public static void SendLoginRequest(LoginArgsContainer Args)
        {
            //Variable length...
            PacketStream Packet = new PacketStream((byte)PacketType.LOGIN_REQUEST, 0);

            Packet.WriteByte(0x00);

            SaltedHash Hash = new SaltedHash(new SHA512Managed(), Args.Username.Length);

            MemoryStream MemStream = new MemoryStream();

            DecryptionArgsContainer DecryptionArgs = Args.Enc.GetDecryptionArgsContainer();

            MemStream.WriteByte((byte)Args.Username.Length);
            MemStream.Write(Encoding.ASCII.GetBytes(Args.Username), 0, Encoding.ASCII.GetBytes(Args.Username).Length);

            byte[] HashBuf = Hash.ComputePasswordHash(Args.Username, Args.Password);
            PlayerAccount.Hash = HashBuf;

            MemStream.WriteByte((byte)HashBuf.Length);
            MemStream.Write(HashBuf, 0, HashBuf.Length);

            Packet.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + MemStream.ToArray().Length + 4));
            Packet.WriteBytes(MemStream.ToArray());

            string[] Version = GlobalSettings.Default.ClientVersion.Split('.');

            Packet.WriteByte((byte)int.Parse(Version[0])); //Version 1
            Packet.WriteByte((byte)int.Parse(Version[1])); //Version 2
            Packet.WriteByte((byte)int.Parse(Version[2])); //Version 3
            Packet.WriteByte((byte)int.Parse(Version[3])); //Version 4

            Args.Client.Send(Packet.ToArray());
        }
        public static void SendLoginRequest(NetworkClient Client, string Username, string Password)
        {
            //Variable length...
            PacketStream Packet = new PacketStream(0x00, 0);
            Packet.WriteByte(0x00);

            SaltedHash Hash = new SaltedHash(new SHA512Managed(), Username.Length);
            byte[] HashBuf = new byte[Encoding.ASCII.GetBytes(Password).Length +
                Encoding.ASCII.GetBytes(Username).Length];

            MemoryStream MemStream = new MemoryStream();

            PasswordDeriveBytes Pwd = new PasswordDeriveBytes(Encoding.ASCII.GetBytes(Password),
                Encoding.ASCII.GetBytes("SALT"), "SHA1", 10);
            byte[] EncKey = Pwd.GetBytes(8);
            PlayerAccount.EncKey = EncKey;

            MemStream.WriteByte((byte)Username.Length);
            MemStream.Write(Encoding.ASCII.GetBytes(Username), 0, Encoding.ASCII.GetBytes(Username).Length);

            HashBuf = Hash.ComputePasswordHash(Username, Password);
            PlayerAccount.Hash = HashBuf;

            MemStream.WriteByte((byte)HashBuf.Length);
            MemStream.Write(HashBuf, 0, HashBuf.Length);

            MemStream.WriteByte((byte)EncKey.Length);
            MemStream.Write(EncKey, 0, EncKey.Length);

            Packet.WriteByte((byte)(2 + MemStream.ToArray().Length + 4));
            Packet.WriteBytes(MemStream.ToArray());
            //TODO: Change this to write a global client version.
            Packet.WriteByte(0x00); //Version 1
            Packet.WriteByte(0x00); //Version 2
            Packet.WriteByte(0x00); //Version 3
            Packet.WriteByte(0x01); //Version 4

            Client.Send(Packet.ToArray());
        }
        /// <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 <UISim> FreshSims     = new List <UISim>();

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

                    UISim FreshSim = new UISim(Packet.ReadString(), false);
                    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.Avatar.Appearance = (AppearanceType)Packet.ReadByte();
                    FreshSim.ResidingCity      = new CityInfo(Packet.ReadString(), "", Packet.ReadUInt64(), Packet.ReadString(),
                                                              Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadInt32());

                    FreshSims.Add(FreshSim);
                }

                if (NumCharacters < 3)
                {
                    FreshSims = Cache.LoadCachedSims(FreshSims);
                }
                NetworkFacade.Avatars = FreshSims;
                Cache.CacheSims(FreshSims);
            }
            else
            {
                NetworkFacade.Avatars = Cache.LoadAllSims();
            }

            PacketStream CityInfoRequest = new PacketStream(0x06, 0);

            CityInfoRequest.WriteByte(0x00); //Dummy

            Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
        }
        public static void SendCharacterInfoRequest(string TimeStamp)
        {
            PacketStream Packet = new PacketStream(0x05, 0);
            //If this timestamp is newer than the server's timestamp, it means
            //the client doesn't have a charactercache. If it's older, it means
            //the cache needs to be updated. If it matches, the server sends an
            //empty responsepacket.
            //Packet.WriteString(TimeStamp);
            Packet.WriteByte((byte)TimeStamp.Length);
            Packet.WriteBytes(Encoding.ASCII.GetBytes(TimeStamp));

            byte[] PacketData = Packet.ToArray();

            PlayerAccount.Client.Send(FinalizePacket(0x05, new DESCryptoServiceProvider(), PacketData));
        }
        public static void SendCharacterInfoRequest(string TimeStamp)
        {
            PacketStream Packet = new PacketStream(0x05, 0);

            //If this timestamp is newer than the server's timestamp, it means
            //the client doesn't have a charactercache. If it's older, it means
            //the cache needs to be updated. If it matches, the server sends an
            //empty responsepacket.
            //Packet.WriteString(TimeStamp);
            Packet.WriteByte((byte)TimeStamp.Length);
            Packet.WriteBytes(Encoding.ASCII.GetBytes(TimeStamp));

            byte[] PacketData = Packet.ToArray();

            PlayerAccount.Client.Send(FinalizePacket(0x05, new DESCryptoServiceProvider(), PacketData));
        }
Example #6
0
        /// <summary>
        /// LoginServer sent information about the player's characters.
        /// </summary>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnCharacterInfoResponse(PacketStream Packet, NetworkClient Client)
        {
            byte Opcode          = (byte)Packet.ReadByte();
            byte Length          = (byte)Packet.ReadByte();
            byte DecryptedLength = (byte)Packet.ReadByte();

            Packet.DecryptPacket(PlayerAccount.EncKey, new DESCryptoServiceProvider(), DecryptedLength);

            //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 (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();

                    FreshSims.Add(FreshSim);
                }

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

            PacketStream CityInfoRequest = new PacketStream(0x06, 0);

            CityInfoRequest.WriteByte(0x00); //Dummy

            Client.SendEncrypted(0x06, CityInfoRequest.ToArray());
        }
        /// <summary>
        /// LoginServer sent information about the player's characters.
        /// </summary>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnCharacterInfoResponse(PacketStream Packet, NetworkClient Client)
        {
            byte Opcode = (byte)Packet.ReadByte();
            byte Length = (byte)Packet.ReadByte();
            byte DecryptedLength = (byte)Packet.ReadByte();

            Packet.DecryptPacket(PlayerAccount.EncKey, new DESCryptoServiceProvider(), DecryptedLength);

            //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 (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();

                    FreshSims.Add(FreshSim);
                }

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

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

            Client.SendEncrypted(0x06, CityInfoRequest.ToArray());
        }
        /// <summary>
        /// Sends a CharacterCreate packet to the LoginServer.
        /// </summary>
        /// <param name="Character">The character to create.</param>
        /// <param name="TimeStamp">The timestamp of when this character was created.</param>
        public static void SendCharacterCreate(TSOClient.VM.Sim Character, string TimeStamp)
        {
            PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_CREATE, 0);

            Packet.WritePascalString(PlayerAccount.Client.ClientEncryptor.Username);
            Packet.WritePascalString(TimeStamp);
            Packet.WritePascalString(Character.Name);
            Packet.WritePascalString(Character.Sex);
            Packet.WritePascalString(Character.Description);
            Packet.WriteUInt64(Character.HeadOutfitID);
            Packet.WriteUInt64(Character.BodyOutfitID);
            Packet.WriteByte((byte)Character.AppearanceType);

            Packet.WritePascalString(Character.ResidingCity.Name);
            Packet.WriteUInt64(Character.ResidingCity.Thumbnail);
            Packet.WritePascalString(Character.ResidingCity.UUID);
            Packet.WriteUInt64(Character.ResidingCity.Map);
            Packet.WritePascalString(Character.ResidingCity.IP);
            Packet.WriteInt32(Character.ResidingCity.Port);

            byte[] PacketData = Packet.ToArray();
            PlayerAccount.Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE, PacketData);
        }
        public static void SendLoginRequest(NetworkClient Client, string Username, string Password)
        {
            //Variable length...
            PacketStream Packet = new PacketStream(0x00, 0);

            Packet.WriteByte(0x00);

            SaltedHash Hash = new SaltedHash(new SHA512Managed(), Username.Length);

            byte[] HashBuf = new byte[Encoding.ASCII.GetBytes(Password).Length +
                                      Encoding.ASCII.GetBytes(Username).Length];

            MemoryStream MemStream = new MemoryStream();

            PasswordDeriveBytes Pwd = new PasswordDeriveBytes(Encoding.ASCII.GetBytes(Password),
                                                              Encoding.ASCII.GetBytes("SALT"), "SHA1", 10);

            byte[] EncKey = Pwd.GetBytes(8);
            PlayerAccount.EncKey = EncKey;

            MemStream.WriteByte((byte)Username.Length);
            MemStream.Write(Encoding.ASCII.GetBytes(Username), 0, Encoding.ASCII.GetBytes(Username).Length);

            HashBuf            = Hash.ComputePasswordHash(Username, Password);
            PlayerAccount.Hash = HashBuf;

            MemStream.WriteByte((byte)HashBuf.Length);
            MemStream.Write(HashBuf, 0, HashBuf.Length);

            MemStream.WriteByte((byte)EncKey.Length);
            MemStream.Write(EncKey, 0, EncKey.Length);

            Packet.WriteByte((byte)(2 + MemStream.ToArray().Length + 4));
            Packet.WriteBytes(MemStream.ToArray());
            //TODO: Change this to write a global client version.
            Packet.WriteByte(0x00); //Version 1
            Packet.WriteByte(0x00); //Version 2
            Packet.WriteByte(0x00); //Version 3
            Packet.WriteByte(0x01); //Version 4

            Client.Send(Packet.ToArray());
        }