In certain circumstances, like when running a private server through
Hamachi, the shard IP will be set to an address the local machine can't
reach itself from, preventing only the local player from getting past
character selection. This workaround detects local connections and
sends a loopback address for the shard instead of the configured one.
This makes those use cases feasible.
Also reorder the rapid fire check in MobManager::pcAttackNpcs(), so the
output packet validation happens immediately before the buffer is
initialized, for clarity.
* Create new table to store redeemed codes
* Check if a player already used a code when using /redeem
* Change Coordinate columns to non-plural form
* Fixed EmailItems unique constraint not being specific enough
* Bumped DB version to 3
This is important because the client can genuinely send such an invalid
packet by mistake during normal gameplay.
If a sanity check fails, we don't need to send any sort of "move it but
keep it where it is" packet, since simply ignoring the invalid request
doesn't softlock the client.
Also improved validation of inventory slot indexes.
They're not often changed, and keeping two sets of them in the config
file is messy when the right set is automatially chosen by the ifdef in
the server itself.
* Muting a player's freechat
* Kicking players
* Querying info about a player
* Teleporting yourself to a player
* Teleporting a player to yourself
* Teleporting a player to another player
* Teleporting a player to arbitrary coords
* Teleporting a player to arbitrary coords in an arbitrary mapnum
* /unstick
Also:
* Renamed misleading setSpecialPlayer() to setValuePlayer()
* Revamped monitor logic
* Added server-side checks to account level 50 commands
* Made sure even trade chat is run through sanitizeText()
* Moved setSpecialState() closer to its calling functions
* Interpret client commands even in Buddy and Group chat (but not in
Trade chat)