public static void TransferKey(WorldClient client, Packet packet) { string key; if (!packet.ReadSkip(18) || !packet.TryReadString(out key, 32)) { Log.WriteLine(LogLevel.Warn, "Invalid connection request."); client.Disconnect(); return; } ClientTransfer transfer = ClientManager.Instance.GetTransfer(key); if (transfer != null) { // Check if client does not connect from localhost or LAN, // and if it's connecting from the correct IP. // When this check is not done, people can remote hack someone. if (!client.Host.StartsWith("127.0") && !client.Host.StartsWith("192.") && transfer.HostIP != client.Host) { Log.WriteLine(LogLevel.Warn, "Remotehack from {0}", client.Host); SendError(client, ServerError.InvalidCredentials); } else { if (ClientManager.Instance.RemoveTransfer(transfer.Hash) && (!Program.Maintenance || transfer.Admin > 0)) //admins can still login { client.Authenticated = true; client.AccountID = transfer.AccountID; client.Admin = transfer.Admin; client.Username = transfer.Username; client.lastPing = DateTime.Now; //this is so pongthread can start checking him client.Pong = true; client.RandomID = MathUtils.RandomizeUShort(ushort.MaxValue); Log.WriteLine(LogLevel.Debug, "{0} authenticated.", client.Username); SendCharacterList(client); } } } else { Log.WriteLine(LogLevel.Warn, "Invalid client authentication from {0}", client.Host); SendError(client, ServerError.InvalidCredentials); } }
public static void On_GameClient_CreateGuild(WorldClient Client, Packet Packet) { string name, password; bool allowGuildWar; if (!Packet.TryReadString(out name, 16) || !Packet.TryReadString(out password, 8) || !Packet.ReadSkip(4) // unk ? || !Packet.TryReadBool(out allowGuildWar)) { return; } GuildCreateResponse response; if (Client.Character.Character.CharLevel < 20) { response = GuildCreateResponse.LevelTooLow; } else if (Client.Character.Character.Money < Guild.Price) { response = GuildCreateResponse.MoneyTooLow; } else { //encrypt guild pw var pwData = Encoding.UTF8.GetBytes(password); // InterCrypto.Encrypt(ref pwData, 0, pwData.Length); Guild guild; //try to create guild lock (ThreadLocker) { int result; int guildID; var createTime = Program.CurrentTime; using (var con = Program.DatabaseManager.GetClient().GetConnection()) { //insert guild in db using (var cmd = con.CreateCommand()) { cmd.CommandType = CommandType.StoredProcedure; cmd.CommandText = "Guild_Create"; cmd.Parameters.Add(new MySqlParameter("@pName", name)); cmd.Parameters.Add(new MySqlParameter("@pPassword", pwData)); cmd.Parameters.Add(new MySqlParameter("@pAllowGuildWar", allowGuildWar)); cmd.Parameters.Add(new MySqlParameter("@pCreaterID", Client.Character.ID)); cmd.Parameters.Add(new MySqlParameter("@pCreateTime", createTime)); var idParam = cmd.Parameters.Add(new MySqlParameter("@pID", SqlDbType.Int) { Direction = ParameterDirection.Output }); result = Convert.ToInt32(cmd.ExecuteScalar()); guildID = (int)idParam.Value; } switch (result) { case -1: //guild name already exists (ToDo: get response code) SendGuildCreateResponse(Client, name, password, allowGuildWar, GuildCreateResponse.AlredyExist); return; case -2: //database error @ insert guild (ToDo: get response code) SendGuildCreateResponse(Client, name, password, allowGuildWar, GuildCreateResponse.Failed); return; case -3: //database error @ insert guild academy (ToDo: get response code) SendGuildCreateResponse(Client, name, password, allowGuildWar, GuildCreateResponse.Failed); return; case 0: //create guild guild = new Guild(con, guildID, name, pwData, allowGuildWar, Client.Character, createTime); //insert guild master (character will get updated) guild.AddMember(Client.Character, GuildRank.Master, con, false, false); //add to loaded guilds LoadedGuilds.Add(guild); break; default: return; } } } Client.Character. //revoke money Client.Character.ChangeMoney(Client.Character.Character.Money - Guild.Price); //let character broadcast guild name packet using (var packet = new Packet(SH29Type.GuildNameResult)) { packet.WriteInt(guild.ID); packet.WriteString(guild.Name, 16); BroadcastManager.Instance.BroadcastInRange(Client.Character, packet, true); } //let zone know that a guild has been loaded using (var packet = new InterPacket(InterHeader.ZONE_GuildCreated)) { packet.WriteInt(guild.ID); packet.WriteInt(Client.Character.ID); ZoneManager.Instance.Broadcast(packet); } //set response to success response = GuildCreateResponse.Success; } SendGuildCreateResponse(Client, name, password, allowGuildWar, response); }