public Character(InPacket packet) { GUID = packet.ReadUInt64(); Name = packet.ReadCString(); Race = (Race)packet.ReadByte(); Class = (Class)packet.ReadByte(); Gender = (Gender)packet.ReadByte(); Bytes = packet.ReadBytes(5); Level = packet.ReadByte(); ZoneId = packet.ReadUInt32(); MapId = packet.ReadUInt32(); X = packet.ReadSingle(); Y = packet.ReadSingle(); Z = packet.ReadSingle(); GuildId = packet.ReadUInt32(); Flags = packet.ReadUInt32(); packet.ReadUInt32(); // customize (rename, etc) packet.ReadByte(); // first login PetInfoId = packet.ReadUInt32(); PetLevel = packet.ReadUInt32(); PetFamilyId = packet.ReadUInt32(); // read items for (int i = 0; i < Items.Length - 1; ++i) Items[i] = new Item(packet); // read bags for (int i = 0; i < 4; ++i) { packet.ReadUInt32(); packet.ReadByte(); packet.ReadUInt32(); } }
protected void HandleServerAuthChallenge(InPacket packet) { uint one = packet.ReadUInt32(); uint seed = packet.ReadUInt32(); BigInteger seed1 = packet.ReadBytes(16).ToBigInteger(); BigInteger seed2 = packet.ReadBytes(16).ToBigInteger(); var rand = System.Security.Cryptography.RandomNumberGenerator.Create(); byte[] bytes = new byte[4]; rand.GetBytes(bytes); BigInteger ourSeed = bytes.ToBigInteger(); uint zero = 0; byte[] authResponse = HashAlgorithm.SHA1.Hash ( Encoding.ASCII.GetBytes(Game.Username.ToUpper()), BitConverter.GetBytes(zero), BitConverter.GetBytes((uint)ourSeed), BitConverter.GetBytes(seed), Game.Key.ToCleanByteArray() ); OutPacket response = new OutPacket(WorldCommand.ClientAuthSession); response.Write((uint)12340); // client build response.Write(zero); response.Write(Game.Username.ToUpper().ToCString()); response.Write(zero); response.Write((uint)ourSeed); response.Write(zero); response.Write(zero); response.Write(zero); response.Write((ulong)zero); response.Write(authResponse); response.Write(zero); // length of addon data Send(response); // TODO: don't fully initialize here, auth may fail // instead, initialize in HandleServerAuthResponse when auth succeeds // will require special logic in network code to correctly decrypt/parse packet header authenticationCrypto.Initialize(Game.Key.ToCleanByteArray()); }
void HandleServerAuthChallenge(InPacket packet) { uint one = packet.ReadUInt32(); uint seed = packet.ReadUInt32(); BigInteger seed1 = packet.ReadBytes(16).ToBigInteger(); BigInteger seed2 = packet.ReadBytes(16).ToBigInteger(); var rand = System.Security.Cryptography.RandomNumberGenerator.Create(); byte[] bytes = new byte[4]; rand.GetBytes(bytes); BigInteger ourSeed = bytes.ToBigInteger(); uint zero = 0; byte[] authResponse = HashAlgorithm.SHA1.Hash ( Encoding.ASCII.GetBytes(Game.Username.ToUpper()), BitConverter.GetBytes(zero), BitConverter.GetBytes((uint)ourSeed), BitConverter.GetBytes(seed), Game.Key.ToCleanByteArray() ); OutPacket response = new OutPacket(WorldCommand.ClientAuthSession); response.Write((uint)12340); // client build response.Write(zero); response.Write(Game.Username.ToUpper().ToCString()); response.Write(zero); response.Write((uint)ourSeed); response.Write(zero); response.Write(zero); response.Write(zero); response.Write((ulong)zero); response.Write(authResponse); response.Write(zero); // length of addon data Send(response); // TODO: don't fully initialize here, auth may fail // instead, initialize in HandleServerAuthResponse when auth succeeds // will require special logic in network code to correctly decrypt/parse packet header AuthenticationCrypto.Initialize(Game.Key.ToCleanByteArray()); }