/// <summary> /// Sends a CharacterCreate packet to a CityServer. /// </summary> /// <param name="LoginArgs">Arguments used to log onto the CityServer.</param> /// <param name="Character">The character to create on the CityServer.</param> public static void SendCharacterCreateCity(LoginArgsContainer LoginArgs, TSOClient.VM.Sim Character) { PacketStream Packet = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, 0); Packet.WriteHeader(); byte[] EncryptionKey = LoginArgs.Enc.GetDecryptionArgsContainer().ARC4DecryptArgs.EncryptionKey; MemoryStream PacketData = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(PacketData); Writer.Write((byte)LoginArgs.Username.Length); Writer.Write(Encoding.ASCII.GetBytes(LoginArgs.Username), 0, Encoding.ASCII.GetBytes(LoginArgs.Username).Length); //LoginArgs password is set to PlayerAccount.Hash for relogging to the cityserver. byte[] HashBuf = Convert.FromBase64String(LoginArgs.Password); Writer.Write((byte)HashBuf.Length); Writer.Write(HashBuf, 0, HashBuf.Length); Writer.Write((byte)EncryptionKey.Length); Writer.Write(EncryptionKey); Writer.Write(PlayerAccount.CityToken); Writer.Write(Character.Timestamp); Writer.Write(Character.Name); Writer.Write(Character.Sex); Writer.Write(Character.Description); Writer.Write((ulong)Character.HeadOutfitID); Writer.Write((ulong)Character.BodyOutfitID); Writer.Write((byte)Character.AppearanceType); Packet.WriteUInt16((ushort)((ushort)PacketHeaders.UNENCRYPTED + PacketData.Length)); Packet.WriteBytes(PacketData.ToArray()); Writer.Close(); LoginArgs.Client.Send(Packet.ToArray()); }
/// <summary> /// Sends a token to a CityServer, as received by a LoginServer. /// </summary> /// <param name="Client">A NetworkClient instance.</param> public static void SendCityToken(NetworkClient Client) { PacketStream Packet = new PacketStream((byte)PacketType.CITY_TOKEN, 0); Packet.WriteHeader(); MemoryStream PacketData = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(PacketData); Writer.Write((byte)PlayerAccount.Hash.Length); Writer.Write(PlayerAccount.Hash, 0, PlayerAccount.Hash.Length); Writer.Write(PlayerAccount.CityToken); Packet.WriteUInt16((ushort)((ushort)PacketHeaders.UNENCRYPTED + PacketData.Length)); Packet.WriteBytes(PacketData.ToArray()); Writer.Close(); Client.Send(Packet.ToArray()); }
/// <summary> /// Sends a token to a CityServer, as received by a LoginServer. /// </summary> /// <param name="Client">A NetworkClient instance.</param> public static void SendCityToken(NetworkClient Client) { PacketStream Packet = new PacketStream((byte)PacketType.CITY_TOKEN, 0); Packet.WriteHeader(); byte[] EncryptionKey = Client.ClientEncryptor.GetDecryptionArgsContainer().ARC4DecryptArgs.EncryptionKey; MemoryStream PacketData = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(PacketData); Writer.Write((byte)PlayerAccount.Hash.Length); Writer.Write(PlayerAccount.Hash, 0, PlayerAccount.Hash.Length); Writer.Write((byte)EncryptionKey.Length); Writer.Write(EncryptionKey); Writer.Write(PlayerAccount.CityToken); Packet.WriteUInt16((ushort)((ushort)PacketHeaders.UNENCRYPTED + PacketData.Length)); Packet.WriteBytes(PacketData.ToArray()); Writer.Close(); Client.Send(Packet.ToArray()); }