feat(Core): implement world availability option (#8755)

This commit is contained in:
Meltie2013
2021-10-29 08:32:19 -05:00
committed by GitHub
parent 5b6cc5e6f5
commit 250dee5be9
5 changed files with 39 additions and 7 deletions

View File

@@ -665,17 +665,23 @@ void WorldSession::HandleCharDeleteOpcode(WorldPacket& recvData)
void WorldSession::HandlePlayerLoginOpcode(WorldPacket& recvData)
{
if (PlayerLoading() || GetPlayer() != nullptr)
{
LOG_ERROR("network", "Player tries to login again, AccountId = %d", GetAccountId());
KickPlayer("WorldSession::HandlePlayerLoginOpcode Another client logging in");
return;
}
m_playerLoading = true;
ObjectGuid playerGuid;
recvData >> playerGuid;
if (PlayerLoading() || GetPlayer() != nullptr || !playerGuid.IsPlayer())
{
// limit player interaction with the world
if (!sWorld->getBoolConfig(CONFIG_REALM_LOGIN_ENABLED))
{
WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1);
// see LoginFailureReason enum for more reasons
data << uint8(LoginFailureReason::NoWorld);
SendPacket(&data);
return;
}
}
if (!playerGuid.IsPlayer() || !IsLegitCharacterForAccount(playerGuid))
{
LOG_ERROR("network", "Account (%u) can't login with that character (%s).", GetAccountId(), playerGuid.ToString().c_str());