/// <summary> /// A cityserver logged in! /// </summary> public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("CityServer logged in!\r\n"); string Name = P.ReadString(); string Description = P.ReadString(); string IP = P.ReadString(); int Port = P.ReadInt32(); CityInfoStatus Status = (CityInfoStatus)P.ReadByte(); ulong Thumbnail = P.ReadUInt64(); string UUID = P.ReadString(); ulong Map = P.ReadUInt64(); CityInfo Info = new CityInfo(true); Info.Name = Name; Info.Description = Description; Info.IP = IP; Info.Port = Port; Info.Status = Status; Info.Thumbnail = Thumbnail; Info.UUID = UUID; Info.Map = Map; Info.Client = Client; Info.Online = true; NetworkFacade.CServerListener.CityServers.Add(Info); NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client); NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count]; NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0); PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0); ClientPacket.WriteString(Name); ClientPacket.WriteString(Description); ClientPacket.WriteString(IP); ClientPacket.WriteInt32(Port); ClientPacket.WriteByte((byte)Status); ClientPacket.WriteUInt64(Thumbnail); ClientPacket.WriteString(UUID); ClientPacket.WriteUInt64(Map); foreach (NetworkClient Receiver in Clients) { Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray()); } }
public static void HandlePlayerOnlineResponse(NetworkClient Client, ProcessedPacket P) { byte Result = (byte)P.ReadByte(); string Token = P.ReadString(); //NOTE: Might have to find another way to identify a client, since two people // can be on the same account from the same IP. string RemoteIP = P.ReadString(); int RemotePort = P.ReadInt32(); PacketStream Packet; NetworkClient FoundClient; switch (Result) { case 0x01: Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0); Packet.WriteString(Token); FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort); if (FoundClient != null) { FoundClient.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray()); } break; case 0x02: //Write player was already online packet! Packet = new PacketStream((byte)PacketType.PLAYER_ALREADY_ONLINE, 0); Packet.WriteByte(0x00); //Dummy FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort); if (FoundClient != null) { FoundClient.SendEncrypted((byte)PacketType.PLAYER_ALREADY_ONLINE, Packet.ToArray()); } break; } }
/// <summary> /// A cityserver logged in! /// </summary> public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P) { CityServerClient CityClient = (CityServerClient)Client; Logger.LogInfo("CityServer logged in!\r\n"); string Name = P.ReadString(); string Description = P.ReadString(); string IP = P.ReadString(); int Port = P.ReadInt32(); CityInfoStatus Status = (CityInfoStatus)P.ReadByte(); ulong Thumbnail = P.ReadUInt64(); string UUID = P.ReadString(); ulong Map = P.ReadUInt64(); CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port); Info.Status = Status; CityClient.ServerInfo = Info; //Client instance changed, so update it... NetworkFacade.CServerListener.UpdateClient(CityClient); }
public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received CharacterCreate!"); string AccountName = SanitizeAccount(P.ReadPascalString()); using (var db = DataAccess.Get()) { Account Acc = db.Accounts.GetByUsername(AccountName); //TODO: Send GUID to client... Sim Char = new Sim(Guid.NewGuid()); Char.Timestamp = P.ReadPascalString(); Char.Name = P.ReadPascalString(); Char.Sex = P.ReadPascalString(); Char.Description = P.ReadPascalString(); Char.HeadOutfitID = P.ReadUInt64(); Char.BodyOutfitID = P.ReadUInt64(); Char.Appearance = (AppearanceType)P.ReadByte(); Char.ResidingCity = new CityInfo(P.ReadPascalString(), "", P.ReadUInt64(), P.ReadPascalString(), P.ReadUInt64(), P.ReadPascalString(), P.ReadInt32()); Char.CreatedThisSession = true; var characterModel = new Character(); characterModel.Name = Char.Name; characterModel.Sex = Char.Sex; characterModel.Description = Char.Description; characterModel.LastCached = Char.Timestamp; characterModel.GUID = Char.GUID; characterModel.HeadOutfitID = (long)Char.HeadOutfitID; characterModel.BodyOutfitID = (long)Char.BodyOutfitID; characterModel.AccountID = Acc.AccountID; characterModel.AppearanceType = (int)Char.Appearance; characterModel.City = Char.ResidingCity.UUID; characterModel.CityName = Char.ResidingCity.Name; characterModel.CityThumb = (long)Char.ResidingCity.Thumbnail; characterModel.CityMap = (long)Char.ResidingCity.Map; characterModel.CityIp = Char.ResidingCity.IP; characterModel.CityPort = Char.ResidingCity.Port; var status = db.Characters.CreateCharacter(characterModel); //Need to be variable length, because the success packet contains a token. PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0); switch (status) { case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.Success: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success); CCStatusPacket.WritePascalString(Char.GUID.ToString()); Guid Token = Guid.NewGuid(); CCStatusPacket.WritePascalString(Token.ToString()); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers) { if (CServer.ServerInfo.UUID == Char.ResidingCity.UUID) { PacketStream CServerPacket = new PacketStream(0x01, 0); CServerPacket.WriteHeader(); ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1) + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1)); CServerPacket.WriteUInt16(PacketLength); CServerPacket.WriteInt32(Acc.AccountID); CServerPacket.WritePascalString(Client.RemoteIP); CServerPacket.WritePascalString(Char.GUID.ToString()); CServerPacket.WritePascalString(Token.ToString()); CServer.Send(CServerPacket.ToArray()); break; } } break; } } //Client was modified, so update it. NetworkFacade.ClientListener.UpdateClient(Client); }
/// <summary> /// Client created a character! /// </summary> public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received CharacterCreate!"); string AccountName = SanitizeAccount(P.ReadString()); //Need to be variable length, because the success packet contains a token. PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0); using (var db = DataAccess.Get()) { Account Acc = db.Accounts.GetByUsername(AccountName); if (Acc.NumCharacters >= 3) { CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } //TODO: Send GUID to client... var Char = new Character(); string LastCached = P.ReadString(); if (LastCached == string.Empty) { //TODO: Proper error... CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } Char.LastCached = ProtoHelpers.ParseDateTime(LastCached); Char.Name = P.ReadString(); Char.Sex = P.ReadString(); Char.Description = P.ReadString(); Char.GUID = Guid.NewGuid(); Char.HeadOutfitID = (long)P.ReadUInt64(); Char.BodyOutfitID = (long)P.ReadUInt64(); Char.AccountID = Acc.AccountID; Char.AppearanceType = P.ReadByte(); Char.CityName = P.ReadString(); Char.CityThumb = (long)P.ReadUInt64(); Char.City = P.ReadString(); Char.CityMap = (long)P.ReadUInt64(); Char.CityIp = P.ReadString(); Char.CityPort = P.ReadInt32(); Char.Money = NetworkFacade.INITIAL_MONEY; //These are going into DB, so be nazi. Sieg heil! if (Char.Name == string.Empty || Char.Sex == string.Empty || Char.Description == string.Empty) { CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } var status = db.Characters.CreateCharacter(Char); switch (status) { case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.NameTooLong: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameTooLong); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.Success: Guid Token = Guid.NewGuid(); //This actually updates the record, not sure how. Acc.NumCharacters++; //THIS NEEDS TO HAPPEN FIRST FOR CITY SERVER AUTHENTICATION TO WORK! CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(Char.City); //Just in case... if (CServer != null) { PacketStream CServerPacket = new PacketStream(0x01, 0); CServerPacket.WriteHeader(); ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1) + 4 + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1)); CServerPacket.WriteUInt16(PacketLength); CServerPacket.WriteByte(1); //CharacterCreate = true CServerPacket.WriteInt32(Acc.AccountID); CServerPacket.WriteString(Client.RemoteIP); CServerPacket.WriteInt32(Client.RemotePort); CServerPacket.WriteString(Char.GUID.ToString()); CServerPacket.WriteString(Token.ToString("")); CServer.Client.Send(CServerPacket.ToArray()); } CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success); CCStatusPacket.WriteString(Char.GUID.ToString()); CCStatusPacket.WriteString(Token.ToString()); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; } } }