Ejemplo n.º 1
0
 public Client(RealmManager manager, Socket skt)
 {
     this.skt     = skt;
     this.Manager = manager;
     ReceiveKey   = new RC4(new byte[] { 0x31, 0x1f, 0x80, 0x69, 0x14, 0x51, 0xc7, 0x1b, 0x09, 0xa1, 0x3a, 0x2a, 0x6e });
     SendKey      = new RC4(new byte[] { 0x72, 0xc5, 0x58, 0x3c, 0xaf, 0xb6, 0x81, 0x89, 0x95, 0xcb, 0xd7, 0x4b, 0x80 });
 }
Ejemplo n.º 2
0
 public Client(RealmManager manager, Socket skt)
 {
     this.skt = skt;
     this.Manager = manager;
     ReceiveKey = new RC4(new byte[] { 0x31, 0x1f, 0x80, 0x69, 0x14, 0x51, 0xc7, 0x1b, 0x09, 0xa1, 0x3a, 0x2a, 0x6e });
     SendKey = new RC4(new byte[] { 0x72, 0xc5, 0x58, 0x3c, 0xaf, 0xb6, 0x81, 0x89, 0x95, 0xcb, 0xd7, 0x4b, 0x80 });
 }
Ejemplo n.º 3
0
 public Client(RealmManager manager, Socket skt)
 {
     Socket     = skt;
     Manager    = manager;
     ReceiveKey = new RC4(new byte[] { 0x31, 0x1f, 0x80, 0x69, 0x14, 0x51, 0xc7, 0x1d, 0x09, 0xa1, 0x3a, 0x2a, 0x6e });
     SendKey    = new RC4(new byte[] { 0x72, 0xc5, 0x58, 0x3c, 0xaf, 0xb6, 0x81, 0x89, 0x95, 0xcd, 0xd7, 0x4b, 0x80 });
     BeginProcess();
 }
Ejemplo n.º 4
0
 public Client(RealmManager manager, Socket skt)
 {
     Socket = skt;
     Manager = manager;
     ReceiveKey =
         new RC4(new byte[] {0x31, 0x1f, 0x80, 0x69, 0x14, 0x51, 0xc7, 0x1d, 0x09, 0xa1, 0x3a, 0x2a, 0x6e});
     SendKey = new RC4(new byte[] {0x72, 0xc5, 0x58, 0x3c, 0xaf, 0xb6, 0x81, 0x89, 0x95, 0xcd, 0xd7, 0x4b, 0x80});
     BeginProcess();
 }
Ejemplo n.º 5
0
        public Client(Server server, RealmManager manager,
                      SocketAsyncEventArgs send, SocketAsyncEventArgs receive,
                      byte[] clientKey)
        {
            _server    = server;
            Manager    = manager;
            _clientKey = clientKey;

            ReceiveKey = new RC4(_clientKey);
            SendKey    = new RC4(ServerKey);

            _handler = new CommHandler(this, send, receive);
        }
Ejemplo n.º 6
0
        public void Reset()
        {
            ReceiveKey = new RC4(_clientKey);
            SendKey    = new RC4(ServerKey);

            Id        = 0; // needed so that inbound packets that are currently queued are discarded.
            Account   = null;
            Character = null;
            Player    = null;

            // reset client ping/pong values
            _pingTime = -1;
            _pongTime = -1;

            _handler.Reset();
        }