/// <summary> /// </summary> /// <param name="client"> /// </param> /// <returns> /// </returns> public virtual bool AddClient(IClient client) { lock (this.clients) { if (!this.clients.Contains(client)) { this.clients.Add(client); ((Client)client).Channels.Add(this); if (this.OnClientJoinChannel != null) { this.OnClientJoinChannel( this, new ClientJoinEventArgs() { PlayerName = ((Client)client).Character.characterName }); } byte[] channelJoinPacket = ChannelJoin.Create(this, new byte[] { 0x00, 0x00 }); client.Send(channelJoinPacket); return(true); } } return(false); }
internal void OnChannelJoin(JoinMessage message) => ChannelJoin?.Invoke(message);
/// <summary> /// The read. /// </summary> /// <param name="client"> /// </param> /// <param name="packet"> /// </param> public static void Read(Client client, ref byte[] packet) { MemoryStream m_stream = new MemoryStream(packet); BinaryReader m_reader = new BinaryReader(m_stream); // now we should do password check and then send OK or Error // sending OK now m_stream.Position = 12; short userNameLength = IPAddress.NetworkToHostOrder(m_reader.ReadInt16()); string userName = Encoding.ASCII.GetString(m_reader.ReadBytes(userNameLength)); short loginKeyLength = IPAddress.NetworkToHostOrder(m_reader.ReadInt16()); string loginKey = Encoding.ASCII.GetString(m_reader.ReadBytes(loginKeyLength)); uint characterId = BitConverter.ToUInt32(new[] { packet[11], packet[10], packet[9], packet[8] }, 0); LoginEncryption loginEncryption = new LoginEncryption(); if (loginEncryption.IsValidLogin(loginKey, client.ServerSalt, userName) && loginEncryption.IsCharacterOnAccount(userName, characterId)) { byte[] loginok = LoginOk.Create(); client.Send(loginok); } else { byte[] loginerr = LoginError.Create(); client.Send(loginerr); client.Server.DisconnectClient(client); byte[] invalid = BitConverter.GetBytes(characterId); ZoneCom.Client.SendMessage(99, invalid); return; } // server welcome message string motd = ConfigReadWrite.Instance.CurrentConfig.Motd; // save characters ID in client - note, this is usually 0 if it is a chat client connecting client.Character = new Character(characterId, client); // add client to connected clients list if (!client.Server.ConnectedClients.ContainsKey(client.Character.characterId)) { client.Server.ConnectedClients.Add(client.Character.characterId, client); } // add yourself to that list client.KnownClients.Add(client.Character.characterId); // and give client its own name lookup byte[] pname = PlayerName.New(client, client.Character.characterId); client.Send(pname); // send server welcome message to client byte[] anonv = MsgAnonymousVicinity.Create( string.Empty, string.Format(motd, AssemblyInfoclass.Description + " " + AssemblyInfoclass.AssemblyVersion), string.Empty); client.Send(anonv); // tell client to join channel "Global" // hardcoded right now foreach (ChannelsEntry channel in ChatChannels.ChannelNames) { byte[] chanGlobal = ChannelJoin.Create( channel.Id, channel.Name, channel.ChannelMode, new byte[] { 0x00, 0x00 }); client.Send(chanGlobal); } // First Attempt at Guild Channel.... // This code is completly untested however if it works // we will have to add some what for you to join GuildChat on creation of guild // and when you join a guild... this just connects you to it if you already exist in a guild // at character login.. enjoy hope it works.. I cant seem to test it my computer wont let me install the sql tables atm.. if (client.Character.orgId == 0) { } else { ulong channelBuffer = (ulong)ChannelType.Organization << 32; channelBuffer |= (uint)client.Character.orgId; byte[] guildChannel = ChannelJoin.Create(channelBuffer, client.Character.orgName, 0x8044, new byte[] { 0x00, 0x00 }); client.Send(guildChannel); } // Do Not Delete this just yet! // byte[] chn_global = new Packets.ChannelJoin().Create // ( // new byte[] { 0x04, 0x00, 0x00, 0x23, 0x28 }, // "Global", // 0x8044, // new byte[] { 0x00, 0x00 } // ); // client.Send(chn_global); }
/// <summary> /// Read Login Character packet /// </summary> /// <param name="client"> /// Client sending /// </param> /// <param name="packet"> /// packet data /// </param> public static void Read(Client client, byte[] packet) { PacketReader reader = new PacketReader(ref packet); reader.ReadUInt16(); // Packet ID reader.ReadUInt16(); // Data length uint playerId = reader.ReadUInt32(); client.Server.Debug( client, "{0} >> LoginCharacter: PlayerID: {1}", client.Character.characterName, playerId); reader.Finish(); if (client.IsBot) { CharacterDao.Instance.SetOnline((int)playerId); } DBCharacter character = CharacterDao.Instance.Get((int)playerId); client.Character.CharacterId = playerId; client.Character.characterName = character.Name; client.Character.characterFirstName = character.FirstName; client.Character.characterLastName = character.LastName; client.ChatServer().AddClientToChannels(client); if (client.IsBot) { // and give client its own name lookup byte[] pname = PlayerName.Create(client, client.Character.CharacterId); client.Send(pname); // send server welcome message to client byte[] anonv = MsgAnonymousVicinity.Create( string.Empty, string.Format( client.ChatServer().MessageOfTheDay, AssemblyInfoclass.RevisionName + " " + AssemblyInfoclass.AssemblyVersion), string.Empty); client.Send(anonv); // TODO: Add Buddies List/BuddyOnlineStatus messages foreach (ChannelBase channel in client.Channels) { byte[] channelJoin = ChannelJoin.Create( channel.channelType, channel.ChannelId, channel.ChannelName, channel.channelFlags, new byte[] { 0x00, 0x00 }); client.Send(channelJoin); } if (!client.ChatServer().ConnectedClients.ContainsKey(client.Character.CharacterId)) { client.ChatServer().ConnectedClients.Add(client.Character.CharacterId, client); } // add yourself to that list client.KnownClients.Add(client.Character.CharacterId); } }
private static void OnChannelJoin(object sender, IRC_EventArgs e) { ChannelJoin?.Invoke(sender, e); }