Beispiel #1
0
        private static void ProcessDelChar(Session MySession, List <byte> myPacket)
        {
            //Passes in packet with ServerID on it, will grab, transform and return ServerID while also removing packet bytes
            int clientServID = (int)Utility_Funcs.Untechnique(myPacket);

            //Call SQL delete method to actually process the delete.
            SQLOperations.DeleteCharacter(clientServID, MySession);
        }
Beispiel #2
0
        ///When a new session is identified, we add this into our endpoint/session list
        public static void ProcessSession(List <byte> myPacket, IPEndPoint MyIPEndPoint, ushort ClientEndpoint)
        ///public static void ProcessSession(List<byte> myPacket, bool NewSession)
        {
            bool RemoteEndPoint = false;
            bool NewInstance    = false;
            bool InstanceHeader = false;
            bool ResetInstance  = false;

            uint val = Utility_Funcs.Unpack(myPacket);

            //Get's this bundle length
            int BundleLength = (int)(val & 0x7FF);
            int value        = (int)(val - (val & 0x7FF));

            if ((value & 0x80000) != 0) //Requesting instance ack, starting a new session/instance from client
            {
                NewInstance = true;
            }

            if ((value & 0x02000) != 0) //Has instance in header
            {
                InstanceHeader = true;
            }

            if ((value & 0x10000) != 0) // reset connection?
            {
                ResetInstance = true;
            }

            if ((value & 0x0800) != 0)
            {
                RemoteEndPoint = true;
            }

            //if false, means 4 byte instance header has been removed and only need to read the 3 byte character ID (If server is master
            //If client is "master", then goes straight into bundle type
            if (InstanceHeader)
            {
                uint SessionIDBase = (uint)(myPacket[3] << 24 | myPacket[2] << 16 | myPacket[1] << 8 | myPacket[0]);
                myPacket.RemoveRange(0, 4);

                //If not reset instance, start processing packet data
                if (ResetInstance)
                {
                    //Try to find the instance
                    try
                    {
                        ///This finds our session by utilizing endpoints and IPEndPoint info (IP and Port) and drops it
                        DropSession(SessionList.Find(i => Equals(i.clientEndpoint, ClientEndpoint) && Equals(i.MyIPEndPoint, MyIPEndPoint) && Equals(i.sessionIDBase, SessionIDBase)));

                        //Remove the double session information
                        myPacket.RemoveRange(0, 4);

                        if (RemoteEndPoint)
                        {
                            //Remove the 3 byte "Object ID"
                            myPacket.RemoveRange(0, 3);
                        }

                        //if mutliple bundles, process next one
                        if (myPacket.Count() > 10)
                        {
                            //Process next bundle
                            ProcessSession(myPacket, MyIPEndPoint, ClientEndpoint);
                        }
                    }

                    catch
                    {
                        //Just let it die gracefully if not in list
                        // possible for a session to not be in the list if a new connection
                    }
                }

                //If new instance, client is initiating this and we know bytes to read
                else if (NewInstance)
                {
                    Logger.Info("Checking if session \"exists\"");
                    bool SessionExistence = SessionList.Exists(i => Equals(i.clientEndpoint, ClientEndpoint) && Equals(i.MyIPEndPoint, MyIPEndPoint) && Equals(i.sessionIDBase, SessionIDBase));

                    ///If it exists, returns to drop this request
                    if (SessionExistence)
                    {
                        ///This "drops" the packet
                        ///If a client from x IPAddress tries to connect with the same endpoint and IP
                        ///and we will drop and wait for clients next endpoint
                        ///Client will do the leg work to "remove" the session
                        return;
                    }

                    ///Create the session
                    Logger.Info("Creating new session for Client");

                    ///Create our session object instance
                    Session thisSession = new Session(ClientEndpoint, MyIPEndPoint, SessionIDBase);

                    ///Add this sesison to our session list
                    AddMasterSession(thisSession);

                    //Process remaining data
                    ProcessSession(thisSession, myPacket);
                }

                //Continue processing session
                else
                {
                    //Grab session
                    Session thisSession = SessionList.Find(i => Equals(i.clientEndpoint, ClientEndpoint) && Equals(i.MyIPEndPoint, MyIPEndPoint) && Equals(i.sessionIDBase, SessionIDBase));

                    if (thisSession == null)
                    {
                        Console.WriteLine("Error Finding Session, maybe transition to memory dump? Ignore for now");
                        return;
                    }
                    //If server is master/initiated the session we need to remove the 3 byte session Identifier from packet
                    if (thisSession.remoteMaster)
                    {
                        //Could always do an additional check to make sure this matches internally?
                        //Something like
                        //if (thisSession.SessionIDUp == Utility_Funcs.Untechnique(myPacket))
                        //{//Continue}
                        //else{ //Note exception and fail gracefully?}

                        //Will read our Session Identifier and remove it off the packet for us
                        int SessionIDUp = Utility_Funcs.Untechnique(myPacket);
                    }

                    //If remote master is 0, doesn't really matter... means client is "master" and will not have the 3 byte characterInstanceID
                    ProcessSession(thisSession, myPacket);
                }
            }

            //4 byte header has been removed
            else
            {
                //Assumption would be this must be an ongoing session, so should never expect a new session without the instance header
                //Grab session
                //Will this always be correct? Shouldn't have duplicate client endpoints so should be...
                Session thisSession = SessionList.Find(i => Equals(i.clientEndpoint, ClientEndpoint) && Equals(i.MyIPEndPoint, MyIPEndPoint));

                //If server is master/initiated the session we need to remove the 3 byte session Identifier from packet
                if (thisSession.remoteMaster)
                {
                    //Could always do an additional check to make sure this matches internally?
                    //Something like
                    //if (thisSession.SessionIDUp == Utility_Funcs.Untechnique(myPacket))
                    //{//Continue}
                    //else{ //Note exception and fail gracefully?}

                    //Will read our Session Identifier and remove it off the packet for us
                    int SessionIDUp = Utility_Funcs.Untechnique(myPacket);
                }

                //If remote master is 0, doesn't really matter... means client is "master" and will not have the 3 byte characterInstanceID
                ProcessSession(thisSession, myPacket);
            }
        }
Beispiel #3
0
        //Method to create new character when new character opcode is received
        private static void ProcessCreateChar(Session MySession, List <byte> myPacket)
        {
            //Create NewCharacter object
            Character charCreation = new Character();

            //Log that a new character creation packet was received
            Logger.Info("Received Character Creation Packet");

            //Get length of characters name expected in packet
            int nameLength = myPacket[3] << 24 | myPacket[2] << 16 | myPacket[1] << 8 | myPacket[0];

            //Remove nameLength from packet
            myPacket.RemoveRange(0, 4);

            //var for actual character name
            byte[] characterNameArray = new byte[nameLength];

            //Copy the actual character name to above variable
            myPacket.CopyTo(0, characterNameArray, 0, nameLength);

            //Remove charactername from packet
            myPacket.RemoveRange(0, nameLength);

            //Make charactername readable
            charCreation.CharName = Encoding.Default.GetString(characterNameArray);

            //Before processing a full character creation check if the characters name already exists in the DB.
            //Later this will need to include a character/world combination if additional servers are spun up.
            if (charCreation.CharName == SQLOperations.CheckName(charCreation.CharName))
            {
                myPacket.Clear();
                //List and assignment to hold game op code in bytes to send out
                List <byte> NameTaken = new List <byte>();
                NameTaken.AddRange(BitConverter.GetBytes(GameOpcode.NameTaken));

                //Log character name taken and send out RDP message to pop up that name is taken.
                Console.WriteLine("Character Name Already Taken");
                RdpCommOut.PackMessage(MySession, MessageOpcodeTypes.ShortReliableMessage, GameOpcode.NameTaken);
            }
            //If name not found continue to actually create character
            else
            {
                //Get starting level
                charCreation.Level = Utility_Funcs.Untechnique(myPacket);

                //Divide startLevel by 2 because client doubles it
                //Get single byte attributes
                charCreation.Race          = Utility_Funcs.Untechnique(myPacket);
                charCreation.StartingClass = Utility_Funcs.Untechnique(myPacket);
                charCreation.Gender        = Utility_Funcs.Untechnique(myPacket);
                charCreation.HairColor     = Utility_Funcs.Untechnique(myPacket);
                charCreation.HairLength    = Utility_Funcs.Untechnique(myPacket);
                charCreation.HairStyle     = Utility_Funcs.Untechnique(myPacket);
                charCreation.FaceOption    = Utility_Funcs.Untechnique(myPacket);
                charCreation.HumTypeNum    = Utility_Funcs.Untechnique(myPacket);

                //Get player attributes from packet and remove bytes after reading into variable
                charCreation.AddStrength     = myPacket[3] << 24 | myPacket[2] << 16 | myPacket[1] << 8 | myPacket[0];
                charCreation.AddStamina      = myPacket[7] << 24 | myPacket[6] << 16 | myPacket[5] << 8 | myPacket[4];
                charCreation.AddAgility      = myPacket[11] << 24 | myPacket[10] << 16 | myPacket[9] << 8 | myPacket[8];
                charCreation.AddDexterity    = myPacket[15] << 24 | myPacket[14] << 16 | myPacket[13] << 8 | myPacket[12];
                charCreation.AddWisdom       = myPacket[19] << 24 | myPacket[18] << 16 | myPacket[17] << 8 | myPacket[16];
                charCreation.AddIntelligence = myPacket[23] << 24 | myPacket[22] << 16 | myPacket[21] << 8 | myPacket[20];
                charCreation.AddCharisma     = myPacket[27] << 24 | myPacket[26] << 16 | myPacket[25] << 8 | myPacket[24];

                myPacket.RemoveRange(0, 28);

                //Call SQL method for character creation
                SQLOperations.CreateCharacter(MySession, charCreation);
            }
        }