public LoginRequest(BinaryReader reader) : base(reader) { Username = reader.ReadWString(66); // Read username reader.BaseStream.Position = 74; // password starts at 74 Password = reader.ReadWString(66); // Read password }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { var username = reader.ReadWString(66); // Read the username reader.BaseStream.Position = 74; // Set the position to 74, to get the user key. var userKey = reader.ReadWString(66); // Read the user key Console.WriteLine($"Got client validation request. Username: {username}, User Key: {userKey}."); // Set the user to authenticated client.Authenticated = true; client.Username = username; // TODO: Verify user key (Maybe it should expire, instead of just being stored? Otherwise, I'd just cache it.) // commented to try and make world single-server //if (!client.OutOfChar) return; //var account = database.GetAccount(client.Username); //client.Character = account.SelectedCharacter; // Store the selected character //var character = database.GetCharacter(client.Character); //using (var bitStream = new WBitStream()) // Create the zone load packet //{ // bitStream.WriteHeader(RemoteConnection.Client, (uint) MsgClientLoadStaticZone); // // Always write the header. // bitStream.Write(character.ZoneId); // Write the zone id // bitStream.Write(character.MapInstance); // Write the map instance // bitStream.Write(character.MapClone); // Write the map clone // for (var i = 0; i < 4; i++) // bitStream.Write(ZoneChecksums.Checksums[(ZoneId) character.ZoneId][i]); // Write the checksum // bitStream.Write((ushort) 0); // ??? // for (var i = 0; i < 3; i++) bitStream.Write(character.Position[i]); // Write the position // bitStream.Write((uint) 0); // Supposed to be 4, if in battle... // // Send the packet // WorldServer.Server.Send(bitStream, WPacketPriority.SystemPriority, // WPacketReliability.ReliableOrdered, 0, client.Address, false); // Console.WriteLine( // $"Sent world info to client - ZoneId = {character.ZoneId}, Map Instance = {character.MapInstance}, Map Clone = {character.MapClone}"); //} } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { // Read packet var objectId = reader.ReadInt64(); var newName = reader.ReadWString(66); // Gather info var account = database.GetAccount(client.Username); var character = database.GetCharacter(objectId, true); Console.WriteLine( $"Got character rename request from {client.Username}. Old name: {character.Name}. New name: {newName}"); using (var bitStream = new WBitStream()) // Create packet { // Always write packet header bitStream.WriteHeader(RemoteConnection.Client, (uint) MsgClientCharacterRenameResponse); // Make sure they own the accounta if ( !string.Equals(account.Username, character.Name, StringComparison.CurrentCultureIgnoreCase)) { Console.WriteLine("Failed to rename character: You can't rename someone else!"); bitStream.Write((byte) 0x01); // Fail code } else if (database.CharacterExists(newName)) // Make sure nobody already has that name { bitStream.Write((byte) 0x03); // Code for username taken Console.WriteLine("Failed to rename character: Name already taken."); } else // Good to go! { try { character.Name = newName; // Set their new name database.UpdateCharacter(character); // Update the character bitStream.Write((byte) 0x00); // Success code, everything worked just fine. Console.WriteLine("Successfully renamed character!"); } catch (Exception exception) { Console.WriteLine($"Error while trying to rename user - {exception}"); bitStream.Write(0x01); // Some error? } } // Send the packet WorldServer.Server.Send(bitStream, WPacketPriority.SystemPriority, WPacketReliability.ReliableOrdered, 0, client.Address, false); } } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { if (!client.Authenticated) return; // You need to have an account and be signed into it to make a character! var name = reader.ReadWString(66); // Read the name of the new character reader.BaseStream.Position = 74; // Set the position to right after the username var name1 = reader.ReadUInt32(); // Read var name2 = reader.ReadUInt32(); // FTP var name3 = reader.ReadUInt32(); // Names // TODO: Implement FTP names reader.ReadBytes(9); // Read 9 ... unknown bytes? var shirtColor = reader.ReadUInt32(); // Read their choices in appearance var shirtStyle = reader.ReadUInt32(); var pantsColor = reader.ReadUInt32(); var hairStyle = reader.ReadUInt32(); var hairColor = reader.ReadUInt32(); var lh = reader.ReadUInt32(); var rh = reader.ReadUInt32(); var eyebrows = reader.ReadUInt32(); var eyes = reader.ReadUInt32(); var mouth = reader.ReadUInt32(); var responseId = (byte) (database.CharacterExists(name) ? 0x04 : 0x00); // Generate the respond ID var account = database.GetAccount(client.Username); if (account.Characters.Count >= 4) // Don't want any cheaters getting more than 4! { responseId = 0x04; } if (responseId == 0x00) // Make sure to actually make it, if the character does not exist. { // Create the new character var character = new Character { Name = name, Eyebrows = eyebrows, Eyes = eyes, HairColor = hairColor, HairStyle = hairStyle, Lh = lh, Rh = rh, Mouth = mouth, Name1 = name1, Name2 = name2, Name3 = name3, PantsColor = pantsColor, ShirtColor = shirtColor, ShirtStyle = shirtStyle, // Initialize the other character data Position = ZonePositions.VentureExplorer, Owner = client.Username, MapInstance = 0, MapClone = 0, ZoneId = (ushort) ZoneId.VentureExplorer, Armor = 0, MaxArmor = 0, Health = 4, MaxHealth = 4, Imagination = 0, MaxImagination = 0, GmLevel = 0, Reputation = 0, Items = new List<BackpackItem>(), BackpackSpace = 20, Level = 0, Missions = new List<string>() }; character.Items.Add( new BackpackItem { Lot = WorldPackets.FindCharShirtID(shirtColor, shirtStyle), Linked = false, Count = 1, Slot = 0 }); //character.AddItem(WorldPackets.); database.AddCharacter(character); // Add the character to the database. account.Characters.Add(character.Name); // Add the character to the account database.UpdateAccount(account); // Update the account } // Output the code Console.WriteLine($"Got character create request from {client.Username}. Response Code: {responseId}"); // Create the response using (var bitStream = new WBitStream()) { bitStream.WriteHeader(RemoteConnection.Client, (uint) MsgClientCharacterCreateResponse); // Always write the packet header. bitStream.Write((responseId)); // Write the response code. WorldServer.Server.Send(bitStream, SystemPriority, ReliableOrdered, 0, client.Address, false); // Send the response. } if (responseId == 0x00) WorldPackets.SendCharacterListResponse(client.Address, database.GetAccount(client.Username), WorldServer.Server); // Send the updated character list. } }