/// <summary>
        /// The read.
        /// </summary>
        /// <param name="client">
        /// </param>
        /// <param name="packet">
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            byte[] senderId = BitConverter.GetBytes(client.Character.CharacterId);
            Array.Reverse(senderId);

            ChannelBase channel = client.ChatServer().GetChannel(packet);

            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16();
            reader.ReadUInt16();
            reader.ReadUInt16();
            reader.ReadUInt16();
            reader.ReadByte();
            string text        = reader.ReadString();
            string channelName = channel.ChannelName;

            // Check if it is a Chat Command (starting with a dot)
            if (!ProcessServerCommand(text, client))
            {
                byte[] newpacket = new byte[packet.Length + 4];

                Array.Copy(packet, 0, newpacket, 0, 9);
                Array.Copy(senderId, 0, newpacket, 9, 4);
                Array.Copy(packet, 9, newpacket, 13, packet.Length - 9);
                newpacket[2] = (byte)(packet.Length >> 8);
                newpacket[3] = (byte)packet.Length;

                foreach (Client recipient in client.ChatServer().ConnectedClients.Values)
                {
                    if (recipient.Channels.Contains(channel))
                    {
                        if (!recipient.KnownClients.Contains(client.Character.CharacterId) &&
                            (recipient.Character.CharacterId != client.Character.CharacterId))
                        {
                            byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
                            recipient.Send(pname);
                            recipient.KnownClients.Add(client.Character.CharacterId);
                        }

                        recipient.Send(newpacket);
                    }
                }

                client.ChannelMessageReceived(channel, client.Character.characterName, text);
            }

            ChatLogger.WriteString(channelName, text, client.Character.characterName);
        }
Beispiel #2
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        /// <summary>
        /// Read and process Tell message
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// Packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16();
            reader.ReadUInt16();
            uint   playerId = reader.ReadUInt32();
            string message  = reader.ReadString();

            client.Server.Debug(client, "{0} >> Tell: PlayerId: {1}", client.Character.characterName, playerId);
            reader.Finish();
            if (client.ChatServer().ConnectedClients.ContainsKey(playerId))
            {
                Client tellClient = (Client)client.ChatServer().ConnectedClients[playerId];
                if (!tellClient.KnownClients.Contains(client.Character.CharacterId))
                {
                    byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
                    tellClient.Send(pname);
                    tellClient.KnownClients.Add(client.Character.CharacterId);

                    // TODO: Check if status bytes are correct even for offline chars
                    client.Send(
                        BuddyOnlineStatus.Create(
                            (uint)tellClient.Character.CharacterId,
                            (uint)OnlineDao.IsOnline((int)tellClient.Character.CharacterId).Online,
                            new byte[] { 0x00, 0x01, 0x00 }));
                }

                byte[] pgroup = MsgPrivateGroup.Create(client.Character.CharacterId, message, string.Empty);
                tellClient.Send(pgroup);
            }
            else
            {
                byte[] sysmsg = MsgSystem.Create("Player not online.");
                client.Send(sysmsg);
            }
        }
        /// <summary>
        /// Read Login Character packet
        /// </summary>
        /// <param name="client">
        /// Client sending
        /// </param>
        /// <param name="packet">
        /// packet data
        /// </param>
        public static void Read(Client client, byte[] packet)
        {
            PacketReader reader = new PacketReader(ref packet);

            reader.ReadUInt16(); // Packet ID
            reader.ReadUInt16(); // Data length
            uint playerId = reader.ReadUInt32();

            client.Server.Debug(
                client,
                "{0} >> LoginCharacter: PlayerID: {1}",
                client.Character.characterName,
                playerId);
            reader.Finish();

            if (client.IsBot)
            {
                CharacterDao.Instance.SetOnline((int)playerId);
            }

            DBCharacter character = CharacterDao.Instance.Get((int)playerId);

            client.Character.CharacterId        = playerId;
            client.Character.characterName      = character.Name;
            client.Character.characterFirstName = character.FirstName;
            client.Character.characterLastName  = character.LastName;

            client.ChatServer().AddClientToChannels(client);

            if (client.IsBot)
            {
                // and give client its own name lookup
                byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
                client.Send(pname);

                // send server welcome message to client
                byte[] anonv = MsgAnonymousVicinity.Create(
                    string.Empty,
                    string.Format(
                        client.ChatServer().MessageOfTheDay,
                        AssemblyInfoclass.RevisionName + " " + AssemblyInfoclass.AssemblyVersion),
                    string.Empty);
                client.Send(anonv);

                // TODO: Add Buddies List/BuddyOnlineStatus messages

                foreach (ChannelBase channel in client.Channels)
                {
                    byte[] channelJoin = ChannelJoin.Create(
                        channel.channelType,
                        channel.ChannelId,
                        channel.ChannelName,
                        channel.channelFlags,
                        new byte[] { 0x00, 0x00 });
                    client.Send(channelJoin);
                }

                if (!client.ChatServer().ConnectedClients.ContainsKey(client.Character.CharacterId))
                {
                    client.ChatServer().ConnectedClients.Add(client.Character.CharacterId, client);
                }

                // add yourself to that list
                client.KnownClients.Add(client.Character.CharacterId);
            }
        }
        /// <summary>
        /// The read.
        /// </summary>
        /// <param name="client">
        /// </param>
        /// <param name="packet">
        /// </param>
        public static void Read(Client client, ref byte[] packet)
        {
            MemoryStream m_stream = new MemoryStream(packet);
            BinaryReader m_reader = new BinaryReader(m_stream);

            // now we should do password check and then send OK or Error
            // sending OK now
            m_stream.Position = 12;

            short  userNameLength = IPAddress.NetworkToHostOrder(m_reader.ReadInt16());
            string userName       = Encoding.ASCII.GetString(m_reader.ReadBytes(userNameLength));
            short  loginKeyLength = IPAddress.NetworkToHostOrder(m_reader.ReadInt16());
            string loginKey       = Encoding.ASCII.GetString(m_reader.ReadBytes(loginKeyLength));

            uint characterId = BitConverter.ToUInt32(new[] { packet[11], packet[10], packet[9], packet[8] }, 0);

            LoginEncryption loginEncryption = new LoginEncryption();

            if (loginEncryption.IsValidLogin(loginKey, client.ServerSalt, userName) &&
                loginEncryption.IsCharacterOnAccount(userName, characterId))
            {
                byte[] loginok = LoginOk.Create();
                client.Send(loginok);
            }
            else
            {
                byte[] loginerr = LoginError.Create();
                client.Send(loginerr);
                client.Server.DisconnectClient(client);
                byte[] invalid = BitConverter.GetBytes(characterId);

                ZoneCom.SendMessage(99, invalid);
                return;
            }

            // save characters ID in client - note, this is usually 0 if it is a chat client connecting
            client.Character = new Character(characterId, client);

            // add client to connected clients list
            if (!client.ChatServer().ConnectedClients.ContainsKey(client.Character.CharacterId))
            {
                client.ChatServer().ConnectedClients.Add(client.Character.CharacterId, client);
            }

            // add yourself to that list
            client.KnownClients.Add(client.Character.CharacterId);

            // and give client its own name lookup
            byte[] pname = PlayerName.Create(client, client.Character.CharacterId);
            client.Send(pname);

            // send server welcome message to client
            byte[] anonv = MsgAnonymousVicinity.Create(
                string.Empty,
                string.Format(
                    client.ChatServer().MessageOfTheDay,
                    AssemblyInfoclass.RevisionName + " " + AssemblyInfoclass.AssemblyVersion),
                string.Empty);
            client.Send(anonv);

            client.ChatServer().AddClientToChannels(client);
        }