Quick fix for CMSG_FORCE_MOVE_ROOT_ACK and CMSG_FORCE_MOVE_UNROOT_ACK (#1937)

**Original issue:**
https://github.com/mod-playerbots/mod-playerbots/issues/1902
**Original cause:** charmed bot (with lost client control) got rooted at
the same time.

**How to reproduce:**
1. Spawn creatures 11350 (x3) and 11830 (x3) using the command: `.npc
add <entry>` in a quiet place.
2. Create any party with random bots or alt bots (should be 60-65
levels), make sure there is at least one healer.
3. Set the healer's mana to a high value, like 100M, using command:
`.mod mana <value>`.
4. Start the fight while continuously respawning creatures with: `.resp
all`.
5. When console starts to spam 'heartbeat' messages, check your party
members' movement flags to identify which one has `MOVEMENTFLAG_ROOT`
0x00000800 (2048) using the command: `.debug move`.

This PR will not fix ALL 'heartbeat' issues, as
`ServerFacade::SetFacingTo` still sends `SendMovementFlagUpdate` while
bots can have the `MOVEMENTFLAG_ROOT` flag.
This commit is contained in:
privatecore
2025-12-25 00:01:42 +01:00
committed by GitHub
parent 6be860c967
commit 88016789ba
2 changed files with 22 additions and 7 deletions

View File

@@ -1179,7 +1179,26 @@ void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet)
return;
}
case SMSG_MOVE_KNOCK_BACK: // handle knockbacks
case SMSG_FORCE_MOVE_ROOT: // CMSG_FORCE_MOVE_ROOT_ACK
case SMSG_FORCE_MOVE_UNROOT: // CMSG_FORCE_MOVE_UNROOT_ACK
{
// Quick fix for CMSG_FORCE_MOVE_ROOT_ACK and CMSG_FORCE_MOVE_UNROOT_ACK:
// this should resolve issues with MOVEMENTFLAG_ROOT being permanently set
// when rooted during lost client control (charm + root effects)
// @see https://github.com/azerothcore/azerothcore-wotlk/pull/23147
bool forceRoot = (packet.GetOpcode() == SMSG_FORCE_MOVE_ROOT);
if (forceRoot)
{
bot->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_MASK_MOVING_FLY);
bot->m_movementInfo.AddMovementFlag(MOVEMENTFLAG_ROOT);
bot->StopMoving();
}
else
bot->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ROOT);
return;
}
case SMSG_MOVE_KNOCK_BACK: // CMSG_MOVE_KNOCK_BACK_ACK
{
WorldPacket p(packet);
p.rpos(0);
@@ -1351,10 +1370,6 @@ void PlayerbotAI::DoNextAction(bool min)
bool isBotAlive = bot->IsAlive();
if (currentEngine != engines[BOT_STATE_DEAD] && !isBotAlive)
{
bot->StopMoving();
bot->GetMotionMaster()->Clear();
bot->GetMotionMaster()->MoveIdle();
// Death Count to prevent skeleton piles
// Player* master = GetMaster(); // warning here - whipowill
if (!HasActivePlayerMaster() && !bot->InBattleground())
@@ -1375,6 +1390,8 @@ void PlayerbotAI::DoNextAction(bool min)
// Change engine if just ressed
if (currentEngine == engines[BOT_STATE_DEAD] && isBotAlive)
{
bot->SendMovementFlagUpdate();
ChangeEngine(BOT_STATE_NON_COMBAT);
return;
}