Core/Movement:
* fixed packet structure field order of MSG_MOVE_TIME_SKIPPED * send move_update opcodes to players after the target player's client has confirmed the speed change via ack opcode *todo: implement anti-cheat checks
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@@ -467,7 +467,7 @@ bool WorldSession::Update(uint32 diff, PacketFilter& updater)
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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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// Send time sync packet every 5s.
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if (_timeSyncTimer > 0)
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{
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if (diff >= _timeSyncTimer)
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@@ -1604,7 +1604,7 @@ void WorldSession::SendTimeSync()
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_pendingTimeSyncRequests[_timeSyncNextCounter] = 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 : 10000;
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// Schedule next sync in 5 sec (sniffs sometimes vary between 5 and 6 seconds. Probably due to their 400 batch interval)
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_timeSyncTimer = 5000;
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_timeSyncNextCounter++;
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}
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