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The server can persist a corrupted near-origin position on map 0 (from a faulty area-trigger destination) across sessions. On re-login it sends the bad position via LOGIN_VERIFY_WORLD; if the player walks into the offending trigger again the server re-teleports there, and our heartbeats reinforce the bad save — creating a permanent teleport loop. Defenses added: - handleTeleportAck rejects MSG_MOVE_TELEPORT to near-origin on map 0 (no position update, no ACK, no world reload) - applyPlayerTransportState rejects player UPDATE_OBJECT MOVEMENT blocks pushing the same bad position - sendMovement blocks heartbeats originating from near-origin so the server cannot persist the bad save - 10-second area-trigger cooldown after teleport / world entry / login (replaces the one-shot suppress flag that re-fired on jitter) - Immediate STOP+HEARTBEAT after teleport ACK / WORLDPORT ACK / login to sync the real position with the server promptly - CMSG_AREATRIGGER firing now logged at WARNING level for diagnosis