public static void OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            switch (CCStatus)
            {
                case CharacterCreationStatus.Success:
                    Guid CharacterGUID = new Guid();

                    //CityToken didn't exist, so transition to CityServer hasn't happened yet.
                    if (PlayerAccount.CityToken == "")
                    {
                        CharacterGUID = new Guid(Packet.ReadPascalString());
                        PlayerAccount.CityToken = Packet.ReadPascalString();
                    }

                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);

                    if(PlayerAccount.CityToken == "")
                        PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());

                    break;
                case CharacterCreationStatus.ExceededCharacterLimit:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                case CharacterCreationStatus.NameAlreadyExisted:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                case CharacterCreationStatus.GeneralError:
                    NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus);
                    break;
                default:
                    break;
            }
        }
        /// <summary>
        /// Received CharacterCreation packet from LoginServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
        {
            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            if (CCStatus == CharacterCreationStatus.Success)
            {
                Guid CharacterGUID = new Guid();

                CharacterGUID = new Guid(Packet.ReadPascalString());
                PlayerAccount.CityToken = Packet.ReadPascalString();
                PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString());
            }

            return CCStatus;
        }
Esempio n. 3
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        /// <summary>
        /// A client requested login.
        /// </summary>
        /// <param name="Client">NetworkClient instance.</param>
        /// <param name="Packet">ProcessedPacket instance.</param>
        public static void InitialClientConnect(NetworkClient Client, ProcessedPacket Packet)
        {
            Console.WriteLine("Server receives data - test 1");

            //AES is used to encrypt all further communication between client and server.
            AesCryptoServiceProvider AesCrypto = new AesCryptoServiceProvider();

            AesCrypto.GenerateKey();
            AesCrypto.GenerateIV();
            AES AesEncryptor = new AES(AesCrypto.Key, AesCrypto.IV);

            SessionKey = AesCrypto.Key;
            IV         = AesCrypto.IV;

            Guid Nonce = new Guid(Packet.ReadPascalString());

            //Username would normally be used to lookup client's public key in DB (only time such a use is valid).
            string Username = Packet.ReadPascalString();
            ECDiffieHellmanPublicKey ClientPub = StaticStaticDiffieHellman.ImportKey("ClientPublic.dat");

            PacketStream EncryptedPacket = new PacketStream(0x02, 0);

            EncryptedPacket.WriteHeader();

            MemoryStream StreamToEncrypt = new MemoryStream();
            BinaryWriter Writer          = new BinaryWriter(StreamToEncrypt);

            Writer.Write((byte)ChallengeResponse.ToByteArray().Length);
            Writer.Write(ChallengeResponse.ToByteArray(), 0, ChallengeResponse.ToByteArray().Length);
            Writer.Write((byte)SessionKey.Length);
            Writer.Write(SessionKey, 0, SessionKey.Length);
            Writer.Write((byte)IV.Length);
            Writer.Write(IV, 0, IV.Length);
            Writer.Flush();

            byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(ServerKey, ClientPub, Nonce.ToByteArray(),
                                                                     StreamToEncrypt.ToArray());

            EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1 + EncryptedData.Length));

            EncryptedPacket.WriteByte((byte)EncryptedData.Length);
            EncryptedPacket.Write(EncryptedData, 0, EncryptedData.Length);

            Client.Send(EncryptedPacket.ToArray());

            Console.WriteLine("Test 1: passed!");
        }
Esempio n. 4
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        public static void HandleClientToken(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                ClientToken Token = new ClientToken();
                Token.AccountID     = P.ReadInt32();
                Token.ClientIP      = P.ReadPascalString();
                Token.CharacterGUID = P.ReadPascalString();
                Token.Token         = P.ReadPascalString();

                NetworkFacade.TransferringClients.AddItem(Token);
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleClientToken: " + E.ToString());
            }
        }
Esempio n. 5
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        /// <summary>
        /// A player joined a session (game) in progress.
        /// </summary>
        public static Sim OnPlayerJoinedSession(ProcessedPacket Packet)
        {
            Sim Avatar = new Sim(Packet.ReadPascalString());

            Avatar.Name         = Packet.ReadPascalString();
            Avatar.Sex          = Packet.ReadPascalString();
            Avatar.Description  = Packet.ReadPascalString();
            Avatar.HeadOutfitID = Packet.ReadUInt64();
            Avatar.BodyOutfitID = Packet.ReadUInt64();
            Avatar.Appearance   = (AppearanceType)Packet.ReadInt32();

            lock (NetworkFacade.AvatarsInSession)
            {
                NetworkFacade.AvatarsInSession.Add(Avatar);
            }

            return(Avatar);
        }
        /// <summary>
        /// A client decided to retire a character.
        /// </summary>
        public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
        {
            int    AccountID = P.ReadInt32();
            string GUID      = P.ReadPascalString();

            using (DataAccess db = DataAccess.Get())
            {
                IQueryable <Character> Query = db.Characters.GetForAccount(AccountID);

                //F**K, I hate LINQ.
                Guid      CharGUID = new Guid(GUID);
                Character Char     = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();

                //If char is null, it most likely didn't exist in DB. Do nothing...
                if (Char != null)
                {
                    db.Characters.RetireCharacter(Char);
                }
            }
        }
Esempio n. 7
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        public static string OnReceivedMessage(ProcessedPacket Packet)
        {
            string Subject = Packet.ReadPascalString();

            return(Packet.ReadPascalString()); //Message.
        }
Esempio n. 8
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 /// <summary>
 /// Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet.
 /// </summary>
 public static void OnCityTokenRequest(NetworkClient Client, ProcessedPacket Packet)
 {
     PlayerAccount.CityToken = Packet.ReadPascalString();
     Debug.WriteLine("CityToken: " + PlayerAccount.CityToken);
 }
Esempio n. 9
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        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                Logger.LogInfo("Received CharacterCreate!");

                bool ClientAuthenticated = false;

                byte   AccountStrLength = (byte)P.ReadByte();
                byte[] AccountNameBuf   = new byte[AccountStrLength];
                P.Read(AccountNameBuf, 0, AccountStrLength);
                string AccountName = Encoding.ASCII.GetString(AccountNameBuf);

                byte   HashLength = (byte)P.ReadByte();
                byte[] HashBuf    = new byte[HashLength];
                P.Read(HashBuf, 0, HashLength);

                using (DataAccess db = DataAccess.Get())
                {
                    Client.ClientEncryptor          = new ARC4Encryptor(Convert.ToBase64String(HashBuf));
                    Client.ClientEncryptor.Username = AccountName;

                    string Token     = P.ReadString();
                    string GUID      = "";
                    int    AccountID = 0;

                    foreach (ClientToken CToken in NetworkFacade.TransferringClients.GetList())
                    {
                        if (CToken.ClientIP == Client.RemoteIP)
                        {
                            if (CToken.Token == Token)
                            {
                                PacketStream SuccessPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, (int)(PacketHeaders.ENCRYPTED + 1));
                                SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.Success);
                                Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY, SuccessPacket.ToArray());
                                ClientAuthenticated = true;

                                GUID      = CToken.CharacterGUID;
                                AccountID = CToken.AccountID;
                            }

                            break;
                        }
                    }

                    Sim Char = new Sim(new Guid(GUID));
                    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.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      = AccountID;
                    characterModel.AppearanceType = (int)Char.Appearance;

                    var status = db.Characters.CreateCharacter(characterModel);
                }

                //Invalid token, should never occur...
                if (!ClientAuthenticated)
                {
                    PacketStream SuccessPacket = new PacketStream(0x65, (int)(PacketHeaders.ENCRYPTED + 1));
                    SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError);
                    Client.SendEncrypted(0x64, SuccessPacket.ToArray());
                    Client.Disconnect();
                }
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleCharacterCreate: " + E.ToString());
            }
        }
        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...
                SimBase Char = new SimBase(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);
        }
        public static void HandleCityTokenRequest(NetworkClient Client, ProcessedPacket P)
        {
            string AccountName = P.ReadPascalString();
            string CityGUID = P.ReadPascalString();
            string CharGUID = P.ReadPascalString();
            string Token = new Guid().ToString();

            foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers)
            {
                if (CityGUID == CServer.ServerInfo.UUID)
                {
                    using (var db = DataAccess.Get())
                    {
                        Account Acc = db.Accounts.GetByUsername(AccountName);

                        PacketStream CServerPacket = new PacketStream(0x01, 0);
                        CServerPacket.WriteHeader();

                        ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1)
                            + (CharGUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                        CServerPacket.WriteUInt16(PacketLength);

                        CServerPacket.WriteInt32(Acc.AccountID);
                        CServerPacket.WritePascalString(Client.RemoteIP);
                        CServerPacket.WritePascalString(CharGUID.ToString());
                        CServerPacket.WritePascalString(Token.ToString());
                        CServer.Send(CServerPacket.ToArray());

                        break;
                    }
                }
            }

            PacketStream Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0);
            Packet.WritePascalString(Token);
            Client.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray());
        }
        public static void HandleCharacterInfoRequest(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterInfoRequest!");

            DateTime Timestamp = DateTime.Parse(P.ReadPascalString());

            //Database.CheckCharacterTimestamp(Client.Username, Client, TimeStamp);

            Character[] Characters = new Character[] { };

            using (var db = DataAccess.Get())
            {
                var account = db.Accounts.GetByUsername(Client.ClientEncryptor.Username);
                Characters = db.Characters.GetForAccount((int)account.AccountID).ToArray();
            }

            if (Characters != null)
            {
                PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_LIST, 0);
                MemoryStream PacketData = new MemoryStream();
                BinaryWriter PacketWriter = new BinaryWriter(PacketData);

                /**
                 * Whats the point of checking a timestamp here? It saves a few bytes on a packet
                 * sent once per user session. Premature optimization.
                 */
                PacketWriter.Write((byte)Characters.Length);
                foreach (Character avatar in Characters)
                {
                    PacketWriter.Write((int)avatar.CharacterID);
                    PacketWriter.Write(avatar.GUID.ToString());
                    PacketWriter.Write(avatar.LastCached);
                    PacketWriter.Write(avatar.Name);
                    PacketWriter.Write(avatar.Sex);
                    PacketWriter.Write(avatar.Description);
                    PacketWriter.Write((ulong)avatar.HeadOutfitID);
                    PacketWriter.Write((ulong)avatar.BodyOutfitID);
                    PacketWriter.Write((byte)avatar.AppearanceType);
                    PacketWriter.Write((string)avatar.CityName);
                    PacketWriter.Write((ulong)avatar.CityThumb);
                    PacketWriter.Write((string)avatar.City);
                    PacketWriter.Write((ulong)avatar.CityMap);
                    PacketWriter.Write((string)avatar.CityIp);
                    PacketWriter.Write((int)avatar.CityPort);
                }

                Packet.Write(PacketData.ToArray(), 0, (int)PacketData.Length);
                PacketWriter.Close();
                Client.SendEncrypted(0x05, Packet.ToArray());
            }
            else //No characters existed for the account.
            {
                PacketStream Packet = new PacketStream(0x05, 0);
                Packet.WriteByte(0x00); //0 characters.

                Client.SendEncrypted((byte)PacketType.CHARACTER_LIST, Packet.ToArray());
            }
        }
 /// <summary>
 /// Received from the LoginServer in response to a CITY_TOKEN_REQUEST packet.
 /// </summary>
 public static void OnCityToken(NetworkClient Client, ProcessedPacket Packet)
 {
     PlayerAccount.CityToken = Packet.ReadPascalString();
 }