Ejemplo n.º 1
0
        private void UpdateClient()
        {
            while (Client.DataAvailable)
            {
                var packet = ClientStream.ReadPacket(Craft.Net.PacketDirection.Serverbound);
                Log.LogPacket(packet, true);

                if (packet is EncryptionKeyResponsePacket)
                {
                    if (!FinializeClientEncryption((EncryptionKeyResponsePacket)packet))
                    {
                        if (ConnectionClosed != null)
                        {
                            ConnectionClosed(this, null);
                        }
                        Worker.Abort();
                        return;
                    }
                }
                else
                {
                    var eventArgs = new IncomingPacketEventArgs(packet, true);
                    if (IncomingPacket != null)
                    {
                        IncomingPacket(this, eventArgs);
                    }
                    lock (Server)
                    {
                        if (!eventArgs.Handled)
                        {
                            ServerStream.WritePacket(packet, Craft.Net.PacketDirection.Serverbound);
                        }
                        // We use a BufferedStream to make sure packets get sent in one piece, rather than
                        // a field at a time. Flushing it here sends the assembled packet.
                        Server.Flush();
                    }
                    if (packet is DisconnectPacket)
                    {
                        Console.WriteLine("Client disconnected: " + ((DisconnectPacket)packet).Reason);
                        if (ConnectionClosed != null)
                        {
                            ConnectionClosed(this, null);
                        }
                        Worker.Abort();
                    }
                }
            }
        }
Ejemplo n.º 2
0
        private bool FinializeClientEncryption(EncryptionKeyResponsePacket encryptionKeyResponsePacket)
        {
            // Here, we need to prepare everything to enable client<->proxy
            // encryption, but we can't turn it on quite yet.

            if (Settings.AuthenticateClients)
            {
                // Do authentication
                // Create a hash for session verification
                AsnKeyBuilder.AsnMessage encodedKey = AsnKeyBuilder.PublicKeyToX509(ServerKey);
                byte[] shaData = Encoding.UTF8.GetBytes(ClientAuthenticationHash)
                                 .Concat(ClientSharedKey)
                                 .Concat(encodedKey.GetBytes()).ToArray();
                string hash = Cryptography.JavaHexDigest(shaData);

                var client = new WebClient();
                var result = client.DownloadString(string.Format("http://session.minecraft.net/game/checkserver.jsp?user={0}&serverId={1}",
                                                                 PlayerName, hash));
                if (result != "YES")
                {
                    Log.Write("Failed to authenticate " + PlayerName + "!");
                    ServerStream.WritePacket(new DisconnectPacket("Failed to authenticate!"), Craft.Net.PacketDirection.Serverbound);
                    ClientStream.WritePacket(new DisconnectPacket("Failed to authenticate!"), Craft.Net.PacketDirection.Clientbound);
                    Server.Flush();
                    Client.Flush();
                    return(false);
                }
            }

            // Send unencrypted response
            ServerStream.WritePacket(ServerEncryptionResponse, Craft.Net.PacketDirection.Serverbound);
            Server.Flush();

            // We wait for the server to respond, then set up encryption
            // for both sides of the connection.
            ServerStream.BaseStream = new AesStream(Server, ServerSharedKey);
            return(true);
        }