/// <summary> /// The read. /// </summary> /// <param name="client"> /// </param> /// <param name="packet"> /// </param> public static void Read(Client client, byte[] packet) { LogUtil.Debug(DebugInfoDetail.Network, "\r\nReceived:\r\n" + HexOutput.Output(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 = 8; 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)); LoginEncryption loginEncryption = new LoginEncryption(); if (loginEncryption.IsValidLogin(loginKey, client.ServerSalt, userName)) { client.IsBot = true; byte[] chars = AccountCharacterList.Create(userName); LogUtil.Debug(DebugInfoDetail.Network, "\r\nReceived:\r\n" + HexOutput.Output(chars)); client.Send(chars); } else { byte[] loginerr = LoginError.Create(); client.Send(loginerr); client.Server.DisconnectClient(client); } }
/// <summary> /// Read and send back Player name lookup 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 = uint.MaxValue; string playerName = reader.ReadString(); if (playerName == string.Empty) { return; } if (playerName == ConfigReadWrite.Instance.CurrentConfig.RelayBotNick) { byte[] botlookup = NameLookupResult.Create( 0x80000000, ConfigReadWrite.Instance.CurrentConfig.RelayBotNick); client.Send(botlookup); client.Send(BuddyOnlineStatus.Create(0x80000000, 1, new byte[] { 0x00, 0x01, 0x00 })); return; } client.Server.Debug( client, "{0} >> PlayerNameLookup: PlayerName: {1}", client.Character.characterName, playerName); reader.Finish(); DBCharacter character = CharacterDao.GetByCharName(playerName); if (character != null) { playerId = (uint)character.Id; } byte[] namelookup = NameLookupResult.Create(playerId, playerName); client.Send(namelookup); client.Send( BuddyOnlineStatus.Create( playerId, (uint)OnlineDao.IsOnline((int)playerId).Online, new byte[] { 0x00, 0x01, 0x00 })); client.KnownClients.Add(playerId); }
/// <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); }