Beispiel #1
0
        private void PacketHandler_0x02_CreateA(Client client, ClientPacket packet)
        {
            var name = packet.ReadString8();
            var password = packet.ReadString8();
            var email = packet.ReadString8();

            // This string will contain a client-ready message if the provided password
            // isn't valid.
            byte passwordErr = 0x0;

            if (Game.World.PlayerExists(name))
            {
                client.LoginMessage("That name is unavailable.", 3);
            }
            else if (name.Length < 4 || name.Length > 12)
            {
                client.LoginMessage("Names must be between 4 to 12 characters long.", 3);
            }
            else if (!ValidPassword(password, out passwordErr))
            {
                client.LoginMessage(GetPasswordError(passwordErr), 3);
            }
            else if (Regex.IsMatch(name, "^[A-Za-z]{4,12}$"))
            {
                client.NewCharacterName = name;
                client.NewCharacterPassword = HashPassword(password);
                client.LoginMessage("\0", 0);
            }
            else
            {
                client.LoginMessage("Names may only contain letters.", 3);
            }
        }
Beispiel #2
0
        private static void EndReceive(IAsyncResult ar)
        {
            var client = (Client)ar.AsyncState;
            var socket = client.Socket;

            try
            {
                int count = socket.EndReceive(ar);

                for (int i = 0; i < count; ++i)
                {
                    client.fullRecvBuffer.Add(client.recvBuffer[i]);
                }

                if (count == 0 || client.fullRecvBuffer[0] != 0xAA)
                {
                    Logger.DebugFormat("cid {0}: client is disconnected or corrupt packets received", client.ConnectionId);
                    client.Connected = false;
                    return;
                }

                while (client.fullRecvBuffer.Count > 3)
                {
                    Logger.Debug("in fullRecvBuffer loop");
                    int length = client.fullRecvBuffer[1]*256 + client.fullRecvBuffer[2] + 3;

                    if (length > client.fullRecvBuffer.Count)
                        break;

                    var range = client.fullRecvBuffer.GetRange(0, length);
                    var buffer = range.ToArray();

                    client.fullRecvBuffer.RemoveRange(0, length);

                    var packet = new ClientPacket(buffer);

                    if (packet.ShouldEncrypt)
                        packet.Decrypt(client);

                    if (packet.Opcode == 0x39 || packet.Opcode == 0x3A)
                        packet.DecryptDialog();

                    if (client.Connected)
                    {
                        if (Constants.PACKET_THROTTLES.ContainsKey(packet.Opcode))
                        {
                            ThrottleInfo tinfo;

                            if (client.Throttle.TryGetValue(packet.Opcode, out tinfo))
                            {
                                tinfo.Received();
                                if (tinfo.IsThrottled)
                                {
                                    Logger.InfoFormat("cid {0}: opcode 0x{0:X2} throttled", client.ConnectionId,
                                        packet.Opcode);
                                    if (tinfo.TotalThrottled > tinfo.Throttle.DisconnectAfter)
                                    {
                                        Logger.InfoFormat("cid {0}: opcode 0x{0:X2} throttle limit reached: disconnected",
                                            client.ConnectionId, packet.Opcode);
                                        client.Connected = false;
                                        break;
                                    }
                                    client.recving = false;
                                    continue;
                                }
                            }
                            else
                            {
                                // We've never seen this packet before on this client. And obviously, as a result,
                                // we can be neither squelched nor throttled.
                                Logger.DebugFormat("cid {0}: creating throttle for opcode 0x{0:X2}", client.ConnectionId,
                                    packet.Opcode);
                                client.Throttle[packet.Opcode] = new ThrottleInfo(packet.Opcode);
                            }
                        }
                        Logger.Debug("Proceeding to packet processing");
                        // For Lobby and Login, we simply process the packet as we can do so in a 
                        // thread safe manner.
                        // For World, which involves game logic, we queue the packet for processing by
                        // the world consumer thread.

                        try
                        {
                            if (client.Server is Lobby)
                            {
                                Logger.DebugFormat("Lobby: 0x{0:X2}", packet.Opcode);
                                var handler = (client.Server as Lobby).PacketHandlers[packet.Opcode];
                                handler.Invoke(client, packet);
                                client.UpdateLastReceived();
                            }
                            else if (client.Server is Login)
                            {
                                var handler = (client.Server as Login).PacketHandlers[packet.Opcode];
                                handler.Invoke(client, packet);
                                Logger.DebugFormat("Login: 0x{0:X2}", packet.Opcode);
                                client.UpdateLastReceived();
                            }
                            else
                            {
                                if (packet.Opcode != 0x45 && packet.Opcode != 0x75)
                                {
                                    // Heartbeats don't effect our idle calcuations
                                    client.UpdateLastReceived((packet.Opcode != 0x45 && packet.Opcode != 0x75));
                                }
                                Logger.DebugFormat("Queuing: 0x{0:X2}", packet.Opcode);
                                World.MessageQueue.Add(new HybrasylClientMessage(packet, client.ConnectionId));

                            }
                        }
                        catch (Exception e)
                        {
                            Logger.ErrorFormat("EXCEPTION IN HANDLING: {0}: {1}", packet.Opcode, e);
                        }
                        client.recving = false;
                    }
                }
            }
            catch (Exception e)
            {
                client.Connected = false;
                Logger.ErrorFormat(e.ToString());
            }
        }
Beispiel #3
0
        private void PacketHandler_0x08_DropItem(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var slot = packet.ReadByte();
            var x = packet.ReadInt16();
            var y = packet.ReadInt16();
            var count = packet.ReadInt32();

            Logger.DebugFormat("{0} {1} {2} {3}", slot, x, y, count);

            // Do a few sanity checks
            //
            // Is the distance valid? (Can't drop things beyond
            // MAXIMUM_DROP_DISTANCE tiles away)
            if (Math.Abs(x - user.X) > Constants.PICKUP_DISTANCE ||
                Math.Abs(y - user.Y) > Constants.PICKUP_DISTANCE)
            {
                Logger.ErrorFormat("Request to drop item exceeds maximum distance {0}",
                    Hybrasyl.Constants.MAXIMUM_DROP_DISTANCE);
                return;
            }

            // Is this a valid slot?
            if ((slot == 0) || (slot > Hybrasyl.Constants.MAXIMUM_INVENTORY))
            {
                Logger.ErrorFormat("Slot not valid. Aborting");
                return;
            }

            // Does the player actually have an item in the slot? Does the count in the packet exceed the 
            // count in the player's inventory?  Are they trying to drop the item on something that 
            // is impassable (i.e. a wall)?
            if ((user.Inventory[slot] == null) || (count > user.Inventory[slot].Count) ||
                (user.Map.IsWall[x, y] == true) || !user.Map.IsValidPoint(x, y))
            {
                Logger.ErrorFormat(
                    "Slot {0} is null, or count {1} exceeds count {2}, or {3},{4} is a wall, or {3},{4} is out of bounds",
                    slot, count, user.Inventory[slot].Count, x, y);
                return;
            }

            Item toDrop = user.Inventory[slot];

            if (toDrop.Stackable && count < toDrop.Count)
            {
                toDrop.Count -= count;
                user.SendItemUpdate(toDrop, slot);

                toDrop = new Item(toDrop);
                toDrop.Count = count;
                Insert(toDrop);
            }
            else
            {
                user.RemoveItem(slot);
            }

            // Are we dropping an item onto a reactor?
            Reactor reactor;
            var coordinates = new Tuple<byte, byte>((byte) x, (byte) y);
            if (user.Map.Reactors.TryGetValue(coordinates, out reactor))
            {
                reactor.OnDrop(user, toDrop);
            }
            else
                user.Map.AddItem(x, y, toDrop);
        }
Beispiel #4
0
        private void PacketHandler_0x05_RequestMap(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            int index = 0;

            for (ushort row = 0; row < user.Map.Y; ++row)
            {
                var x3C = new ServerPacket(0x3C);
                x3C.WriteUInt16(row);
                for (int col = 0; col < user.Map.X*6; col += 2)
                {
                    x3C.WriteByte(user.Map.RawData[index + 1]);
                    x3C.WriteByte(user.Map.RawData[index]);
                    index += 2;
                }
                user.Enqueue(x3C);
            }
        }
Beispiel #5
0
        private void MerchantMenuHandler_SellItemWithQuantity(User user, Merchant merchant, ClientPacket packet)
        {
            packet.ReadByte();
            byte slot = packet.ReadByte();
            string qStr = packet.ReadString8();

            int quantity;
            if (!int.TryParse(qStr, out quantity) || quantity < 1)
            {
                user.ShowSellQuantity(merchant, slot);
                return;
            }

            var item = user.Inventory[slot];
            if (item == null || !item.Stackable) return;

            if (!merchant.Inventory.ContainsKey(item.Name))
            {
                user.ShowMerchantGoBack(merchant, "I do not want that item.", MerchantMenuItem.SellItemMenu);
                return;
            }

            if (item.Count < quantity)
            {
                user.ShowMerchantGoBack(merchant, "You don't have that many to sell.", MerchantMenuItem.SellItemMenu);
                return;
            }

            user.ShowSellConfirm(merchant, slot, quantity);
        }
Beispiel #6
0
        private void MerchantMenuHandler_BuyItemWithQuantity(User user, Merchant merchant, ClientPacket packet)
        {
            string name = packet.ReadString8();
            string qStr = packet.ReadString8();


            if (!merchant.Inventory.ContainsKey(name))
            {
                user.ShowMerchantGoBack(merchant, "I do not sell that item.", MerchantMenuItem.BuyItemMenu);
                return;
            }

            var template = merchant.Inventory[name];

            if (!template.Stackable) return;

            int quantity;
            if (!int.TryParse(qStr, out quantity) || quantity < 1)
            {
                user.ShowBuyMenuQuantity(merchant, name);
                return;
            }

            uint cost = (uint) (template.value*quantity);

            if (user.Gold < cost)
            {
                user.ShowMerchantGoBack(merchant, "You do not have enough gold.", MerchantMenuItem.BuyItemMenu);
                return;
            }

            if (quantity > template.max_stack)
            {
                user.ShowMerchantGoBack(merchant, string.Format("You cannot hold that many {0}.", name),
                    MerchantMenuItem.BuyItemMenu);
                return;
            }

            if (user.Inventory.Contains(name))
            {
                byte slot = user.Inventory.SlotOf(name);
                if (user.Inventory[slot].Count + quantity > template.max_stack)
                {
                    user.ShowMerchantGoBack(merchant, string.Format("You cannot hold that many {0}.", name),
                        MerchantMenuItem.BuyItemMenu);
                    return;
                }
                user.IncreaseItem(slot, quantity);
            }
            else
            {
                if (user.Inventory.IsFull)
                {
                    user.ShowMerchantGoBack(merchant, "You cannot carry any more items.", MerchantMenuItem.BuyItemMenu);
                    return;
                }

                var item = CreateItem(template.id, quantity);
                Insert(item);
                user.AddItem(item);
            }

            user.RemoveGold(cost);
            user.UpdateAttributes(StatUpdateFlags.Experience);
            user.ShowBuyMenu(merchant);
        }
Beispiel #7
0
 private void MerchantMenuHandler_SellItemMenu(User user, Merchant merchant, ClientPacket packet)
 {
     user.ShowSellMenu(merchant);
 }
Beispiel #8
0
 private void PacketHandler_0x68_RequestHomepage(Client client, ClientPacket packet)
 {
     var x03 = new ServerPacket(0x66);
     x03.WriteByte(0x03);
     x03.WriteString8("http://www.hybrasyl.com");
     client.Enqueue(x03);
 }
Beispiel #9
0
        private void PacketHandler_0x39_NPCMainMenu(Object obj, ClientPacket packet)
        {
            var user = (User) obj;

            if (user.CheckSquelch(0x38, null))
            {
                Logger.InfoFormat("{0}: squelched (NPC main menu)", user.Name);
                return;
            }

            // We just ignore the header, because, really, what exactly is a 16-bit encryption 
            // key plus CRC really doing for you
            var header = packet.ReadDialogHeader();
            var objectType = packet.ReadByte();
            var objectId = packet.ReadUInt32();
            var pursuitId = packet.ReadUInt16();

            Logger.DebugFormat("main menu packet: ObjectType {0}, ID {1}, pursuitID {2}",
                objectType, objectId, pursuitId);

            // Sanity checks
            WorldObject wobj;

            if (Game.World.Objects.TryGetValue(objectId, out wobj))
            {
                // Are we handling a global sequence?
                DialogSequence pursuit;
                VisibleObject clickTarget = wobj as VisibleObject;

                if (pursuitId < Constants.DIALOG_SEQUENCE_SHARED)
                {
                    // Does the sequence exist in the global catalog?
                    try
                    {
                        pursuit = Game.World.GlobalSequences[pursuitId];
                    }
                    catch
                    {
                        Logger.ErrorFormat("{0}: pursuit ID {1} doesn't exist in the global catalog?",
                            wobj.Name, pursuitId);
                        return;
                    }
                }
                else if (pursuitId >= Constants.DIALOG_SEQUENCE_HARDCODED)
                {
                    if (!(wobj is Merchant))
                    {
                        Logger.ErrorFormat("{0}: attempt to use hardcoded merchant menu item on non-merchant",
                            wobj.Name, pursuitId);
                        return;
                    }

                    var menuItem = (MerchantMenuItem) pursuitId;
                    var merchant = (Merchant) wobj;
                    MerchantMenuHandler handler;

                    if (!merchantMenuHandlers.TryGetValue(menuItem, out handler))
                    {
                        Logger.ErrorFormat("{0}: merchant menu item {1} doesn't exist?",
                            wobj.Name, menuItem);
                        return;
                    }

                    if (!merchant.Jobs.HasFlag(handler.RequiredJob))
                    {
                        Logger.ErrorFormat("{0}: merchant does not have required job {1}",
                            wobj.Name, handler.RequiredJob);
                        return;
                    }

                    handler.Callback(user, merchant, packet);
                    return;
                }
                else
                {
                    // This is a local pursuit
                    try
                    {
                        pursuit = clickTarget.Pursuits[pursuitId - Constants.DIALOG_SEQUENCE_SHARED];
                    }
                    catch
                    {
                        Logger.ErrorFormat("{0}: local pursuit {1} doesn't exist?", wobj.Name, pursuitId);
                        return;
                    }
                }
                Logger.DebugFormat("{0}: showing initial dialog for Pursuit {1} ({2})",
                    clickTarget.Name, pursuit.Id, pursuit.Name);
                user.DialogState.StartDialog(clickTarget, pursuit);
                pursuit.ShowTo(user, clickTarget);
            }
            else
            {
                Logger.WarnFormat("specified object ID {0} doesn't exist?", objectId);
                return;
            }

        }
Beispiel #10
0
        private void PacketHandler_0x03_Login(Client client, ClientPacket packet)
        {
            var name     = packet.ReadString8();
            var password = packet.ReadString8();

            GameLog.DebugFormat("cid {0}: Login request for {1}", client.ConnectionId, name);

            if (Game.World.WorldData.TryGetAuthInfo(name, out AuthInfo login))
            {
                if (login.VerifyPassword(password))
                {
                    GameLog.DebugFormat("cid {0}: password verified for {1}", client.ConnectionId, name);

                    if (login.CurrentState == UserState.Redirect && login.StateChangeDuration < 1000)
                    {
                        client.LoginMessage("That character is already logging in. Please try again.", 3);
                        return;
                    }

                    if (login.IsLoggedIn)
                    {
                        GameLog.InfoFormat("cid {0}: {1} logging on again, disconnecting previous connection",
                                           client.ConnectionId, name);
                        client.LoginMessage("That character is already online. Please try again.", 3);
                        World.ControlMessageQueue.Add(new HybrasylControlMessage(ControlOpcodes.LogoffUser, name));
                        return;
                    }
                    // Make sure user can be deserialized without errors
                    if (!Game.World.WorldData.TryGetUser(name, out _))
                    {
                        // Something bad has happened
                        client.LoginMessage("An unknown error occurred. Please contact Hybrasyl support.", 3);
                        return;
                    }

                    GameLog.DebugFormat("cid {0} ({1}): logging in", client.ConnectionId, name);
                    client.LoginMessage("\0", 0);
                    client.SendMessage("Welcome to Hybrasyl!", 3);
                    GameLog.DebugFormat("cid {0} ({1}): sending redirect to world", client.ConnectionId, name);

                    var redirect = new Redirect(client, this, Game.World, name, client.EncryptionSeed,
                                                client.EncryptionKey);
                    GameLog.InfoFormat("cid {0} ({1}): login successful, redirecting to world server",
                                       client.ConnectionId, name);
                    login.LastLogin       = DateTime.Now;
                    login.LastLoginFrom   = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                    login.CurrentState    = UserState.Redirect;
                    login.LastStateChange = login.LastLogin;
                    login.Save();
                    client.Redirect(redirect);
                }
                else
                {
                    GameLog.WarningFormat("cid {0} ({1}): password incorrect", client.ConnectionId, name);
                    client.LoginMessage("Incorrect password", 3);
                    login.LastLoginFailure = DateTime.Now;
                    login.LoginFailureCount++;
                    login.LastLoginFailureFrom = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                    login.CurrentState         = UserState.Login;
                    login.LastStateChange      = login.LastLoginFailure;
                    login.Save();
                }
            }
            else
            {
                client.LoginMessage("That character does not exist", 3);
                GameLog.InfoFormat("cid {0}: attempt to login as nonexistent character {1}", client.ConnectionId, name);
                return;
            }
        }
Beispiel #11
0
        private void PacketHandler_0x04_CreateB(Client client, ClientPacket packet)
        {
            if (string.IsNullOrEmpty(client.NewCharacterName) || string.IsNullOrEmpty(client.NewCharacterPassword))
            {
                return;
            }
            var hairStyle = packet.ReadByte();
            var gender    = packet.ReadByte();
            var hairColor = packet.ReadByte();

            if (hairStyle < 1)
            {
                hairStyle = 1;
            }

            if (hairStyle > 17)
            {
                hairStyle = 17;
            }

            if (hairColor > 13)
            {
                hairColor = 13;
            }

            if (gender < 1)
            {
                gender = 1;
            }

            if (gender > 2)
            {
                gender = 2;
            }

            // Try to get our map
            // TODO: replace with XML config for start map, x, y
            Map map;

            if (!Game.World.WorldData.TryGetValue(136, out map))
            {
                map = Game.World.WorldData.GetDictionary <Map>().First().Value;
            }
            if (!World.PlayerExists(client.NewCharacterName))
            {
                var newPlayer = new User();
                newPlayer.Uuid                            = Guid.NewGuid().ToString();
                newPlayer.Name                            = client.NewCharacterName;
                newPlayer.Gender                          = (Xml.Gender)gender;
                newPlayer.Location.Direction              = Xml.Direction.South;
                newPlayer.Location.Map                    = map;
                newPlayer.Location.X                      = 10;
                newPlayer.Location.Y                      = 10;
                newPlayer.HairColor                       = hairColor;
                newPlayer.HairStyle                       = hairStyle;
                newPlayer.Class                           = Xml.Class.Peasant;
                newPlayer.Gold                            = 0;
                newPlayer.AuthInfo.CreatedTime            = DateTime.Now;
                newPlayer.AuthInfo.FirstLogin             = true;
                newPlayer.AuthInfo.PasswordHash           = client.NewCharacterPassword;
                newPlayer.AuthInfo.LastPasswordChange     = DateTime.Now;
                newPlayer.AuthInfo.LastPasswordChangeFrom = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                newPlayer.AuthInfo.Save();
                newPlayer.Nation = Game.World.DefaultNation;

                IDatabase cache = World.DatastoreConnection.GetDatabase();
                cache.Set(User.GetStorageKey(newPlayer.Name), newPlayer);
                var vault = new Vault(newPlayer.Uuid);
                vault.Save();
                var parcelStore = new ParcelStore(newPlayer.Uuid);
                parcelStore.Save();
                client.LoginMessage("\0", 0);
            }
        }
Beispiel #12
0
        private void PacketHandler_0x04_CreateB(Client client, ClientPacket packet)
        {
            if (string.IsNullOrEmpty(client.NewCharacterName) || string.IsNullOrEmpty(client.NewCharacterPassword))
            {
                return;
            }
            var hairStyle = packet.ReadByte();
            var sex       = packet.ReadByte();
            var hairColor = packet.ReadByte();

            if (hairStyle < 1)
            {
                hairStyle = 1;
            }

            if (hairStyle > 17)
            {
                hairStyle = 17;
            }

            if (hairColor > 13)
            {
                hairColor = 13;
            }

            if (sex < 1)
            {
                sex = 1;
            }

            if (sex > 2)
            {
                sex = 2;
            }

            // Try to get our map
            // TODO: replace with XML config for start map, x, y
            Map map;

            if (!Game.World.WorldData.TryGetValue(136, out map))
            {
                map = Game.World.WorldData.GetDictionary <Map>().First().Value;
            }
            if (!Game.World.PlayerExists(client.NewCharacterName))
            {
                var newPlayer = new User();
                newPlayer.Name = client.NewCharacterName;
                newPlayer.Sex  = (Sex)sex;
                newPlayer.Location.Direction = Direction.South;
                newPlayer.Location.Map       = map;
                newPlayer.Location.X         = 10;
                newPlayer.Location.Y         = 10;
                newPlayer.HairColor          = hairColor;
                newPlayer.HairStyle          = hairStyle;
                newPlayer.Class                    = Class.Peasant;
                newPlayer.Gold                     = 0;
                newPlayer.Login.CreatedTime        = DateTime.Now;
                newPlayer.Password.Hash            = client.NewCharacterPassword;
                newPlayer.Password.LastChanged     = DateTime.Now;
                newPlayer.Password.LastChangedFrom = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                newPlayer.Nation                   = Game.World.DefaultNation;

                IDatabase cache    = World.DatastoreConnection.GetDatabase();
                var       myPerson = JsonConvert.SerializeObject(newPlayer);
                cache.Set(User.GetStorageKey(newPlayer.Name), myPerson);

//                    Logger.ErrorFormat("Error saving new player!");
//                  Logger.ErrorFormat(e.ToString());
//                client.LoginMessage("Unknown error. Contact [email protected]", 3);
//          }
                client.LoginMessage("\0", 0);
            }
        }
Beispiel #13
0
 public bool ReceiveBufferTake(out ClientPacket packet) => _receiveBuffer.TryDequeue(out packet);
Beispiel #14
0
 public void ReceiveBufferAdd(ClientPacket packet) => _receiveBuffer.Enqueue(packet);
Beispiel #15
0
        private void PacketHandler_0x04_CreateB(Client client, ClientPacket packet)
        {
            if (string.IsNullOrEmpty(client.NewCharacterName) || string.IsNullOrEmpty(client.NewCharacterPassword))
                return;

            var hairStyle = packet.ReadByte();
            var sex = packet.ReadByte();
            var hairColor = packet.ReadByte();

            if (hairStyle < 1)
                hairStyle = 1;

            if (hairStyle > 17)
                hairStyle = 17;

            if (hairColor > 13)
                hairColor = 13;

            if (sex < 1)
                sex = 1;

            if (sex > 2)
                sex = 2;

            if (!Game.World.PlayerExists(client.NewCharacterName))
            {
                var newPlayer = new User();
                newPlayer.Name = client.NewCharacterName;
                newPlayer.Sex = (Sex) sex;
                newPlayer.Location.Direction = Direction.South;
                newPlayer.Location.MapId = 136;
                newPlayer.Location.X = 10;
                newPlayer.Location.Y = 10;
                newPlayer.HairColor = hairColor;
                newPlayer.HairStyle = hairStyle;
                newPlayer.Class = Class.Peasant;
                newPlayer.Level = 1;
                newPlayer.Experience = 1;
                newPlayer.Level = 1;
                newPlayer.Experience = 0;
                newPlayer.AbilityExp = 0;
                newPlayer.Gold = 0;
                newPlayer.Ability = 0;
                newPlayer.Hp = 50;
                newPlayer.Mp = 50;
                newPlayer.BaseHp = 50;
                newPlayer.BaseMp = 50;
                newPlayer.BaseStr = 3;
                newPlayer.BaseInt = 3;
                newPlayer.BaseWis = 3;
                newPlayer.BaseCon = 3;
                newPlayer.BaseDex = 3;
                newPlayer.Login.CreatedTime = DateTime.Now;
                newPlayer.Password.Hash = client.NewCharacterPassword;
                newPlayer.Password.LastChanged = DateTime.Now;
                newPlayer.Password.LastChangedFrom = ((IPEndPoint) client.Socket.RemoteEndPoint).Address.ToString();

                IDatabase cache = World.DatastoreConnection.GetDatabase();
                var myPerson = JsonConvert.SerializeObject(newPlayer);
                    cache.Set(String.Format("{0}:{1}", User.DatastorePrefix, newPlayer.Name), myPerson);

//                    Logger.ErrorFormat("Error saving new player!");
  //                  Logger.ErrorFormat(e.ToString());
    //                client.LoginMessage("Unknown error. Contact [email protected]", 3);
      //          }
                client.LoginMessage("\0", 0);
            }
        }
Beispiel #16
0
        // Chart for all error password-related error codes were provided by kojasou@ on
        // https://github.com/hybrasyl/server/pull/11.
        private void PacketHandler_0x26_ChangePassword(Client client, ClientPacket packet)
        {
            var name = packet.ReadString8();
            var currentPass = packet.ReadString8();
            // Clientside validation ensures that the same string is typed twice for the new
            // password, and the new password is only sent to the server once. We can assume
            // that they matched if 0x26 request is sent from the client.
            var newPass = packet.ReadString8();

            // TODO: REDIS

            IDatabase cache = World.DatastoreConnection.GetDatabase();
            var myPerson = cache.Get(name);

            if (myPerson == null)
            {
                client.LoginMessage(GetPasswordError(0x0E), 0x0E);
                Logger.DebugFormat("Password change attempt on invalid player `{0}`", name);
                
            }

            var player = JsonConvert.DeserializeObject(myPerson as String) as User;
            if (player.VerifyPassword(currentPass))
            {

                // Check if the password is valid.
                byte err = 0x00;
                if (ValidPassword(newPass, out err))
                {
                    player.Password.Hash = HashPassword(newPass);
                    player.Password.LastChanged = DateTime.Now;
                    player.Password.LastChangedFrom = ((IPEndPoint) client.Socket.RemoteEndPoint).Address.ToString();
                    player.Save();
                    // Let the user know the good news.
                    client.LoginMessage("Your password has been changed successfully.", 0x0);
                    Logger.InfoFormat("Password successfully changed for `{0}`", name);
                }
                else
                {
                    client.LoginMessage(GetPasswordError(err), err);
                    Logger.ErrorFormat("Invalid new password proposed during password change attempt for `{0}`", name);
                }
            }
                // The current password is incorrect. Don't allow any changes to happen.
            else
            {
                client.LoginMessage(GetPasswordError(0x0F), 0x0F);
                Logger.ErrorFormat("Invalid current password during password change attempt for `{0}`", name);
            }
        }
Beispiel #17
0
        private void PacketHandler_0x3A_DialogUse(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            if (user.CheckSquelch(0x38, null))
            {
                Logger.InfoFormat("{0}: squelched (dialog use)", user.Name);
                return;
            }

            var header = packet.ReadDialogHeader();
            var objectType = packet.ReadByte();
            var objectID = packet.ReadUInt32();
            var pursuitID = packet.ReadUInt16();
            var pursuitIndex = packet.ReadUInt16();

            Logger.DebugFormat("objectType {0}, objectID {1}, pursuitID {2}, pursuitIndex {3}",
                objectType, objectID, pursuitID, pursuitIndex);

            Logger.DebugFormat("active dialog via state object: pursuitID {0}, pursuitIndex {1}",
                user.DialogState.CurrentPursuitId, user.DialogState.CurrentPursuitIndex);

            if (pursuitID == user.DialogState.CurrentPursuitId && pursuitIndex == user.DialogState.CurrentPursuitIndex)
            {
                // If we get a packet back with the same index and ID, the dialog has been closed.
                Logger.DebugFormat("Dialog closed, resetting dialog state");
                user.DialogState.EndDialog();
                return;
            }

            if ((pursuitIndex > user.DialogState.CurrentPursuitIndex + 1) ||
                (pursuitIndex < user.DialogState.CurrentPursuitIndex - 1))
            {
                Logger.ErrorFormat("Dialog index is outside of acceptable limits (next/prev)");
                return;
            }

            WorldObject wobj;

            if (user.World.Objects.TryGetValue(objectID, out wobj))
            {
                VisibleObject clickTarget = wobj as VisibleObject;
                // Was the previous button clicked? Handle that first
                if (pursuitIndex == user.DialogState.CurrentPursuitIndex - 1)
                {
                    Logger.DebugFormat("Handling prev: client passed index {0}, current index is {1}",
                        pursuitIndex, user.DialogState.CurrentPursuitIndex);

                    if (user.DialogState.SetDialogIndex(clickTarget, pursuitID, pursuitIndex))
                    {
                        user.DialogState.ActiveDialog.ShowTo(user, clickTarget);
                        return;
                    }
                }

                // Is the active dialog an input or options dialog?

                if (user.DialogState.ActiveDialog is OptionsDialog)
                {
                    var paramsLength = packet.ReadByte();
                    var option = packet.ReadByte();
                    var dialog = user.DialogState.ActiveDialog as OptionsDialog;
                    dialog.HandleResponse(user, option, clickTarget);
                }

                if (user.DialogState.ActiveDialog is TextDialog)
                {
                    var paramsLength = packet.ReadByte();
                    var response = packet.ReadString8();
                    var dialog = user.DialogState.ActiveDialog as TextDialog;
                    dialog.HandleResponse(user, response, clickTarget);
                }

                // Did the handling of a response result in our active dialog sequence changing? If so, exit.

                if (user.DialogState.CurrentPursuitId != pursuitID)
                {
                    Logger.DebugFormat("Dialog has changed, exiting");
                    return;
                }

                if (user.DialogState.SetDialogIndex(clickTarget, pursuitID, pursuitIndex))
                {
                    Logger.DebugFormat("Pursuit index is now {0}", pursuitIndex);
                    user.DialogState.ActiveDialog.ShowTo(user, clickTarget);
                    return;
                }
                else
                {
                    Logger.DebugFormat("Sending close packet");
                    var p = new ServerPacket(0x30);
                    p.WriteByte(0x0A);
                    p.WriteByte(0x00);
                    user.Enqueue(p);
                    user.DialogState.EndDialog();
                }
            }
        }
Beispiel #18
0
        public void ReadCallback(IAsyncResult ar)
        {
            ClientState state = (ClientState)ar.AsyncState;
            Client      client;
            SocketError errorCode;
            int         bytesRead = 0;

            if (this is Login)
            {
                Logger.InfoFormat("This is a login ReadCallback");
            }
            try
            {
                bytesRead = state.WorkSocket.EndReceive(ar, out errorCode);
                if (errorCode != SocketError.Success)
                {
                    bytesRead = 0;
                }
            }
            catch (SocketException)
            {
                state.WorkSocket.Close();
            }
            catch (ObjectDisposedException)
            {
                state.WorkSocket.Close();
            }

            if (!GlobalConnectionManifest.ConnectedClients.TryGetValue(state.Id, out client))
            {
                // Is this a redirect?
                Redirect redirect;
                if (!GlobalConnectionManifest.TryGetRedirect(state.Id, out redirect))
                {
                    Logger.ErrorFormat("Receive: data from unknown client (id {0}, closing connection", state.Id);
                    state.WorkSocket.Close();
                    state.WorkSocket.Dispose();
                    return;
                }
                client             = redirect.Client;
                client.ClientState = state;
                GlobalConnectionManifest.RegisterClient(client);
            }

            if (bytesRead > 0)
            {
                if (this is Login)
                {
                    Logger.InfoFormat("Dafuq bro");
                }
                var inboundBytes = state.ReceiveBufferTake(bytesRead).ToArray();
                if (inboundBytes[0] != 0xAA)
                {
                    Logger.DebugFormat("cid {0}: client is wat",
                                       client.ConnectionId);
                    state.ResetReceive();
                }
                else
                {
                    while (inboundBytes.Length > 3)
                    {
                        Logger.InfoFormat("Inside while loop");
                        var packetLength = ((int)inboundBytes[1] << 8) + (int)inboundBytes[2] + 3;
                        if (packetLength > inboundBytes.Length)
                        {
                            // We haven't received the entire packet yet; read more bytes
                            break;
                        }
                        else
                        {
                            // We've received an intact packet, pop it off
                            ClientPacket receivedPacket =
                                new ClientPacket(state.ReceiveBufferPop(packetLength).ToArray());
                            // Also remove it from our local buffer...this seems kinda gross to me
                            inboundBytes =
                                new List <byte>(inboundBytes).GetRange(packetLength,
                                                                       inboundBytes.Length - packetLength)
                                .ToArray();

                            if (receivedPacket.ShouldEncrypt)
                            {
                                receivedPacket.Decrypt(client);
                            }
                            if (receivedPacket.Opcode == 0x39 || receivedPacket.Opcode == 0x3A)
                            {
                                receivedPacket.DecryptDialog();
                            }
                            try
                            {
                                if (this is Lobby)
                                {
                                    Logger.InfoFormat("Lobby: 0x{0:X2}", receivedPacket.Opcode);
                                    var handler = (this as Lobby).PacketHandlers[receivedPacket.Opcode];
                                    handler.Invoke(client, receivedPacket);
                                    Logger.InfoFormat("Lobby packet done");
                                    client.UpdateLastReceived();
                                }
                                else if (this is Login)
                                {
                                    Logger.InfoFormat("Login: 0x{0:X2}", receivedPacket.Opcode);
                                    var handler = (this as Login).PacketHandlers[receivedPacket.Opcode];
                                    handler.Invoke(client, receivedPacket);
                                    Logger.InfoFormat("Login packet done");
                                    client.UpdateLastReceived();
                                }
                                else
                                {
                                    client.UpdateLastReceived(receivedPacket.Opcode != 0x45 &&
                                                              receivedPacket.Opcode != 0x75);
                                    Logger.InfoFormat("Queuing: 0x{0:X2}", receivedPacket.Opcode);
                                    World.MessageQueue.Add(new HybrasylClientMessage(receivedPacket,
                                                                                     client.ConnectionId));
                                    Logger.InfoFormat("World packet done");
                                }
                            }
                            catch (Exception e)
                            {
                                Logger.ErrorFormat("EXCEPTION IN HANDLING: 0x{0:X2}: {1}", receivedPacket.Opcode, e);
                            }
                        }
                    }
                }
            }
            else
            {
                Logger.DebugFormat("cid {0}: client is disconnected or corrupt packets received",
                                   client.ConnectionId);
                client.Disconnect();
                return;
            }

            // Continue getting dem bytes
            try
            {
                state.WorkSocket.BeginReceive(state.Buffer, 0, state.Buffer.Length, 0,
                                              new AsyncCallback(this.ReadCallback), state);
                Logger.InfoFormat("Triggering receive callback");
            }
            catch (ObjectDisposedException)
            {
                //client.Disconnect();
                state.WorkSocket.Close();
            }
            catch (SocketException)
            {
                client.Disconnect();
            }
        }
Beispiel #19
0
        private void PacketHandler_0x43_PointClick(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var clickType = packet.ReadByte();
            Rectangle commonViewport = user.GetViewport();
            // User has clicked an X,Y point
            if (clickType == 3)
            {
                var x = (byte) packet.ReadUInt16();
                var y = (byte) packet.ReadUInt16();
                var coords = new Tuple<byte, byte>(x, y);
                Logger.DebugFormat("coordinates were {0}, {1}", x, y);

                if (user.Map.Doors.ContainsKey(coords))
                {
                    if (user.Map.Doors[coords].Closed)
                        user.SendMessage("It's open.", 0x1);
                    else
                        user.SendMessage("It's closed.", 0x1);

                    user.Map.ToggleDoors(x, y);
                }
                else if (user.Map.Signposts.ContainsKey(coords))
                {
                    user.Map.Signposts[coords].OnClick(user);
                }
                else
                {
                    Logger.DebugFormat("User clicked {0}@{1},{2} but no door/signpost is present",
                        user.Map.Name, x, y);
                }
            }

                // User has clicked on another entity
            else if (clickType == 1)
            {
                var entityId = packet.ReadUInt32();
                Logger.DebugFormat("User {0} clicked ID {1}: ", user.Name, entityId);

                WorldObject clickTarget = new WorldObject();

                if (user.World.Objects.TryGetValue(entityId, out clickTarget))
                {
                    if (clickTarget is User || clickTarget is Merchant)
                    {
                        Type type = clickTarget.GetType();
                        MethodInfo methodInfo = type.GetMethod("OnClick");
                        methodInfo.Invoke(clickTarget, new[] {user});
                    }
                }
            }
            else
            {
                Logger.DebugFormat("Unsupported clickType {0}", clickType);
                Logger.DebugFormat("Packet follows:");
                packet.DumpPacket();

            }

        }
Beispiel #20
0
        private void MerchantMenuHandler_BuyItem(User user, Merchant merchant, ClientPacket packet)
        {
            string name = packet.ReadString8();

            if (!merchant.Inventory.ContainsKey(name))
            {
                user.ShowMerchantGoBack(merchant, "I do not sell that item.", MerchantMenuItem.BuyItemMenu);
                return;
            }

            var template = merchant.Inventory[name];

            if (template.Stackable)
            {
                user.ShowBuyMenuQuantity(merchant, name);
                return;
            }

            if (user.Gold < template.value)
            {
                user.ShowMerchantGoBack(merchant, "You do not have enough gold.", MerchantMenuItem.BuyItemMenu);
                return;
            }

            if (user.CurrentWeight + template.weight > user.MaximumWeight)
            {
                user.ShowMerchantGoBack(merchant, "That item is too heavy for you to carry.",
                    MerchantMenuItem.BuyItemMenu);
                return;
            }

            if (user.Inventory.IsFull)
            {
                user.ShowMerchantGoBack(merchant, "You cannot carry any more items.", MerchantMenuItem.BuyItemMenu);
                return;
            }

            user.RemoveGold((uint) template.value);

            var item = CreateItem(template.id);
            Insert(item);
            user.AddItem(item);

            user.UpdateAttributes(StatUpdateFlags.Experience);
            user.ShowBuyMenu(merchant);
        }
Beispiel #21
0
        private void PacketHandler_0x44_EquippedItemClick(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            // This packet is received when a client unequips an item from the detail (a) screen.

            var slot = packet.ReadByte();

            Logger.DebugFormat("Removing equipment from slot {0}", slot);
            var item = user.Equipment[slot];
            if (item != null)
            {
                Logger.DebugFormat("actually removing item");
                user.RemoveEquipment(slot);
                // Add our removed item to our first empty inventory slot
                Logger.DebugFormat("Player weight is currently {0}", user.CurrentWeight);
                Logger.DebugFormat("Adding item {0}, count {1} to inventory", item.Name, item.Count);
                user.AddItem(item);
                Logger.DebugFormat("Player weight is now {0}", user.CurrentWeight);
            }
            else
            {
                Logger.DebugFormat("Ignoring useless click on slot {0}", slot);
                return;
            }

        }
Beispiel #22
0
        private void MerchantMenuHandler_SellItem(User user, Merchant merchant, ClientPacket packet)
        {
            byte slot = packet.ReadByte();

            var item = user.Inventory[slot];
            if (item == null) return;

            if (!merchant.Inventory.ContainsKey(item.Name))
            {
                user.ShowMerchantGoBack(merchant, "I do not want that item.", MerchantMenuItem.SellItemMenu);
                return;
            }

            if (item.Stackable && item.Count > 1)
            {
                user.ShowSellQuantity(merchant, slot);
                return;
            }

            user.ShowSellConfirm(merchant, slot, 1);
        }
Beispiel #23
0
        private void PacketHandler_0x45_ByteHeartbeat(object obj, ClientPacket packet)
        {
            var user = (User) obj;
            // Client sends 0x45 response in the reverse order of what the server sends...
            var byteB = packet.ReadByte();
            var byteA = packet.ReadByte();

            if (!user.IsHeartbeatValid(byteA, byteB))
            {
                Logger.InfoFormat("{0}: byte heartbeat not valid, disconnecting", user.Name);
                user.Logoff();
            }
            else
            {
                Logger.DebugFormat("{0}: byte heartbeat valid", user.Name);
            }
        }
Beispiel #24
0
        private void MerchantMenuHandler_SellItemConfirmation(User user, Merchant merchant, ClientPacket packet)
        {
            packet.ReadByte();
            byte slot = packet.ReadByte();
            byte quantity = packet.ReadByte();

            var item = user.Inventory[slot];
            if (item == null) return;

            if (!merchant.Inventory.ContainsKey(item.Name))
            {
                user.ShowMerchantGoBack(merchant, "I do not want that item.", MerchantMenuItem.SellItemMenu);
                return;
            }

            if (item.Count < quantity)
            {
                user.ShowMerchantGoBack(merchant, "You don't have that many to sell.", MerchantMenuItem.SellItemMenu);
                return;
            }

            uint profit = (uint) (Math.Round(item.Value*0.50)*quantity);

            if (item.Stackable && quantity < item.Count)
                user.DecreaseItem(slot, quantity);
            else user.RemoveItem(slot);

            user.AddGold(profit);

            merchant.DisplayPursuits(user);
        }
Beispiel #25
0
        private void PacketHandler_0x47_StatPoint(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            if (user.LevelPoints > 0)
            {
                switch (packet.ReadByte())
                {
                    case 0x01:
                        user.BaseStr++;
                        break;
                    case 0x04:
                        user.BaseInt++;
                        break;
                    case 0x08:
                        user.BaseWis++;
                        break;
                    case 0x10:
                        user.BaseCon++;
                        break;
                    case 0x02:
                        user.BaseDex++;
                        break;
                    default:
                        return;
                }

                user.LevelPoints--;
                user.UpdateAttributes(StatUpdateFlags.Primary);
            }

        }
Beispiel #26
0
        private void PacketHandler_0x07_PickupItem(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var slot = packet.ReadByte();
            var x = packet.ReadInt16();
            var y = packet.ReadInt16();

            //var user = client.User;
            //var map = user.Map;

            // Is the player within PICKUP_DISTANCE tiles of what they're trying to pick up?
            if (Math.Abs(x - user.X) > Constants.PICKUP_DISTANCE ||
                Math.Abs(y - user.Y) > Constants.PICKUP_DISTANCE)
                return;

            // Check if inventory slot is valid and empty
            if (slot == 0 || slot > user.Inventory.Size || user.Inventory[slot] != null)
                return;

            // Find the items that are at the pickup area

            var tile = new Rectangle(x, y, 1, 1);

            // We don't want to pick up people
            var pickupObject = user.Map.EntityTree.GetObjects(tile).FindLast(i => i is Gold || i is Item);

            // If the add is successful, remove the item from the map quadtree
            if (pickupObject is Gold)
            {
                var gold = (Gold) pickupObject;
                if (user.AddGold(gold))
                {
                    Logger.DebugFormat("Removing {0}, qty {1} from {2}@{3},{4}",
                        gold.Name, gold.Amount, user.Map.Name, x, y);
                    user.Map.RemoveGold(gold);
                }
            }
            else if (pickupObject is Item)
            {
                var item = (Item) pickupObject;
                if (item.Stackable && user.Inventory.Contains(item.TemplateId))
                {
                    byte existingSlot = user.Inventory.SlotOf(item.TemplateId);
                    var existingItem = user.Inventory[existingSlot];

                    int maxCanGive = existingItem.MaximumStack - existingItem.Count;
                    int quantity = Math.Min(item.Count, maxCanGive);

                    item.Count -= quantity;
                    existingItem.Count += quantity;

                    Logger.DebugFormat("Removing {0}, qty {1} from {2}@{3},{4}",
                        item.Name, item.Count, user.Map.Name, x, y);
                    user.Map.Remove(item);
                    user.SendItemUpdate(existingItem, existingSlot);

                    if (item.Count == 0) Remove(item);
                    else
                    {
                        user.Map.Insert(item, user.X, user.Y);
                        user.SendMessage(string.Format("You can't carry any more {0}.", item.Name), 3);
                    }
                }
                else
                {
                    Logger.DebugFormat("Removing {0}, qty {1} from {2}@{3},{4}",
                        item.Name, item.Count, user.Map.Name, x, y);
                    user.Map.Remove(item);
                    user.AddItem(item, slot);
                }
            }
        }
Beispiel #27
0
        private void PacketHandler_0x4A_Trade(object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var tradeStage = packet.ReadByte();

            if (tradeStage == 0 && user.ActiveExchange != null)
                return;

            if (tradeStage != 0 && user.ActiveExchange == null)
                return;

            if (user.ActiveExchange != null && !user.ActiveExchange.ConditionsValid)
                return;

            switch (tradeStage)
            {
                case 0x00:
                {
                    // Starting trade
                    var x0PlayerId = packet.ReadInt32();

                    WorldObject target;
                    if (Objects.TryGetValue((uint)x0PlayerId, out target))
                    {
                        if (target is User)
                        {
                            var playerTarget = (User)target;

                            if (Exchange.StartConditionsValid(user, playerTarget))
                            {
                                user.SendMessage("That can't be done right now.", MessageTypes.SYSTEM);
                                return;
                            }
                            // Initiate exchange
                            var exchange = new Exchange(user, playerTarget);
                            exchange.StartExchange();
                        }
                    }
                }
                    break;
                case 0x01:
                    // Add item to trade
                {
                    // We ignore playerId because we only allow one exchange at a time and we 
                    // keep track of the participants on both sides
                    var x1playerId = packet.ReadInt32();
                    var x1ItemSlot = packet.ReadByte();
                    if (user.Inventory[x1ItemSlot] != null && user.Inventory[x1ItemSlot].Count > 1)
                    {
                        // Send quantity request
                        user.SendExchangeQuantityPrompt(x1ItemSlot);
                    }
                    else 
                        user.ActiveExchange.AddItem(user, x1ItemSlot);
                }
                    break;
                case 0x02:
                    // Add item with quantity
                    var x2PlayerId = packet.ReadInt32();
                    var x2ItemSlot = packet.ReadByte();
                    var x2ItemQuantity = packet.ReadByte();
                    user.ActiveExchange.AddItem(user, x2ItemSlot, x2ItemQuantity);
                    break;
                case 0x03:
                    // Add gold to trade
                    var x3PlayerId = packet.ReadInt32();
                    var x3GoldQuantity = packet.ReadUInt32();
                    user.ActiveExchange.AddGold(user, x3GoldQuantity);
                    break;
                case 0x04:
                    // Cancel trade
                    Logger.Debug("Cancelling trade");
                    user.ActiveExchange.CancelExchange(user);
                    break;
                case 0x05:
                    // Confirm trade
                    Logger.Debug("Confirming trade");
                    user.ActiveExchange.ConfirmExchange(user);
                    break;
                default:
                    return;
            }   
        }
Beispiel #28
0
 private void PacketHandler_0x11_Turn(Object obj, ClientPacket packet)
 {
     var user = (User) obj;
     var direction = packet.ReadByte();
     if (direction > 3) return;
     user.Turn((Direction) direction);
 }
Beispiel #29
0
        private void PacketHandler_0x4F_ProfileTextPortrait(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var totalLength = packet.ReadUInt16();
            var portraitLength = packet.ReadUInt16();
            var portraitData = packet.Read(portraitLength);
            var profileText = packet.ReadString16();

            user.PortraitData = portraitData;
            user.ProfileText = profileText;
        }
Beispiel #30
0
        private void PacketHandler_0x03_Login(Client client, ClientPacket packet)
        {
            var name = packet.ReadString8();
            var password = packet.ReadString8();
            Logger.DebugFormat("cid {0}: Login request for {1}", client.ConnectionId, name);

            User loginUser;

            if (!World.TryGetUser(name, out loginUser))
            {
                client.LoginMessage("That character does not exist", 3);
                Logger.InfoFormat("cid {0}: attempt to login as nonexistent character {1}", client.ConnectionId, name);

            }
            else if (loginUser.VerifyPassword(password))
            {
                Logger.DebugFormat("cid {0}: password verified for {1}", client.ConnectionId, name);

                if (Game.World.ActiveUsersByName.ContainsKey(name))
                {
                    Logger.InfoFormat("cid {0}: {1} logging on again, disconnecting previous connection",
                        client.ConnectionId, name);
                    World.MessageQueue.Add(new HybrasylControlMessage(ControlOpcodes.LogoffUser, name));
                }

                Logger.DebugFormat("cid {0} ({1}): logging in", client.ConnectionId, name);
                client.LoginMessage("\0", 0);
                client.SendMessage("Welcome to Hybrasyl!", 3);
                Logger.DebugFormat("cid {0} ({1}): sending redirect to world", client.ConnectionId, name);

                var redirect = new Redirect(client, this, Game.World, name, client.EncryptionSeed,
                    client.EncryptionKey);
                Logger.InfoFormat("cid {0} ({1}): login successful, redirecting to world server",
                    client.ConnectionId, name);
                client.Redirect(redirect);
                loginUser.Login.LastLogin = DateTime.Now;
                loginUser.Login.LastLoginFrom = ((IPEndPoint) client.Socket.RemoteEndPoint).Address.ToString();
                loginUser.Save();
            }
            else
            {
                Logger.WarnFormat("cid {0} ({1}): password incorrect", client.ConnectionId, name);
                client.LoginMessage("Incorrect password", 3);
                loginUser.Login.LastLoginFailure = DateTime.Now;
                loginUser.Login.LoginFailureCount++;
                loginUser.Save();
            }
        }
Beispiel #31
0
        private void PacketHandler_0x75_TickHeartbeat(object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var serverTick = packet.ReadInt32();
            var clientTick = packet.ReadInt32(); // Dunno what to do with this right now, so we just store it

            if (!user.IsHeartbeatValid(serverTick, clientTick))
            {
                Logger.InfoFormat("{0}: tick heartbeat not valid, disconnecting", user.Name);
                user.Logoff();
            }
            else
            {
                Logger.DebugFormat("{0}: tick heartbeat valid", user.Name);
            }
        }
Beispiel #32
0
        private void PacketHandler_0x10_ClientJoin(Client client, ClientPacket packet)
        {
            var seed = packet.ReadByte();
            var keyLength = packet.ReadByte();
            var key = packet.Read(keyLength);
            var name = packet.ReadString8();
            var id = packet.ReadUInt32();

            var redirect = ExpectedConnections[id];
            if (redirect.Matches(name, key, seed))
            {
                ((IDictionary)ExpectedConnections).Remove(id);

                client.EncryptionKey = key;
                client.EncryptionSeed = seed;

                if (redirect.Source is Lobby)
                {
                    var x60 = new ServerPacket(0x60);
                    x60.WriteByte(0x00);
                    x60.WriteUInt32(Game.NotificationCrc);
                    client.Enqueue(x60);
                }
            }

        }
Beispiel #33
0
 private void PacketHandler_0x79_Status(Object obj, ClientPacket packet)
 {
     var user = (User) obj;
     var status = packet.ReadByte();
     if (status <= 7)
     {
         user.GroupStatus = (UserStatus) status;
     }
 }
Beispiel #34
0
 private void PacketHandler_0x4B_RequestNotification(Client client, ClientPacket packet)
 {
     var x60 = new ServerPacket(0x60);
     x60.WriteByte(0x01);
     x60.WriteUInt16((ushort)Game.Notification.Length);
     x60.Write(Game.Notification);
     client.Enqueue(x60);
 }
Beispiel #35
0
        private void PacketHandler_0x7B_RequestMetafile(Object obj, ClientPacket packet)
        {
            var user = (User) obj;
            var all = packet.ReadBoolean();

            if (all)
            {
                var x6F = new ServerPacket(0x6F);
                x6F.WriteBoolean(all);
                x6F.WriteUInt16((ushort) Metafiles.Count);
                foreach (var metafile in Metafiles.Values)
                {
                    x6F.WriteString8(metafile.Name);
                    x6F.WriteUInt32(metafile.Checksum);
                }
                user.Enqueue(x6F);
            }
            else
            {
                var name = packet.ReadString8();
                if (Metafiles.ContainsKey(name))
                {
                    var file = Metafiles[name];

                    var x6F = new ServerPacket(0x6F);
                    x6F.WriteBoolean(all);
                    x6F.WriteString8(file.Name);
                    x6F.WriteUInt32(file.Checksum);
                    x6F.WriteUInt16((ushort) file.Data.Length);
                    x6F.Write(file.Data);
                    user.Enqueue(x6F);
                }
            }
        }
Beispiel #36
0
 private void MerchantMenuHandler_MainMenu(User user, Merchant merchant, ClientPacket packet)
 {
     merchant.DisplayPursuits(user);
 }
Beispiel #37
0
        private void PacketHandler_0x04_CreateB(Client client, ClientPacket packet)
        {
            if (string.IsNullOrEmpty(client.NewCharacterName) || string.IsNullOrEmpty(client.NewCharacterPassword))
            {
                return;
            }

            var hairStyle = packet.ReadByte();
            var sex       = packet.ReadByte();
            var hairColor = packet.ReadByte();

            if (hairStyle < 1)
            {
                hairStyle = 1;
            }

            if (hairStyle > 17)
            {
                hairStyle = 17;
            }

            if (hairColor > 13)
            {
                hairColor = 13;
            }

            if (sex < 1)
            {
                sex = 1;
            }

            if (sex > 2)
            {
                sex = 2;
            }

            if (!Game.World.PlayerExists(client.NewCharacterName))
            {
                var newPlayer = new User();
                newPlayer.Name = client.NewCharacterName;
                newPlayer.Sex  = (Sex)sex;
                newPlayer.Location.Direction = Direction.South;
                newPlayer.Location.MapId     = 136;
                newPlayer.Location.X         = 10;
                newPlayer.Location.Y         = 10;
                newPlayer.HairColor          = hairColor;
                newPlayer.HairStyle          = hairStyle;
                newPlayer.Class                    = Class.Peasant;
                newPlayer.Level                    = 1;
                newPlayer.Experience               = 1;
                newPlayer.Level                    = 1;
                newPlayer.Experience               = 0;
                newPlayer.AbilityExp               = 0;
                newPlayer.Gold                     = 0;
                newPlayer.Ability                  = 0;
                newPlayer.Hp                       = 50;
                newPlayer.Mp                       = 50;
                newPlayer.BaseHp                   = 50;
                newPlayer.BaseMp                   = 50;
                newPlayer.BaseStr                  = 3;
                newPlayer.BaseInt                  = 3;
                newPlayer.BaseWis                  = 3;
                newPlayer.BaseCon                  = 3;
                newPlayer.BaseDex                  = 3;
                newPlayer.Login.CreatedTime        = DateTime.Now;
                newPlayer.Password.Hash            = client.NewCharacterPassword;
                newPlayer.Password.LastChanged     = DateTime.Now;
                newPlayer.Password.LastChangedFrom = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                newPlayer.Nation                   = Game.World.DefaultNation;

                IDatabase cache    = World.DatastoreConnection.GetDatabase();
                var       myPerson = JsonConvert.SerializeObject(newPlayer);
                cache.Set(User.GetStorageKey(newPlayer.Name), myPerson);

//                    Logger.ErrorFormat("Error saving new player!");
//                  Logger.ErrorFormat(e.ToString());
//                client.LoginMessage("Unknown error. Contact [email protected]", 3);
//          }
                client.LoginMessage("\0", 0);
            }
        }