Exemplo n.º 1
0
 public LoginRequest(BinaryReader reader)
     : base(reader)
 {
     Username = reader.ReadWString(66); // Read username
     reader.BaseStream.Position = 74; // password starts at 74
     Password = reader.ReadWString(66); // Read password
 }
        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}");
                //}
            }
        }
        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; // 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.
            }
        }