/// <summary> /// This is used to build a server side "Position Object" /// Usually Position Packet Should only be relayed /// The only purpose of this method is refreshing postion when there is Lag /// </summary> /// <param name="player"></param> public override void SendPlayerForgedPosition(GamePlayer player) { using (GSUDPPacketOut pak = new GSUDPPacketOut(GetPacketCode(eServerPackets.PlayerPosition))) { // PID pak.WriteShort((ushort)player.Client.SessionID); // Write Speed if (player.Steed != null && player.Steed.ObjectState == GameObject.eObjectState.Active) { player.Heading = player.Steed.Heading; pak.WriteShort(0x1800); } else { short rSpeed = player.CurrentSpeed; if (player.IsIncapacitated) { rSpeed = 0; } ushort content; if (rSpeed < 0) { content = (ushort)((Math.Abs(rSpeed) > 511 ? 511 : Math.Abs(rSpeed)) + 0x200); } else { content = (ushort)(rSpeed > 511 ? 511 : rSpeed); } if (!player.IsAlive) { content += 5 << 10; } else { ushort state = 0; if (player.IsSwimming) { state = 1; } if (player.IsClimbing) { state = 7; } if (player.IsSitting) { state = 4; } content += (ushort)(state << 10); } content += (ushort)(player.IsStrafing ? 1 << 13 : 0 << 13); pak.WriteShort(content); } // Get Off Corrd var offX = player.Position.X - player.CurrentZone.XOffset; var offY = player.Position.Y - player.CurrentZone.YOffset; pak.WriteShort((ushort)player.Position.Z); pak.WriteShort((ushort)offX); pak.WriteShort((ushort)offY); // Write Zone pak.WriteShort(player.CurrentZone.ZoneSkinID); // Copy Heading && Falling or Write Steed if (player.Steed != null && player.Steed.ObjectState == GameObject.eObjectState.Active) { pak.WriteShort((ushort)player.Steed.ObjectID); pak.WriteShort((ushort)player.Steed.RiderSlot(player)); } else { // Set Player always on ground, this is an "anti lag" packet ushort contenthead = (ushort)(player.Heading + (true ? 0x1000 : 0)); pak.WriteShort(contenthead); // No Fall Speed. pak.WriteShort(0); } // Write Flags byte flagcontent = 0; if (player.IsDiving) { flagcontent += 0x04; } if (player.IsWireframe) { flagcontent += 0x01; } if (player.IsStealthed) { flagcontent += 0x02; } if (player.IsTorchLighted) { flagcontent += 0x80; } pak.WriteByte(flagcontent); // Write health + Attack byte healthcontent = (byte)(player.HealthPercent + (player.AttackState ? 0x80 : 0)); pak.WriteByte(healthcontent); // Write Remainings. pak.WriteByte(player.ManaPercent); pak.WriteByte(player.EndurancePercent); pak.FillString(player.CharacterClass.Name, 32); pak.WriteByte((byte)(player.RPFlag ? 1 : 0)); pak.WriteByte(0); // send last byte for 190+ packets SendUDP(pak); } // Update Cache m_gameClient.GameObjectUpdateArray[new Tuple <ushort, ushort>(player.CurrentRegionID, (ushort)player.ObjectID)] = GameTimer.GetTickCount(); }
/// <summary> /// This is used to build a server side "Position Object" /// Usually Position Packet Should only be relayed /// The only purpose of this method is refreshing postion when there is Lag /// </summary> public override void SendPlayerForgedPosition(GamePlayer player) { using (GSUDPPacketOut pak = new GSUDPPacketOut(GetPacketCode(eServerPackets.PlayerPosition))) { int heading = 4096 + player.Heading; pak.WriteFloatLowEndian(player.X); pak.WriteFloatLowEndian(player.Y); pak.WriteFloatLowEndian(player.Z); pak.WriteFloatLowEndian(player.CurrentSpeed); pak.WriteInt(0); // needs to be Zaxis speed pak.WriteShort((ushort)player.Client.SessionID); pak.WriteShort(player.CurrentZone.ZoneSkinID); // Write Speed if (player.Steed != null && player.Steed.ObjectState == GameObject.eObjectState.Active) { player.Heading = player.Steed.Heading; pak.WriteShort(0x1800); } else { short rSpeed = player.CurrentSpeed; if (player.IsIncapacitated) { rSpeed = 0; } ushort content; if (rSpeed < 0) { content = (ushort)((Math.Abs(rSpeed) > 511 ? 511 : Math.Abs(rSpeed)) + 0x200); } else { content = (ushort)(rSpeed > 511 ? 511 : rSpeed); } if (!player.IsAlive) { content += 5 << 10; } else { ushort state = 0; if (player.IsSwimming) { state = 1; } if (player.IsClimbing) { state = 7; } if (player.IsSitting) { state = 4; } content += (ushort)(state << 10); } content += (ushort)(player.IsStrafing ? 1 << 13 : 0 << 13); pak.WriteShort(content); } pak.WriteByte(0); pak.WriteByte(0); pak.WriteShort((ushort)heading); // Write Flags byte flagcontent = 0; if (player.IsDiving) { flagcontent += 0x04; } if (player.IsWireframe) { flagcontent += 0x01; } if (player.IsStealthed) { flagcontent += 0x02; } if (player.IsTorchLighted) { flagcontent += 0x80; } pak.WriteByte(flagcontent); pak.WriteByte((byte)(player.RPFlag ? 1 : 0)); pak.WriteByte(0); pak.WriteByte(player.HealthPercent); pak.WriteByte(player.ManaPercent); pak.WriteByte(player.EndurancePercent); SendUDP(pak); } // Update Cache m_gameClient.GameObjectUpdateArray[new Tuple <ushort, ushort>(player.CurrentRegionID, (ushort)player.ObjectID)] = GameTimer.GetTickCount(); }
/// <summary> /// This is used to build a server side "Position Object" /// Usually Position Packet Should only be relayed /// The only purpose of this method is refreshing postion when there is Lag /// </summary> /// <param name="player"></param> public virtual void SendPlayerForgedPosition(GamePlayer player) { using (GSUDPPacketOut pak = new GSUDPPacketOut(GetPacketCode(eServerPackets.PlayerPosition))) { // PID pak.WriteShort((ushort)player.Client.SessionID); // Write Speed if (player.Steed != null && player.Steed.ObjectState == GameObject.eObjectState.Active) { player.Heading = player.Steed.Heading; pak.WriteShort(0x1800); } else { short rSpeed = player.CurrentSpeed; if (player.IsIncapacitated) rSpeed = 0; ushort content; if (rSpeed < 0) { content = (ushort)((Math.Abs(rSpeed) > 511 ? 511 : Math.Abs(rSpeed)) + 0x200); } else { content = (ushort)(rSpeed > 511 ? 511 : rSpeed); } if (!player.IsAlive) { content += 5 << 10; } else { ushort state = 0; if (player.IsSwimming) state = 1; if (player.IsClimbing) state = 7; if (player.IsSitting) state = 4; content += (ushort)(state << 10); } content += (ushort)(player.IsStrafing ? 1 << 13 : 0 << 13); pak.WriteShort(content); } // Get Off Corrd int offX = player.X - player.CurrentZone.XOffset; int offY = player.Y - player.CurrentZone.YOffset; pak.WriteShort((ushort)player.Z); pak.WriteShort((ushort)offX); pak.WriteShort((ushort)offY); // Write Zone pak.WriteByte((byte)player.CurrentZone.ZoneSkinID); pak.WriteByte(0); // Copy Heading && Falling or Write Steed if (player.Steed != null && player.Steed.ObjectState == GameObject.eObjectState.Active) { pak.WriteShort((ushort)player.Steed.ObjectID); pak.WriteShort((ushort)player.Steed.RiderSlot(player)); } else { // Set Player always on ground, this is an "anti lag" packet ushort contenthead = (ushort)(player.Heading + (true ? 0x1000 : 0)); pak.WriteShort(contenthead); // No Fall Speed. pak.WriteShort(0); } // Write Flags byte flagcontent = 0; if (player.IsDiving) { flagcontent += 0x04; } if (player.IsWireframe) { flagcontent += 0x01; } if (player.IsStealthed) { flagcontent += 0x02; } if (player.IsTorchLighted) { flagcontent += 0x80; } pak.WriteByte(flagcontent); // Write health + Attack byte healthcontent = (byte)(player.HealthPercent + (player.AttackState ? 0x80 : 0)); pak.WriteByte(healthcontent); SendUDP(pak); } // Update Cache m_gameClient.GameObjectUpdateArray[new Tuple<ushort, ushort>(player.CurrentRegionID, (ushort)player.ObjectID)] = GameTimer.GetTickCount(); }
public virtual void SendObjectUpdate(GameObject obj) { Zone z = obj.CurrentZone; if (z == null || m_gameClient.Player == null || m_gameClient.Player.IsVisibleTo(obj) == false) { return; } var xOffsetInZone = (ushort) (obj.X - z.XOffset); var yOffsetInZone = (ushort) (obj.Y - z.YOffset); ushort xOffsetInTargetZone = 0; ushort yOffsetInTargetZone = 0; ushort zOffsetInTargetZone = 0; int speed = 0; ushort targetZone = 0; byte flags = 0; int targetOID = 0; if (obj is GameNPC) { var npc = obj as GameNPC; flags = (byte) (GameServer.ServerRules.GetLivingRealm(m_gameClient.Player, npc) << 6); if (m_gameClient.Account.PrivLevel < 2) { // no name only if normal player if ((npc.Flags & GameNPC.eFlags.CANTTARGET) != 0) flags |= 0x01; if ((npc.Flags & GameNPC.eFlags.DONTSHOWNAME) != 0) flags |= 0x02; } if ((npc.Flags & GameNPC.eFlags.STATUE) != 0) { flags |= 0x01; } if (npc.IsUnderwater) { flags |= 0x10; } if ((npc.Flags & GameNPC.eFlags.FLYING) != 0) { flags |= 0x20; } if (npc.IsMoving && !npc.IsAtTargetPosition) { speed = npc.CurrentSpeed; if (npc.TargetPosition.X != 0 || npc.TargetPosition.Y != 0 || npc.TargetPosition.Z != 0) { Zone tz = npc.CurrentRegion.GetZone(npc.TargetPosition.X, npc.TargetPosition.Y); if (tz != null) { xOffsetInTargetZone = (ushort) (npc.TargetPosition.X - tz.XOffset); yOffsetInTargetZone = (ushort) (npc.TargetPosition.Y - tz.YOffset); zOffsetInTargetZone = (ushort) (npc.TargetPosition.Z); //Dinberg:Instances - zoneSkinID for object positioning clientside. targetZone = tz.ZoneSkinID; } } if (speed > 0x07FF) { speed = 0x07FF; } else if (speed < 0) { speed = 0; } } GameObject target = npc.TargetObject; if (npc.AttackState && target != null && target.ObjectState == GameObject.eObjectState.Active && !npc.IsTurningDisabled) targetOID = (ushort) target.ObjectID; } var pak = new GSUDPPacketOut(GetPacketCode(eServerPackets.ObjectUpdate)); pak.WriteShort((ushort) speed); if (obj is GameNPC) { pak.WriteShort((ushort)(obj.Heading & 0xFFF)); } else { pak.WriteShort(obj.Heading); } pak.WriteShort(xOffsetInZone); pak.WriteShort(xOffsetInTargetZone); pak.WriteShort(yOffsetInZone); pak.WriteShort(yOffsetInTargetZone); pak.WriteShort((ushort) obj.Z); pak.WriteShort(zOffsetInTargetZone); pak.WriteShort((ushort) obj.ObjectID); pak.WriteShort((ushort) targetOID); //health if (obj is GameLiving) { pak.WriteByte((obj as GameLiving).HealthPercent); } else { pak.WriteByte(0); } //Dinberg:Instances - zoneskinID for positioning of objects clientside. flags |= (byte) (((z.ZoneSkinID & 0x100) >> 6) | ((targetZone & 0x100) >> 5)); pak.WriteByte(flags); pak.WriteByte((byte) z.ZoneSkinID); //Dinberg:Instances - targetZone already accomodates for this feat. pak.WriteByte((byte) targetZone); SendUDP(pak); if (obj is GameNPC) { (obj as GameNPC).NPCUpdatedCallback(); } }
//static int lastZ=int.MinValue; public void HandlePacket(GameClient client, GSPacketIn packet) { //Tiv: in very rare cases client send 0xA9 packet before sending S<=C 0xE8 player world initialize if ((client.Player.ObjectState != GameObject.eObjectState.Active) || (client.ClientState != GameClient.eClientState.Playing)) return; int environmentTick = Environment.TickCount; int packetVersion; if (client.Version > GameClient.eClientVersion.Version171) { packetVersion = 172; } else { packetVersion = 168; } int oldSpeed = client.Player.CurrentSpeed; //read the state of the player packet.Skip(2); //PID ushort data = packet.ReadShort(); int speed = (data & 0x1FF); // if(!GameServer.ServerRules.IsAllowedDebugMode(client) // && (speed > client.Player.MaxSpeed + SPEED_TOL)) if ((data & 0x200) != 0) speed = -speed; if (client.Player.IsMezzed || client.Player.IsStunned) { // Nidel: updating client.Player.CurrentSpeed instead of speed client.Player.CurrentSpeed = 0; } else { client.Player.CurrentSpeed = (short)speed; } client.Player.IsStrafing = ((data & 0xe000) != 0); int realZ = packet.ReadShort(); ushort xOffsetInZone = packet.ReadShort(); ushort yOffsetInZone = packet.ReadShort(); ushort currentZoneID; if (packetVersion == 168) { currentZoneID = (ushort)packet.ReadByte(); packet.Skip(1); //0x00 padding for zoneID } else { currentZoneID = packet.ReadShort(); } //Dinberg - Instance considerations. //Now this gets complicated, so listen up! We have told the client a lie when it comes to the zoneID. //As a result, every movement update, they are sending a lie back to us. Two liars could get confusing! //BUT, the lie we sent has a truth to it - the geometry and layout of the zone. As a result, the zones //x and y offsets will still actually be relevant to our current zone. And for the clones to have been //created, there must have been a real zone to begin with, of id == instanceZone.SkinID. //So, although our client is lying to us, and thinks its in another zone, that zone happens to coincide //exactly with the zone we are instancing - and so all the positions still ring true. //Philosophically speaking, its like looking in a mirror and saying 'Am I a reflected, or reflector?' //What it boils down to has no bearing whatsoever on the result of anything, so long as someone sitting //outside of the unvierse knows not to listen to whether you say which you are, and knows the truth to the //answer. Then, he need only know what you are doing ;) Zone newZone = WorldMgr.GetZone(currentZoneID); if (newZone == null) { if(client.Player==null) return; if(!client.Player.TempProperties.getProperty("isbeingbanned",false)) { if (log.IsErrorEnabled) log.Error(client.Player.Name + "'s position in unknown zone! => " + currentZoneID); GamePlayer player=client.Player; player.TempProperties.setProperty("isbeingbanned", true); player.MoveToBind(); } return; // TODO: what should we do? player lost in space } // move to bind if player fell through the floor if (realZ == 0) { client.Player.MoveTo( (ushort)client.Player.BindRegion, client.Player.BindXpos, client.Player.BindYpos, (ushort)client.Player.BindZpos, (ushort)client.Player.BindHeading ); return; } int realX = newZone.XOffset + xOffsetInZone; int realY = newZone.YOffset + yOffsetInZone; bool zoneChange = newZone != client.Player.LastPositionUpdateZone; if (zoneChange) { //If the region changes -> make sure we don't take any falling damage if (client.Player.LastPositionUpdateZone != null && newZone.ZoneRegion.ID != client.Player.LastPositionUpdateZone.ZoneRegion.ID) client.Player.MaxLastZ = int.MinValue; // Update water level and diving flag for the new zone client.Out.SendPlayerPositionAndObjectID(); zoneChange = true; /* * "You have entered Burial Tomb." * "Burial Tomb" * "Current area is adjusted for one level 1 player." * "Current area has a 50% instance bonus." */ string description = newZone.Description; string screenDescription = description; var translation = client.GetTranslation(newZone) as DBLanguageZone; if (translation != null) { if (!Util.IsEmpty(translation.Description)) description = translation.Description; if (!Util.IsEmpty(translation.ScreenDescription)) screenDescription = translation.ScreenDescription; } client.Out.SendMessage(LanguageMgr.GetTranslation(client.Account.Language, "PlayerPositionUpdateHandler.Entered", description), eChatType.CT_System, eChatLoc.CL_SystemWindow); client.Out.SendMessage(screenDescription, eChatType.CT_ScreenCenterSmaller, eChatLoc.CL_SystemWindow); client.Player.LastPositionUpdateZone = newZone; } int coordsPerSec = 0; int jumpDetect = 0; int timediff = Environment.TickCount - client.Player.LastPositionUpdateTick; int distance = 0; if (timediff > 0) { distance = client.Player.LastPositionUpdatePoint.GetDistanceTo(new Point3D(realX, realY, realZ)); coordsPerSec = distance * 1000 / timediff; if (distance < 100 && client.Player.LastPositionUpdatePoint.Z > 0) { jumpDetect = realZ - client.Player.LastPositionUpdatePoint.Z; } } #region DEBUG #if OUTPUT_DEBUG_INFO if (client.Player.LastPositionUpdatePoint.X != 0 && client.Player.LastPositionUpdatePoint.Y != 0) { log.Debug(client.Player.Name + ": distance = " + distance + ", speed = " + oldSpeed + ", coords/sec=" + coordsPerSec); } if (jumpDetect > 0) { log.Debug(client.Player.Name + ": jumpdetect = " + jumpDetect); } #endif #endregion DEBUG client.Player.LastPositionUpdateTick = Environment.TickCount; client.Player.LastPositionUpdatePoint.X = realX; client.Player.LastPositionUpdatePoint.Y = realY; client.Player.LastPositionUpdatePoint.Z = realZ; int tolerance = ServerProperties.Properties.CPS_TOLERANCE; if (client.Player.Steed != null && client.Player.Steed.MaxSpeed > 0) { tolerance += client.Player.Steed.MaxSpeed; } else if (client.Player.MaxSpeed > 0) { tolerance += client.Player.MaxSpeed; } if (client.Player.IsJumping) { coordsPerSec = 0; jumpDetect = 0; client.Player.IsJumping = false; } if (client.Player.IsAllowedToFly == false && (coordsPerSec > tolerance || jumpDetect > ServerProperties.Properties.JUMP_TOLERANCE)) { bool isHackDetected = true; if (coordsPerSec > tolerance) { // check to see if CPS time tolerance is exceeded int lastCPSTick = client.Player.TempProperties.getProperty<int>(LASTCPSTICK, 0); if (environmentTick - lastCPSTick > ServerProperties.Properties.CPS_TIME_TOLERANCE) { isHackDetected = false; } } if (isHackDetected) { StringBuilder builder = new StringBuilder(); builder.Append("MOVEHACK_DETECT"); builder.Append(": CharName="); builder.Append(client.Player.Name); builder.Append(" Account="); builder.Append(client.Account.Name); builder.Append(" IP="); builder.Append(client.TcpEndpointAddress); builder.Append(" CPS:="); builder.Append(coordsPerSec); builder.Append(" JT="); builder.Append(jumpDetect); ChatUtil.SendDebugMessage(client, builder.ToString()); if (client.Account.PrivLevel == 1) { GameServer.Instance.LogCheatAction(builder.ToString()); if (ServerProperties.Properties.ENABLE_MOVEDETECT) { if (ServerProperties.Properties.BAN_HACKERS && false) // banning disabled until this technique is proven accurate { DBBannedAccount b = new DBBannedAccount(); b.Author = "SERVER"; b.Ip = client.TcpEndpointAddress; b.Account = client.Account.Name; b.DateBan = DateTime.Now; b.Type = "B"; b.Reason = string.Format("Autoban MOVEHACK:(CPS:{0}, JT:{1}) on player:{2}", coordsPerSec, jumpDetect, client.Player.Name); GameServer.Database.AddObject(b); GameServer.Database.SaveObject(b); string message = ""; message = "You have been auto kicked and banned due to movement hack detection!"; for (int i = 0; i < 8; i++) { client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_SystemWindow); client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_ChatWindow); } client.Out.SendPlayerQuit(true); client.Player.SaveIntoDatabase(); client.Player.Quit(true); } else { string message = ""; message = "You have been auto kicked due to movement hack detection!"; for (int i = 0; i < 8; i++) { client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_SystemWindow); client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_ChatWindow); } client.Out.SendPlayerQuit(true); client.Player.SaveIntoDatabase(); client.Player.Quit(true); } client.Disconnect(); return; } } } client.Player.TempProperties.setProperty(LASTCPSTICK, environmentTick); } ushort headingflag = packet.ReadShort(); client.Player.Heading = (ushort)(headingflag & 0xFFF); ushort flyingflag = packet.ReadShort(); byte flags = (byte)packet.ReadByte(); if (client.Player.X != realX || client.Player.Y != realY) { client.Player.TempProperties.setProperty(LASTMOVEMENTTICK, client.Player.CurrentRegion.Time); } client.Player.X = realX; client.Player.Y = realY; client.Player.Z = realZ; if (zoneChange) { // update client zone information for waterlevel and diving client.Out.SendPlayerPositionAndObjectID(); } // used to predict current position, should be before // any calculation (like fall damage) client.Player.MovementStartTick = Environment.TickCount; // Begin ---------- New Area System ----------- if (client.Player.CurrentRegion.Time > client.Player.AreaUpdateTick) // check if update is needed { var oldAreas = client.Player.CurrentAreas; // Because we may be in an instance we need to do the area check from the current region // rather than relying on the zone which is in the skinned region. - Tolakram var newAreas = client.Player.CurrentRegion.GetAreasOfZone(newZone, client.Player); // Check for left areas if (oldAreas != null) { foreach (IArea area in oldAreas) { if (!newAreas.Contains(area)) { area.OnPlayerLeave(client.Player); } } } // Check for entered areas foreach (IArea area in newAreas) { if (oldAreas == null || !oldAreas.Contains(area)) { area.OnPlayerEnter(client.Player); } } // set current areas to new one... client.Player.CurrentAreas = newAreas; client.Player.AreaUpdateTick = client.Player.CurrentRegion.Time + 2000; // update every 2 seconds } // End ---------- New Area System ----------- client.Player.TargetInView = ((flags & 0x10) != 0); client.Player.GroundTargetInView = ((flags & 0x08) != 0); client.Player.IsTorchLighted = ((flags & 0x80) != 0); //7 6 5 4 3 2 1 0 //15 14 13 12 11 10 9 8 // 1 1 const string SHLASTUPDATETICK = "SHPLAYERPOSITION_LASTUPDATETICK"; const string SHLASTFLY = "SHLASTFLY_STRING"; const string SHLASTSTATUS = "SHLASTSTATUS_STRING"; int SHlastTick = client.Player.TempProperties.getProperty<int>(SHLASTUPDATETICK); int SHlastFly = client.Player.TempProperties.getProperty<int>(SHLASTFLY); int SHlastStatus = client.Player.TempProperties.getProperty<int>(SHLASTSTATUS); int SHcount = client.Player.TempProperties.getProperty<int>(SHSPEEDCOUNTER); int status = (data & 0x1FF ^ data) >> 8; int fly = (flyingflag & 0x1FF ^ flyingflag) >> 8; if (client.Player.IsJumping) { SHcount = 0; } if (SHlastTick != 0 && SHlastTick != environmentTick) { if (((SHlastStatus == status || (status & 0x8) == 0)) && ((fly & 0x80) != 0x80) && (SHlastFly == fly || (SHlastFly & 0x10) == (fly & 0x10) || !((((SHlastFly & 0x10) == 0x10) && ((fly & 0x10) == 0x0) && (flyingflag & 0x7FF) > 0)))) { if ((environmentTick - SHlastTick) < 400) { SHcount++; if (SHcount > 1 && client.Account.PrivLevel > 1) { //Apo: ?? no idea how to name the first parameter for language translation: 1: ??, 2: {detected} ?, 3: {count} ? client.Out.SendMessage(string.Format("SH: ({0}) detected: {1}, count {2}", 500 / (environmentTick - SHlastTick), environmentTick - SHlastTick, SHcount), eChatType.CT_Staff, eChatLoc.CL_SystemWindow); } if (SHcount % 5 == 0) { StringBuilder builder = new StringBuilder(); builder.Append("TEST_SH_DETECT["); builder.Append(SHcount); builder.Append("] ("); builder.Append(environmentTick - SHlastTick); builder.Append("): CharName="); builder.Append(client.Player.Name); builder.Append(" Account="); builder.Append(client.Account.Name); builder.Append(" IP="); builder.Append(client.TcpEndpointAddress); GameServer.Instance.LogCheatAction(builder.ToString()); if (client.Account.PrivLevel > 1) { client.Out.SendMessage("SH: Logging SH cheat.", eChatType.CT_Damaged, eChatLoc.CL_SystemWindow); if (SHcount >= ServerProperties.Properties.SPEEDHACK_TOLERANCE) client.Out.SendMessage("SH: Player would have been banned!", eChatType.CT_Damaged, eChatLoc.CL_SystemWindow); } if ((client.Account.PrivLevel == 1) && SHcount >= ServerProperties.Properties.SPEEDHACK_TOLERANCE) { if (ServerProperties.Properties.BAN_HACKERS) { DBBannedAccount b = new DBBannedAccount(); b.Author = "SERVER"; b.Ip = client.TcpEndpointAddress; b.Account = client.Account.Name; b.DateBan = DateTime.Now; b.Type = "B"; b.Reason = string.Format("Autoban SH:({0},{1}) on player:{2}", SHcount, environmentTick - SHlastTick, client.Player.Name); GameServer.Database.AddObject(b); GameServer.Database.SaveObject(b); string message = ""; message = "You have been auto kicked and banned for speed hacking!"; for (int i = 0; i < 8; i++) { client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_SystemWindow); client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_ChatWindow); } client.Out.SendPlayerQuit(true); client.Player.SaveIntoDatabase(); client.Player.Quit(true); } else { string message = ""; message = "You have been auto kicked for speed hacking!"; for (int i = 0; i < 8; i++) { client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_SystemWindow); client.Out.SendMessage(message, eChatType.CT_Help, eChatLoc.CL_ChatWindow); } client.Out.SendPlayerQuit(true); client.Player.SaveIntoDatabase(); client.Player.Quit(true); } client.Disconnect(); return; } } } else { SHcount = 0; } SHlastTick = environmentTick; } } else { SHlastTick = environmentTick; } int state = ((data >> 10) & 7); client.Player.IsClimbing = (state == 7); client.Player.IsSwimming = (state == 1); if (state == 3 && client.Player.TempProperties.getProperty<bool>(GamePlayer.DEBUG_MODE_PROPERTY, false) == false && client.Player.IsAllowedToFly == false) //debugFly on, but player not do /debug on (hack) { StringBuilder builder = new StringBuilder(); builder.Append("HACK_FLY"); builder.Append(": CharName="); builder.Append(client.Player.Name); builder.Append(" Account="); builder.Append(client.Account.Name); builder.Append(" IP="); builder.Append(client.TcpEndpointAddress); GameServer.Instance.LogCheatAction(builder.ToString()); { if (ServerProperties.Properties.BAN_HACKERS) { DBBannedAccount b = new DBBannedAccount(); b.Author = "SERVER"; b.Ip = client.TcpEndpointAddress; b.Account = client.Account.Name; b.DateBan = DateTime.Now; b.Type = "B"; b.Reason = string.Format("Autoban flying hack: on player:{0}", client.Player.Name); GameServer.Database.AddObject(b); GameServer.Database.SaveObject(b); } string message = ""; message = "Client Hack Detected!"; for (int i = 0; i < 6; i++) { client.Out.SendMessage(message, eChatType.CT_System, eChatLoc.CL_SystemWindow); client.Out.SendMessage(message, eChatType.CT_System, eChatLoc.CL_ChatWindow); } client.Out.SendPlayerQuit(true); client.Disconnect(); return; } } SHlastFly = fly; SHlastStatus = status; client.Player.TempProperties.setProperty(SHLASTUPDATETICK, SHlastTick); client.Player.TempProperties.setProperty(SHLASTFLY, SHlastFly); client.Player.TempProperties.setProperty(SHLASTSTATUS, SHlastStatus); client.Player.TempProperties.setProperty(SHSPEEDCOUNTER, SHcount); lock (client.Player.LastUniqueLocations) { GameLocation[] locations = client.Player.LastUniqueLocations; GameLocation loc = locations[0]; if (loc.X != realX || loc.Y != realY || loc.Z != realZ || loc.RegionID != client.Player.CurrentRegionID) { loc = locations[locations.Length - 1]; Array.Copy(locations, 0, locations, 1, locations.Length - 1); locations[0] = loc; loc.X = realX; loc.Y = realY; loc.Z = realZ; loc.Heading = client.Player.Heading; loc.RegionID = client.Player.CurrentRegionID; } } //**************// //FALLING DAMAGE// //**************// if (GameServer.ServerRules.CanTakeFallDamage(client.Player) && client.Player.IsSwimming == false) { int maxLastZ = client.Player.MaxLastZ; /* Are we on the ground? */ if ((flyingflag >> 15) != 0) { int safeFallLevel = client.Player.GetAbilityLevel(Abilities.SafeFall); int fallSpeed = (flyingflag & 0xFFF) - 100 * safeFallLevel; // 0x7FF fall speed and 0x800 bit = fall speed overcaped int fallMinSpeed = 400; int fallDivide = 6; if (client.Version >= GameClient.eClientVersion.Version188) { fallMinSpeed = 500; fallDivide = 15; } int fallPercent = Math.Min(99, (fallSpeed - (fallMinSpeed + 1)) / fallDivide); if (fallSpeed > fallMinSpeed) { client.Out.SendMessage(LanguageMgr.GetTranslation(client.Account.Language, "PlayerPositionUpdateHandler.FallingDamage"), eChatType.CT_Damaged, eChatLoc.CL_SystemWindow); client.Player.CalcFallDamage(fallPercent); } client.Player.MaxLastZ = client.Player.Z; } else { // always set Z if on the ground if (flyingflag == 0) client.Player.MaxLastZ = client.Player.Z; // set Z if in air and higher than old Z else if (maxLastZ < client.Player.Z) client.Player.MaxLastZ = client.Player.Z; } } //**************// byte[] con168 = packet.ToArray(); con168[0] = (byte)(client.SessionID >> 8); con168[1] = (byte)(client.SessionID & 0xff); //Riding is set here! if (client.Player.Steed != null && client.Player.Steed.ObjectState == GameObject.eObjectState.Active) { client.Player.Heading = client.Player.Steed.Heading; con168[2] = 0x18; // Set ride flag 00011000 con168[3] = 0; // player speed = 0 while ride con168[12] = (byte)(client.Player.Steed.ObjectID >> 8); //heading = steed ID con168[13] = (byte)(client.Player.Steed.ObjectID & 0xFF); con168[14] = (byte)0; con168[15] = (byte)(client.Player.Steed.RiderSlot(client.Player)); // there rider slot this player } else if (!client.Player.IsAlive) { con168[2] &= 0xE3; //11100011 con168[2] |= 0x14; //Set dead flag 00010100 } //diving is set here con168[16] &= 0xFB; //11 11 10 11 if ((con168[16] & 0x02) != 0x00) { client.Player.IsDiving = true; con168[16] |= 0x04; } else client.Player.IsDiving = false; con168[16] &= 0xFC; //11 11 11 00 cleared Wireframe & Stealth bits if (client.Player.IsWireframe) { con168[16] |= 0x01; } //stealth is set here if (client.Player.IsStealthed) { con168[16] |= 0x02; } con168[17] = (byte)((con168[17] & 0x80) | client.Player.HealthPercent); // zone ID has changed in 1.72, fix bytes 11 and 12 byte[] con172 = (byte[])con168.Clone(); if (packetVersion == 168) { // client sent v168 pos update packet, fix 172 version con172[10] = 0; con172[11] = con168[10]; } else { // client sent v172 pos update packet, fix 168 version con168[10] = con172[11]; con168[11] = 0; } GSUDPPacketOut outpak168 = new GSUDPPacketOut(client.Out.GetPacketCode(eServerPackets.PlayerPosition)); //Now copy the whole content of the packet outpak168.Write(con168, 0, 18/*con168.Length*/); outpak168.WritePacketLength(); GSUDPPacketOut outpak172 = new GSUDPPacketOut(client.Out.GetPacketCode(eServerPackets.PlayerPosition)); //Now copy the whole content of the packet outpak172.Write(con172, 0, 18/*con172.Length*/); outpak172.WritePacketLength(); // byte[] pak168 = outpak168.GetBuffer(); // byte[] pak172 = outpak172.GetBuffer(); // outpak168 = null; // outpak172 = null; GSUDPPacketOut outpak190 = null; GSUDPPacketOut outpak1112 = new GSUDPPacketOut(client.Out.GetPacketCode(eServerPackets.PlayerPosition)); outpak1112.Write(con172, 0, 18/*con172.Length*/); outpak1112.WriteByte(client.Player.ManaPercent); outpak1112.WriteByte(client.Player.EndurancePercent); outpak1112.WriteByte((byte)(client.Player.RPFlag ? 1 : 0)); outpak1112.WriteByte(0); //outpak1112.WriteByte((con168.Length == 22) ? con168[21] : (byte)0); outpak1112.WritePacketLength(); foreach (GamePlayer player in client.Player.GetPlayersInRadius(WorldMgr.VISIBILITY_DISTANCE)) { if (player == null) continue; //No position updates for ourselves if (player == client.Player) { // Update Player Cache (Client sending Packet is admitting he's already having it) player.Client.GameObjectUpdateArray[new Tuple<ushort, ushort>(client.Player.CurrentRegionID, (ushort)client.Player.ObjectID)] = GameTimer.GetTickCount(); continue; } //no position updates in different houses if ((client.Player.InHouse || player.InHouse) && player.CurrentHouse != client.Player.CurrentHouse) continue; if (client.Player.MinotaurRelic != null) { MinotaurRelic relic = client.Player.MinotaurRelic; if (!relic.Playerlist.Contains(player) && player != client.Player) { relic.Playerlist.Add(player); player.Out.SendMinotaurRelicWindow(client.Player, client.Player.MinotaurRelic.Effect, true); } } if (!client.Player.IsStealthed || player.CanDetect(client.Player)) { // Update Player Cache player.Client.GameObjectUpdateArray[new Tuple<ushort, ushort>(client.Player.CurrentRegionID, (ushort)client.Player.ObjectID)] = GameTimer.GetTickCount(); //forward the position packet like normal! if (player.Client.Version >= GameClient.eClientVersion.Version1112) { player.Out.SendUDPRaw(outpak1112); } else if (player.Client.Version >= GameClient.eClientVersion.Version190) { if (outpak190 == null) { outpak190 = new GSUDPPacketOut(client.Out.GetPacketCode(eServerPackets.PlayerPosition)); outpak190.Write(con172, 0, 18/*con172.Length*/); outpak190.WriteByte(client.Player.ManaPercent); outpak190.WriteByte(client.Player.EndurancePercent); outpak190.FillString(client.Player.CharacterClass.Name, 32); // roleplay flag, if == 1, show name (RP) with gray color if (client.Player.RPFlag) outpak190.WriteByte(1); else outpak190.WriteByte(0); outpak190.WriteByte((con168.Length == 54) ? con168[53] : (byte) 0); // send last byte for 190+ packets outpak190.WritePacketLength(); } player.Out.SendUDPRaw(outpak190); } else if (player.Client.Version >= GameClient.eClientVersion.Version172) player.Out.SendUDPRaw(outpak172); else player.Out.SendUDPRaw(outpak168); } else player.Out.SendObjectDelete(client.Player); //remove the stealthed player from view } if (client.Player.CharacterClass.ID == (int)eCharacterClass.Warlock) { //Send Chamber effect client.Player.Out.SendWarlockChamberEffect(client.Player); } //handle closing of windows //trade window if (client.Player.TradeWindow != null) { if (client.Player.TradeWindow.Partner != null) { if (!client.Player.IsWithinRadius(client.Player.TradeWindow.Partner, WorldMgr.GIVE_ITEM_DISTANCE)) client.Player.TradeWindow.CloseTrade(); } } }