Ejemplo n.º 1
0
        private bool HandleHandshake(Peer peer, byte[] data)
        {
            var request = PacketReader.ReadKeyCheckRequest(data);
            // TODO: keys for every player
            ulong playerID = (ulong)_blowfish.Decrypt(request.CheckId);

            // Wrong Blowfish key, or the client is already connected
            if (request.PlayerID != playerID || _peers.ContainsKey(request.PlayerID))
            {
                return(false);
            }

            _playerClient[request.PlayerID] = (uint)_playersConnected;
            _playerManager.GetPeerInfo(request.PlayerID).ClientId        = _playerClient[request.PlayerID];
            _playerManager.GetPeerInfo(request.PlayerID).IsStartedClient = true;
            _playersConnected++;

            Debug.WriteLine("Connected player No " + request.PlayerID);

            _peers[request.PlayerID] = peer;

            bool result = true;

            // inform players about their player numbers
            foreach (var player in _peers.Keys.ToArray())
            {
                var response = new KeyCheckResponse(player, _playerClient[player]);
                // TODO: fix casting
                result = result && SendPacket((int)request.PlayerID, response.GetBytes(), Channel.CHL_HANDSHAKE);
            }

            // only if all packets were sent successfully return true
            return(result);
        }
Ejemplo n.º 2
0
        private bool HandleHandshake(Peer peer, byte[] data)
        {
            var request = PacketReader.ReadKeyCheckRequest(data);
            // TODO: keys for every player
            int userId = (int)_blowfish.Decrypt(request.CheckId);

            if (request.UserId != userId)
            {
                // wrong blowfish key
                return(false);
            }
            // TODO: removed code that return if player connected, check if there is no problem

            if (!_peers.ContainsKey(userId))
            {
                _playerNum[userId] = _curPlayerNum;
                _curPlayerNum++;
            }
            _peers[userId] = peer;

            bool result = true;

            // inform players about their player numbers
            foreach (var user in _peers.Keys.ToArray())
            {
                var response = new KeyCheckResponse(user, _playerNum[user]);
                result = result && SendPacket((int)request.UserId, response.GetBytes(), Channel.CHL_HANDSHAKE);
            }
            // only if all packets were sent successfully return true
            return(result);
        }
Ejemplo n.º 3
0
        public override bool HandlePacket(Peer peer, byte[] data)
        {
            var keyCheck = new KeyCheckRequest(data);
            var userId   = _game.Blowfish.Decrypt(keyCheck.checkId);

            if (userId != keyCheck.userId)
            {
                return(false);
            }

            var playerNo = 0;

            foreach (var p in _playerManager.GetPlayers())
            {
                var player = p.Item2;
                if (player.UserId == userId)
                {
                    if (player.Peer != null)
                    {
                        if (!player.IsDisconnected)
                        {
                            _logger.LogCoreWarning("Ignoring new player " + userId + ", already connected!");
                            return(false);
                        }
                    }

                    //TODO: add at least port or smth
                    p.Item1         = peer.Address.port;
                    player.Peer     = peer;
                    player.PlayerNo = playerNo;
                    var response = new KeyCheckResponse(keyCheck.userId, playerNo);
                    _game.PacketHandlerManager.broadcastPacket(response, Channel.CHL_HANDSHAKE);


                    foreach (var p2 in _playerManager.GetPlayers())
                    {
                        if (p2.Item2.Peer != null && p2.Item2.UserId != player.UserId)
                        {
                            var response2 = new KeyCheckResponse(p2.Item2.UserId, p2.Item2.PlayerNo);
                            _game.PacketHandlerManager.sendPacket(player.Peer, response2, Channel.CHL_HANDSHAKE);
                        }
                    }

                    return(true);
                }
                ++playerNo;
            }
            return(false);
        }
Ejemplo n.º 4
0
        // TODO: check if this is broadcast or not
        public void NotifyKeyCheck(long userId, int playerNo)
        {
            var response = new KeyCheckResponse(userId, playerNo);

            _packetHandlerManager.SendPacket((int)userId, response, Channel.CHL_HANDSHAKE);
        }