Azerothcore-wotlk: When summoning/teleporting in GM mode, target player gets all phases

Created on 15 Nov 2020  路  5Comments  路  Source: azerothcore/azerothcore-wotlk

CURRENT BEHAVIOUR:

When I turn on GM mode and summon a player, their phase mask becomes 0xFFFF_FFFF (all phases).

EXPECTED BLIZZLIKE BEHAVIOUR:

This is a GM command, so I'm not sure what blizzlike behavior is, or if there's any public info about that. That said, I personally would not expect a GM summon to modify the player's phase. Perhaps I'm wrong + if I am, let's just close this, and I'll make a PR to add documentation about this behavior to the AzerothCore wiki instead.

STEPS TO REPRODUCE THE PROBLEM:
  1. On a gm character, turn on gm mode, .gm on
  2. Run .pinfo anotherchar on some other character that's online (and also not in gm mode). Note their phase. Usually it's 1
  3. Summon that character .summon anotherchar.
  4. Run .pinfo anotherchar again.

Expected: Their phase has not changed
Actual: Their phase is set to MAX_UNSIGNED_INT, 4294967295

A great way to test this is by summoning a player to the bank at undercity. Before you summon them, they'll see the city like normal. If you summon them while you're in GM mode, they'll see the city on fire. I suspect this is because GMs can see all phases, and the summon command is just using the GM's current phase mask.

Before summon
image
image

After summon
image
image

EXTRA NOTES:
  • The .teleport name command also exhibits this behavior Looks like I was mistaken. The .teleport name command does not affect player phase.
  • The screenshots above show me summoning a character who happens to be on an account with GM level 3. This also happens for characters on regular accounts
Workaround
  • Reset the player's phase to 1 via .modify phase 1.
  • Turn off GM mode and summon the player to a different location. If you teleport the player to the exact same coordinates, it will not set their phase. I assume this is because of an optimization in the teleport command

Neither of these workarounds restore the player's phase to what it was before they were summoned, which will be a problem for players like death knights who rely heavily on phasing for their starting quest line.

AC HASH/COMMIT:

27ed629ff5d49dee5e12e7564b52f232dda947b9

OPERATING SYSTEM:

Windows 10.0.19041

MODULES:
  • mod-ah-bot (custom build from https://github.com/steenburgh/mod-ah-bot/pull/1)
  • mod-autobalance
OTHER CUSTOMIZATIONS:

Most helpful comment

Personally I think we should force the player to the "normal" phase

All 5 comments

Yeah, I noticed it quite along time but I just felt it like "that's the way it works" and then just did .mod phase 1, which restores phase 1 for the player, at least that way worked for me, so not sure if this behavior is an issue, tagging @Kitzunu @FrancescoBorzi for their feedback on this and decide if is whether an "issue" or expected.

Personally I think we should force the player to the "normal" phase

IDK what the intent of the summon/teleport name commands are, but I've always thought it was for when GMs needed to respond to tickets + move players around for one reason or another. On my server, we use it much more frequently during normal gameplay just to make traveling more convenient. In either case, you almost never would want to change their phase to 'all phases'. Now the obvious response to that is "well don't use gm mode then" and I get that, but it just doesn't seem intuitive that that would affect it at all.

@steenburgh said: The .teleport name command also exhibits this behavior

This statement is false, a player teleported in this way:

  • Click player
  • .tele name tirisfal

The player will be teleported to "default" phase, not the gm one.

Test #3764

Just tested on my server and yep, I was mistaken - the .tele name command does not modify the player's phase. I've updated the description to reflect this.

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