WritePacketLog() public static method

public static WritePacketLog ( Object obj, string type, string pss, string cseq, string sseq ) : void
obj Object
type string
pss string
cseq string
sseq string
return void
Exemplo n.º 1
0
        public void processPacket(byte[] packet)
        {
            // Update the last time we are called
            lastUsedTime = TimeUtils.getUnixTimeUint32();

            // Decryption start
            bool encrypted = false;

            byte[] processedPacket = null;
            if (packet.Length > 0)
            {
                if (packet[0] == 0x00)
                { // Plain text packet
                    processedPacket = packet;
                }
                else
                {
                    encrypted       = true;
                    processedPacket = decryptReceivedPacket(packet);
                }

                Output.WriteLine("\n" + key + " PSS = " + playerData.getPss() + ", Cseq = " + playerData.getCseq() + ", AckSSeq = " + playerData.getACK());
                Output.WriteLine("D: " + StringUtils.bytesToString(processedPacket));
                Output.WritePacketLog(StringUtils.bytesToString(processedPacket), "CLIENT", playerData.getPss().ToString(), playerData.getCseq().ToString(), playerData.getACK().ToString());

                Store.Mpm.Parse(encrypted, processedPacket);
                flushQueue();
            }
        }
Exemplo n.º 2
0
        public void processPacket(byte[] packet)
        {
            // Update the last time we are called
            lastUsedTime = TimeUtils.getUnixTimeUint32();

            // Decryption start
            bool encrypted = false;

            byte[]    processedPacket = null;
            Stopwatch stopwatch       = new Stopwatch();

            if (packet.Length > 0)
            {
                if (packet[0] == 0x00)
                {
                    // Plain text packet
                    processedPacket = packet;
                    Output.WritePacketLog(processedPacket, "CLIENT",
                                          playerData.getPss().ToString(), playerData.getCseq().ToString(),
                                          playerData.getACK().ToString());
                }
                else
                {
                    encrypted = true;
                    stopwatch.Start();
                    processedPacket = DecryptReceivedPacket(packet);
                    stopwatch.Stop();
                    TimeSpan ts = stopwatch.Elapsed;

                    Output.WritePacketLog(processedPacket, "CLIENT",
                                          playerData.getPss().ToString(), playerData.getCseq().ToString(), playerData.getACK().ToString(),
                                          ts.TotalMilliseconds.ToString(), "DECRYPT");
                }


//                Output.WriteLine("\n" + key + " PSS = " + playerData.getPss() + ", Cseq = " + playerData.getCseq() +
//                                 ", AckSSeq = " + playerData.getACK());
                Store.Mpm.Parse(encrypted, processedPacket);
                FlushQueue();
            }
        }
Exemplo n.º 3
0
        // Flush the MessageQueue Lists to the Client
        public void flushQueue()
        {
            // This resend the MessageQueue - should be called after parsing or after sending something out
            // or in a timed interval (keep alive for example)


            // Sends RAW MEssages
            sendRawMessages();
            Output.WriteLine("[CLIENT] In Queue Messages : " + messageQueue.ObjectMessagesQueue.Count.ToString() + " Object and " + messageQueue.RPCMessagesQueue.Count.ToString() + " RPC Messages");
            ArrayList worldPackets = new ArrayList();

            WorldPacket packet = new WorldPacket(playerData);

            // Init encrypted Packet if we have MPM Messages
            if (messageQueue.RPCMessagesQueue.Count > 0 || messageQueue.ObjectMessagesQueue.Count > 0 && flushingQueueInProgress == false)
            {
                flushingQueueInProgress = true;
                // we currently dont know if we send something out so we need to proove that in a way
                if (messageQueue.ObjectMessagesQueue.Count > 0)
                {
                    UInt16 sendingSSeq = playerData.calculateNextPossibleSseq();
                    lock (messageQueue.ObjectMessagesQueue.SyncRoot)
                    {
                        foreach (SequencedMessage messageObjects in messageQueue.ObjectMessagesQueue)
                        {
                            // Just append each message...
                            if (messageObjects.getResendTime() >= TimeUtils.getUnixTimeUint32() || messageObjects.getResendTime() == 0)
                            {
                                // Check if this really save the resendtime or not
                                messageObjects.increaseResendTime();
                                bool canAddThePak = packet.addObjectContent(messageObjects);
                                if (canAddThePak == false)
                                {
                                    packet.isFinal = true;
                                    // if one sub has a timed param set, we just set it here too
                                    worldPackets.Add(packet);
                                    // Start new packet and add it to the queue
                                    packet = new WorldPacket(playerData);
                                    packet.addRPCContent(messageObjects);
                                }
                                if (messageObjects.isTimed == true)
                                {
                                    packet.timed = true;
                                }
                            }
                        }
                    }
                }

                // Workaround: complete the packet so we dont mix up
                if (packet.ObjectMessages.Count > 0)
                {
                    packet.isFinal = true;
                    worldPackets.Add(packet);
                    packet       = new WorldPacket(playerData);
                    packet.timed = false;
                }

                if (messageQueue.RPCMessagesQueue.Count > 0)
                {
                    lock (messageQueue.RPCMessagesQueue.SyncRoot)
                    {
                        foreach (SequencedMessage messageRPC in messageQueue.RPCMessagesQueue)
                        {
                            // First do stuff on messages
                            // Just append each message...
                            if (messageRPC.getResendTime() >= TimeUtils.getUnixTimeUint32() || messageRPC.getResendTime() == 0)
                            {
                                // Check if this really save the resendtime or not
                                messageRPC.increaseResendTime();
                                if (packet.addRPCContent(messageRPC) == false)
                                {
                                    packet.isFinal = true;
                                    worldPackets.Add(packet);
                                    // Start new packet and add it to the queue
                                    packet = new WorldPacket(playerData);
                                    packet.addRPCContent(messageRPC);
                                }

                                if (messageRPC.isTimed == true)
                                {
                                    packet.timed = true;
                                }
                            }
                        }
                    }
                }

                // Check if the current not finalize packet has content and needs to be send
                if ((packet.isFinal == false) && (packet.ObjectMessages.Count > 0 || packet.RPCMessages.Count > 0))
                {
                    worldPackets.Add(packet);
                }
            }

            // We have nothing - but we should really ack this
            if (messageQueue.ackOnlyCount > 0)
            {
                for (int i = 0; i < messageQueue.ackOnlyCount; i++)
                {
                    WorldPacket ackPacket = new WorldPacket(playerData);
                    packet.isFinal = true;
                    packet.timed   = false;
                    worldPackets.Add(ackPacket);
                }
                messageQueue.ackOnlyCount = 0;
            }


            // We have now PacketObjects - time to send them
            if (worldPackets.Count > 0)
            {
                Output.WriteLine("[CLIENT] Flush the final Queue with " + worldPackets.Count.ToString() + " Packets");
                foreach (WorldPacket thePacket in worldPackets)
                {
                    playerData.IncrementSseq();

                    byte[] finalData = thePacket.getFinalData(playerData);

                    Output.WritePacketLog(StringUtils.bytesToString(finalData), "SERVER", playerData.getPss().ToString(), playerData.getCseq().ToString(), playerData.getSseq().ToString());
                    byte[] encryptedData = cypher.encrypt(finalData, finalData.Length, playerData.getPss(), playerData.getCseq(), playerData.getSseq());
                    sendPacket(encryptedData);
                    Output.WriteDebugLog("PACKET SEND FINALLY (WC AFTER sendPacket):" + StringUtils.bytesToString(finalData));
                }
            }

            flushingQueueInProgress = false;
        }
Exemplo n.º 4
0
        private void sendMarginCharData(byte[] data, byte opcode, NetworkStream client)
        {
            // This Method will be used to send the real Data to the client

            // Format for general LoadCharacterReply Responses:
            // 10 00 00 00 <- everytime the same
            // 00 f9 76 04 <- uint32 Char ID
            // 00 00 00 09 <- uint32 number of Character Replys (just raise one up)
            // 00 05 <- viewData opcode (what data is inside) uint16
            // 10 00 <- if it has Data it is 10 00 if not is just 00 00 (and no Data can follow up and packet ends here)
            // e1 00 <- short / uint16 data size
            // DATA

            byte[] header = { 0x10, 0x00, 0x00, 0x00 };
            // Raise one up
            loadCharCounter++;

            // Add the counter
            byte[] counterByte = new byte[4];
            counterByte = NumericalUtils.uint32ToByteArray(loadCharCounter, 1);

            // get the datasize for the packet
            byte[] dataSize = NumericalUtils.uint16ToByteArray((UInt16)data.Length, 1);

            // charId
            byte[] charID = NumericalUtils.uint32ToByteArray(this.newCharID, 0);

            // viewData code
            byte[] responseCode = { 0x00, opcode };

            string pakData = StringUtils.bytesToString_NS(header) +
                             StringUtils.bytesToString_NS(charID) +
                             StringUtils.bytesToString_NS(counterByte) +
                             StringUtils.bytesToString_NS(responseCode);

            string hasData;

            // this needs improvement...
            if (data.Length == 0 && opcode == 0x01)
            {
                hasData = "0000";
            }
            else
            {
                hasData = "1000" + StringUtils.bytesToString_NS(dataSize) + StringUtils.bytesToString_NS(data);
            }

            pakData += hasData;
            PacketContent pak = new PacketContent();

            // Dump the Packet Data to see whats in
            //Console.WriteLine("Response Load Pak : " + pakData);

            // Do the viewData
            byte[] response = StringUtils.hexStringToBytes(pakData);
            Output.WritePacketLog(StringUtils.bytesToString(response), "MARGINSERVER", "0", "0", "0");
            Output.WriteDebugLog("[MARGIN SERVER RESPONSE] for OPCODE " + opcode + " : " + StringUtils.bytesToString(response));
            byte[] encryptedResponse = marginEncr.encrypt(response);
            sendTCPVariableLenPacket(encryptedResponse, client);
            System.Threading.Thread.Sleep(50);
        }
Exemplo n.º 5
0
        public void packetHandler(byte[] packet, NetworkStream client)
        {
            bool encrypted = true;
            byte opcode    = packet[2];

            byte[] data    = { };
            byte   pointer = packet[0];

            if (opcode == 0x01)
            {
                // Packet is unencrypted
                encrypted = false;
                data      = packet;
            }

            // This overrides the above IF for packets where 3rd position is a "01"
            // Happened someday, and screwed login... yeah, really
            if (pointer != 0x81)
            {
                encrypted = true;
            }

            if (encrypted == true)
            {
                byte[] encryptedPacket = { };
                if (packet[0] >= 0x80)
                {
                    // try to readjust the packet for one byte less if the lenght is too long
                    // just a crappy way
                    encryptedPacket = new byte[packet.Length - 1];
                    ArrayUtils.copy(packet, 1, encryptedPacket, 0, packet.Length - 1);
                }
                else
                {
                    encryptedPacket = packet;
                }
                // Get the IV from encrypted Packet and set it in encryptor/decryptor
                byte[] decrypted = marginEncr.decryptMargin(encryptedPacket);
                // Just 2 zero bytes for opcode handling later (As we use third byte for both state, encrypted or not
                byte[] spacer = { 0x00, 0x00 };

                DynamicArray din = new DynamicArray();
                din.append(spacer);
                din.append(decrypted);

                data = din.getBytes();
            }
            else
            {
                data = packet;
            }
            Output.WritePacketLog(StringUtils.bytesToString(data), "MARGINCLIENT", "0", "0", "0");
            opcode = data[2];

            //TODO: check if this needs "packet" or "data"
            switch (opcode)
            {
            case 0x01:
                certConnectRequest(packet, client);

                break;

            case 0x03:
                certConnectReply(packet, client);

                break;

            case 0x06:
                connectChallenge(packet, client);

                break;

            case 0x08:
                ConnectChallengeResponse(packet, client);
                break;

            case 0x0a:
                //CharNameRequest
                charNameRequest(data, client);
                break;

            case 0x0c:
                //TODO: this is creation. must be done someday
                Output.writeToLogForConsole("CREATECHAR RSI VALUES:" + StringUtils.bytesToString(data));
                //loadCharacter(data, client);
                createCharacterRSI(data, client);
                // Add the first abilitys
                // AbilityID : 2147485696 (Awakened) Level 2
                // AbilityID :

                break;

            case 0x0d:
                // Delete Charname Request
                deleteCharName(data, client);
                break;

            case 0x0f:
                loadCharacter(data, client, 0);
                break;
            }
        }