private void OnMoveItem(Packet packet) { var bagId = packet.ReadByte(); var sourceIndex = packet.ReadByte(); var destinationIndex = packet.ReadByte(); //TODO: Implement other bags. if (bagId != 0) throw new NotImplementedException(); InventoryItems.Move(sourceIndex, destinationIndex); var snapshot = new Snapshot(); snapshot.SetType(SnapshotType.MOVEITEM); snapshot.WriteInt32(Character.GetHashCode()); //Object Id snapshot.WriteByte(bagId); snapshot.WriteByte(sourceIndex); snapshot.WriteByte(destinationIndex); Send(snapshot); SendNearPlayers(snapshot); //TODO: Send item update to other players in range. }
private void OnDropItem(Packet packet) { var bagId = packet.ReadByte(); var index = packet.ReadByte(); var count = packet.ReadUInt16(); //TODO: Implement other bags. if (bagId != 0) throw new NotImplementedException(); if (Constants.DeleteItemOnDrop) InventoryItems.DecreaseStack(index, count); else throw new NotImplementedException(); var item = InventoryItems[index]; var newSize = item != null ? item.StackSize : 0; var snapshot = new Snapshot(); snapshot.SetType(SnapshotType.UPDATEITEM); snapshot.WriteInt32(Character.GetHashCode()); //Object Id snapshot.WriteByte(0); //Bag Id snapshot.WriteByte(index); snapshot.WriteInt32((int) UpdateItemType.NUM); snapshot.WriteInt32(newSize); Send(snapshot); }
private void OnJoin(Packet packet) { //TODO: Use all fields. var characterId = packet.ReadInt32(); var patchVersion = packet.ReadByte(); var hdInfo = packet.ReadString(); Character = User.Characters.FirstOrDefault(c => c.Id == characterId); if (Character != null) { Console.WriteLine(Character.GetHashCode()); InventoryItems = new ItemContainer<InventoryItem>(Character, Character.InventoryItems, (byte) Define.MAX_INVENTORY, (byte) Define.MAX_HUMAN_PARTS, Constants.InventorySlots); QuestItems = new ItemContainer<QuestItem>(Character, Character.QuestItems, (byte) Define.MAX_INVENTORY, 0, Constants.QuestSlots); StorageItems = new ItemContainer<StorageItem>(Character, Character.StorageItems, 0, 0, new byte[] { }); //TODO: Implement storage items. var response = new Packet(Opcode.JOIN_RIGHT); response.WriteInt32(characterId); response.WriteInt32(Character.WorldId); response.WritePosition(Character.Position); response.WriteBoolean(false); //Is festival response.WriteInt32(0); //Festival 'yday' Send(response); var joinSnapshot = new Snapshot(); joinSnapshot.SetType(SnapshotType.UPDATE_SERVER_TIME); joinSnapshot.WriteInt32(DateTime.UtcNow.GetUnixTimestamp()); WriteObjectData(joinSnapshot, Character, true); Send(joinSnapshot); var spawnNearPlayers = new Snapshot(); foreach (var player in NearPlayers) WriteObjectData(spawnNearPlayers, player.Character); Send(spawnNearPlayers); var spawnNewPlayer = new Snapshot(); WriteObjectData(spawnNewPlayer, Character); SendNearPlayers(spawnNewPlayer); } else { //NOTE: In theory, it's possible to send JOIN_ERROR and an error code, but the client doesn't seem to use it. Disconnect(); } }
private void OnStateMessage(Packet packet) { var msg = (StateMessage) packet.ReadByte(); var state = (StateType) packet.ReadUInt16(); var group = packet.ReadByte(); switch (msg) { case StateMessage.SYS_SET_STATE: switch (state) { case StateType.STATE_MOVE_TO: var unknown = packet.ReadInt32(); //TODO: Figure out what this is. var x = packet.ReadInt32(); var y = packet.ReadInt32(); var z = packet.ReadInt32(); //TODO: Add some basic checking. Character.Position.X = x / 1000f; Character.Position.Y = y / 1000f; Character.Position.Z = z / 1000f; var update = new Snapshot(); update.SetType((SnapshotType) 23); update.WriteInt32(Character.GetHashCode()); update.WriteBytes(new byte[] { 0x00, 0x0E, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF }); //TODO: Figure out how this works. update.WriteInt32(x); update.WriteInt32(y); update.WriteInt32(z); SendNearPlayers(update); break; default: Console.WriteLine("OnStateMessage() => StateType not implemented yet! (msg: {0}, state: {1})", msg, state); return; } break; default: Console.WriteLine("OnStateMessage() => Message not implemented yet! (msg: {0}, state: {1})", msg, state); return; } }
private void OnCollectClientLog(Packet packet) { var playerId = packet.ReadInt32(); var systemId = packet.ReadByte(); var logString = packet.ReadString(); if (Character != null && Character.Id == playerId) Character.LogEntries.Add(new LogEntry {SystemId = systemId, LogString = logString, DateTime = DateTime.Now}); else Disconnect(); }
private void OnNormalChat(Packet packet) { var chatFlag = packet.ReadByte(); var chatString = packet.ReadString(); var infoString = packet.ReadString(); var splitString = chatString.Split(' '); var snapshot = new Snapshot(); snapshot.SetType(SnapshotType.GET_CLIENT_INFO); snapshot.WriteUInt32(1337); //Source Player Id snapshot.WriteString(splitString[0]); snapshot.WriteString(splitString.Length > 1 ? splitString.Skip(1).Aggregate("", (current, s) => current + s) : ""); Console.WriteLine("OnNormalChat() => chatstring: {0}", chatString); Send(snapshot); }
private void OnCreatePlayer(Packet packet) { var result = new Packet(Opcode.CREATEPLAYERRESULT); var name = packet.ReadString(); var hdHash = packet.ReadString(); var slot = packet.ReadInt32(); var job = packet.ReadByte(); var gender = packet.ReadByte(); var hairMesh = packet.ReadByte(); var hairColor = packet.ReadUInt32(); var headMesh = packet.ReadByte(); var city = packet.ReadInt32(); var zodiacSign = packet.ReadInt32(); var country = packet.ReadByte(); var snCard = packet.ReadString(); var cardType = packet.ReadInt32(); var hdSerialNumber = packet.ReadString(); var binAccount = packet.ReadString(); var clothList = new int[5]; for (var i = 0; i < 5; i++) clothList[i] = packet.ReadInt32(); if (!Constants.CharacterCreationEnabled) { result.WriteInt32((int) Error.ERR_NOCREATE_ALL); } else if (Database.Characters.Any(c => c.Name == name)) { result.WriteInt32((int) Error.ERR_PLAYER_EXIST); } else if (User.Characters.Count(c => !c.Deleted && !c.Blocked) > 3 || User.Characters.Count > 10 || User.Characters.Any(c => c.Slot == slot)) //TODO: Check items. { result.WriteInt32((int) Error.ERR_NOCREATE); } else { var character = new Character { Name = name, Slot = slot, Job = job, Gender = gender, Appearance = new CharacterAppearance { HairMesh = hairMesh, HairColor = (int) hairColor, HeadMesh = headMesh }, PersonalInformation = new PersonalInformation { City = city, ZodiacSign = zodiacSign }, Closet = new Closet() }; for (var i = 0; i < 5; i++) { if (clothList[i] == 0) continue; character.Closet.Items.Add(new ClosetItem { ItemId = clothList[i], Index = i + 1, DateTime = DateTime.UtcNow, Equipped = true }); } User.Characters.Add(character); User.AcceptedAgreement = true; Database.SaveChanges(); //TODO: Fix this, shouldn't do a full DB update for this... result.WriteInt32((int) Error.ERR_SUCCESS); Send(result); var playerSlot = new Packet(Opcode.PLAYERSLOT); playerSlot.WriteInt32(character.Slot); playerSlot.WriteString(character.Name); playerSlot.WriteInt32(character.Id); playerSlot.WriteInt32(character.WorldId); playerSlot.WriteByte(character.Gender); playerSlot.WritePosition(character.Position); playerSlot.WriteInt32(character.Level); playerSlot.WriteInt32(character.Job); playerSlot.WriteInt32(character.Stats.STR); playerSlot.WriteInt32(character.Stats.STA); playerSlot.WriteInt32(character.Stats.DEX); playerSlot.WriteInt32(character.Stats.INT); playerSlot.WriteInt32(character.Stats.SPI); playerSlot.WriteInt32(character.Appearance.HairMesh); playerSlot.WriteUInt32((uint) character.Appearance.HairColor); playerSlot.WriteInt32(character.Appearance.HeadMesh); playerSlot.WriteInt32(character.Blocked ? 1 : 0); playerSlot.WriteInt32(character.BlockTime); //TODO: Clean this up. var container = new ItemContainer<InventoryItem>(character, character.InventoryItems, (byte) Define.MAX_INVENTORY, (byte) Define.MAX_HUMAN_PARTS, Constants.InventorySlots); var equipmentItems = container.EquippedItems.ToList(); playerSlot.WriteInt32(equipmentItems.Count); //TODO: Implement non-fashion items. // for i = 1, count do // parts = LAr:ReadByte(ar) // item_id = LAr:ReadDword(ar) // flag = LAr:ReadDword(ar) // attr = LAr:ReadInt(ar) // end foreach (var fashionItem in character.Closet.Items.Where(item => item.Equipped)) playerSlot.WriteInt32(fashionItem.ItemId); playerSlot.WriteInt32(User.Characters.Count(c => c.Deleted)); Send(playerSlot); return; } Send(result); }
private void OnCertify(Packet packet) { var name = packet.ReadString(); var password = packet.ReadString(); //TODO: Find out what all the unused fields are and use them. var hdsn = packet.ReadString(); var ipKey = packet.ReadBytes(21); var version = packet.ReadUInt32(); var realVersion = packet.ReadUInt32(); var opFlag = packet.ReadByte(); var otpPassword = packet.ReadString(); var user = Database.Users.FirstOrDefault(c => c.Name == name); //TODO: Add ECard. if (user != null) { if(user.Password == password) { if (!Server.Connections.Any(c => c.User != null && c.User.Name == user.Name)) { if (realVersion == Constants.Version) { User = user; var result = new Packet(Opcode.CERTIFYRESULT); result.WriteInt32((int) Error.CERT_OK); result.WriteInt32(0); //Not required to fill in real name. result.WriteBoolean(false); //Expansion Send(result); CharacterList(); } else { var result = new Packet(Opcode.CERTIFYRESULT); result.WriteInt32((int) (realVersion < Constants.Version ? Error.ERR_VERSION_TOO_LOW : Error.ERR_VERSION_MAINTAIN)); Send(result); Disconnect(); } } else { var result = new Packet(Opcode.CERTIFYRESULT); result.WriteInt32((int) Error.ERR_ACCOUNT_EXIST); Send(result); Disconnect(); } } else { var result = new Packet(Opcode.CERTIFYRESULT); result.WriteInt32((int) ((uint) Error.CERT_CHARGE_CERTIFY_FAILED << 16)); Send(result); } } else { var result = new Packet(Opcode.CERTIFYRESULT); result.WriteInt32((int) ((uint)Error.CERT_CHARGE_CERTIFY_FAILED << 16 | 1)); Send(result); } }