Feat: Reintroduce timed logouts (#2289)

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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
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## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Timed logouts was enabled in the past, but was disabled due to a
misdiagnosis on an issue that caused crashes. That issue was better
understood and resolved in #2131. Now timed logouts are reintroduced for
alt-bots and addclass-bots. As before, random-bots do not and should not
accept logout commands.

Note that if the bot's master has instant logout privileges according to
`InstantLogout` in worldserver.conf, so would the bot. If not, neither
would the bot.

## Feature Evaluation
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If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
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<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Feature at minimum logic needed to implement. No measurable processing
cost.


## How to Test the Changes
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- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
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1. Have your account gmlevel set to 2 in acore_auth>account_access just
to test how it works with security parameters.
2. Set `InstantLogout = 3` in worldserver.conf.
3. Invite an addclass or alt-bot.
4. Bot should logout if whispered "logout" to or if you logout.
5. If not in a resting place, neither you nor the bot should be able to
instant logout according to the security setting.
6. After the bot logout, log it back in and whisper "logout" again, but
right after whisper "cancel logout" or "logout cancel". That should
cancel the logout.
7. Have your account gmlevel set to 3 in acore_auth>account_access.
(when you change your gmlevel, you need to log out of your account for
the change to take effect)
8. You are now at admin gmlevel, and with `InstantLogout = 3`, you and
any bot under your command should be able to logout instantly.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
Bots now trigger instant or timed logout under the same circumstances
that would apply to their master.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)
Checks if bot is eligible for instant logout or not. If not, timed
logout applies to them.


## AI Assistance
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AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
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Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
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TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
While testing this I was having some odd issues with the command
`account set gmlevel`. Not sure what's going on there, but for purposes
of testing this and changing your account security level, doing it
directly in the DB at "acore_auth>account_access" is going to be most
reliable.
This commit is contained in:
NoxMax 2026-04-17 12:27:44 -06:00 committed by GitHub
parent a34681bd7e
commit 6c517eb9d1
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 67 additions and 50 deletions

View File

@ -243,10 +243,22 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
nextAICheckDelay = 0;
// Early return if bot is in invalid state
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() ||
bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() || bot->IsDuringRemoveFromWorld())
return;
// During timed logout countdown, cancel if bot enters combat (this cancellation is handled client-side for real players).
if (bot->GetSession()->isLogingOut())
{
bool canLogoutInCombat = bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
if (bot->IsInCombat() && !canLogoutInCombat)
{
WorldPackets::Character::LogoutCancel cancelData = WorldPacket(CMSG_LOGOUT_CANCEL);
bot->GetSession()->HandleLogoutCancelOpcode(cancelData);
}
else
return;
}
// Handle cheat options (set bot health and power if cheats are enabled)
if (bot->IsAlive() &&
(static_cast<uint32>(GetCheat()) > 0 || static_cast<uint32>(sPlayerbotAIConfig.botCheatMask) > 0))
@ -715,30 +727,9 @@ void PlayerbotAI::HandleCommand(uint32 type, const std::string& text, Player& fr
Reset(true);
}
// TODO: missing implementation to port
/*else if (filtered == "logout")
{
if (!(bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut()))
{
if (type == CHAT_MSG_WHISPER)
TellPlayer(&fromPlayer, BOT_TEXT("logout_start"));
if (master && master->GetPlayerbotMgr())
SetShouldLogOut(true);
}
}
else if (filtered == "logout cancel")
{
if (bot->IsStunnedByLogout() || bot->GetSession()->isLogingOut())
{
if (type == CHAT_MSG_WHISPER)
TellPlayer(&fromPlayer, BOT_TEXT("logout_cancel"));
WorldPacket p;
bot->GetSession()->HandleLogoutCancelOpcode(p);
SetShouldLogOut(false);
}
}
// Commented-out logout commands blocks removed from here and implemented in HandleCommand.
// Remaining is a commented-out action delay command block.
/*
else if ((filtered.size() > 5) && (filtered.substr(0, 5) == "wait ") && (filtered.find("wait for attack") ==
std::string::npos))
{
@ -1084,7 +1075,7 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro
TellMaster(message);
}
}
else if (filtered == "logout cancel")
else if (filtered == "cancel logout" || filtered == "logout cancel")
{
if (!bot->GetSession()->isLogingOut())
return;
@ -1100,10 +1091,8 @@ void PlayerbotAI::HandleCommand(uint32 type, std::string const text, Player* fro
bot->GetSession()->HandleLogoutCancelOpcode(data);
}
else
{
chatCommands.push_back(ChatCommandHolder(filtered, fromPlayer, type));
}
}
void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet)
{

View File

@ -299,6 +299,11 @@ void PlayerbotHolder::LogoutAllBots()
if (!botAI || botAI->IsRealPlayer())
continue;
// If bot is mid-countdown, cancel the timer so LogoutPlayerBot proceeds immediately.
WorldSession* session = bot->GetSession();
if (session && session->isLogingOut())
session->SetLogoutStartTime(0);
LogoutPlayerBot(bot->GetGUID());
}
}
@ -361,36 +366,50 @@ void PlayerbotHolder::LogoutPlayerBot(ObjectGuid guid)
WorldSession* botWorldSessionPtr = bot->GetSession();
WorldSession* masterWorldSessionPtr = nullptr;
// If already in timed logout countdown, complete it once the 20-second timer expires.
if (botWorldSessionPtr->isLogingOut())
{
if (botWorldSessionPtr->ShouldLogOut(time(nullptr)))
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {});
botAI->TellMaster(message);
RemoveFromPlayerbotsMap(guid);
botWorldSessionPtr->LogoutPlayer(true);
delete botWorldSessionPtr;
}
return;
}
Player* master = botAI->GetMaster();
if (master)
masterWorldSessionPtr = master->GetSession();
// TODO: Review whether or not to implement timed logout.
// Unused block. Useful only for timed logout.
/*
// check for instant logout
bool logout = botWorldSessionPtr->ShouldLogOut(time(nullptr));
if (masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr)))
logout = true;
if (masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer())
logout = true;
if (bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
botWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))
logout = true;
if (master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) || master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
// Instant logout checking:
bool logout =
bot->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ||
bot->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(masterWorldSessionPtr && !masterWorldSessionPtr->GetPlayer()) ||
// Master's socket is already gone (EXIT GAME -> EXIT NOW is the most typical cause).
// Force instant logout. Without this, the bot restarts its 20-second countdown and fires LogoutPlayer() 20 seconds
// after the master's Player object has been deleted, causing the bot's logout to crash on the now deleted master.
(masterWorldSessionPtr && masterWorldSessionPtr->IsSocketClosed()) ||
(masterWorldSessionPtr && masterWorldSessionPtr->ShouldLogOut(time(nullptr))) ||
// If the bot's master has security clearance for `InstantLogout` in worldserver.conf, so does the bot.
(master &&
(master->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ||
master->HasUnitState(UNIT_STATE_IN_FLIGHT) ||
(masterWorldSessionPtr &&
masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))))
logout = true;
*/
// Instant logout (the only option right now)
masterWorldSessionPtr->GetSecurity() >= (AccountTypes)sWorld->getIntConfig(CONFIG_INSTANT_LOGOUT))));
if (!logout)
{
// Start the 20-second logout countdown. CancelLogout() can interrupt this.
WorldPackets::Character::LogoutRequest data = WorldPacket(CMSG_LOGOUT_REQUEST);
botWorldSessionPtr->HandleLogoutRequestOpcode(data);
return;
}
{
std::string message = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"goodbye", "Goodbye!", {});
@ -1478,6 +1497,15 @@ void PlayerbotMgr::UpdateAIInternal(uint32 elapsed, bool /*minimal*/)
{
SetNextCheckDelay(sPlayerbotAIConfig.reactDelay);
CheckTellErrors(elapsed);
// Complete timed logouts for added bots once the 20-second countdown has elapsed.
std::vector<ObjectGuid> expiredLogouts;
for (auto const& [botGuid, bot] : playerBots)
if (bot && bot->GetSession() && bot->GetSession()->ShouldLogOut(time(nullptr)))
expiredLogouts.push_back(botGuid);
for (ObjectGuid const& guid : expiredLogouts)
LogoutPlayerBot(guid);
}
void PlayerbotMgr::HandleCommand(uint32 type, std::string const text)