public static void OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            switch (CCStatus)
            {
                case CharacterCreationStatus.Success:
                    Guid CharacterGUID = new Guid();

                    //CityToken didn't exist, so transition to CityServer hasn't happened yet.
                    if (PlayerAccount.CityToken == "")
                    {
                        CharacterGUID = new Guid(Packet.ReadPascalString());
                        PlayerAccount.CityToken = Packet.ReadPascalString();
                    }

                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);

                    if(PlayerAccount.CityToken == "")
                        PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());

                    break;
                case CharacterCreationStatus.ExceededCharacterLimit:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                case CharacterCreationStatus.NameAlreadyExisted:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                case CharacterCreationStatus.GeneralError:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                default:
                    break;
            }
        }
        /// <summary>
        /// A cityserver requested a decryptionkey for a client!
        /// </summary>
        public static void HandleKeyFetch(NetworkClient Client, ProcessedPacket P)
        {
            string AccountName = P.ReadString();

            byte[] EncKey = new byte[1];

            foreach (NetworkClient Cl in NetworkFacade.CServerListener.Clients)
            {
                if (Cl.ClientEncryptor.Username == AccountName)
                {
                    EncKey = Cl.ClientEncryptor.GetDecryptionArgsContainer().ARC4DecryptArgs.EncryptionKey;

                    //TODO: Figure out what to do about CurrentlyActiveSim...
                    //if (Cl.CurrentlyActiveSim.CreatedThisSession)
                    {
                        //TODO: Update the DB to reflect the city that
                        //      this sim resides in.
                        //Database.UpdateCityForCharacter(Cl.CurrentlyActiveSim.Name, Client.ServerInfo.Name);
                    }
                }
            }

            PacketStream OutPacket = new PacketStream(0x01, 0x00);
            OutPacket.WriteByte((byte)0x01);
            OutPacket.WriteByte((byte)(EncKey.Length + 2));
            OutPacket.WriteByte((byte)EncKey.Length);
            OutPacket.Write(EncKey, 0, EncKey.Length);
            Client.Send(OutPacket.ToArray());

            //For now, assume client has already disconnected and doesn't need to be disconnected manually.
            NetworkFacade.CServerListener.TransferringClients.Remove(Client);
        }
Ejemplo n.º 3
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 /// <summary>
 /// Received a list of available cities from the login server.
 /// </summary>
 public void _OnCityList(NetworkClient Client, ProcessedPacket packet)
 {
     if (OnLoginProgress != null)
     {
         if (OnLoginStatus != null)
         {
             UIPacketHandlers.OnCityInfoResponse(packet);
             OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE)
             {
                 Done = 5, Total = 5
             });
             OnLoginStatus(new LoginEvent(EventCodes.LOGIN_RESULT)
             {
                 Success = true
             });
         }
         else
         {
             //TODO: Error handling...
         }
     }
     else
     {
         //TODO: Error handling...
     }
 }
        public static void HandlePlayerOnlineResponse(NetworkClient Client, ProcessedPacket P)
        {
            byte Result = (byte)P.ReadByte();
            string Token = P.ReadString();
            //NOTE: Might have to find another way to identify a client, since two people
            //		can be on the same account from the same IP.
            string RemoteIP = P.ReadString();
            int RemotePort = P.ReadInt32();

            PacketStream Packet;
            NetworkClient FoundClient;

            switch(Result)
            {
                case 0x01:
                    Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0);
                    Packet.WriteString(Token);
                    FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);

                    if(FoundClient != null)
                        FoundClient.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray());

                    break;
                case 0x02: //Write player was already online packet!
                    Packet = new PacketStream((byte)PacketType.PLAYER_ALREADY_ONLINE, 0);
                    Packet.WriteByte(0x00); //Dummy
                    FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);

                    if (FoundClient != null)
                        FoundClient.SendEncrypted((byte)PacketType.PLAYER_ALREADY_ONLINE, Packet.ToArray());

                    break;
            }
        }
Ejemplo n.º 5
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        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Debug.WriteLine("Received OnCityTokenResponse");

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            return(Status);
        }
        public void _OnCityServerOffline(NetworkClient Client, ProcessedPacket Packet)
        {
            UIPacketHandlers.OnCityServerOffline(Client, Packet);

            if (OnCityServerOffline != null)
            {
                OnCityServerOffline();
            }
        }
 /// <summary>
 /// A lot was deemed unbuildable/unpurchasable by city server.
 /// </summary>
 public void _OnLotUnbuildable(NetworkClient Client, ProcessedPacket Packet)
 {
     if (OnLotUnbuildable != null)
     {
         OnLotUnbuildable();
     }
     else
     {
         //TODO: Error handling...
     }
 }
Ejemplo n.º 8
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        public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            ushort X       = Packet.ReadUInt16();
            ushort Y       = Packet.ReadUInt16();
            int    LotID   = Packet.ReadInt32();
            string LotName = Packet.ReadString();
            //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
            byte Flags = (byte)Packet.ReadByte();
            int  Cost  = Packet.ReadInt32();

            return(new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost));
        }
        public void _OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
        {
            LotTileEntry TileEntry = UIPacketHandlers.OnPlayerJoinedSession(Client, Packet);

            if (TileEntry.lotid != 0)
            {
                if (OnPlayerJoined != null)
                {
                    OnPlayerJoined(TileEntry);
                }
            }
        }
Ejemplo n.º 10
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        public static void OnLotPurchaseFailed(NetworkClient Client, ProcessedPacket Packet)
        {
            EventObject Event;

            switch (Packet.ReadByte())
            {
            case 0x00:
                Event = new EventObject(EventCodes.TRANSACTION_RESULT);
                EventSink.RegisterEvent(Event);
                break;
            }
        }
 /// <summary>
 /// Received token from login server.
 /// </summary>
 public void _OnCityToken(NetworkClient Client, ProcessedPacket Packet)
 {
     if (OnCityToken != null)
     {
         UIPacketHandlers.OnCityToken(Client, Packet);
         OnCityToken(PlayerAccount.CurrentlyActiveSim.ResidingCity);
     }
     else
     {
         //TODO: Error handling...
     }
 }
 public void _OnLoginNotifyCity(NetworkClient Client, ProcessedPacket packet)
 {
     if (OnLoginNotifyCity != null)
     {
         UIPacketHandlers.OnLoginNotifyCity(Client, packet);
         OnLoginNotifyCity();
     }
     else
     {
         //TODO: Error handling...
     }
 }
 public void _OnRetireCharacterStatus(NetworkClient Client, ProcessedPacket Packet)
 {
     if (OnCharacterRetirement != null)
     {
         string GUID = UIPacketHandlers.OnCharacterRetirement(Client, Packet);
         OnCharacterRetirement(GUID);
     }
     else
     {
         //TODO: Error handling...
     }
 }
 public void _OnPlayerAlreadyOnline(NetworkClient Client, ProcessedPacket Packet)
 {
     if (OnPlayerAlreadyOnline != null)
     {
         //No need for handler, this packet only contains a dummy byte.
         OnPlayerAlreadyOnline();
     }
     else
     {
         //TODO: Error handling...
     }
 }
Ejemplo n.º 15
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        public override void OnPacket(NetworkClient client, ProcessedPacket packet)
        {
            var cmd = new VMNetCommand();

            try {
                using (var reader = new BinaryReader(packet)) {
                    cmd.Deserialize(reader);
                }
            } catch (Exception)
            {
                ClientsToDC.Add(client);
                return;
            }

            if (cmd.Type == VMCommandType.SimJoin)
            {
                if (SandboxBans.Contains(client.RemoteIP))
                {
                    SendGenericMessage(client, "Banned", "You have been banned from this sandbox server!");
                    ClientsToDC.Add(client);
                    return;
                }
                else if (((VMNetSimJoinCmd)cmd.Command).Version != VMNetSimJoinCmd.CurVer)
                {
                    SendGenericMessage(client, "Version Mismatch", "Your game version does not match the server's. Please update your game.");
                    ClientsToDC.Add(client);
                    return;
                }

                ((VMNetSimJoinCmd)cmd.Command).Ticket = client.RemoteIP + ":" + ((VMNetSimJoinCmd)cmd.Command).Name;
                ((VMNetSimJoinCmd)cmd.Command).Client = client; //remember client so we can bind it to persist id later
                SendCommand(cmd.Command);                       //just go for it. will start the avatar retrieval process.
                return;
            }
            else if (cmd.Type == VMCommandType.RequestResync)
            {
                lock (ClientsToSync)
                {
                    //todo: throttle
                    ClientsToSync.Add(client);
                }
            }

            lock (ClientToUID)
            {
                if (!ClientToUID.ContainsKey(client))
                {
                    return;                                   //client hasn't registered yet
                }
                cmd.Command.ActorUID = ClientToUID[client];
            }
            SendCommand(cmd.Command);
        }
 public void _OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
 {
     if (OnCharacterCreationStatus != null)
     {
         CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationStatus(Client, Packet);
         OnCharacterCreationStatus(CCStatus);
     }
     else
     {
         //TODO: Error handling...
     }
 }
        public void _OnNewCity(NetworkClient Client, ProcessedPacket Packet)
        {
            UIPacketHandlers.OnNewCityServer(Client, Packet);

            if (OnNewCityServer != null)
            {
                OnNewCityServer();
            }
            else
            {
                //TODO: Error handling...
            }
        }
        /// <summary>
        /// City server sent the cost of a lot.
        /// </summary>
        public void _OnLotCost(NetworkClient Client, ProcessedPacket Packet)
        {
            LotTileEntry Entry = UIPacketHandlers.OnLotCostResponse(Client, Packet);

            if (OnLotCost != null)
            {
                OnLotCost(Entry);
            }
            else
            {
                //TODO: Error handling...
            }
        }
        /// <summary>
        /// Lot purchase was successful, server sent correct amount of money for player's character's account.
        /// </summary>
        public void _OnLotPurchaseSuccessful(NetworkClient Client, ProcessedPacket Packet)
        {
            int Money = UIPacketHandlers.OnLotPurchaseSuccessful(Client, Packet);

            if (OnLotPurchaseSuccessful != null)
            {
                OnLotPurchaseSuccessful(Money);
            }
            else
            {
                //TODO: Error handling...
            }
        }
        public void _OnLoginFailureCity(NetworkClient Client, ProcessedPacket Packet)
        {
            Log.LogThis("Received OnLoginFailureCity!", eloglevel.info);

            if (OnLoginFailureCity != null)
            {
                UIPacketHandlers.OnLoginFailResponse(ref NetworkFacade.Client, Packet);
                OnLoginFailureCity();
            }
            else
            {
                //TODO: Error handling...
            }
        }
        public void _OnLoginSuccessCity(NetworkClient Client, ProcessedPacket Packet)
        {
            Log.LogThis("Received OnLoginSuccessCity!", eloglevel.info);

            if (OnLoginSuccessCity != null)
            {
                //No need for handler - only contains dummy byte.
                OnLoginSuccessCity();
            }
            else
            {
                //TODO: Error handling...
            }
        }
        /// <summary>
        /// Response from city server.
        /// </summary>
        public void _OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Log.LogThis("Received OnCityTokenResponse!", eloglevel.info);

            if (OnCityTransferProgress != null)
            {
                CityTransferStatus Status = UIPacketHandlers.OnCityTokenResponse(Client, Packet);
                OnCityTransferProgress(Status);
            }
            else
            {
                //TODO: Error handling...
            }
        }
        /// <summary>
        /// Progressing to city server (received from login server).
        /// </summary>
        public void _OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
        {
            Log.LogThis("Received OnCharacterCreationProgress!", eloglevel.info);

            if (OnCharacterCreationProgress != null)
            {
                CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationProgress(Client, Packet);
                OnCharacterCreationProgress(CCStatus);
            }
            else
            {
                //TODO: Error handling...
            }
        }
Ejemplo n.º 24
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        /// <summary>
        /// A player left a session (game) in progress.
        /// </summary>
        public static void OnPlayerLeftSession(NetworkClient Client, ProcessedPacket Packet)
        {
            string GUID = Packet.ReadString();

            lock (NetworkFacade.AvatarsInSession)
            {
                foreach (UISim Avatar in NetworkFacade.AvatarsInSession)
                {
                    if (Avatar.GUID.ToString().Equals(GUID, StringComparison.CurrentCultureIgnoreCase))
                    {
                        NetworkFacade.AvatarsInSession.Remove(Avatar);
                    }
                }
            }
        }
 /// <summary>
 /// Received list of characters for account from login server.
 /// </summary>
 public void _OnCharacterList(NetworkClient Client, ProcessedPacket packet)
 {
     if (OnLoginProgress != null)
     {
         OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE)
         {
             Done = 4, Total = 5
         });
         UIPacketHandlers.OnCharacterInfoResponse(packet, NetworkFacade.Client);
     }
     else
     {
         //TODO: Error handling...
     }
 }
        public void _OnTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
        {
            DateTime CurrentTime = UIPacketHandlers.OnNewTimeOfDay(Client, Packet);

            NetworkFacade.ServerTime = CurrentTime;

            if (OnNewTimeOfDay != null)
            {
                OnNewTimeOfDay(CurrentTime);
            }
            else
            {
                //TODO: Error handling...
            }
        }
 public void _OnInvalidVersion(NetworkClient Client, ProcessedPacket packet)
 {
     if (OnLoginStatus != null)
     {
         UIPacketHandlers.OnInvalidVersionResponse(ref NetworkFacade.Client, packet);
         OnLoginStatus(new LoginEvent(EventCodes.LOGIN_RESULT)
         {
             Success = false, VersionOK = false
         });
     }
     else
     {
         //TODO: Error handling...
     }
 }
        /// <summary>
        /// A client decided to retire a character.
        /// </summary>
        public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
        {
            int    AccountID = P.ReadInt32();
            string GUID      = P.ReadString();

            using (DataAccess db = DataAccess.Get())
            {
                IQueryable <Character> Query = db.Characters.GetForAccount(AccountID);

                //F**K, I hate LINQ.
                Guid      CharGUID = new Guid(GUID);
                Character Char     = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();
                db.Characters.RetireCharacter(Char);
            }
        }
Ejemplo n.º 29
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        /// <summary>
        /// Received CharacterCreation packet from LoginServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
        {
            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            if (CCStatus == CharacterCreationStatus.Success)
            {
                Guid CharacterGUID = new Guid();

                CharacterGUID = new Guid(Packet.ReadPascalString());
                PlayerAccount.CityToken = Packet.ReadPascalString();
                PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());
            }

            return CCStatus;
        }
 public void _OnLoginSuccess(NetworkClient Client, ProcessedPacket packet)
 {
     if (OnLoginProgress != null)
     {
         UIPacketHandlers.OnLoginSuccessResponse(ref NetworkFacade.Client, packet);
         OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE)
         {
             Done = 3, Total = 5
         });
     }
     else
     {
         //TODO: Error handling...
     }
 }
Ejemplo n.º 31
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        /// <summary>
        /// A client requested login.
        /// </summary>
        /// <param name="Client">NetworkClient instance.</param>
        /// <param name="Packet">ProcessedPacket instance.</param>
        public static void InitialClientConnect(NetworkClient Client, ProcessedPacket Packet)
        {
            Console.WriteLine("Server receives data - test 1");

            PacketStream EncryptedPacket = new PacketStream(0x02, 0);

            EncryptedPacket.WriteHeader();

            ClientPublicKey = Packet.ReadBytes((Packet.ReadByte()));

            AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;

            Enc.NOnce              = Packet.ReadBytes((Packet.ReadByte()));
            Enc.PublicKey          = ClientPublicKey;
            Enc.PrivateKey         = ServerPrivateKey;
            Client.ClientEncryptor = Enc;

            //THIS IS IMPORTANT - public key must be derived from private!
            ServerPublicKey = ServerPrivateKey.PublicKey.ToByteArray();

            ChallengeResponse = new byte[16];
            m_Random.GetNonZeroBytes(ChallengeResponse);

            MemoryStream StreamToEncrypt = new MemoryStream();
            BinaryWriter Writer          = new BinaryWriter(StreamToEncrypt);

            Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length);
            Writer.Flush();

            byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(ServerPrivateKey,
                                                                     ECDiffieHellmanCngPublicKey.FromByteArray(ClientPublicKey, CngKeyBlobFormat.EccPublicBlob), Enc.NOnce,
                                                                     StreamToEncrypt.ToArray());

            EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED +
                                                 (1 + ServerPublicKey.Length) +
                                                 (1 + EncryptedData.Length)));

            EncryptedPacket.WriteByte((byte)ServerPublicKey.Length);
            EncryptedPacket.WriteBytes(ServerPublicKey);
            EncryptedPacket.WriteByte((byte)EncryptedData.Length);
            EncryptedPacket.WriteBytes(EncryptedData);

            Client.Send(EncryptedPacket.ToArray());

            NetworkFacade.Listener.UpdateClient(Client);

            Console.WriteLine("Test 1: passed!");
        }
        /// <summary>
        /// An attempt to buy a lot failed, usually because player was out of money.
        /// </summary>
        public void _OnLotBuyFailed(NetworkClient Client, ProcessedPacket Packet)
        {
            UIPacketHandlers.OnLotPurchaseFailed(Client, Packet);

            if (OnLotPurchaseFailed != null)
            {
                OnLotPurchaseFailed(new TransactionEvent(EventCodes.TRANSACTION_RESULT)
                {
                    Success = false
                });
            }
            else
            {
                //TODO: Error handling...
            }
        }
Ejemplo n.º 33
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 /// <summary>
 /// New city server came online!
 /// </summary>
 public static void OnNewCityServer(NetworkClient Client, ProcessedPacket Packet)
 {
     lock (NetworkFacade.Cities)
     {
         CityInfo Info = new CityInfo(false);
         Info.Name        = Packet.ReadString();
         Info.Description = Packet.ReadString();
         Info.IP          = Packet.ReadString();
         Info.Port        = Packet.ReadInt32();
         Info.Status      = (CityInfoStatus)Packet.ReadByte();
         Info.Thumbnail   = Packet.ReadUInt64();
         Info.UUID        = Packet.ReadString();
         Info.Map         = Packet.ReadUInt64();
         NetworkFacade.Cities.Add(Info);
     }
 }
Ejemplo n.º 34
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        /// <summary>
        /// A city server went offline!
        /// </summary>
        public static void OnCityServerOffline(NetworkClient Client, ProcessedPacket Packet)
        {
            lock (NetworkFacade.Cities)
            {
                string Name = Packet.ReadString();

                foreach (CityInfo City in NetworkFacade.Cities)
                {
                    if (City.Name.Equals(Name, StringComparison.CurrentCultureIgnoreCase))
                    {
                        NetworkFacade.Cities.Remove(City);
                        break;
                    }
                }
            }
        }
        /// <summary>
        /// A cityserver logged in!
        /// </summary>
        public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("CityServer logged in!\r\n");

            string Name = P.ReadString();
            string Description = P.ReadString();
            string IP = P.ReadString();
            int Port = P.ReadInt32();
            CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
            ulong Thumbnail = P.ReadUInt64();
            string UUID = P.ReadString();
            ulong Map = P.ReadUInt64();

            CityInfo Info = new CityInfo(true);
            Info.Name = Name;
            Info.Description = Description;
            Info.IP = IP;
            Info.Port = Port;
            Info.Status = Status;
            Info.Thumbnail = Thumbnail;
            Info.UUID = UUID;
            Info.Map = Map;
            Info.Client = Client;
            Info.Online = true;

            NetworkFacade.CServerListener.CityServers.Add(Info);
            NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client);

            NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count];
            NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0);

            PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0);
            ClientPacket.WriteString(Name);
            ClientPacket.WriteString(Description);
            ClientPacket.WriteString(IP);
            ClientPacket.WriteInt32(Port);
            ClientPacket.WriteByte((byte)Status);
            ClientPacket.WriteUInt64(Thumbnail);
            ClientPacket.WriteString(UUID);
            ClientPacket.WriteUInt64(Map);

            foreach(NetworkClient Receiver in Clients)
                Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray());
        }
        /// <summary>
        /// Received CharacterCreation packet from LoginServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
        {
            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            if (CCStatus == CharacterCreationStatus.Success)
            {
                Guid CharacterGUID = Guid.NewGuid();

                CharacterGUID = new Guid(Packet.ReadString());
                PlayerAccount.CityToken = Packet.ReadString();
                PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());

                //This previously happened when clicking the accept button in CAS, causing
                //all chars to be cached even if the new char wasn't successfully created.
                lock(NetworkFacade.Avatars)
                    Cache.CacheSims(NetworkFacade.Avatars);
            }

            return CCStatus;
        }
        /// <summary>
        /// LoginServer sent information about the player's characters.
        /// </summary>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client)
        {
            //If the decrypted length == 1, it means that there were 0
            //characters that needed to be updated, or that the user
            //hasn't created any characters on his/her account yet.
            //Since the Packet.Length property is equal to the length
            //of the encrypted data, it cannot be used to get the length
            //of the decrypted data.
            if (Packet.DecryptedLength > 1)
            {
                byte NumCharacters = (byte)Packet.ReadByte();
                List<Sim> FreshSims = new List<Sim>();

                for (int i = 0; i < NumCharacters; i++)
                {
                    int CharacterID = Packet.ReadInt32();

                    Sim FreshSim = new Sim(Packet.ReadString());
                    FreshSim.CharacterID = CharacterID;
                    FreshSim.Timestamp = Packet.ReadString();
                    FreshSim.Name = Packet.ReadString();
                    FreshSim.Sex = Packet.ReadString();
                    FreshSim.Description = Packet.ReadString();
                    FreshSim.HeadOutfitID = Packet.ReadUInt64();
                    FreshSim.BodyOutfitID = Packet.ReadUInt64();
                    FreshSim.AppearanceType = (SimsLib.ThreeD.AppearanceType)Packet.ReadByte();
                    FreshSim.ResidingCity = new CityInfo(Packet.ReadString(), "", Packet.ReadUInt64(), Packet.ReadString(),
                        Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadInt32());

                    FreshSims.Add(FreshSim);
                }

                NetworkFacade.Avatars = FreshSims;
                Cache.CacheSims(FreshSims);
            }

            PacketStream CityInfoRequest = new PacketStream(0x06, 0);
            CityInfoRequest.WriteByte(0x00); //Dummy

            Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
        }
        /// <summary>
        /// A cityserver logged in!
        /// </summary>
        public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
        {
            CityServerClient CityClient = (CityServerClient)Client;

            Logger.LogInfo("CityServer logged in!\r\n");

            string Name = P.ReadString();
            string Description = P.ReadString();
            string IP = P.ReadString();
            int Port = P.ReadInt32();
            CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
            ulong Thumbnail = P.ReadUInt64();
            string UUID = P.ReadString();
            ulong Map = P.ReadUInt64();

            CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port);
            Info.Status = Status;
            CityClient.ServerInfo = Info;

            //Client instance changed, so update it...
            NetworkFacade.CServerListener.UpdateClient(CityClient);
        }
        /// <summary>
        /// Received CharacterCreation packet from CityServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);

            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();
            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                        (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
                TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;

            return CCStatus;
        }
        public static void HandleCharacterInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterInfoRequest!");

            DateTime Timestamp = DateTime.Parse(P.ReadPascalString());

            //Database.CheckCharacterTimestamp(Client.Username, Client, TimeStamp);

            Character[] Characters = new Character[] { };

            using (var db = DataAccess.Get())
            {
                var account = db.Accounts.GetByUsername(Client.ClientEncryptor.Username);
                Characters = db.Characters.GetForAccount((int)account.AccountID).ToArray();
            }

            if (Characters != null)
            {
                PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_LIST, 0);
                MemoryStream PacketData = new MemoryStream();
                BinaryWriter PacketWriter = new BinaryWriter(PacketData);

                /**
                 * Whats the point of checking a timestamp here? It saves a few bytes on a packet
                 * sent once per user session. Premature optimization.
                 */
                PacketWriter.Write((byte)Characters.Length);
                foreach (Character avatar in Characters)
                {
                    PacketWriter.Write((int)avatar.CharacterID);
                    PacketWriter.Write(avatar.GUID.ToString());
                    PacketWriter.Write(avatar.LastCached);
                    PacketWriter.Write(avatar.Name);
                    PacketWriter.Write(avatar.Sex);
                    PacketWriter.Write(avatar.Description);
                    PacketWriter.Write((ulong)avatar.HeadOutfitID);
                    PacketWriter.Write((ulong)avatar.BodyOutfitID);
                    PacketWriter.Write((byte)avatar.AppearanceType);
                    PacketWriter.Write((string)avatar.CityName);
                    PacketWriter.Write((ulong)avatar.CityThumb);
                    PacketWriter.Write((string)avatar.City);
                    PacketWriter.Write((ulong)avatar.CityMap);
                    PacketWriter.Write((string)avatar.CityIp);
                    PacketWriter.Write((int)avatar.CityPort);
                }

                Packet.Write(PacketData.ToArray(), 0, (int)PacketData.Length);
                PacketWriter.Close();
                Client.SendEncrypted(0x05, Packet.ToArray());
            }
            else //No characters existed for the account.
            {
                PacketStream Packet = new PacketStream(0x05, 0);
                Packet.WriteByte(0x00); //0 characters.

                Client.SendEncrypted((byte)PacketType.CHARACTER_LIST, Packet.ToArray());
            }
        }
        public static void HandleCityInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            //This packet only contains a dummy byte, don't bother reading it.
            PacketStream Packet = new PacketStream((byte)PacketType.CITY_LIST, 0);
            MemoryStream PacketData = new MemoryStream();
            BinaryWriter PacketWriter = new BinaryWriter(PacketData);
            PacketWriter.Write((byte)NetworkFacade.CServerListener.CityServers.Count);

            foreach (CityServerClient City in NetworkFacade.CServerListener.CityServers)
            {
                PacketWriter.Write((string)City.ServerInfo.Name);
                PacketWriter.Write((string)City.ServerInfo.Description);
                PacketWriter.Write((string)City.ServerInfo.IP);
                PacketWriter.Write((int)City.ServerInfo.Port);

                //Hack (?) to ensure status is written correctly.
                switch (City.ServerInfo.Status)
                {
                    case CityInfoStatus.Ok:
                        PacketWriter.Write((byte)1);
                        break;
                    case CityInfoStatus.Busy:
                        PacketWriter.Write((byte)2);
                        break;
                    case CityInfoStatus.Full:
                        PacketWriter.Write((byte)3);
                        break;
                    case CityInfoStatus.Reserved:
                        PacketWriter.Write((byte)4);
                        break;
                }

                PacketWriter.Write((ulong)City.ServerInfo.Thumbnail);
                PacketWriter.Write((string)City.ServerInfo.UUID);
                PacketWriter.Write((ulong)City.ServerInfo.Map);

                PacketWriter.Flush();
            }

            Packet.Write(PacketData.ToArray(), 0, PacketData.ToArray().Length);
            PacketWriter.Close();

            Client.SendEncrypted((byte)PacketType.CITY_LIST, Packet.ToArray());
        }
        public static void HandleCityTokenRequest(NetworkClient Client, ProcessedPacket P)
        {
            string AccountName = P.ReadPascalString();
            string CityGUID = P.ReadPascalString();
            string CharGUID = P.ReadPascalString();
            string Token = new Guid().ToString();

            foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers)
            {
                if (CityGUID == CServer.ServerInfo.UUID)
                {
                    using (var db = DataAccess.Get())
                    {
                        Account Acc = db.Accounts.GetByUsername(AccountName);

                        PacketStream CServerPacket = new PacketStream(0x01, 0);
                        CServerPacket.WriteHeader();

                        ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1)
                            + (CharGUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                        CServerPacket.WriteUInt16(PacketLength);

                        CServerPacket.WriteInt32(Acc.AccountID);
                        CServerPacket.WritePascalString(Client.RemoteIP);
                        CServerPacket.WritePascalString(CharGUID.ToString());
                        CServerPacket.WritePascalString(Token.ToString());
                        CServer.Send(CServerPacket.ToArray());

                        break;
                    }
                }
            }

            PacketStream Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0);
            Packet.WritePascalString(Token);
            Client.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray());
        }
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterCreate!");

            string AccountName = SanitizeAccount(P.ReadPascalString());

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);

                //TODO: Send GUID to client...
                SimBase Char = new SimBase(Guid.NewGuid());
                Char.Timestamp = P.ReadPascalString();
                Char.Name = P.ReadPascalString();
                Char.Sex = P.ReadPascalString();
                Char.Description = P.ReadPascalString();
                Char.HeadOutfitID = P.ReadUInt64();
                Char.BodyOutfitID = P.ReadUInt64();
                Char.Appearance = (AppearanceType)P.ReadByte();
                Char.ResidingCity = new CityInfo(P.ReadPascalString(), "", P.ReadUInt64(), P.ReadPascalString(),
                    P.ReadUInt64(), P.ReadPascalString(), P.ReadInt32());
                Char.CreatedThisSession = true;

                var characterModel = new Character();
                characterModel.Name = Char.Name;
                characterModel.Sex = Char.Sex;
                characterModel.Description = Char.Description;
                characterModel.LastCached = Char.Timestamp;
                characterModel.GUID = Char.GUID;
                characterModel.HeadOutfitID = (long)Char.HeadOutfitID;
                characterModel.BodyOutfitID = (long)Char.BodyOutfitID;
                characterModel.AccountID = Acc.AccountID;
                characterModel.AppearanceType = (int)Char.Appearance;
                characterModel.City = Char.ResidingCity.UUID;
                characterModel.CityName = Char.ResidingCity.Name;
                characterModel.CityThumb = (long)Char.ResidingCity.Thumbnail;
                characterModel.CityMap = (long)Char.ResidingCity.Map;
                characterModel.CityIp = Char.ResidingCity.IP;
                characterModel.CityPort = Char.ResidingCity.Port;

                var status = db.Characters.CreateCharacter(characterModel);
                //Need to be variable length, because the success packet contains a token.
                PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);

                switch (status)
                {
                    case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.Success:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success);
                        CCStatusPacket.WritePascalString(Char.GUID.ToString());
                        Guid Token = Guid.NewGuid();
                        CCStatusPacket.WritePascalString(Token.ToString());
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                        foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers)
                        {
                            if (CServer.ServerInfo.UUID == Char.ResidingCity.UUID)
                            {
                                PacketStream CServerPacket = new PacketStream(0x01, 0);
                                CServerPacket.WriteHeader();

                                ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1)
                                    + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                                CServerPacket.WriteUInt16(PacketLength);

                                CServerPacket.WriteInt32(Acc.AccountID);
                                CServerPacket.WritePascalString(Client.RemoteIP);
                                CServerPacket.WritePascalString(Char.GUID.ToString());
                                CServerPacket.WritePascalString(Token.ToString());
                                CServer.Send(CServerPacket.ToArray());

                                break;
                            }
                        }

                        break;
                }
            }

            //Client was modified, so update it.
            NetworkFacade.ClientListener.UpdateClient(Client);
        }
Ejemplo n.º 44
0
        /// <summary>
        /// Client requested information about a city.
        /// </summary>
        public static void HandleCityInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            //This packet only contains a dummy byte, don't bother reading it.
            PacketStream Packet = new PacketStream((byte)PacketType.CITY_LIST, 0);
            Packet.WriteByte((byte)NetworkFacade.CServerListener.CityServers.Count);

            if (NetworkFacade.CServerListener.CityServers.Count > 0)
            {
                lock (NetworkFacade.CServerListener.CityServers)
                {
                    foreach (CityInfo CInfo in NetworkFacade.CServerListener.CityServers)
                    {
                        Packet.WriteString(CInfo.Name);
                        Packet.WriteString(CInfo.Description);
                        Packet.WriteString(CInfo.IP);
                        Packet.WriteInt32(CInfo.Port);

                        //Hack (?) to ensure status is written correctly.
                        switch (CInfo.Status)
                        {
                            case CityInfoStatus.Ok:
                                Packet.WriteByte(1);
                                break;
                            case CityInfoStatus.Busy:
                                Packet.WriteByte(2);
                                break;
                            case CityInfoStatus.Full:
                                Packet.WriteByte(3);
                                break;
                            case CityInfoStatus.Reserved:
                                Packet.WriteByte(4);
                                break;
                        }

                        Packet.WriteUInt64(CInfo.Thumbnail);
                        Packet.WriteString(CInfo.UUID);
                        Packet.WriteUInt64(CInfo.Map);
                    }
                }
            }

            Client.SendEncrypted((byte)PacketType.CITY_LIST, Packet.ToArray());
        }
 public static DateTime OnNewTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
 {
     return new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day,
         Packet.ReadInt32(), Packet.ReadInt32(), Packet.ReadInt32());
 }
        /// <summary>
        /// A player left a session (game) in progress.
        /// </summary>
        public static void OnPlayerLeftSession(NetworkClient Client, ProcessedPacket Packet)
        {
            string GUID = Packet.ReadString();

            lock (NetworkFacade.AvatarsInSession)
            {
                foreach (UISim Avatar in NetworkFacade.AvatarsInSession)
                {
                    if (Avatar.GUID.ToString().Equals(GUID, StringComparison.CurrentCultureIgnoreCase))
                        NetworkFacade.AvatarsInSession.Remove(Avatar);
                }
            }
        }
        public static void OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            switch (Status)
            {
                case CityTransferStatus.Success:
                    NetworkFacade.Controller._OnCityTokenResponse(Status);
                    break;
                case CityTransferStatus.GeneralError:
                    NetworkFacade.Controller._OnCityTokenResponse(Status);
                    break;
            }
        }
        /// <summary>
        /// Occurs when the client has been sucessfully authenticated by the loginserver.
        /// Called by UILoginDialog.cs.
        /// </summary>
        /// <param name="Client">The client that received the packet.</param>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnInitLoginNotify(NetworkClient Client, ProcessedPacket Packet)
        {
            //Account was authenticated, so add the client to the player's account.
            PlayerAccount.Client = Client;

            if (!Directory.Exists("CharacterCache"))
            {
                Directory.CreateDirectory("CharacterCache");

                //The charactercache didn't exist, so send the current time, which is
                //newer than the server's stamp. This will cause the server to send the entire cache.
                UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss"));
            }
            else
            {
                if (!File.Exists("CharacterCache\\Sims.cache"))
                {
                    //The charactercache didn't exist, so send the current time, which is
                    //newer than the server's stamp. This will cause the server to send the entire cache.
                    UIPacketSenders.SendCharacterInfoRequest(DateTime.Now.ToString("yyyy.MM.dd hh:mm:ss"));
                }
                else
                    UIPacketSenders.SendCharacterInfoRequest(Cache.GetDateCached());
            }
        }
        /// <summary>
        /// Occurs when the client was not authenticated by the loginserver.
        /// Called by UILoginDialog.cs.
        /// </summary>
        /// <param name="Client">The client that received the packet.</param>
        /// <param name="Packet">The packet that was received.</param>
        /// <param name="Screen">A UIScreen instance on which to display a messagebox to inform the player of the
        ///                      failure state.</param>
        public static void OnLoginFailResponse(ref NetworkClient Client, ProcessedPacket Packet)
        {
            EventObject Event;

            switch (Packet.ReadByte())
            {
                case 0x01:
                    Event = new EventObject(EventCodes.BAD_USERNAME);
                    EventSink.RegisterEvent(Event);
                    break;
                case 0x02:
                    Event = new EventObject(EventCodes.BAD_PASSWORD);
                    EventSink.RegisterEvent(Event);
                    break;
            }

            Client.Disconnect();
        }
Ejemplo n.º 50
0
        /// <summary>
        /// Client created a character!
        /// </summary>
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterCreate!");

            string AccountName = SanitizeAccount(P.ReadString());
            //Need to be variable length, because the success packet contains a token.
            PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);

                if (Acc.NumCharacters >= 3)
                {
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                    return;
                }

                //TODO: Send GUID to client...
                var Char = new Character();
                string LastCached = P.ReadString();
                if (LastCached == string.Empty)
                {
                    //TODO: Proper error...
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                    return;
                }

                Char.LastCached = ProtoHelpers.ParseDateTime(LastCached);
                Char.Name = P.ReadString();
                Char.Sex = P.ReadString();
                Char.Description = P.ReadString();
                Char.GUID = Guid.NewGuid();
                Char.HeadOutfitID = (long)P.ReadUInt64();
                Char.BodyOutfitID = (long)P.ReadUInt64();
                Char.AccountID = Acc.AccountID;
                Char.AppearanceType = P.ReadByte();
                Char.CityName = P.ReadString();
                Char.CityThumb = (long)P.ReadUInt64();
                Char.City = P.ReadString();
                Char.CityMap = (long)P.ReadUInt64();
                Char.CityIp = P.ReadString();
                Char.CityPort = P.ReadInt32();
                Char.Money = NetworkFacade.INITIAL_MONEY;

                //These are going into DB, so be nazi. Sieg heil!
                if (Char.Name == string.Empty || Char.Sex == string.Empty ||
                    Char.Description == string.Empty)
                {
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                    return;
                }

                var status = db.Characters.CreateCharacter(Char);

                switch (status)
                {
                    case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.NameTooLong:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameTooLong);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.Success:
                        Guid Token = Guid.NewGuid();

                        //This actually updates the record, not sure how.
                        Acc.NumCharacters++;

                        //THIS NEEDS TO HAPPEN FIRST FOR CITY SERVER AUTHENTICATION TO WORK!
                        CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(Char.City);

                        //Just in case...
                        if (CServer != null)
                        {
                            PacketStream CServerPacket = new PacketStream(0x01, 0);
                            CServerPacket.WriteHeader();

                            ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1)
                                + 4 + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                            CServerPacket.WriteUInt16(PacketLength);

                            CServerPacket.WriteByte(1); //CharacterCreate = true
                            CServerPacket.WriteInt32(Acc.AccountID);
                            CServerPacket.WriteString(Client.RemoteIP);
                            CServerPacket.WriteInt32(Client.RemotePort);
                            CServerPacket.WriteString(Char.GUID.ToString());
                            CServerPacket.WriteString(Token.ToString(""));
                            CServer.Client.Send(CServerPacket.ToArray());
                        }

                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success);
                        CCStatusPacket.WriteString(Char.GUID.ToString());
                        CCStatusPacket.WriteString(Token.ToString());
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                        break;
                }
            }
        }
Ejemplo n.º 51
0
        /// <summary>
        /// Client sent a response to our challenge, as well as account name and password.
        /// </summary>
        public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket P)
        {
            PacketStream OutPacket;

            if (P.BufferLength <= 1)
            {
                OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
                OutPacket.WriteByte(0x03); //Bad challenge response.
                Client.Send(OutPacket.ToArray());

                Logger.LogInfo("Bad challenge response - sent SLoginFailResponse!\r\n");
                return; //How does this even happen?!
            }

            int Length = P.ReadByte();
            byte[] CResponse;

            if (P.BufferLength >= Length)
                CResponse = P.ReadBytes(Length);
            else
                return;

            AESDecryptionArgs DecryptionArgs = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs;

            if (DecryptionArgs.Challenge.SequenceEqual(CResponse))
            {
                string AccountName = SanitizeAccount(P.ReadString());

                Length = P.ReadByte();
                byte[] PasswordHash;

                if (P.BufferLength >= Length)
                    PasswordHash = P.ReadBytes(Length);
                else
                    return;

                // Check whether the accountname is empty or is/contains "username"
                if (AccountName == string.Empty || AccountName.ToLower().Equals("username") || AccountName.ToLower().Contains("username"))
                {
                    OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
                    OutPacket.WriteHeader();
                    OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                    OutPacket.WriteByte(0x01);
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n");
                    Client.Disconnect();
                    return;
                }

                using (var db = DataAccess.Get())
                {
                    var account = db.Accounts.GetByUsername(AccountName);

                    if (!GlobalSettings.Default.CreateAccountsOnLogin)
                    {
                        Logger.LogInfo("Done reading LoginRequest, checking account...\r\n");

                        if (account == null)
                        {
                            OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
                            OutPacket.WriteHeader();
                            OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                            OutPacket.WriteByte(0x01);
                            Client.Send(OutPacket.ToArray());

                            Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n");
                            Client.Disconnect();
                            return;
                        }
                    }
                    else
                    {
                        if (account == null)
                        {
                            try
                            {
                                if (!AccountName.ToLower().Equals("username") || !AccountName.ToLower().Contains("username"))
                                db.Accounts.Create(new Account
                                {
                                    AccountName = AccountName.ToLower(),
                                    Password = Convert.ToBase64String(PasswordHash)
                                });
                            }
                            catch (Exception)
                            {
                                OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
                                OutPacket.WriteHeader();
                                OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                                OutPacket.WriteByte(0x01);
                                Client.Send(OutPacket.ToArray());

                                Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n");
                                Client.Disconnect();
                                return;
                            }

                            account = db.Accounts.GetByUsername(AccountName);
                        }
                    }

                    if (account.IsCorrectPassword(AccountName, PasswordHash))
                    {
                        OutPacket = new PacketStream((byte)PacketType.LOGIN_SUCCESS, 0);
                        OutPacket.WriteByte(0x01);
                        Client.ClientEncryptor.Username = AccountName;
                        Client.SendEncrypted((byte)PacketType.LOGIN_SUCCESS, OutPacket.ToArray());

                        Logger.LogInfo("Sent SLoginSuccessResponse!\r\n");
                        return;
                    }
                    else
                    {
                        OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
                        OutPacket.WriteHeader();
                        OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                        OutPacket.WriteByte(0x02);
                        Client.Send(OutPacket.ToArray());

                        Logger.LogInfo("Bad password - sent SLoginFailResponse!\r\n");
                        Client.Disconnect();
                        return;
                    }
                }
            }

            OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0);
            OutPacket.WriteHeader();
            OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
            OutPacket.WriteByte(0x03); //Bad challenge response.
            Client.Send(OutPacket.ToArray());

            Logger.LogInfo("Bad challenge response - sent SLoginFailResponse!\r\n");
            return;
        }
Ejemplo n.º 52
0
        /// <summary>
        /// Client requested information about its characters.
        /// </summary>
        public static void HandleCharacterInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterInfoRequest!");

            string DateTimeStr = P.ReadString();
            DateTime Timestamp;

            if (DateTimeStr != string.Empty)
                Timestamp = DateTime.Parse(DateTimeStr);
            else
            {
                //Unix epoch
                Timestamp = new DateTime(1970, 1, 1, 0, 0, 1);
            }

            Character[] Characters = new Character[] { };

            using (var db = DataAccess.Get())
            {
                var account = db.Accounts.GetByUsername(Client.ClientEncryptor.Username);
                Characters = db.Characters.GetForAccount((int)account.AccountID).ToArray();
            }

            int NumChars = 0, NewChars = 0;

            if (Characters != null)
            {
                PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_LIST, 0);
                MemoryStream PacketData = new MemoryStream();
                BinaryWriter PacketWriter = new BinaryWriter(PacketData);

                NumChars = Characters.Length;

                foreach (Character avatar in Characters)
                {
                    //Zero means same, less than zero means T1 is earlier than T2, more than zero means T1 is later.
                    if (DateTime.Compare(Timestamp, avatar.LastCached) < 0)
                    {
                        NewChars++;

                        PacketWriter.Write((int)avatar.CharacterID);
                        PacketWriter.Write(avatar.GUID.ToString());
                        PacketWriter.Write(avatar.LastCached.ToString("yyyy.MM.dd hh:mm:ss",
                            CultureInfo.InvariantCulture));
                        PacketWriter.Write(avatar.Name);
                        PacketWriter.Write(avatar.Sex);
                        PacketWriter.Write(avatar.Description);
                        PacketWriter.Write((ulong)avatar.HeadOutfitID);
                        PacketWriter.Write((ulong)avatar.BodyOutfitID);
                        PacketWriter.Write((byte)avatar.AppearanceType);
                        PacketWriter.Write((string)avatar.CityName);
                        PacketWriter.Write((ulong)avatar.CityThumb);
                        PacketWriter.Write((string)avatar.City);
                        PacketWriter.Write((ulong)avatar.CityMap);
                        PacketWriter.Write((string)avatar.CityIp);
                        PacketWriter.Write((int)avatar.CityPort);
                        PacketWriter.Write((int)avatar.Money);
                    }
                }

                //NOTE: If Characters != null, but no chars were new, NumChars will be however many characters,
                //      and NewChars will be 0.

                Packet.WriteByte((byte)NumChars);
                Packet.WriteByte((byte)NewChars);
                Packet.Write(PacketData.ToArray(), 0, (int)PacketData.Length);
                PacketWriter.Close();
                Client.SendEncrypted((byte)PacketType.CHARACTER_LIST, Packet.ToArray());
            }
            else //No characters existed for the account.
            {
                PacketStream Packet = new PacketStream(0x05, 0);
                Packet.WriteByte((byte)NumChars); //0 characters.
                Packet.WriteByte((byte)NewChars); //0 new characters.

                Client.SendEncrypted((byte)PacketType.CHARACTER_LIST, Packet.ToArray());
            }
        }
Ejemplo n.º 53
0
        /// <summary>
        /// Client wanted to retire a character.
        /// </summary>
        public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
        {
            PacketStream Packet;

            string AccountName = P.ReadString();
            string GUID = P.ReadString();

            if (AccountName == string.Empty || GUID == string.Empty)
                return;

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);
                IQueryable<Character> Query = db.Characters.GetForAccount(Acc.AccountID);

                //F**K, I hate LINQ.
                Guid CharGUID = new Guid(GUID);
                Character Char = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();

                if (Char != null)
                    db.Characters.RetireCharacter(Char);
                else
                    return;

                //This actually updates the record, not sure how.
                Acc.NumCharacters--;

                if (Char != null)
                {
                    CityInfo CInfo = NetworkFacade.CServerListener.GetCityServer(Char.City);

                    //Just in case...
                    if (CInfo != null)
                    {
                        Packet = new PacketStream(0x02, 0);
                        Packet.WriteHeader();

                        ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + GUID.Length + 1);

                        Packet.WriteUInt16(PacketLength);
                        Packet.WriteInt32(Acc.AccountID);
                        Packet.WriteString(GUID);
                        CInfo.Client.Send(Packet.ToArray());
                    }
                }
            }

            Packet = new PacketStream((byte)PacketType.RETIRE_CHARACTER_STATUS, 0);
            Packet.WriteString(GUID);
            Client.SendEncrypted((byte)PacketType.RETIRE_CHARACTER_STATUS, Packet.ToArray());
        }
 public static void OnCityToken(NetworkClient Client, ProcessedPacket Packet)
 {
     PlayerAccount.CityToken = Packet.ReadString();
 }
        /// <summary>
        /// Received a letter from another player in a session.
        /// </summary>
        public static void OnPlayerReceivedLetter(NetworkClient Client, ProcessedPacket Packet)
        {
            string From = Packet.ReadString();
            string Subject = Packet.ReadString();
            string Message = Packet.ReadString();
            string GUID = string.Empty;

            lock (NetworkFacade.AvatarsInSession)
            {
                foreach (UISim Sim in NetworkFacade.AvatarsInSession)
                {
                    if (Sim.Name.Equals(From, StringComparison.CurrentCultureIgnoreCase))
                        GUID = Sim.GUID.ToString();
                }
            }

            Code.UI.Panels.MessageAuthor Author = new TSOClient.Code.UI.Panels.MessageAuthor();
            Author.Author = From;

            if (GUID != string.Empty)
                Author.GUID = GUID;

            //Ignore this for now...
            /*if (!Code.GameFacade.MessageController.ConversationExisted(Author))
                Code.GameFacade.MessageController.PassEmail(Author, Subject, Message);
            else*/
            Code.GameFacade.MessageController.PassMessage(Author, Message);

            //MessagesCache.CacheLetter(From, Subject, Message);
        }
        public static void OnCityInfoResponse(ProcessedPacket Packet)
        {
            byte NumCities = (byte)Packet.ReadByte();

            if (Packet.DecryptedLength > 1)
            {
                for (int i = 0; i < NumCities; i++)
                {
                    string Name = Packet.ReadString();
                    string Description = Packet.ReadString();
                    string IP = Packet.ReadString();
                    int Port = Packet.ReadInt32();
                    byte StatusByte = (byte)Packet.ReadByte();
                    CityInfoStatus Status = (CityInfoStatus)StatusByte;
                    ulong Thumbnail = Packet.ReadUInt64();
                    string UUID = Packet.ReadString();
                    ulong Map = Packet.ReadUInt64();

                    CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port);
                    Info.Online = true;
                    Info.Status = Status;
                    NetworkFacade.Cities.Add(Info);
                }
            }
        }
        /// <summary>
        /// A player joined a session (game) in progress.
        /// </summary>
        public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
        {
            LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0);

            UISim Avatar = new UISim(Packet.ReadString());
            Avatar.Name = Packet.ReadString();
            Avatar.Sex = Packet.ReadString();
            Avatar.Description = Packet.ReadString();
            Avatar.HeadOutfitID = Packet.ReadUInt64();
            Avatar.BodyOutfitID = Packet.ReadUInt64();
            Avatar.Avatar.Appearance = (AppearanceType)Packet.ReadInt32();

            byte HasHouse = (byte)Packet.ReadByte();

            if (HasHouse != 0)
            {
                TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                    (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());

                Avatar.LotID = TileEntry.lotid;
                Avatar.HouseX = TileEntry.x;
                Avatar.HouseY = TileEntry.y;

                LotTileEntry[] TileEntries = new LotTileEntry[TSOClient.Code.GameFacade.CDataRetriever.LotTileData.Length + 1];
                TileEntries[0] = TileEntry;
                TSOClient.Code.GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1);
            }

            lock (NetworkFacade.AvatarsInSession)
            {
                NetworkFacade.AvatarsInSession.Add(Avatar);
            }

            return TileEntry;
        }
        /**
        * Actual packet handlers
        */
        public static void HandleLoginRequest(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received LoginRequest!\r\n");

            byte AccountStrLength = (byte)P.ReadByte();
            byte[] AccountNameBuf = new byte[AccountStrLength];
            P.Read(AccountNameBuf, 0, AccountStrLength);
            string AccountName = SanitizeAccount(Encoding.ASCII.GetString(AccountNameBuf));
            Logger.LogInfo("Accountname: " + AccountName + "\r\n");

            byte HashLength = (byte)P.ReadByte();
            byte[] HashBuf = new byte[HashLength];
            P.Read(HashBuf, 0, HashLength);

            if (AccountName == "")
            {
                PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2);
                OutPacket.WriteHeader();
                OutPacket.WriteByte(0x01);
                Client.Send(OutPacket.ToArray());

                Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n");
                Client.Disconnect();
                return;
            }

            using (var db = DataAccess.Get())
            {
                var account = db.Accounts.GetByUsername(AccountName);
                byte KeyLength = (byte)P.ReadByte();
                byte[] EncKey = new byte[KeyLength];
                P.Read(EncKey, 0, KeyLength);

                //TODO: Do something with this...
                byte Version1 = (byte)P.ReadByte();
                byte Version2 = (byte)P.ReadByte();
                byte Version3 = (byte)P.ReadByte();
                byte Version4 = (byte)P.ReadByte();

                string ClientVersion = Version1.ToString() + "." + Version2.ToString() + "." + Version3.ToString() +
                    "." + Version4.ToString();

                if (ClientVersion != GlobalSettings.Default.ClientVersion)
                {
                    PacketStream OutPacket = new PacketStream((byte)PacketType.INVALID_VERSION, 2);
                    OutPacket.WriteHeader();
                    OutPacket.WriteByte(0x01);
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Bad version - sent SInvalidVersion!\r\n");
                    Client.Disconnect();
                    return;
                }

                if (!GlobalSettings.Default.CreateAccountsOnLogin)
                {
                    Logger.LogInfo("Done reading LoginRequest, checking account...\r\n");

                    if (account == null)
                    {
                        PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2);
                        OutPacket.WriteHeader();
                        OutPacket.WriteByte(0x01);
                        Client.Send(OutPacket.ToArray());

                        Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n");
                        Client.Disconnect();
                        return;
                    }
                    else
                        Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey);
                }
                else
                {
                    if (account == null)
                    {
                        try
                        {
                            db.Accounts.Create(new Account
                            {
                                AccountName = AccountName.ToLower(),
                                Password = Convert.ToBase64String(HashBuf)
                            });
                        }
                        catch (Exception)
                        {
                            PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2);
                            OutPacket.WriteHeader();
                            OutPacket.WriteByte(0x01);
                            Client.Send(OutPacket.ToArray());

                            Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n");
                            Client.Disconnect();
                            return;
                        }

                        account = db.Accounts.GetByUsername(AccountName);
                    }

                    Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey);
                }

                if (account.IsCorrectPassword(AccountName, HashBuf))
                {
                    //0x01 = InitLoginNotify
                    PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY, 1);
                    OutPacket.WriteHeader();
                    OutPacket.WriteByte(0x01);
                    Client.ClientEncryptor.Username = AccountName;
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Sent InitLoginNotify!\r\n");
                }
                else
                {
                    PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2);
                    OutPacket.WriteHeader();
                    OutPacket.WriteByte(0x02);
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Bad password - sent SLoginFailResponse!\r\n");
                    Client.Disconnect();
                    return;
                }
            }

            //Client was modified, update it.
            NetworkFacade.ClientListener.UpdateClient(Client);
        }
Ejemplo n.º 59
0
        /// <summary>
        /// Client wanted to transfer to a city server.
        /// </summary>
        public static void HandleCityTokenRequest(NetworkClient Client, ProcessedPacket P)
        {
            string AccountName = P.ReadString();
            string CityGUID = P.ReadString();
            string CharGUID = P.ReadString();

            if (AccountName == string.Empty || CityGUID == string.Empty || CharGUID == string.Empty)
                return;

            Guid Token = Guid.NewGuid();
            CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(CityGUID);

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);

                PacketStream CServerPacket = new PacketStream(0x01, 0);
                CServerPacket.WriteHeader();

                ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1)
                    + 4 + (CharGUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                CServerPacket.WriteUInt16(PacketLength);

                CServerPacket.WriteByte(0); //CharacterCreate = false.
                CServerPacket.WriteInt32(Acc.AccountID);
                CServerPacket.WriteString(Client.RemoteIP);
                CServerPacket.WriteInt32(Client.RemotePort);
                CServerPacket.WriteString(CharGUID.ToString());
                CServerPacket.WriteString(Token.ToString(""));
                CServer.Client.Send(CServerPacket.ToArray());
            }
        }
Ejemplo n.º 60
0
        /// <summary>
        /// Client wanted to log in!
        /// </summary>
        public static void HandleLoginRequest(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                Logger.LogInfo("Received LoginRequest!\r\n");

                byte Version1 = (byte)P.ReadByte();
                byte Version2 = (byte)P.ReadByte();
                byte Version3 = (byte)P.ReadByte();
                byte Version4 = (byte)P.ReadByte();

                string ClientVersion = Version1.ToString() + "." + Version2.ToString() + "." + Version3.ToString() +
                    "." + Version4.ToString();

                if (ClientVersion != GlobalSettings.Default.ClientVersion)
                {
                    PacketStream OutPacket = new PacketStream((byte)PacketType.INVALID_VERSION, 2);
                    OutPacket.WriteHeader();
                    OutPacket.WriteByte(0x01);
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Bad version - sent SInvalidVersion!\r\n");
                    Client.Disconnect();
                    return;
                }

                PacketStream EncryptedPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY, 0);
                EncryptedPacket.WriteHeader();

                AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;

                if (Enc == null)
                    Enc = new AESEncryptor("");

                Enc.PublicKey = P.ReadBytes((P.ReadByte()));
                Enc.NOnce = P.ReadBytes((P.ReadByte()));
                Enc.PrivateKey = NetworkFacade.ServerKey;
                Client.ClientEncryptor = Enc;

                MemoryStream StreamToEncrypt = new MemoryStream();
                BinaryWriter Writer = new BinaryWriter(StreamToEncrypt);
                Writer.Write(Enc.Challenge, 0, Enc.Challenge.Length);
                Writer.Flush();

                byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(NetworkFacade.ServerKey,
                    System.Security.Cryptography.ECDiffieHellmanCngPublicKey.FromByteArray(Enc.PublicKey,
                    System.Security.Cryptography.CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, StreamToEncrypt.ToArray());

                EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED +
                    (1 + NetworkFacade.ServerPublicKey.Length) +
                    (1 + EncryptedData.Length)));

                EncryptedPacket.WriteByte((byte)NetworkFacade.ServerPublicKey.Length);
                EncryptedPacket.WriteBytes(NetworkFacade.ServerPublicKey);
                EncryptedPacket.WriteByte((byte)EncryptedData.Length);
                EncryptedPacket.WriteBytes(EncryptedData);

                Client.Send(EncryptedPacket.ToArray());
            }
            //This should HOPEFULLY wade off clients sending unreadable (I.E old protocol) packets...
            catch (Exception E)
            {
                Logger.LogDebug("Error while handling login request, disconnecting client: " +
                    E.ToString());
                Client.Disconnect();
                return;
            }
        }