31,24 +31,5 @@ namespace Game
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response.Time = GameTime.GetGameTime();
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SendPacket(response);
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}
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[WorldPacketHandler(ClientOpcodes.TimeSyncResponse, Processing = PacketProcessing.Inplace)]
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void HandleTimeSyncResponse(TimeSyncResponse packet)
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{
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Log.outDebug(LogFilter.Network, "CMSG_TIME_SYNC_RESP");
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if (packet.SequenceIndex != _player.m_timeSyncQueue.FirstOrDefault())
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Log.outError(LogFilter.Network, "Wrong time sync counter from player {0} (cheater?)", _player.GetName());
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Log.outDebug(LogFilter.Network, "Time sync received: counter {0}, client ticks {1}, time since last sync {2}", packet.SequenceIndex, packet.ClientTime, packet.ClientTime - _player.m_timeSyncClient);
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uint ourTicks = packet.ClientTime + (GameTime.GetGameTimeMS() - _player.m_timeSyncServer);
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// diff should be small
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Log.outDebug(LogFilter.Network, "Our ticks: {0}, diff {1}, latency {2}", ourTicks, ourTicks - packet.ClientTime, GetLatency());
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_player.m_timeSyncClient = packet.ClientTime;
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_player.m_timeSyncQueue.Pop();
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}
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}
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}
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@@ -220,7 +220,11 @@ namespace Game.Networking
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public uint GetOpcode() { return opcode; }
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public DateTime GetReceivedTime() { return m_receivedTime; }
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public void SetReceiveTime(DateTime receivedTime) { m_receivedTime = receivedTime; }
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uint opcode;
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DateTime m_receivedTime; // only set for a specific set of opcodes, for performance reasons.
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}
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public class PacketHeader
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@@ -275,6 +275,8 @@ namespace Game.Networking.Packets
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ClientTime = _worldPacket.ReadUInt32();
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}
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public DateTime GetReceivedTime() { return _worldPacket.GetReceivedTime(); }
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public uint ClientTime; // Client ticks in ms
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public uint SequenceIndex; // Same index as in request
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}
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@@ -340,6 +340,9 @@ namespace Game.Networking
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break;
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}
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if (opcode == ClientOpcodes.TimeSyncResponse)
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packet.SetReceiveTime(DateTime.Now);
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// Our Idle timer will reset on any non PING opcodes on login screen, allowing us to catch people idling.
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_worldSession.ResetTimeOutTime(false);
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@@ -812,10 +815,7 @@ namespace Game.Networking
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lock (_worldSessionLock)
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{
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if (_worldSession != null)
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{
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_worldSession.SetLatency(ping.Latency);
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_worldSession.ResetClientTimeDelay();
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}
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else
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{
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Log.outError(LogFilter.Network, "WorldSocket:HandlePing: peer sent CMSG_PING, but is not authenticated or got recently kicked, address = {0}", GetRemoteIpAddress());
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@@ -15,8 +15,10 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Collections;
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using Framework.Constants;
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using Framework.Database;
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using Framework.Realm;
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using Game.Accounts;
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using Game.BattleGrounds;
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using Game.BattlePets;
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@@ -32,7 +34,6 @@ using System.IO;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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using Framework.Realm;
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namespace Game
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{
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@@ -331,6 +332,18 @@ namespace Game
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if (m_Socket[(int)ConnectionType.Realm] != null && m_Socket[(int)ConnectionType.Realm].IsOpen() && _warden != null)
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_warden.Update();
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if (!updater.ProcessUnsafe()) // <=> updater is of type MapSessionFilter
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{
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// Send time sync packet every 10s.
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if (_timeSyncTimer > 0)
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{
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if (diff >= _timeSyncTimer)
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SendTimeSync();
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else
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_timeSyncTimer -= diff;
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}
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}
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ProcessQueryCallbacks();
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if (updater.ProcessUnsafe())
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@@ -828,12 +841,42 @@ namespace Game
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}
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}
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public void ResetTimeSync()
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{
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_timeSyncNextCounter = 0;
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_pendingTimeSyncRequests.Clear();
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}
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public void SendTimeSync()
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{
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TimeSyncRequest timeSyncRequest = new();
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timeSyncRequest.SequenceIndex = _timeSyncNextCounter;
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SendPacket(timeSyncRequest);
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_pendingTimeSyncRequests[_timeSyncNextCounter] = Time.GetMSTime();
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// Schedule next sync in 10 sec (except for the 2 first packets, which are spaced by only 5s)
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_timeSyncTimer = _timeSyncNextCounter == 0 ? 5000 : 10000u;
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_timeSyncNextCounter++;
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}
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uint AdjustClientMovementTime(uint time)
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{
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long movementTime = (long)time + _timeSyncClockDelta;
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if (_timeSyncClockDelta == 0 || movementTime < 0 || movementTime > 0xFFFFFFFF)
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{
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Log.outWarn(LogFilter.Misc, "The computed movement time using clockDelta is erronous. Using fallback instead");
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return GameTime.GetGameTimeMS();
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}
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else
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return (uint)movementTime;
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}
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public Locale GetSessionDbcLocale() { return m_sessionDbcLocale; }
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public Locale GetSessionDbLocaleIndex() { return m_sessionDbLocaleIndex; }
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public uint GetLatency() { return m_latency; }
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public void SetLatency(uint latency) { m_latency = latency; }
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public void ResetClientTimeDelay() { m_clientTimeDelay = 0; }
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public void ResetTimeOutTime(bool onlyActive)
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{
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if (GetPlayer())
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@@ -893,7 +936,6 @@ namespace Game
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Locale m_sessionDbcLocale;
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Locale m_sessionDbLocaleIndex;
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uint m_latency;
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uint m_clientTimeDelay;
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AccountData[] _accountData = new AccountData[(int)AccountDataTypes.Max];
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uint[] tutorials = new uint[SharedConst.MaxAccountTutorialValues];
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TutorialsFlag tutorialsChanged;
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@@ -916,6 +958,13 @@ namespace Game
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ObjectGuid m_currentBankerGUID;
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CircularBuffer<Tuple<long, uint>> _timeSyncClockDeltaQueue = new(6); // first member: clockDelta. Second member: latency of the packet exchange that was used to compute that clockDelta.
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long _timeSyncClockDelta;
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Dictionary<uint, uint> _pendingTimeSyncRequests = new(); // key: counter. value: server time when packet with that counter was sent.
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uint _timeSyncNextCounter;
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uint _timeSyncTimer;
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CollectionMgr _collectionMgr;
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ConnectToKey _instanceConnectKey;
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Block a user