public override void Handle(BinaryReader reader, LuClient client) { var objectId = reader.ReadInt64(); //var flags = ""; //reader.BaseStream.Position = reader.BaseStream.Position - 4; //for (uint k = 0; k < 4; k++) //{ // var flag = reader.ReadBoolean(); // if (flag) // { // flags += $"[{k}]"; // } //} var messageId = reader.ReadUInt16(); if (!_handlers.ContainsKey(messageId)) { Console.WriteLine($"Received unhandled client game message. ObjectId = \"{objectId}\", MessageId = \"{messageId}\""); if (LuServer.LogUnknownPackets) { reader.BaseStream.Position = 0; var bytes = ReadFully(reader.BaseStream); File.WriteAllBytes("Packets/Game Messages/" + objectId + "_" + messageId + ".bin", bytes); } } else { _handlers[messageId].Handle(objectId, reader); } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { if (!client.Authenticated) return; var id = reader.ReadInt64(); // The object id of the characte Console.WriteLine(id); var character = database.GetCharacter(id, true); // Retrieve the character from the database Console.WriteLine($"{client.Username} requested to delete their character {character.Name}."); using (var bitStream = new WBitStream()) // Create the new bitstream { bitStream.WriteHeader(RemoteConnection.Client, (uint) MsgClientDeleteCharacterResponse); // Always write the packet header! if (!string.Equals(character.Owner, client.Username, StringComparison.CurrentCultureIgnoreCase)) // You can't delete someone else's character! { bitStream.Write((byte) 0x02); // Maybe that's the fail code? Console.WriteLine("Failed: Can't delete someone else's character!"); } else // Good to go, that's their character, they can delete it if they want. { database.DeleteCharacter(character); // Remove the character from the Redis database bitStream.Write((byte) 0x01); // Success code Console.WriteLine("Successfully deleted character."); } // Send the packet WorldServer.Server.Send(bitStream, SystemPriority, ReliableOrdered, 0, client.Address, false); } } }
public override void Handle(BinaryReader reader, LuClient client) { var subPacketLength = reader.ReadUInt32(); var remoteConnection = (PacketEnums.RemoteConnection) reader.ReadUInt16(); var packetId = reader.ReadUInt32(); reader.ReadByte(); Console.WriteLine($"Received route packet. Length = {subPacketLength}, RemoteConnection = {remoteConnection}, PacketId = {packetId.ToString("X")}"); }
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; // Make sure they've authenticated first! // Retrieve their account var account = database.GetAccount(client.Username); // Call the C++ code that generates and sends the character list packet of the specified account WorldPackets.SendCharacterListResponse(client.Address, account, WorldServer.Server); Console.WriteLine($"Sent character list packet to {client.Username}. Users: " + JsonConvert.SerializeObject(account.Characters)); } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { var username = reader.ReadWString(66); // Read the username reader.BaseStream.Position = 74; // Set the position to 74, to get the user key. var userKey = reader.ReadWString(66); // Read the user key Console.WriteLine($"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}"); //} } }
protected override void OnConnect(string address) { Clients[address] = new LuClient(address); Console.WriteLine("Client of IP {0} joined.", address); }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { if (!client.Authenticated) return; var zone = (ZoneId) reader.ReadUInt16(); var instance = reader.ReadUInt16(); var clone = reader.ReadInt32(); Console.WriteLine( $"Got clientside level load complete packet from {client.Username}. Zone: {zone}, Instance: {instance}, Clone: {clone}."); var account = database.GetAccount(client.Username); var character = database.GetCharacter(account.SelectedCharacter); using (var bitStream = new WBitStream()) { bitStream.WriteHeader(RemoteConnection.Client, (uint) MsgClientCreateCharacter); using (var ldf = new Ldf()) { // TODO: Improve LDF code here ldf.WriteS64("accountID", account.Id); ldf.WriteS32("chatmode", 0); ldf.WriteBool("editor_enabled", false); ldf.WriteS32("editor_level", 0); ldf.WriteBool("freetrial", false); ldf.WriteS32("gmlevel", character.GmLevel); ldf.WriteBool("legoclub", true); var levelid = character.ZoneId + (((long) character.MapInstance) << 16) + (((long) character.MapClone) << 32); ldf.WriteS64("levelid", levelid); ldf.WriteWString("name", character.Name); ldf.WriteId("objid", Character.GetObjectId(character)); ldf.WriteFloat("position.x", character.Position[0]); ldf.WriteFloat("position.y", character.Position[1]); ldf.WriteFloat("position.z", character.Position[2]); ldf.WriteS64("reputation", character.Reputation); ldf.WriteS32("template", 1); using (var xmlData = GenXmlData(character)) ldf.WriteBytes("xmlData", xmlData); bitStream.Write(ldf.GetSize() + 1); bitStream.Write((byte) 0); ldf.WriteToPacket(bitStream); WorldServer.Server.Send(bitStream, WPacketPriority.SystemPriority, WPacketReliability.ReliableOrdered, 0, client.Address, false); File.WriteAllBytes("Temp/" + character.Name + ".world_2a.bin", bitStream.GetBytes()); } } WorldServer.Server.SendGameMessage(client.Address, Character.GetObjectId(character), 1642); WorldServer.Server.SendGameMessage(client.Address, Character.GetObjectId(character), 509); using (var gameMessage = LuServer.CreateGameMessage(Character.GetObjectId(character), 472)) { gameMessage.Write((uint) 185); gameMessage.Write((byte) 0); WorldServer.Server.Send(gameMessage, WPacketPriority.SystemPriority, WPacketReliability.ReliableOrdered, 0, client.Address, false); } var playerObject = new PlayerObject(Character.GetObjectId(character), character.Name); playerObject.Construct(WorldServer.Server, client.Address); } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { var loginRequest = new LoginRequest(reader); WriteLine($"{loginRequest.Username} sent authentication request."); byte valid = 0x01; if (!database.AccountExists(loginRequest.Username)) { valid = 0x06; } if (valid == 0x01) { var account = database.GetAccount(loginRequest.Username); var hash = SHA512.Create() .ComputeHash(Encoding.Unicode.GetBytes(loginRequest.Password).Concat(account.Salt).ToArray()); if (!account.Password.SequenceEqual(hash)) valid = 0x06; if (valid == 0x01 && account.Banned) valid = 0x02; } var message = "screwed up."; switch (valid) { case 0x01: message = "was successful."; break; case 0x06: message = "failed: invalid credentials."; break; case 0x02: message = "failed: banned."; break; default: WriteLine( "FATAL: Magically, the valid variable was not 0x01, 0x06, or 0x02! (How is that even possible..? I'm only checking because resharper is making me.)"); break; } WriteLine("User login " + message); if (valid == 0x01) { // TODO: Store user key } // Use C++ auth for now (I hope to eliminate this sometime) SendLoginResponse(client.Address, valid, RandomString(66), AuthServer.Server); // C# auth, not working atm /* using (var bitStream = new WBitStream()) { bitStream.WriteHeader(PacketEnums.RemoteConnection.Client, 0); bitStream.Write(valid); bitStream.WriteString("Talk_Like_A_Pirate", 33); for (var i = 0; i < 7; i++) { bitStream.WriteString("_", 0, 33); } // client version bitStream.Write((ushort)1); bitStream.Write((ushort)10); bitStream.Write((ushort)64); //bitStream.WriteWString(RandomString(32), false, true); // user key bitStream.WriteString(RandomString(66), 66, 66); bitStream.WriteString("localhost", 33); // redirect ip bitStream.WriteString("localhost", 33); // chat ip bitStream.Write((ushort)2006); // redirect port bitStream.Write((ushort)2003); // chat port bitStream.WriteString("localhost", 33); // another ip bitStream.WriteString("00000000-0000-0000-0000-000000000000", 37); // possible guid bitStream.Write((ushort)0); // zero short // localization bitStream.Write((byte)0x55); bitStream.Write((byte)0x53); bitStream.Write((byte)0x00); bitStream.Write((byte)0); // first login subscription bitStream.Write((byte)0); // subscribed bitStream.Write((ulong)0); // zero long bitStream.Write((ushort)0); // error message length bitStream.WriteString("T", 0, 1); // error message bitStream.Write((ushort)324); // extra data length CreateExtraPacketData(0, 0, 2803442767, bitStream); CreateExtraPacketData(7, 37381, 2803442767, bitStream); CreateExtraPacketData(8, 6, 2803442767, bitStream); CreateExtraPacketData(9, 0, 2803442767, bitStream); CreateExtraPacketData(10, 0, 2803442767, bitStream); CreateExtraPacketData(11, 1, 2803442767, bitStream); CreateExtraPacketData(14, 1, 2803442767, bitStream); CreateExtraPacketData(15, 0, 2803442767, bitStream); CreateExtraPacketData(17, 1, 2803442767, bitStream); CreateExtraPacketData(5, 0, 2803442767, bitStream); CreateExtraPacketData(6, 1, 2803442767, bitStream); CreateExtraPacketData(20, 1, 2803442767, bitStream); CreateExtraPacketData(19, 30854, 2803442767, bitStream); CreateExtraPacketData(21, 0, 2803442767, bitStream); CreateExtraPacketData(22, 0, 2803442767, bitStream); CreateExtraPacketData(23, 4114, 2803442767, bitStream); CreateExtraPacketData(27, 4114, 2803442767, bitStream); CreateExtraPacketData(28, 1, 2803442767, bitStream); CreateExtraPacketData(29, 0, 2803442767, bitStream); CreateExtraPacketData(30, 30854, 2803442767, bitStream); File.WriteAllBytes("Temp/loginresponse.bin", bitStream.GetBytes()); LuServer.CurrentServer.Send(bitStream, WPacketPriority.SystemPriority, WPacketReliability.ReliableOrdered, 0, client.Address, false); // Send the packet. } */ } }
public override void Handle(BinaryReader reader, LuClient client) { using (var database = new DbUtils()) { var objectId = reader.ReadInt64(); // Read the object ID. Console.WriteLine("Received Login Request from {0} - ObjectID = {1}", client.Address, objectId); var account = database.GetAccount(client.Username); // Get the account. var character = database.GetCharacter(objectId, true); if (!string.Equals(character.Owner, account.Username, StringComparison.CurrentCultureIgnoreCase)) // Make sure they selected their own character { Console.WriteLine("USER {0} SENT OBJECT ID THAT IS NOT ONE OF THEIR CHARACTER'S!!!", client.Username); // TODO: Kick user return; } account.SelectedCharacter = character.Name; database.UpdateAccount(account); client.OutOfChar = true; Console.WriteLine("User has selected character {0}. Sending them to zone {1}.", character.Name, character.ZoneId); 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}"); } // commented to make world single server /* using (var bitStream = new WBitStream()) // Create the redirect packet { bitStream.WriteHeader(RemoteConnection.Client, (uint)MsgClientTransferToWorld); // Always write the header. bitStream.WriteString("127.0.0.1", 33); // Write the IP to redirect to (TODO: Make this the broadcast IP) bitStream.Write(2006); // Write the port of the server. bitStream.Write((byte)0); // Don't say that this was a mythran dimensional shift, because it wasn't. WorldServer.Server.Send(bitStream, WPacketPriority.SystemPriority, WPacketReliability.ReliableOrdered, 0, client.Address, false); // Send the redirect packet. } */ } }
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. } }