public bool RegisterPlayer(string username, string password, PlayerConnection connection)
        {
            password = SecurePasswordHasher.Hash(password);

            if (_playerDataManager.Exists(new PlayerDataLoaderArguments(username)))
            {
                var packet = new Packet(PacketType.LOGIN_FAIL, ChannelType.UNASSIGNED);
                packet.Message.Write("Account already exists!");
                connection.SendPacket(packet, NetDeliveryMethod.Unreliable);
                connection.Disconnect("byeFelicia");

                return(false);
            }

            // Create their player.
            var descriptor = PlayerDescriptor.Create(username, password);

            descriptor.MapID = Settings.StartingMap;
            descriptor.Role  = Settings.DefaultRole;
            var player = new Player(descriptor, connection);

            _playerDataManager.Save(player.Descriptor);

            this.AddPlayer(player);

            // Notify them that they successfully registered.
            var successPacket = new Packet(PacketType.REGISTER_SUCCESS, ChannelType.UNASSIGNED);

            player.SendPacket(successPacket, NetDeliveryMethod.Unreliable);

            return(true);
        }
Exemple #2
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        public bool RegisterPlayer(string username, string password, PlayerConnection connection)
        {
            // Make sure this player isn't already registered.
            if (File.Exists(Constants.FILEPATH_ACCOUNTS + username + ".acc"))
            {
                // Notify the requester that the specified username is already registered.
                var packet = new Packet(PacketType.REGISTRATION_FAIL, ChannelType.UNASSIGNED);
                packet.Message.Write("Account already registered!");
                connection.SendPacket(packet, NetDeliveryMethod.Unreliable);
                connection.Disconnect("byeFelicia");

                this.EventOccured?.Invoke(this, new SubjectEventArgs("playerRegister", new object[] { false }));

                return(false);
            }

            // Create their player.
            var descriptor = PlayerDescriptor.Create(username, password);

            descriptor.MapID = Settings.StartingMap;
            descriptor.Role  = Settings.DefaultRole;
            var player = new Player(descriptor, connection);

            player.Save();

            _players.Add(player.UniqueID, player);

            // Notify them that they successfully registered.
            var successPacket = new Packet(PacketType.REGISTER_SUCCESS, ChannelType.UNASSIGNED);

            player.SendPacket(successPacket, NetDeliveryMethod.Unreliable);

            return(true);
        }
        public bool LoginPlayer(string username, string password, PlayerConnection connection)
        {
            // Make sure this player isn't already in game.
            if (_players.Values.Any(player => player.Name == username))
            {
                var packet = new Packet(PacketType.LOGIN_FAIL, ChannelType.UNASSIGNED);
                packet.Message.Write("Account already logged in!");
                connection.SendPacket(packet, NetDeliveryMethod.Unreliable);
                connection.Disconnect("byeFelicia");

                return(false);
            }

            if (File.Exists(Constants.FILEPATH_ACCOUNTS + username + ".acc"))
            {
                // If we've made it this far, we've confirmed that the requested account is not already logged into.
                // Let's make sure the password they provided us is valid.
                var playerDescriptor = PlayerDescriptor.Load(username);

                // Check to see whether they were lying about that password...
                if (playerDescriptor != null && password == playerDescriptor.Password)
                {
                    // Whoa, they weren't lying!
                    // Let's go ahead and grant them access.


                    // First, we'll add them to the list of online players.
                    var player = new Player(playerDescriptor, connection);
                    _players.Add(player.UniqueID, player);

                    // Now we'll go ahead and tell their client to make whatever preperations that it needs to.
                    // We'll also tell them their super duper unique id.
                    var packet = new Packet(PacketType.LOGIN_SUCCESS, ChannelType.UNASSIGNED);
                    connection.SendPacket(packet, NetDeliveryMethod.Unreliable);

                    this.EventOccured?.Invoke(this, new SubjectEventArgs("playerLogin", new object[] { }));

                    return(true);
                }
                else
                {
                    var packet = new Packet(PacketType.LOGIN_FAIL, ChannelType.UNASSIGNED);
                    packet.Message.Write("Incorrect password!");
                    connection.SendPacket(packet, NetDeliveryMethod.Unreliable);
                    connection.Disconnect("byeFelicia");

                    return(false);
                }
            }
            else
            {
                var packet = new Packet(PacketType.LOGIN_FAIL, ChannelType.UNASSIGNED);
                packet.Message.Write("Account does not exist!");
                connection.SendPacket(packet, NetDeliveryMethod.Unreliable);
                connection.Disconnect("byeFelicia");

                return(false);
            }
        }
Exemple #4
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        public Player(PlayerDescriptor descriptor, PlayerConnection connection)
        {
            _descriptor        = descriptor;
            _connection        = connection;
            _connection.Player = this;
            this.State         = ActorStates.Idle;

            this.Descriptor.CollisionBounds = new Rect(16, 52, 16, 20);

            this.CollisionBody = new CollisionBody(this);

            _inventory        = new Inventory(this);
            _equipment        = new Equipment(this);
            _networkComponent = new PlayerNetworkComponent(this, connection);
            _packetHandler    = new PlayerPacketHandler(this);
            _actionProcessor  = new ActionProcessor <Player>(this);

            _eventHandlers = new Dictionary <string, List <Action <EventArgs> > >();

            Script script = Engine.Services.Get <ScriptManager>().CreateScript(Constants.FILEPATH_SCRIPTS + "player.py");

            _script = script;

            try
            {
                this.Behavior = script.GetVariable <ActorBehaviorDefinition>("BehaviorDefinition");
            }
            catch { }

            if (this.Behavior == null)
            {
                Engine.Services.Get <Logger>().LogEvent("Error hooking player behavior definition.", LogTypes.ERROR, new Exception("Error hooking player behavior definition."));
            }
            else
            {
                this.Behavior.OnCreated(this);
                this.Behavior.EventOccured += this.BehaviorDescriptor_EventOccured;
            }

            this.Descriptor.Stats.Changed += (o, args) =>
            {
                this.NetworkComponent.SendPlayerStats();
            };
        }