Esempio n. 1
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        /// <summary>
        /// Initial response from server to client.
        /// </summary>
        /// <param name="Client">A NetworkClient instance.</param>
        /// <param name="Packet">A ProcessedPacket instance.</param>
        public static void HandleServerChallenge(NetworkClient Client, ProcessedPacket Packet)
        {
            Console.WriteLine("Client receives encrypted data - test 2");

            ServerPublicKey = Packet.ReadBytes(Packet.ReadByte());
            byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte());

            AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;
            Enc.PublicKey = ServerPublicKey;
            Client.ClientEncryptor = Enc;
            NetworkFacade.Client.ClientEncryptor = Enc;

            ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey;
            byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce;

            byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey,
                ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob),
                NOnce, EncryptedData);

            MemoryStream StreamToEncrypt = new MemoryStream();
            BinaryWriter Writer = new BinaryWriter(StreamToEncrypt);
            
            Writer.Write((byte)ChallengeResponse.Length);
            Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length);
            
            Writer.Write(Client.ClientEncryptor.Username);
            Writer.Write((byte)PasswordHash.Length);
            Writer.Write(PasswordHash);
            Writer.Flush();

            Client.SendEncrypted(0x03, StreamToEncrypt.ToArray());

            Console.WriteLine("Test 2: passed!");
        }
Esempio n. 2
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        public static void HandleLoginNotify(NetworkClient Client, ProcessedPacket Packet)
        {
            //Should this be stored for permanent access?
            byte[] ServerPublicKey = Packet.ReadBytes(Packet.ReadByte());
            byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte());

            AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;
            Enc.PublicKey = ServerPublicKey;
            Client.ClientEncryptor = Enc;
            NetworkFacade.Client.ClientEncryptor = Enc;

            ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey;
            byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce;

            byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey,
                ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob),
                NOnce, EncryptedData);

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

            Writer.Write((byte)ChallengeResponse.Length);
            Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length);

            Writer.Write(Client.ClientEncryptor.Username);
            Writer.Write((byte)PlayerAccount.Hash.Length);
            Writer.Write(PlayerAccount.Hash);
            Writer.Flush();

            //Encrypt data using key and IV from server, hoping that it'll be decrypted correctly at the other end...
            Client.SendEncrypted((byte)PacketType.CHALLENGE_RESPONSE, StreamToEncrypt.ToArray());
        }
        public static void OnChallengeRecieved(NetworkClient Client, ProcessedPacket Packet)
        {
            byte[] CResponse = Packet.ReadBytes(Packet.ReadByte());

            if (CResponse.SequenceEqual(ChallengeResponse))
                Console.WriteLine("Received correct challenge response, client was authenticated!");
            else
                Console.WriteLine("Received incorrect challenge response, client was NOT authenticated!");
            string Username = Packet.ReadString();
            Console.WriteLine("Username: " + Username);

            byte[] PasswordHash = Packet.ReadBytes(Packet.ReadByte());
            Client.Disconnect();
        }
Esempio n. 4
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        public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket P)
        {
            PacketStream OutPacket;

            if (P.DecryptedSuccessfully)
            {
                int Length = P.ReadByte();
                byte[] CResponse;

                if (P.BufferLength >= Length)
                    CResponse = P.ReadBytes(Length);
                else
                {
                    //Authentication failed, so send this packet unencrypted.
                    OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0);
                    OutPacket.WriteHeader();
                    OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                    OutPacket.WriteByte(0x03); //Bad challenge response.
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Sent LOGIN_FAILURE_CITY!");
                    return;
                }

                AESDecryptionArgs DecryptionArgs = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs;

                if (DecryptionArgs.Challenge.SequenceEqual(CResponse))
                {
                    OutPacket = new PacketStream((byte)PacketType.LOGIN_SUCCESS_CITY, 0);
                    OutPacket.WriteByte(0x01);
                    Client.SendEncrypted((byte)PacketType.LOGIN_SUCCESS_CITY, OutPacket.ToArray());

                    Logger.LogInfo("Sent LOGIN_SUCCESS_CITY!");
                }
                else
                {
                    //Authentication failed, so send this packet unencrypted.
                    OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0);
                    OutPacket.WriteHeader();
                    OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                    OutPacket.WriteByte(0x03); //Bad challenge response.
                    Client.Send(OutPacket.ToArray());

                    Logger.LogInfo("Sent LOGIN_FAILURE_CITY!");
                }
            }
            else
            {
                //Authentication failed, so send this packet unencrypted.
                OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0);
                OutPacket.WriteHeader();
                OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1));
                OutPacket.WriteByte(0x03); //Bad challenge response.
                Client.Send(OutPacket.ToArray());

                Debug.WriteLine("HandleChallengeResponse - decryption failed!");
                Logger.LogInfo("Sent LOGIN_FAILURE_CITY!");
            }
        }
 public static void Handle(NetworkClient Client, ProcessedPacket stream)
 {
     byte ID = (byte)stream.ReadByte();
     if (m_Handlers.ContainsKey(ID))
     {
         m_Handlers[ID].Handler(Client, stream);
     }
 }
Esempio n. 6
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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");

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

            ClientPublicKey = Packet.ReadBytes((Packet.ReadByte()));

            AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;
            Enc.NOnce = Packet.ReadBytes((Packet.ReadByte()));
            Enc.PublicKey = ClientPublicKey;
            Enc.PrivateKey = ServerPrivateKey;
            Client.ClientEncryptor = Enc;

            //THIS IS IMPORTANT - public key must be derived from private!
            ServerPublicKey = ServerPrivateKey.PublicKey.ToByteArray();

            ChallengeResponse = new byte[16];
            m_Random.GetNonZeroBytes(ChallengeResponse);

            MemoryStream StreamToEncrypt = new MemoryStream();
            BinaryWriter Writer = new BinaryWriter(StreamToEncrypt);
            Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length);
            Writer.Flush();

            byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(ServerPrivateKey,
                ECDiffieHellmanCngPublicKey.FromByteArray(ClientPublicKey, CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, 
                StreamToEncrypt.ToArray());

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

            EncryptedPacket.WriteByte((byte)ServerPublicKey.Length);
            EncryptedPacket.WriteBytes(ServerPublicKey);
            EncryptedPacket.WriteByte((byte)EncryptedData.Length);
            EncryptedPacket.WriteBytes(EncryptedData);

            Client.Send(EncryptedPacket.ToArray());

            NetworkFacade.Listener.UpdateClient(Client);

            Console.WriteLine("Test 1: passed!");
        }
        public static void Handle(NetworkClient Client, ProcessedPacket stream)
        {
            byte ID = (byte)stream.ReadByte();

            if (m_Handlers.ContainsKey(ID))
            {
                m_Handlers[ID].Handler(Client, stream);
            }
        }
Esempio n. 8
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        /// <summary>
        /// Received CharacterCreation packet from CityServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);

            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();
            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                        (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            lock(GameFacade.CDataRetriever.LotTileData)
                GameFacade.CDataRetriever.LotTileData = TileEntries;

            return CCStatus;
        }
Esempio n. 9
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        /// <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 = Guid.NewGuid();

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

                //This previously happened when clicking the accept button in CAS, causing
                //all chars to be cached even if the new char wasn't successfully created.
                lock(NetworkFacade.Avatars)
                    Cache.CacheSims(NetworkFacade.Avatars);
            }

            return CCStatus;
        }
Esempio n. 10
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        public static void OnLotPurchaseFailed(NetworkClient Client, ProcessedPacket Packet)
        {
            EventObject Event;

            switch(Packet.ReadByte())
            {
                case 0x00:
                    Event = new EventObject(EventCodes.TRANSACTION_RESULT);
                    EventSink.RegisterEvent(Event);
                    break;
            }
        }
Esempio n. 11
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        public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            ushort X = Packet.ReadUInt16();
            ushort Y = Packet.ReadUInt16();
            int LotID = Packet.ReadInt32();
            string LotName = Packet.ReadString();
            //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
            byte Flags = (byte)Packet.ReadByte();
            int Cost = Packet.ReadInt32();

            return new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost);
        }
Esempio n. 12
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        /// <summary>
        /// Occurs when the client was not authenticated by the loginserver.
        /// Called by UILoginDialog.cs.
        /// </summary>
        /// <param name="Client">The client that received the packet.</param>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnLoginFailResponse(ref NetworkClient Client, ProcessedPacket Packet)
        {
            EventObject Event;

            switch (Packet.ReadByte())
            {
                case 0x01:
                    Event = new EventObject(EventCodes.BAD_USERNAME);
                    EventSink.RegisterEvent(Event);
                    break;
                case 0x02:
                    Event = new EventObject(EventCodes.BAD_PASSWORD);
                    EventSink.RegisterEvent(Event);
                    break;
                case 0x03:
                    Event = new EventObject(EventCodes.AUTHENTICATION_FAILURE);
                    EventSink.RegisterEvent(Event);
                    break;
            }

            Client.Disconnect();
        }
Esempio n. 13
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        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();
            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for(int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                        (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            PlayerAccount.Money = Packet.ReadInt32();

            lock(GameFacade.CDataRetriever.LotTileData)
                GameFacade.CDataRetriever.LotTileData = TileEntries;

            return Status;
        }
Esempio n. 14
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        public static void OnCityInfoResponse(ProcessedPacket Packet)
        {
            byte NumCities = (byte)Packet.ReadByte();

            if (Packet.DecryptedLength > 1)
            {
                lock (NetworkFacade.Cities)
                {
                    for (int i = 0; i < NumCities; i++)
                    {
                        string Name = Packet.ReadString();
                        string Description = Packet.ReadString();
                        string IP = Packet.ReadString();
                        int Port = Packet.ReadInt32();
                        byte StatusByte = (byte)Packet.ReadByte();
                        CityInfoStatus Status = (CityInfoStatus)StatusByte;
                        ulong Thumbnail = Packet.ReadUInt64();
                        string UUID = Packet.ReadString();
                        ulong Map = Packet.ReadUInt64();

                        CityInfo Info = new CityInfo(false);
                        Info.Name = Name;
                        Info.Description = Description;
                        Info.Thumbnail = Thumbnail;
                        Info.UUID = UUID;
                        Info.Map = Map;
                        Info.IP = IP;
                        Info.Port = Port;
                        Info.Online = true;
                        Info.Status = Status;
                        NetworkFacade.Cities.Add(Info);
                    }
                }
            }
        }
        public static void HandleCityToken(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                bool ClientAuthenticated = false;

                using (var db = DataAccess.Get())
                {
                    byte HashLength = (byte)P.ReadByte();
                    byte[] HashBuf = new byte[HashLength];
                    P.Read(HashBuf, 0, HashLength);

                    byte KeyLength = (byte)P.ReadByte();
                    byte[] EncKey = new byte[KeyLength];
                    P.Read(EncKey, 0, KeyLength);
                    Client.ClientEncryptor = new ARC4Encryptor(Convert.ToBase64String(HashBuf), EncKey);

                    string Token = P.ReadString();

                    foreach (ClientToken Tok in NetworkFacade.TransferringClients.GetList())
                    {
                        if (Tok.Token == Token)
                        {
                            ClientAuthenticated = true;
                            PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
                            SuccessPacket.WriteByte((byte)CityTransferStatus.Success);
                            Client.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray());
                        }
                    }

                    if (!ClientAuthenticated)
                    {
                        PacketStream ErrorPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
                        ErrorPacket.WriteByte((byte)CityTransferStatus.GeneralError);
                        Client.SendEncrypted((byte)PacketType.CITY_TOKEN, ErrorPacket.ToArray());
                    }
                }
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleCityToken: " + E.ToString());
            }
        }
Esempio n. 16
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        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Debug.WriteLine("Received OnCityTokenResponse");

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();
            return Status;
        }
Esempio n. 17
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        public static void InitialClientConnect(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received InitialClientConnect!");

            PacketStream EncryptedPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY_CITY, 0);
            EncryptedPacket.WriteHeader();

            AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;

            Enc.PublicKey = P.ReadBytes((P.ReadByte()));
            Enc.NOnce = P.ReadBytes((P.ReadByte()));
            Enc.PrivateKey = NetworkFacade.ServerPrivateKey;
            Client.ClientEncryptor = Enc;

            MemoryStream StreamToEncrypt = new MemoryStream();
            BinaryWriter Writer = new BinaryWriter(StreamToEncrypt);
            Writer.Write(Enc.Challenge, 0, Enc.Challenge.Length);
            Writer.Flush();

            byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(NetworkFacade.ServerPrivateKey,
                System.Security.Cryptography.ECDiffieHellmanCngPublicKey.FromByteArray(Enc.PublicKey,
                System.Security.Cryptography.CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, StreamToEncrypt.ToArray());

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

            EncryptedPacket.WriteByte((byte)NetworkFacade.ServerPublicKey.Length);
            EncryptedPacket.WriteBytes(NetworkFacade.ServerPublicKey);
            EncryptedPacket.WriteByte((byte)EncryptedData.Length);
            EncryptedPacket.WriteBytes(EncryptedData);

            Client.Send(EncryptedPacket.ToArray());
        }
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogDebug("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);

            using (var db = DataAccess.Get())
            {
                var account = db.Accounts.GetByUsername(AccountName);

                byte KeyLength = (byte)P.ReadByte();
                byte[] EncKey = new byte[KeyLength];
                P.Read(EncKey, 0, KeyLength);
                Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey);
                Client.ClientEncryptor.Username = AccountName;

                string Token = P.ReadString();
                string GUID = "";

                foreach (ClientToken CToken in NetworkFacade.TransferringClients.GetList())
                {
                    if (CToken.ClientIP == Client.RemoteIP)
                    {
                        if (CToken.Token == Token)
                        {
                            PacketStream SuccessPacket = new PacketStream(0x64, (int)(PacketHeaders.ENCRYPTED + 1));
                            SuccessPacket.WriteByte((byte)TSODataModel.Entities.CharacterCreationStatus.Success);
                            Client.SendEncrypted(0x64, SuccessPacket.ToArray());
                            ClientAuthenticated = true;

                            GUID = CToken.CharacterGUID;
                        }

                        break;
                    }
                }

                SimBase Char = new SimBase(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.CityID = new Guid(P.ReadString());
                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 = account.AccountID;
                characterModel.AppearanceType = (int)Char.Appearance;
                characterModel.City = Char.CityID.ToString();

                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)TSODataModel.Entities.CharacterCreationStatus.GeneralError);
                Client.SendEncrypted(0x64, SuccessPacket.ToArray());
                Client.Disconnect();
            }
        }
Esempio n. 19
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        /// <summary>
        /// Received initial packet from CityServer.
        /// </summary>
        public static void OnLoginNotifyCity(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnLoginNotifyCity!", LogThis.eloglevel.info);

            //Should this be stored for permanent access?
            byte[] ServerPublicKey = Packet.ReadBytes(Packet.ReadByte());
            byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte());

            //            lock (Client.ClientEncryptor)
            //            {
            //                AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor;
            //                Enc.PublicKey = ServerPublicKey;
            //                Client.ClientEncryptor = Enc;
            //                lock (NetworkFacade.Client)
            //                    NetworkFacade.Client.ClientEncryptor = Enc;
            //            }

            //            ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey;
            //            byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce;

            //            byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey,
            //                ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob),
            //                NOnce, EncryptedData);

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

            //            Writer.Write((byte)ChallengeResponse.Length);
            //            Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length);
            Writer.Flush();

            //Encrypt data using key and IV from server, hoping that it'll be decrypted correctly at the other end...
            Client.SendEncrypted((byte)PacketType.CHALLENGE_RESPONSE, StreamToEncrypt.ToArray());
        }
Esempio n. 20
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        public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            Console.WriteLine("Server receives challenge response - test 3");

            byte[] CResponse = Packet.ReadBytes(Packet.ReadByte());

            if (CResponse.SequenceEqual(ChallengeResponse))
                Console.WriteLine("Received correct challenge response, client was authenticated!");

            string Username = Packet.ReadString();
            Console.WriteLine("Username: "******"Test 3: passed!");
        }
Esempio n. 21
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 /// <summary>
 /// New city server came online!
 /// </summary>
 public static void OnNewCityServer(NetworkClient Client, ProcessedPacket Packet)
 {
     lock (NetworkFacade.Cities)
     {
         CityInfo Info = new CityInfo(false);
         Info.Name = Packet.ReadString();
         Info.Description = Packet.ReadString();
         Info.IP = Packet.ReadString();
         Info.Port = Packet.ReadInt32();
         Info.Status = (CityInfoStatus)Packet.ReadByte();
         Info.Thumbnail = Packet.ReadUInt64();
         Info.UUID = Packet.ReadString();
         Info.Map = Packet.ReadUInt64();
         NetworkFacade.Cities.Add(Info);
     }
 }
Esempio n. 22
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        /// <summary>
        /// A player joined a session (game) in progress.
        /// </summary>
        public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
        {
            LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0);

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

            byte HasHouse = (byte)Packet.ReadByte();

            if (HasHouse != 0)
            {
                TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                    (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());

                Avatar.LotID = TileEntry.lotid;
                Avatar.HouseX = TileEntry.x;
                Avatar.HouseY = TileEntry.y;

                LotTileEntry[] TileEntries = new LotTileEntry[GameFacade.CDataRetriever.LotTileData.Length + 1];
                TileEntries[0] = TileEntry;
                GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1);
            }

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

            return TileEntry;
        }
        /// <summary>
        /// A client wanted to transfer to this server, so a token was generated by the login server.
        /// </summary>
        public static void HandleClientToken(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                ClientToken Token = new ClientToken();
				byte CharacterCreate = (byte)P.ReadByte();
                Token.AccountID = P.ReadInt32();
                Token.ClientIP = P.ReadString();
				int ClientPort = P.ReadInt32();
                Token.CharacterGUID = P.ReadString();
                Token.Token = P.ReadString();

				PacketStream PlayerOnlinePacket = new PacketStream(0x67, 0);
				PlayerOnlinePacket.WriteHeader();
				PlayerOnlinePacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1 +
					Token.Token.Length + 1 + Token.ClientIP.Length + 1 + 4));

				if (CharacterCreate == 0)
				{
					if (NetworkFacade.CurrentSession.GetPlayer(Token.CharacterGUID) == null)
					{
						NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort);
						//Uh-oh, someone's waiting for their token!
						if(WaitingClient != null)
						{
							PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
							SuccessPacket.WriteByte((byte)CityTransferStatus.Success);
							WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray());
						}

						PlayerOnlinePacket.WriteByte(0x01);
						PlayerOnlinePacket.WriteString(Token.Token);
						PlayerOnlinePacket.WriteString(Token.ClientIP);
						PlayerOnlinePacket.WriteInt32(ClientPort);

						lock (NetworkFacade.TransferringClients)
						{
							if (!NetworkFacade.TransferringClients.Contains(Token))
								NetworkFacade.TransferringClients.Add(Token);
						}

						Client.Send(PlayerOnlinePacket.ToArray());
					}
					else
					{
						PlayerOnlinePacket.WriteByte(0x02);
						PlayerOnlinePacket.WriteString(Token.Token);
						PlayerOnlinePacket.WriteString(Token.ClientIP);
						PlayerOnlinePacket.WriteInt32(ClientPort);

						Client.Send(PlayerOnlinePacket.ToArray());
					}
				}
				else
				{
					NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort);
					//Uh-oh, someone's waiting for their token!
					if (WaitingClient != null)
					{
						PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
						SuccessPacket.WriteByte((byte)CityTransferStatus.Success);
						WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray());
					}

					if (!NetworkFacade.TransferringClients.Contains(Token))
						NetworkFacade.TransferringClients.Add(Token);
				}
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleClientToken: " + E.ToString());
            }
        }
Esempio n. 24
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        /// <summary>
        /// LoginServer sent information about the player's characters.
        /// </summary>
        /// <param name="Packet">The packet that was received.</param>
        public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client)
        {
            byte NumCharacters = (byte)Packet.ReadByte();
            byte NewCharacters = (byte)Packet.ReadByte();

            List<UISim> FreshSims = new List<UISim>();

            for (int i = 0; i < NewCharacters; i++)
            {
                int CharacterID = Packet.ReadInt32();

                UISim FreshSim = new UISim(Packet.ReadString(), false);
                FreshSim.CharacterID = CharacterID;
                FreshSim.Timestamp = Packet.ReadString();
                FreshSim.Name = Packet.ReadString();
                FreshSim.Sex = Packet.ReadString();
                FreshSim.Description = Packet.ReadString();
                FreshSim.HeadOutfitID = Packet.ReadUInt64();
                FreshSim.BodyOutfitID = Packet.ReadUInt64();
                FreshSim.Avatar.Appearance = (AppearanceType)Packet.ReadByte();
                FreshSim.ResidingCity = new CityInfo(false);
                FreshSim.ResidingCity.Name = Packet.ReadString();
                FreshSim.ResidingCity.Thumbnail = Packet.ReadUInt64();
                FreshSim.ResidingCity.UUID = Packet.ReadString();
                FreshSim.ResidingCity.Map = Packet.ReadUInt64();
                FreshSim.ResidingCity.IP = Packet.ReadString();
                FreshSim.ResidingCity.Port = Packet.ReadInt32();

                FreshSims.Add(FreshSim);
            }

            lock (NetworkFacade.Avatars)
            {
                if ((NumCharacters < 3) && (NewCharacters > 0))
                {
                    FreshSims = Cache.LoadCachedSims(FreshSims);
                    NetworkFacade.Avatars = FreshSims;
                    Cache.CacheSims(FreshSims);
                }

                if (NewCharacters == 0 && NumCharacters > 0)
                    NetworkFacade.Avatars = Cache.LoadAllSims();
                else if (NewCharacters == 3 && NumCharacters == 3)
                {
                    NetworkFacade.Avatars = FreshSims;
                    Cache.CacheSims(FreshSims);
                }
                else if (NewCharacters == 0 && NumCharacters == 0)
                {
                    //Make sure if sims existed in the cache, they are deleted (because they didn't exist in DB).
                    Cache.DeleteCache();
                }
                else if (NumCharacters == 3 && NewCharacters == 3)
                {
                    NetworkFacade.Avatars = FreshSims;
                }
            }

            PacketStream CityInfoRequest = new PacketStream(0x06, 0);
            CityInfoRequest.WriteByte(0x00); //Dummy

            Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
        }
Esempio n. 25
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        /// <summary>
        /// Client wanted to create a new character.
        /// </summary>
        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];
                if (P.BufferLength >= AccountStrLength)
                {
                    P.Read(AccountNameBuf, 0, AccountStrLength);
                    string AccountName = Encoding.ASCII.GetString(AccountNameBuf);
                }
                else
                    return;

                using (DataAccess db = DataAccess.Get())
                {
                    //No need to check for empty string here, because all it will do is have ClientAuthenticated be false
                    string Token = P.ReadString();
                    string GUID = "";
                    int AccountID = 0;

                    ClientToken TokenToRemove = NetworkFacade.GetClientToken(Client.RemoteIP);

                    //Just in case...
                    if (TokenToRemove != null)
                    {
                        if (TokenToRemove.Token.Equals(Token, StringComparison.CurrentCultureIgnoreCase))
                        {
                            PacketStream SuccessPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, 0);
                            SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.Success);

                            House[] Houses = NetworkFacade.CurrentSession.GetHousesInSession();
                            SuccessPacket.WriteUInt16((ushort)Houses.Length);

                            //Ho, ho, ho...
                            foreach (House Ho in Houses)
                            {
                                SuccessPacket.WriteInt32(Ho.HouseID);
                                SuccessPacket.WriteString(Ho.Name);
                                SuccessPacket.WriteUInt16((ushort)Ho.X);
                                SuccessPacket.WriteUInt16((ushort)Ho.Y);
                                SuccessPacket.WriteByte((byte)Ho.Flags); //Might have to save this as unsigned in DB?
                                SuccessPacket.WriteInt32(Ho.Cost);
                            }

                            Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY, SuccessPacket.ToArray());
                            ClientAuthenticated = true;

                            GUID = TokenToRemove.CharacterGUID;
                            AccountID = TokenToRemove.AccountID;

                            Sim Char = new Sim(new Guid(GUID));
                            Char.Timestamp = P.ReadString();
                            Char.Name = P.ReadString();
                            Char.Sex = P.ReadString();
                            Char.Description = P.ReadString();
                            Char.HeadOutfitID = P.ReadUInt64();
                            Char.BodyOutfitID = P.ReadUInt64();
                            Char.Appearance = (AppearanceType)P.ReadByte();
                            Char.CreatedThisSession = true;

                            //These are going into DB, so be nazi. Sieg heil!
                            if (Char.Timestamp == string.Empty || Char.Name == string.Empty || Char.Sex == string.Empty ||
                                Char.Description == string.Empty)
                            {
                                //TODO: Tell loginserver to clean up DB?
                                ClientAuthenticated = false;
                            }

                            var characterModel = new Character();
                            characterModel.Name = Char.Name;
                            characterModel.Sex = Char.Sex;
                            characterModel.Description = Char.Description;
                            characterModel.LastCached = ProtoHelpers.ParseDateTime(Char.Timestamp);
                            characterModel.GUID = Char.GUID;
                            characterModel.HeadOutfitID = (long)Char.HeadOutfitID;
                            characterModel.BodyOutfitID = (long)Char.BodyOutfitID;
                            characterModel.AccountID = AccountID;
                            characterModel.AppearanceType = (int)Char.Appearance;
                            characterModel.Money = NetworkFacade.INITIAL_MONEY;

                            NetworkFacade.CurrentSession.AddPlayer(Client, characterModel);

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

                        }
                    }

                    NetworkFacade.TransferringClients.TryRemove(out TokenToRemove);
                }

                //Invalid token, should never occur...
                if (!ClientAuthenticated)
                {
                    NetworkFacade.CurrentSession.RemovePlayer(Client);

                    PacketStream FailPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, (int)(PacketHeaders.ENCRYPTED + 1));
                    FailPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError);
                    Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, FailPacket.ToArray());
                }
            }
            catch (Exception E)
            {
                Debug.WriteLine("Exception in HandleCharacterCreate: " + E.ToString());
                Logger.LogDebug("Exception in HandleCharacterCreate: " + E.ToString());

                PacketStream FailPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, (int)(PacketHeaders.ENCRYPTED + 1));
                FailPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError);
                Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, FailPacket.ToArray());
            }
        }