Exemple #1
0
        private void PerformCharacterCreate(SubPacket subPacket)
        {
            Database db = new Database();
            CharacterCreatePacket cp = new CharacterCreatePacket(subPacket.data);
            int error = db.AddCharacterToDb(ap.userName, cp);

            if (error == -1)
            {
                SubPacket  success    = new SubPacket(GamePacketOpCode.CreateCharacterSuccess, 0, 0, System.Text.Encoding.Unicode.GetBytes("Character created successfully"), SubPacketTypes.GamePacket);
                BasePacket basePacket = BasePacket.CreatePacket(success, client.authenticated, false);
                client.QueuePacket(basePacket);
                //created successfully
            }
            else
            {
                ErrorPacket ep = new ErrorPacket();
                if (error == (int)ErrorCodes.DuplicateCharacter)
                {
                    var packetToSend = ep.buildPacket(GamePacketOpCode.CreateCharacterError, ErrorCodes.DuplicateCharacter, "Character with that name already exists");
                }
                if (error == (int)ErrorCodes.UnknownDatabaseError)
                {
                    var packetToSend = ep.buildPacket(GamePacketOpCode.CreateCharacterError, ErrorCodes.UnknownDatabaseError, "Unknown database error occurred");
                    QueueErrorPacket(packetToSend);
                }
            }
        }
Exemple #2
0
        //client in this case will be WorldServer
        private void ProcessHandshake(SubPacket receivedPacket)
        {
            //search connected clients for address
            //send characterid and address from receivedPacket back to worldserver
            HandshakePacket received = new HandshakePacket(receivedPacket.data);

            foreach (var connection in LoginServer.mConnectionList)
            {
                //Console.WriteLine("id present: "+characterIdPresentInClient(received.CharacterId, connection));
                //Console.WriteLine("client id: " + received.CharacterId);
                //Console.WriteLine("connection id: " + connection.CharacterId[0]);

                if (connection.GetIp() == received.ClientAddress && characterIdPresentInClient(received.CharacterId, connection))
                {
                    //TODO: Separate this into a method
                    AcknowledgePacket ack = new AcknowledgePacket(true, received.ClientAddress, received.CharacterId);
                    SubPacket         sp  = new SubPacket(GamePacketOpCode.Acknowledgement, 0, 0, ack.GetBytes(), SubPacketTypes.GamePacket);
                    BasePacket        successPacketToSend = BasePacket.CreatePacket(sp, true, false);
                    AckResponseToWorldServer(successPacketToSend);
                    return;
                }
            }
            AcknowledgePacket ackFailure       = new AcknowledgePacket(true, received.ClientAddress, received.CharacterId);
            SubPacket         fail             = new SubPacket(GamePacketOpCode.Acknowledgement, 0, 0, ackFailure.GetBytes(), SubPacketTypes.GamePacket);
            BasePacket        failPacketToSend = BasePacket.CreatePacket(fail, true, false);

            AckResponseToWorldServer(failPacketToSend);
        }
Exemple #3
0
        private void ProcessCharacterListQueryPacket(SubPacket receivedPacket)
        {
            Database             db = new Database();
            CharacterQueryPacket cq = new CharacterQueryPacket();
            string accountName      = cq.ReadAccountName(receivedPacket);

            Console.WriteLine("account name for CL: " + accountName);
            var accountId = db.GetAccountIdFromAccountName(accountName);

            Console.WriteLine("ID for CL: " + accountId);
            var characterList = db.GetListOfCharacters(accountId);
            var packets       = cq.BuildResponsePacket(characterList);

            Console.WriteLine("Character packeted authenticated = " + client.authenticated);
            BasePacket packetsToSend = BasePacket.CreatePacket(packets, client.authenticated, false);

            Console.WriteLine("---Character Query Packet---");
            for (var i = 0; i < characterList.Count; i++)
            {
                int characterId = int.Parse(characterList[i][0]);
                client.CharacterIds[i] = characterId;
            }
            packetsToSend.debugPrintPacket();
            client.QueuePacket(packetsToSend);
        }
Exemple #4
0
        private void PerformCharacterCreate(SubPacket subPacket)
        {
            LoginDatabase         db = new LoginDatabase();
            CharacterCreatePacket cp = new CharacterCreatePacket(subPacket.data);

            try
            {
                db.AddCharacterToDb(ap.userName, cp);
                SubPacket  success    = new SubPacket(GamePacketOpCode.CreateCharacterSuccess, 0, 0, System.Text.Encoding.Unicode.GetBytes("Character created successfully"), SubPacketTypes.GamePacket);
                BasePacket basePacket = BasePacket.CreatePacket(success, client.authenticated, false);
                client.QueuePacket(basePacket);
            }
            catch (MySqlException e)
            {
                ErrorPacket ep = new ErrorPacket();
                SubPacket   packetToSend;
                if (e.Number == (int)ErrorCodes.DuplicateCharacter)
                {
                    packetToSend = ep.buildPacket(GamePacketOpCode.CreateCharacterError, ErrorCodes.DuplicateCharacter, "Character with that name already exists");
                }
                else
                {
                    packetToSend = ep.buildPacket(GamePacketOpCode.CreateCharacterError, ErrorCodes.UnknownDatabaseError, "Unknown database error occurred");
                }

                QueueErrorPacket(packetToSend);
            }
        }
Exemple #5
0
        private void ProcessAccountPacket(ClientConnection client, SubPacket packet)
        {
            ap = new AccountPacket();
            ErrorPacket ep = new ErrorPacket();

            ap.Read(packet.GetAccountHeaderBytes(), packet.data);
            if (!ap.register)//if account is logging in
            {
                Database      db      = new Database();
                List <string> account = db.CheckUserInDb(ap.userName, ap.password);
                switch (account.Count)
                {
                case 0:
                    var packetToSend = ep.buildPacket(GamePacketOpCode.AccountError, ErrorCodes.NoAccount, "Account does not exist");
                    Console.WriteLine("Attempted log in for username: {0} pw: {1}, account does not exist", ap.userName, ap.password);
                    QueueErrorPacket(packetToSend);
                    break;

                case 1:
                    //password incorrect
                    packetToSend = ep.buildPacket(GamePacketOpCode.AccountError, ErrorCodes.WrongPassword, "Wrong username or password");
                    Console.WriteLine("Attempted log in for username: {0} pw: {1}, password incorrect", ap.userName, ap.password);
                    QueueErrorPacket(packetToSend);
                    break;

                case 2:
                    //user and password found
                    Console.WriteLine("Username: {0} Password: {1} has logged in successfully", account[0], account[1]);
                    SubPacket success = new SubPacket(GamePacketOpCode.AccountSuccess, 0, 0, System.Text.Encoding.Unicode.GetBytes("Login Successful"), SubPacketTypes.GamePacket);
                    client.authenticated = true;
                    BasePacket basePacket = BasePacket.CreatePacket(success, client.authenticated, false);
                    client.QueuePacket(basePacket);
                    break;

                default:
                    throw new Exception("somehow found more than 2 colums in DB");
                }
            }
            else //account is registering
            {
                Database db        = new Database();
                var      succeeded = db.AddUserToDb(ap.userName, ap.password);
                if (succeeded)
                {
                    Console.WriteLine("Username: {0} Password: {1} has been registered successfully", ap.userName, ap.password);
                    SubPacket  success    = new SubPacket(GamePacketOpCode.RegisterSuccess, 0, 0, System.Text.Encoding.Unicode.GetBytes("Registration Successful"), SubPacketTypes.GamePacket);
                    BasePacket basePacket = BasePacket.CreatePacket(success, false, false);
                    client.QueuePacket(basePacket);
                }
                else
                {
                    var packetToSend = ep.buildPacket(GamePacketOpCode.AccountError, ErrorCodes.DuplicateAccount, "Account already registered");
                    QueueErrorPacket(packetToSend);
                }
            }
        }
Exemple #6
0
        private void ProcessCharacterDeleteRequest(SubPacket receivedPacket)
        {
            Database db = new Database();
            CharacterDeletePacket deletePacket = new CharacterDeletePacket(receivedPacket);
            int error = db.DeleteCharacterFromDb(deletePacket.CharId);

            if (error == -1)
            {
                SubPacket  success    = new SubPacket(GamePacketOpCode.CharacterDeleteSuccess, 0, 0, System.Text.Encoding.Unicode.GetBytes("Character deleted successfully"), SubPacketTypes.GamePacket);
                BasePacket basePacket = BasePacket.CreatePacket(success, client.authenticated, false);
                client.QueuePacket(basePacket);
            }
            else
            {
                //send error packet here
            }
        }
Exemple #7
0
        private void QueueErrorPacket(SubPacket subPacket)
        {
            BasePacket errorBasePacket = BasePacket.CreatePacket(subPacket, client.authenticated, false);

            client.QueuePacket(errorBasePacket);
        }