public static void OnCityInfoResponse(ProcessedPacket Packet) { byte NumCities = (byte)Packet.ReadByte(); if (Packet.DecryptedLength > 1) { lock (NetworkFacade.Cities) { for (int i = 0; i < NumCities; i++) { string Name = Packet.ReadString(); string Description = Packet.ReadString(); string IP = Packet.ReadString(); int Port = Packet.ReadInt32(); byte StatusByte = (byte)Packet.ReadByte(); CityInfoStatus Status = (CityInfoStatus)StatusByte; ulong Thumbnail = Packet.ReadUInt64(); string UUID = Packet.ReadString(); ulong Map = Packet.ReadUInt64(); CityInfo Info = new CityInfo(false); Info.Name = Name; Info.Description = Description; Info.Thumbnail = Thumbnail; Info.UUID = UUID; Info.Map = Map; Info.IP = IP; Info.Port = Port; Info.Online = true; Info.Status = Status; NetworkFacade.Cities.Add(Info); } } } }
/// <summary> /// Occurs when the client has been sucessfully authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> public static void OnLoginNotify(NetworkClient Client, ProcessedPacket Packet) { //Should this be stored for permanent access? byte[] ServerPublicKey = Packet.ReadBytes(Packet.ReadByte()); byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte()); AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; Enc.PublicKey = ServerPublicKey; Client.ClientEncryptor = Enc; lock (NetworkFacade.Client) NetworkFacade.Client.ClientEncryptor = Enc; ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey; byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce; byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey, ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob), NOnce, EncryptedData); MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write((byte)ChallengeResponse.Length); Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length); Writer.Write(Client.ClientEncryptor.Username); Writer.Write((byte)PlayerAccount.Hash.Length); Writer.Write(PlayerAccount.Hash); Writer.Flush(); //Encrypt data using key and IV from server, hoping that it'll be decrypted correctly at the other end... Client.SendEncrypted((byte)PacketType.CHALLENGE_RESPONSE, StreamToEncrypt.ToArray()); }
/// <summary> /// A client requested login. /// </summary> /// <param name="Client">NetworkClient instance.</param> /// <param name="Packet">ProcessedPacket instance.</param> public static void InitialClientConnect(NetworkClient Client, ProcessedPacket Packet) { Console.WriteLine("Server receives data - test 1"); PacketStream EncryptedPacket = new PacketStream(0x02, 0); EncryptedPacket.WriteHeader(); ClientPublicKey = Packet.ReadBytes((Packet.ReadByte())); AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; Enc.NOnce = Packet.ReadBytes((Packet.ReadByte())); Enc.PublicKey = ClientPublicKey; Enc.PrivateKey = ServerPrivateKey; Client.ClientEncryptor = Enc; //THIS IS IMPORTANT - public key must be derived from private! ServerPublicKey = ServerPrivateKey.PublicKey.ToByteArray(); ChallengeResponse = new byte[16]; m_Random.GetNonZeroBytes(ChallengeResponse); MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length); Writer.Flush(); byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(ServerPrivateKey, ECDiffieHellmanCngPublicKey.FromByteArray(ClientPublicKey, CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, StreamToEncrypt.ToArray()); EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + (1 + ServerPublicKey.Length) + (1 + EncryptedData.Length))); EncryptedPacket.WriteByte((byte)ServerPublicKey.Length); EncryptedPacket.WriteBytes(ServerPublicKey); EncryptedPacket.WriteByte((byte)EncryptedData.Length); EncryptedPacket.WriteBytes(EncryptedData); Client.Send(EncryptedPacket.ToArray()); NetworkFacade.Listener.UpdateClient(Client); Console.WriteLine("Test 1: passed!"); }
/// <summary> /// Received from the CityServer in response to a CITY_TOKEN packet. /// </summary> public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info); CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte(); ushort NumHouses = Packet.ReadUInt16(); LotTileEntry[] TileEntries = new LotTileEntry[NumHouses]; if (NumHouses > 0) { for (int i = 0; i < NumHouses; i++) { TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); } } PlayerAccount.Money = Packet.ReadInt32(); lock (GameFacade.CDataRetriever.LotTileData) GameFacade.CDataRetriever.LotTileData = TileEntries; return(Status); }
public static void HandlePlayerOnlineResponse(NetworkClient Client, ProcessedPacket P) { byte Result = (byte)P.ReadByte(); string Token = P.ReadString(); //NOTE: Might have to find another way to identify a client, since two people // can be on the same account from the same IP. string RemoteIP = P.ReadString(); int RemotePort = P.ReadInt32(); PacketStream Packet; NetworkClient FoundClient; switch(Result) { case 0x01: Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0); Packet.WriteString(Token); FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort); if(FoundClient != null) FoundClient.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray()); break; case 0x02: //Write player was already online packet! Packet = new PacketStream((byte)PacketType.PLAYER_ALREADY_ONLINE, 0); Packet.WriteByte(0x00); //Dummy FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort); if (FoundClient != null) FoundClient.SendEncrypted((byte)PacketType.PLAYER_ALREADY_ONLINE, Packet.ToArray()); break; } }
public static void OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); switch (CCStatus) { case CharacterCreationStatus.Success: Guid CharacterGUID = new Guid(); //CityToken didn't exist, so transition to CityServer hasn't happened yet. if (PlayerAccount.CityToken == "") { CharacterGUID = new Guid(Packet.ReadPascalString()); PlayerAccount.CityToken = Packet.ReadPascalString(); } NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus); if(PlayerAccount.CityToken == "") PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); break; case CharacterCreationStatus.ExceededCharacterLimit: NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus); break; case CharacterCreationStatus.NameAlreadyExisted: NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus); break; case CharacterCreationStatus.GeneralError: NetworkFacade.Controller._OnCharacterCreationStatus(CCStatus); break; default: break; } }
/// <summary> /// Received from the CityServer in response to a CITY_TOKEN packet. /// </summary> public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { Debug.WriteLine("Received OnCityTokenResponse"); CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte(); return(Status); }
public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket Packet) { Console.WriteLine("Server receives challenge response - test 3"); byte[] CResponse = Packet.ReadBytes(Packet.ReadByte()); if (CResponse.SequenceEqual(ChallengeResponse)) { Console.WriteLine("Received correct challenge response, client was authenticated!"); } string Username = Packet.ReadString(); Console.WriteLine("Username: "******"Test 3: passed!"); }
public static void HandleCityToken(NetworkClient Client, ProcessedPacket P) { try { bool ClientAuthenticated = false; using (var db = DataAccess.Get()) { byte HashLength = (byte)P.ReadByte(); byte[] HashBuf = new byte[HashLength]; P.Read(HashBuf, 0, HashLength); byte KeyLength = (byte)P.ReadByte(); byte[] EncKey = new byte[KeyLength]; P.Read(EncKey, 0, KeyLength); Client.ClientEncryptor = new ARC4Encryptor(Convert.ToBase64String(HashBuf), EncKey); string Token = P.ReadString(); foreach (ClientToken Tok in NetworkFacade.TransferringClients.GetList()) { if (Tok.Token == Token) { ClientAuthenticated = true; PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0); SuccessPacket.WriteByte((byte)CityTransferStatus.Success); Client.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray()); } } if (!ClientAuthenticated) { PacketStream ErrorPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0); ErrorPacket.WriteByte((byte)CityTransferStatus.GeneralError); Client.SendEncrypted((byte)PacketType.CITY_TOKEN, ErrorPacket.ToArray()); } } } catch (Exception E) { Logger.LogDebug("Exception in HandleCityToken: " + E.ToString()); } }
public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet) { ushort X = Packet.ReadUInt16(); ushort Y = Packet.ReadUInt16(); int LotID = Packet.ReadInt32(); string LotName = Packet.ReadString(); //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use byte Flags = (byte)Packet.ReadByte(); int Cost = Packet.ReadInt32(); return(new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost)); }
public static void OnLotPurchaseFailed(NetworkClient Client, ProcessedPacket Packet) { EventObject Event; switch (Packet.ReadByte()) { case 0x00: Event = new EventObject(EventCodes.TRANSACTION_RESULT); EventSink.RegisterEvent(Event); break; } }
/// <summary> /// Initial response from server to client. /// </summary> /// <param name="Client">A NetworkClient instance.</param> /// <param name="Packet">A ProcessedPacket instance.</param> public static void HandleServerChallenge(NetworkClient Client, ProcessedPacket Packet) { Console.WriteLine("Client receives encrypted data - test 2"); ServerPublicKey = Packet.ReadBytes(Packet.ReadByte()); byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte()); AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; Enc.PublicKey = ServerPublicKey; Client.ClientEncryptor = Enc; NetworkFacade.Client.ClientEncryptor = Enc; ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey; byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce; byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey, ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob), NOnce, EncryptedData); MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write((byte)ChallengeResponse.Length); Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length); Writer.Write(Client.ClientEncryptor.Username); Writer.Write((byte)PasswordHash.Length); Writer.Write(PasswordHash); Writer.Flush(); Client.SendEncrypted(0x03, StreamToEncrypt.ToArray()); Console.WriteLine("Test 2: passed!"); }
/// <summary> /// A player joined a session (game) in progress. /// </summary> public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet) { LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0); UISim Avatar = new UISim(Packet.ReadString()); Avatar.Name = Packet.ReadString(); Avatar.Sex = Packet.ReadString(); Avatar.Description = Packet.ReadString(); Avatar.HeadOutfitID = Packet.ReadUInt64(); Avatar.BodyOutfitID = Packet.ReadUInt64(); Avatar.Avatar.Appearance = (AppearanceType)Packet.ReadInt32(); byte HasHouse = (byte)Packet.ReadByte(); if (HasHouse != 0) { TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); Avatar.LotID = TileEntry.lotid; Avatar.HouseX = TileEntry.x; Avatar.HouseY = TileEntry.y; LotTileEntry[] TileEntries = new LotTileEntry[GameFacade.CDataRetriever.LotTileData.Length + 1]; TileEntries[0] = TileEntry; GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1); } lock (NetworkFacade.AvatarsInSession) { NetworkFacade.AvatarsInSession.Add(Avatar); } return(TileEntry); }
public static void InitialClientConnect(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received InitialClientConnect!"); PacketStream EncryptedPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY_CITY, 0); EncryptedPacket.WriteHeader(); AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; Enc.PublicKey = P.ReadBytes((P.ReadByte())); Enc.NOnce = P.ReadBytes((P.ReadByte())); Enc.PrivateKey = NetworkFacade.ServerPrivateKey; Client.ClientEncryptor = Enc; MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write(Enc.Challenge, 0, Enc.Challenge.Length); Writer.Flush(); byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(NetworkFacade.ServerPrivateKey, System.Security.Cryptography.ECDiffieHellmanCngPublicKey.FromByteArray(Enc.PublicKey, System.Security.Cryptography.CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, StreamToEncrypt.ToArray()); EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + (1 + NetworkFacade.ServerPublicKey.Length) + (1 + EncryptedData.Length))); EncryptedPacket.WriteByte((byte)NetworkFacade.ServerPublicKey.Length); EncryptedPacket.WriteBytes(NetworkFacade.ServerPublicKey); EncryptedPacket.WriteByte((byte)EncryptedData.Length); EncryptedPacket.WriteBytes(EncryptedData); Client.Send(EncryptedPacket.ToArray()); }
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = new Guid(); CharacterGUID = new Guid(Packet.ReadPascalString()); PlayerAccount.CityToken = Packet.ReadPascalString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); } return CCStatus; }
/// <summary> /// New city server came online! /// </summary> public static void OnNewCityServer(NetworkClient Client, ProcessedPacket Packet) { lock (NetworkFacade.Cities) { CityInfo Info = new CityInfo(false); Info.Name = Packet.ReadString(); Info.Description = Packet.ReadString(); Info.IP = Packet.ReadString(); Info.Port = Packet.ReadInt32(); Info.Status = (CityInfoStatus)Packet.ReadByte(); Info.Thumbnail = Packet.ReadUInt64(); Info.UUID = Packet.ReadString(); Info.Map = Packet.ReadUInt64(); NetworkFacade.Cities.Add(Info); } }
/// <summary> /// A cityserver logged in! /// </summary> public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("CityServer logged in!\r\n"); string Name = P.ReadString(); string Description = P.ReadString(); string IP = P.ReadString(); int Port = P.ReadInt32(); CityInfoStatus Status = (CityInfoStatus)P.ReadByte(); ulong Thumbnail = P.ReadUInt64(); string UUID = P.ReadString(); ulong Map = P.ReadUInt64(); CityInfo Info = new CityInfo(true); Info.Name = Name; Info.Description = Description; Info.IP = IP; Info.Port = Port; Info.Status = Status; Info.Thumbnail = Thumbnail; Info.UUID = UUID; Info.Map = Map; Info.Client = Client; Info.Online = true; NetworkFacade.CServerListener.CityServers.Add(Info); NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client); NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count]; NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0); PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0); ClientPacket.WriteString(Name); ClientPacket.WriteString(Description); ClientPacket.WriteString(IP); ClientPacket.WriteInt32(Port); ClientPacket.WriteByte((byte)Status); ClientPacket.WriteUInt64(Thumbnail); ClientPacket.WriteString(UUID); ClientPacket.WriteUInt64(Map); foreach(NetworkClient Receiver in Clients) Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray()); }
/// <summary> /// Initial response from server to client. /// </summary> /// <param name="Client">A NetworkClient instance.</param> /// <param name="Packet">A ProcessedPacket instance.</param> public static void HandleServerChallenge(NetworkClient Client, ProcessedPacket Packet) { Console.WriteLine("Client receives encrypted data - test 2"); byte[] PacketBuf = new byte[Packet.ReadByte()]; Packet.Read(PacketBuf, 0, (int)PacketBuf.Length); ECDiffieHellmanPublicKey ServerPub = StaticStaticDiffieHellman.ImportKey("ServerPublic.dat"); MemoryStream DecryptedStream = new MemoryStream(StaticStaticDiffieHellman.Decrypt(ClientKey, ServerPub, ClientNOnce.ToByteArray(), PacketBuf)); BinaryReader Reader = new BinaryReader(DecryptedStream); Guid ChallengeResponse = new Guid(Reader.ReadBytes(Reader.ReadByte())); SessionKey = Reader.ReadBytes(Reader.ReadByte()); IV = Reader.ReadBytes(Reader.ReadByte()); //Yay, we have key and IV, we can now start encryption with AES! AES AesEncryptor = new AES(SessionKey, IV); PacketStream EncryptedPacket = new PacketStream(0x03, 0); EncryptedPacket.WriteHeader(); MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write((byte)ChallengeResponse.ToByteArray().Length); Writer.Write(ChallengeResponse.ToByteArray(), 0, ChallengeResponse.ToByteArray().Length); //Encrypt data using key and IV from server, hoping that it'll be decrypted correctly at the other end... byte[] EncryptedData = AesEncryptor.Encrypt(StreamToEncrypt.ToArray()); EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + EncryptedData.Length + 1)); EncryptedPacket.WriteByte((byte)EncryptedData.Length); EncryptedPacket.Write(EncryptedData, 0, EncryptedData.Length); Client.Send(EncryptedPacket.ToArray()); Console.WriteLine("Test 2: passed!"); }
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = Guid.NewGuid(); CharacterGUID = new Guid(Packet.ReadString()); PlayerAccount.CityToken = Packet.ReadString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); //This previously happened when clicking the accept button in CAS, causing //all chars to be cached even if the new char wasn't successfully created. lock(NetworkFacade.Avatars) Cache.CacheSims(NetworkFacade.Avatars); } return CCStatus; }
/// <summary> /// Received CharacterCreation packet from LoginServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); if (CCStatus == CharacterCreationStatus.Success) { Guid CharacterGUID = Guid.NewGuid(); CharacterGUID = new Guid(Packet.ReadString()); PlayerAccount.CityToken = Packet.ReadString(); PlayerAccount.CurrentlyActiveSim.AssignGUID(CharacterGUID.ToString()); //This previously happened when clicking the accept button in CAS, causing //all chars to be cached even if the new char wasn't successfully created. lock (NetworkFacade.Avatars) Cache.CacheSims(NetworkFacade.Avatars); } return(CCStatus); }
public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket Packet) { Console.WriteLine("Server receives challenge response - test 3"); byte[] PacketBuf = new byte[Packet.ReadByte()]; Packet.Read(PacketBuf, 0, (int)PacketBuf.Length); AES AesEncryptor = new AES(SessionKey, IV); MemoryStream DecryptedStream = new MemoryStream(AesEncryptor.Decrypt(PacketBuf)); BinaryReader Reader = new BinaryReader(DecryptedStream); byte[] CResponseBuf = Reader.ReadBytes(Reader.ReadByte()); Guid CResponse = new Guid(CResponseBuf); if (CResponse.CompareTo(ChallengeResponse) == 0) { Console.WriteLine("Received correct challenge response, client was authenticated!"); } Console.WriteLine("Test 3: passed!"); }
/// <summary> /// A cityserver logged in! /// </summary> public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P) { CityServerClient CityClient = (CityServerClient)Client; Logger.LogInfo("CityServer logged in!\r\n"); string Name = P.ReadString(); string Description = P.ReadString(); string IP = P.ReadString(); int Port = P.ReadInt32(); CityInfoStatus Status = (CityInfoStatus)P.ReadByte(); ulong Thumbnail = P.ReadUInt64(); string UUID = P.ReadString(); ulong Map = P.ReadUInt64(); CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port); Info.Status = Status; CityClient.ServerInfo = Info; //Client instance changed, so update it... NetworkFacade.CServerListener.UpdateClient(CityClient); }
/// <summary> /// Received CharacterCreation packet from CityServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info); CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); ushort NumHouses = Packet.ReadUInt16(); LotTileEntry[] TileEntries = new LotTileEntry[NumHouses]; if (NumHouses > 0) { for (int i = 0; i < NumHouses; i++) { TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); } } lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData) TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries; return CCStatus; }
/// <summary> /// Received CharacterCreation packet from CityServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info); CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); ushort NumHouses = Packet.ReadUInt16(); LotTileEntry[] TileEntries = new LotTileEntry[NumHouses]; if (NumHouses > 0) { for (int i = 0; i < NumHouses; i++) { TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); } } lock (GameFacade.CDataRetriever.LotTileData) GameFacade.CDataRetriever.LotTileData = TileEntries; return(CCStatus); }
/// <summary> /// Occurs when the client was not authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> public static void OnLoginFailResponse(ref NetworkClient Client, ProcessedPacket Packet) { EventObject Event; switch (Packet.ReadByte()) { case 0x01: Event = new EventObject(EventCodes.BAD_USERNAME); EventSink.RegisterEvent(Event); break; case 0x02: Event = new EventObject(EventCodes.BAD_PASSWORD); EventSink.RegisterEvent(Event); break; case 0x03: Event = new EventObject(EventCodes.AUTHENTICATION_FAILURE); EventSink.RegisterEvent(Event); break; } Client.Disconnect(); }
public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet) { ushort X = Packet.ReadUInt16(); ushort Y = Packet.ReadUInt16(); int LotID = Packet.ReadInt32(); string LotName = Packet.ReadString(); //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use byte Flags = (byte)Packet.ReadByte(); int Cost = Packet.ReadInt32(); return new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost); }
/// <summary> /// LoginServer sent information about the player's characters. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client) { byte NumCharacters = (byte)Packet.ReadByte(); byte NewCharacters = (byte)Packet.ReadByte(); List <UISim> FreshSims = new List <UISim>(); for (int i = 0; i < NewCharacters; i++) { int CharacterID = Packet.ReadInt32(); UISim FreshSim = new UISim(Packet.ReadString(), false); FreshSim.CharacterID = CharacterID; FreshSim.Timestamp = Packet.ReadString(); FreshSim.Name = Packet.ReadString(); FreshSim.Sex = Packet.ReadString(); FreshSim.Description = Packet.ReadString(); FreshSim.HeadOutfitID = Packet.ReadUInt64(); FreshSim.BodyOutfitID = Packet.ReadUInt64(); FreshSim.Avatar.Appearance = (AppearanceType)Packet.ReadByte(); FreshSim.ResidingCity = new CityInfo(false); FreshSim.ResidingCity.Name = Packet.ReadString(); FreshSim.ResidingCity.Thumbnail = Packet.ReadUInt64(); FreshSim.ResidingCity.UUID = Packet.ReadString(); FreshSim.ResidingCity.Map = Packet.ReadUInt64(); FreshSim.ResidingCity.IP = Packet.ReadString(); FreshSim.ResidingCity.Port = Packet.ReadInt32(); FreshSims.Add(FreshSim); } lock (NetworkFacade.Avatars) { if ((NumCharacters < 3) && (NewCharacters > 0)) { FreshSims = Cache.LoadCachedSims(FreshSims); NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } if (NewCharacters == 0 && NumCharacters > 0) { NetworkFacade.Avatars = Cache.LoadAllSims(); } else if (NewCharacters == 3 && NumCharacters == 3) { NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } else if (NewCharacters == 0 && NumCharacters == 0) { //Make sure if sims existed in the cache, they are deleted (because they didn't exist in DB). Cache.DeleteCache(); } else if (NumCharacters == 3 && NewCharacters == 3) { NetworkFacade.Avatars = FreshSims; } } PacketStream CityInfoRequest = new PacketStream(0x06, 0); CityInfoRequest.WriteByte(0x00); //Dummy Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray()); }
public static void OnLotPurchaseFailed(NetworkClient Client, ProcessedPacket Packet) { EventObject Event; switch(Packet.ReadByte()) { case 0x00: Event = new EventObject(EventCodes.TRANSACTION_RESULT); EventSink.RegisterEvent(Event); break; } }
public static void OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte(); switch (Status) { case CityTransferStatus.Success: NetworkFacade.Controller._OnCityTokenResponse(Status); break; case CityTransferStatus.GeneralError: NetworkFacade.Controller._OnCityTokenResponse(Status); break; } }
public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received CharacterCreate!"); string AccountName = SanitizeAccount(P.ReadPascalString()); using (var db = DataAccess.Get()) { Account Acc = db.Accounts.GetByUsername(AccountName); //TODO: Send GUID to client... SimBase Char = new SimBase(Guid.NewGuid()); Char.Timestamp = P.ReadPascalString(); Char.Name = P.ReadPascalString(); Char.Sex = P.ReadPascalString(); Char.Description = P.ReadPascalString(); Char.HeadOutfitID = P.ReadUInt64(); Char.BodyOutfitID = P.ReadUInt64(); Char.Appearance = (AppearanceType)P.ReadByte(); Char.ResidingCity = new CityInfo(P.ReadPascalString(), "", P.ReadUInt64(), P.ReadPascalString(), P.ReadUInt64(), P.ReadPascalString(), P.ReadInt32()); Char.CreatedThisSession = true; var characterModel = new Character(); characterModel.Name = Char.Name; characterModel.Sex = Char.Sex; characterModel.Description = Char.Description; characterModel.LastCached = Char.Timestamp; characterModel.GUID = Char.GUID; characterModel.HeadOutfitID = (long)Char.HeadOutfitID; characterModel.BodyOutfitID = (long)Char.BodyOutfitID; characterModel.AccountID = Acc.AccountID; characterModel.AppearanceType = (int)Char.Appearance; characterModel.City = Char.ResidingCity.UUID; characterModel.CityName = Char.ResidingCity.Name; characterModel.CityThumb = (long)Char.ResidingCity.Thumbnail; characterModel.CityMap = (long)Char.ResidingCity.Map; characterModel.CityIp = Char.ResidingCity.IP; characterModel.CityPort = Char.ResidingCity.Port; var status = db.Characters.CreateCharacter(characterModel); //Need to be variable length, because the success packet contains a token. PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0); switch (status) { case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.Success: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success); CCStatusPacket.WritePascalString(Char.GUID.ToString()); Guid Token = Guid.NewGuid(); CCStatusPacket.WritePascalString(Token.ToString()); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers) { if (CServer.ServerInfo.UUID == Char.ResidingCity.UUID) { PacketStream CServerPacket = new PacketStream(0x01, 0); CServerPacket.WriteHeader(); ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1) + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1)); CServerPacket.WriteUInt16(PacketLength); CServerPacket.WriteInt32(Acc.AccountID); CServerPacket.WritePascalString(Client.RemoteIP); CServerPacket.WritePascalString(Char.GUID.ToString()); CServerPacket.WritePascalString(Token.ToString()); CServer.Send(CServerPacket.ToArray()); break; } } break; } } //Client was modified, so update it. NetworkFacade.ClientListener.UpdateClient(Client); }
/// <summary> /// Received CharacterCreation packet from CityServer. /// </summary> /// <returns>The result of the character creation.</returns> public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet) { CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte(); return CCStatus; }
public static void OnCityInfoResponse(ProcessedPacket Packet) { byte NumCities = (byte)Packet.ReadByte(); if (Packet.DecryptedLength > 1) { for (int i = 0; i < NumCities; i++) { string Name = Packet.ReadString(); string Description = Packet.ReadString(); string IP = Packet.ReadString(); int Port = Packet.ReadInt32(); byte StatusByte = (byte)Packet.ReadByte(); CityInfoStatus Status = (CityInfoStatus)StatusByte; ulong Thumbnail = Packet.ReadUInt64(); string UUID = Packet.ReadString(); ulong Map = Packet.ReadUInt64(); CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port); Info.Online = true; Info.Status = Status; NetworkFacade.Cities.Add(Info); } } }
/// <summary> /// Received initial packet from CityServer. /// </summary> public static void OnLoginNotifyCity(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnLoginNotifyCity!", LogThis.eloglevel.info); //Should this be stored for permanent access? byte[] ServerPublicKey = Packet.ReadBytes(Packet.ReadByte()); byte[] EncryptedData = Packet.ReadBytes(Packet.ReadByte()); lock (Client.ClientEncryptor) { AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; Enc.PublicKey = ServerPublicKey; Client.ClientEncryptor = Enc; lock (NetworkFacade.Client) NetworkFacade.Client.ClientEncryptor = Enc; } ECDiffieHellmanCng PrivateKey = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.PrivateKey; byte[] NOnce = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs.NOnce; byte[] ChallengeResponse = StaticStaticDiffieHellman.Decrypt(PrivateKey, ECDiffieHellmanCngPublicKey.FromByteArray(ServerPublicKey, CngKeyBlobFormat.EccPublicBlob), NOnce, EncryptedData); MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write((byte)ChallengeResponse.Length); Writer.Write(ChallengeResponse, 0, ChallengeResponse.Length); Writer.Flush(); //Encrypt data using key and IV from server, hoping that it'll be decrypted correctly at the other end... Client.SendEncrypted((byte)PacketType.CHALLENGE_RESPONSE, StreamToEncrypt.ToArray()); }
/// <summary> /// Client wanted to create a new character. /// </summary> public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { try { Logger.LogInfo("Received CharacterCreate!"); bool ClientAuthenticated = false; byte AccountStrLength = (byte)P.ReadByte(); byte[] AccountNameBuf = new byte[AccountStrLength]; if (P.BufferLength >= AccountStrLength) { P.Read(AccountNameBuf, 0, AccountStrLength); string AccountName = Encoding.ASCII.GetString(AccountNameBuf); } else { return; } using (DataAccess db = DataAccess.Get()) { //No need to check for empty string here, because all it will do is have ClientAuthenticated be false string Token = P.ReadString(); string GUID = ""; int AccountID = 0; ClientToken TokenToRemove = NetworkFacade.GetClientToken(Client.RemoteIP); //Just in case... if (TokenToRemove != null) { if (TokenToRemove.Token.Equals(Token, StringComparison.CurrentCultureIgnoreCase)) { PacketStream SuccessPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, 0); SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.Success); House[] Houses = NetworkFacade.CurrentSession.GetHousesInSession(); SuccessPacket.WriteUInt16((ushort)Houses.Length); //Ho, ho, ho... foreach (House Ho in Houses) { SuccessPacket.WriteInt32(Ho.HouseID); SuccessPacket.WriteString(Ho.Name); SuccessPacket.WriteUInt16((ushort)Ho.X); SuccessPacket.WriteUInt16((ushort)Ho.Y); SuccessPacket.WriteByte((byte)Ho.Flags); //Might have to save this as unsigned in DB? SuccessPacket.WriteInt32(Ho.Cost); } Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY, SuccessPacket.ToArray()); ClientAuthenticated = true; GUID = TokenToRemove.CharacterGUID; AccountID = TokenToRemove.AccountID; Sim Char = new Sim(new Guid(GUID)); Char.Timestamp = P.ReadString(); Char.Name = P.ReadString(); Char.Sex = P.ReadString(); Char.Description = P.ReadString(); Char.HeadOutfitID = P.ReadUInt64(); Char.BodyOutfitID = P.ReadUInt64(); Char.Appearance = (AppearanceType)P.ReadByte(); Char.CreatedThisSession = true; //These are going into DB, so be nazi. Sieg heil! if (Char.Timestamp == string.Empty || Char.Name == string.Empty || Char.Sex == string.Empty || Char.Description == string.Empty) { //TODO: Tell loginserver to clean up DB? ClientAuthenticated = false; } var characterModel = new Character(); characterModel.Name = Char.Name; characterModel.Sex = Char.Sex; characterModel.Description = Char.Description; characterModel.LastCached = ProtoHelpers.ParseDateTime(Char.Timestamp); characterModel.GUID = Char.GUID; characterModel.HeadOutfitID = (long)Char.HeadOutfitID; characterModel.BodyOutfitID = (long)Char.BodyOutfitID; characterModel.AccountID = AccountID; characterModel.AppearanceType = (int)Char.Appearance; characterModel.Money = NetworkFacade.INITIAL_MONEY; NetworkFacade.CurrentSession.AddPlayer(Client, characterModel); var status = db.Characters.CreateCharacter(characterModel); } } NetworkFacade.TransferringClients.TryRemove(out TokenToRemove); } //Invalid token, should never occur... if (!ClientAuthenticated) { NetworkFacade.CurrentSession.RemovePlayer(Client); PacketStream FailPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, (int)(PacketHeaders.ENCRYPTED + 1)); FailPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError); Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, FailPacket.ToArray()); } } catch (Exception E) { Debug.WriteLine("Exception in HandleCharacterCreate: " + E.ToString()); Logger.LogDebug("Exception in HandleCharacterCreate: " + E.ToString()); PacketStream FailPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, (int)(PacketHeaders.ENCRYPTED + 1)); FailPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError); Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY_FAILED, FailPacket.ToArray()); } }
/// <summary> /// A client wanted to transfer to this server, so a token was generated by the login server. /// </summary> public static void HandleClientToken(NetworkClient Client, ProcessedPacket P) { try { ClientToken Token = new ClientToken(); byte CharacterCreate = (byte)P.ReadByte(); Token.AccountID = P.ReadInt32(); Token.ClientIP = P.ReadString(); int ClientPort = P.ReadInt32(); Token.CharacterGUID = P.ReadString(); Token.Token = P.ReadString(); PacketStream PlayerOnlinePacket = new PacketStream(0x67, 0); PlayerOnlinePacket.WriteHeader(); PlayerOnlinePacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1 + Token.Token.Length + 1 + Token.ClientIP.Length + 1 + 4)); if (CharacterCreate == 0) { if (NetworkFacade.CurrentSession.GetPlayer(Token.CharacterGUID) == null) { NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort); //Uh-oh, someone's waiting for their token! if (WaitingClient != null) { PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0); SuccessPacket.WriteByte((byte)CityTransferStatus.Success); WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray()); } PlayerOnlinePacket.WriteByte(0x01); PlayerOnlinePacket.WriteString(Token.Token); PlayerOnlinePacket.WriteString(Token.ClientIP); PlayerOnlinePacket.WriteInt32(ClientPort); lock (NetworkFacade.TransferringClients) { if (!NetworkFacade.TransferringClients.Contains(Token)) { NetworkFacade.TransferringClients.Add(Token); } } Client.Send(PlayerOnlinePacket.ToArray()); } else { PlayerOnlinePacket.WriteByte(0x02); PlayerOnlinePacket.WriteString(Token.Token); PlayerOnlinePacket.WriteString(Token.ClientIP); PlayerOnlinePacket.WriteInt32(ClientPort); Client.Send(PlayerOnlinePacket.ToArray()); } } else { NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort); //Uh-oh, someone's waiting for their token! if (WaitingClient != null) { PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0); SuccessPacket.WriteByte((byte)CityTransferStatus.Success); WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray()); } if (!NetworkFacade.TransferringClients.Contains(Token)) { NetworkFacade.TransferringClients.Add(Token); } } } catch (Exception E) { Logger.LogDebug("Exception in HandleClientToken: " + E.ToString()); } }
/// <summary> /// LoginServer sent information about the player's characters. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client) { //If the decrypted length == 1, it means that there were 0 //characters that needed to be updated, or that the user //hasn't created any characters on his/her account yet. //Since the Packet.Length property is equal to the length //of the encrypted data, it cannot be used to get the length //of the decrypted data. if (Packet.DecryptedLength > 1) { byte NumCharacters = (byte)Packet.ReadByte(); List<Sim> FreshSims = new List<Sim>(); for (int i = 0; i < NumCharacters; i++) { int CharacterID = Packet.ReadInt32(); Sim FreshSim = new Sim(Packet.ReadString()); FreshSim.CharacterID = CharacterID; FreshSim.Timestamp = Packet.ReadString(); FreshSim.Name = Packet.ReadString(); FreshSim.Sex = Packet.ReadString(); FreshSim.Description = Packet.ReadString(); FreshSim.HeadOutfitID = Packet.ReadUInt64(); FreshSim.BodyOutfitID = Packet.ReadUInt64(); FreshSim.AppearanceType = (SimsLib.ThreeD.AppearanceType)Packet.ReadByte(); FreshSim.ResidingCity = new CityInfo(Packet.ReadString(), "", Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadInt32()); FreshSims.Add(FreshSim); } NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } PacketStream CityInfoRequest = new PacketStream(0x06, 0); CityInfoRequest.WriteByte(0x00); //Dummy Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray()); }
/** * Actual packet handlers */ public static void HandleLoginRequest(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received LoginRequest!\r\n"); byte AccountStrLength = (byte)P.ReadByte(); byte[] AccountNameBuf = new byte[AccountStrLength]; P.Read(AccountNameBuf, 0, AccountStrLength); string AccountName = SanitizeAccount(Encoding.ASCII.GetString(AccountNameBuf)); Logger.LogInfo("Accountname: " + AccountName + "\r\n"); byte HashLength = (byte)P.ReadByte(); byte[] HashBuf = new byte[HashLength]; P.Read(HashBuf, 0, HashLength); if (AccountName == "") { PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } using (var db = DataAccess.Get()) { var account = db.Accounts.GetByUsername(AccountName); byte KeyLength = (byte)P.ReadByte(); byte[] EncKey = new byte[KeyLength]; P.Read(EncKey, 0, KeyLength); //TODO: Do something with this... byte Version1 = (byte)P.ReadByte(); byte Version2 = (byte)P.ReadByte(); byte Version3 = (byte)P.ReadByte(); byte Version4 = (byte)P.ReadByte(); string ClientVersion = Version1.ToString() + "." + Version2.ToString() + "." + Version3.ToString() + "." + Version4.ToString(); if (ClientVersion != GlobalSettings.Default.ClientVersion) { PacketStream OutPacket = new PacketStream((byte)PacketType.INVALID_VERSION, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad version - sent SInvalidVersion!\r\n"); Client.Disconnect(); return; } if (!GlobalSettings.Default.CreateAccountsOnLogin) { Logger.LogInfo("Done reading LoginRequest, checking account...\r\n"); if (account == null) { PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } else Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey); } else { if (account == null) { try { db.Accounts.Create(new Account { AccountName = AccountName.ToLower(), Password = Convert.ToBase64String(HashBuf) }); } catch (Exception) { PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } account = db.Accounts.GetByUsername(AccountName); } Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey); } if (account.IsCorrectPassword(AccountName, HashBuf)) { //0x01 = InitLoginNotify PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY, 1); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.ClientEncryptor.Username = AccountName; Client.Send(OutPacket.ToArray()); Logger.LogInfo("Sent InitLoginNotify!\r\n"); } else { PacketStream OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x02); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad password - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } } //Client was modified, update it. NetworkFacade.ClientListener.UpdateClient(Client); }
public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { try { Logger.LogInfo("Received CharacterCreate!"); bool ClientAuthenticated = false; byte AccountStrLength = (byte)P.ReadByte(); byte[] AccountNameBuf = new byte[AccountStrLength]; P.Read(AccountNameBuf, 0, AccountStrLength); string AccountName = Encoding.ASCII.GetString(AccountNameBuf); byte HashLength = (byte)P.ReadByte(); byte[] HashBuf = new byte[HashLength]; P.Read(HashBuf, 0, HashLength); using (DataAccess db = DataAccess.Get()) { Client.ClientEncryptor = new ARC4Encryptor(Convert.ToBase64String(HashBuf)); Client.ClientEncryptor.Username = AccountName; string Token = P.ReadString(); string GUID = ""; int AccountID = 0; foreach (ClientToken CToken in NetworkFacade.TransferringClients.GetList()) { if (CToken.ClientIP == Client.RemoteIP) { if (CToken.Token == Token) { PacketStream SuccessPacket = new PacketStream((byte)PacketType.CHARACTER_CREATE_CITY, (int)(PacketHeaders.ENCRYPTED + 1)); SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.Success); Client.SendEncrypted((byte)PacketType.CHARACTER_CREATE_CITY, SuccessPacket.ToArray()); ClientAuthenticated = true; GUID = CToken.CharacterGUID; AccountID = CToken.AccountID; } break; } } Sim Char = new Sim(new Guid(GUID)); Char.Timestamp = P.ReadPascalString(); Char.Name = P.ReadPascalString(); Char.Sex = P.ReadPascalString(); Char.Description = P.ReadPascalString(); Char.HeadOutfitID = P.ReadUInt64(); Char.BodyOutfitID = P.ReadUInt64(); Char.Appearance = (AppearanceType)P.ReadByte(); Char.CreatedThisSession = true; var characterModel = new Character(); characterModel.Name = Char.Name; characterModel.Sex = Char.Sex; characterModel.Description = Char.Description; characterModel.LastCached = Char.Timestamp; characterModel.GUID = Char.GUID; characterModel.HeadOutfitID = (long)Char.HeadOutfitID; characterModel.BodyOutfitID = (long)Char.BodyOutfitID; characterModel.AccountID = AccountID; characterModel.AppearanceType = (int)Char.Appearance; var status = db.Characters.CreateCharacter(characterModel); } //Invalid token, should never occur... if (!ClientAuthenticated) { PacketStream SuccessPacket = new PacketStream(0x65, (int)(PacketHeaders.ENCRYPTED + 1)); SuccessPacket.WriteByte((byte)CityDataModel.Entities.CharacterCreationStatus.GeneralError); Client.SendEncrypted(0x64, SuccessPacket.ToArray()); Client.Disconnect(); } } catch (Exception E) { Logger.LogDebug("Exception in HandleCharacterCreate: " + E.ToString()); } }
public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket P) { PacketStream OutPacket; if (P.DecryptedSuccessfully) { int Length = P.ReadByte(); byte[] CResponse; if (P.BufferLength >= Length) { CResponse = P.ReadBytes(Length); } else { //Authentication failed, so send this packet unencrypted. OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x03); //Bad challenge response. Client.Send(OutPacket.ToArray()); Logger.LogInfo("Sent LOGIN_FAILURE_CITY!"); return; } AESDecryptionArgs DecryptionArgs = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs; if (DecryptionArgs.Challenge.SequenceEqual(CResponse)) { OutPacket = new PacketStream((byte)PacketType.LOGIN_SUCCESS_CITY, 0); OutPacket.WriteByte(0x01); Client.SendEncrypted((byte)PacketType.LOGIN_SUCCESS_CITY, OutPacket.ToArray()); Logger.LogInfo("Sent LOGIN_SUCCESS_CITY!"); } else { //Authentication failed, so send this packet unencrypted. OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x03); //Bad challenge response. Client.Send(OutPacket.ToArray()); Logger.LogInfo("Sent LOGIN_FAILURE_CITY!"); } } else { //Authentication failed, so send this packet unencrypted. OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE_CITY, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x03); //Bad challenge response. Client.Send(OutPacket.ToArray()); Debug.WriteLine("HandleChallengeResponse - decryption failed!"); Logger.LogInfo("Sent LOGIN_FAILURE_CITY!"); } }
/// <summary> /// Occurs when the client was not authenticated by the loginserver. /// Called by UILoginDialog.cs. /// </summary> /// <param name="Client">The client that received the packet.</param> /// <param name="Packet">The packet that was received.</param> /// <param name="Screen">A UIScreen instance on which to display a messagebox to inform the player of the /// failure state.</param> public static void OnLoginFailResponse(ref NetworkClient Client, ProcessedPacket Packet) { EventObject Event; switch (Packet.ReadByte()) { case 0x01: Event = new EventObject(EventCodes.BAD_USERNAME); EventSink.RegisterEvent(Event); break; case 0x02: Event = new EventObject(EventCodes.BAD_PASSWORD); EventSink.RegisterEvent(Event); break; } Client.Disconnect(); }
/// <summary> /// Received from the CityServer in response to a CITY_TOKEN packet. /// </summary> public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info); CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte(); ushort NumHouses = Packet.ReadUInt16(); LotTileEntry[] TileEntries = new LotTileEntry[NumHouses]; if (NumHouses > 0) { for(int i = 0; i < NumHouses; i++) { TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); } } PlayerAccount.Money = Packet.ReadInt32(); lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData) TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries; return Status; }
/// <summary> /// A player joined a session (game) in progress. /// </summary> public static LotTileEntry OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet) { LotTileEntry TileEntry = new LotTileEntry(0, "", 0, 0, 0, 0); UISim Avatar = new UISim(Packet.ReadString()); Avatar.Name = Packet.ReadString(); Avatar.Sex = Packet.ReadString(); Avatar.Description = Packet.ReadString(); Avatar.HeadOutfitID = Packet.ReadUInt64(); Avatar.BodyOutfitID = Packet.ReadUInt64(); Avatar.Avatar.Appearance = (AppearanceType)Packet.ReadInt32(); byte HasHouse = (byte)Packet.ReadByte(); if (HasHouse != 0) { TileEntry = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(), (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32()); Avatar.LotID = TileEntry.lotid; Avatar.HouseX = TileEntry.x; Avatar.HouseY = TileEntry.y; LotTileEntry[] TileEntries = new LotTileEntry[TSOClient.Code.GameFacade.CDataRetriever.LotTileData.Length + 1]; TileEntries[0] = TileEntry; TSOClient.Code.GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1); } lock (NetworkFacade.AvatarsInSession) { NetworkFacade.AvatarsInSession.Add(Avatar); } return TileEntry; }
/// <summary> /// LoginServer sent information about the player's characters. /// </summary> /// <param name="Packet">The packet that was received.</param> public static void OnCharacterInfoResponse(ProcessedPacket Packet, NetworkClient Client) { byte NumCharacters = (byte)Packet.ReadByte(); byte NewCharacters = (byte)Packet.ReadByte(); List<UISim> FreshSims = new List<UISim>(); for (int i = 0; i < NewCharacters; i++) { int CharacterID = Packet.ReadInt32(); UISim FreshSim = new UISim(Packet.ReadString(), false); FreshSim.CharacterID = CharacterID; FreshSim.Timestamp = Packet.ReadString(); FreshSim.Name = Packet.ReadString(); FreshSim.Sex = Packet.ReadString(); FreshSim.Description = Packet.ReadString(); FreshSim.HeadOutfitID = Packet.ReadUInt64(); FreshSim.BodyOutfitID = Packet.ReadUInt64(); FreshSim.Avatar.Appearance = (AppearanceType)Packet.ReadByte(); FreshSim.ResidingCity = new CityInfo(false); FreshSim.ResidingCity.Name = Packet.ReadString(); FreshSim.ResidingCity.Thumbnail = Packet.ReadUInt64(); FreshSim.ResidingCity.UUID = Packet.ReadString(); FreshSim.ResidingCity.Map = Packet.ReadUInt64(); FreshSim.ResidingCity.IP = Packet.ReadString(); FreshSim.ResidingCity.Port = Packet.ReadInt32(); FreshSims.Add(FreshSim); } lock (NetworkFacade.Avatars) { if ((NumCharacters < 3) && (NewCharacters > 0)) { FreshSims = Cache.LoadCachedSims(FreshSims); NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } if (NewCharacters == 0 && NumCharacters > 0) NetworkFacade.Avatars = Cache.LoadAllSims(); else if (NewCharacters == 3 && NumCharacters == 3) { NetworkFacade.Avatars = FreshSims; Cache.CacheSims(FreshSims); } else if (NewCharacters == 0 && NumCharacters == 0) { //Make sure if sims existed in the cache, they are deleted (because they didn't exist in DB). Cache.DeleteCache(); } else if (NumCharacters == 3 && NewCharacters == 3) { NetworkFacade.Avatars = FreshSims; } } PacketStream CityInfoRequest = new PacketStream(0x06, 0); CityInfoRequest.WriteByte(0x00); //Dummy Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray()); }
/// <summary> /// Client created a character! /// </summary> public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received CharacterCreate!"); string AccountName = SanitizeAccount(P.ReadString()); //Need to be variable length, because the success packet contains a token. PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0); using (var db = DataAccess.Get()) { Account Acc = db.Accounts.GetByUsername(AccountName); if (Acc.NumCharacters >= 3) { CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } //TODO: Send GUID to client... var Char = new Character(); string LastCached = P.ReadString(); if (LastCached == string.Empty) { //TODO: Proper error... CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } Char.LastCached = ProtoHelpers.ParseDateTime(LastCached); Char.Name = P.ReadString(); Char.Sex = P.ReadString(); Char.Description = P.ReadString(); Char.GUID = Guid.NewGuid(); Char.HeadOutfitID = (long)P.ReadUInt64(); Char.BodyOutfitID = (long)P.ReadUInt64(); Char.AccountID = Acc.AccountID; Char.AppearanceType = P.ReadByte(); Char.CityName = P.ReadString(); Char.CityThumb = (long)P.ReadUInt64(); Char.City = P.ReadString(); Char.CityMap = (long)P.ReadUInt64(); Char.CityIp = P.ReadString(); Char.CityPort = P.ReadInt32(); Char.Money = NetworkFacade.INITIAL_MONEY; //These are going into DB, so be nazi. Sieg heil! if (Char.Name == string.Empty || Char.Sex == string.Empty || Char.Description == string.Empty) { CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); return; } var status = db.Characters.CreateCharacter(Char); switch (status) { case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.NameTooLong: CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameTooLong); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; case LoginDataModel.Entities.CharacterCreationStatus.Success: Guid Token = Guid.NewGuid(); //This actually updates the record, not sure how. Acc.NumCharacters++; //THIS NEEDS TO HAPPEN FIRST FOR CITY SERVER AUTHENTICATION TO WORK! CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(Char.City); //Just in case... if (CServer != null) { PacketStream CServerPacket = new PacketStream(0x01, 0); CServerPacket.WriteHeader(); ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1) + 4 + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1)); CServerPacket.WriteUInt16(PacketLength); CServerPacket.WriteByte(1); //CharacterCreate = true CServerPacket.WriteInt32(Acc.AccountID); CServerPacket.WriteString(Client.RemoteIP); CServerPacket.WriteInt32(Client.RemotePort); CServerPacket.WriteString(Char.GUID.ToString()); CServerPacket.WriteString(Token.ToString("")); CServer.Client.Send(CServerPacket.ToArray()); } CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success); CCStatusPacket.WriteString(Char.GUID.ToString()); CCStatusPacket.WriteString(Token.ToString()); Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray()); break; } } }
/// <summary> /// Received from the CityServer in response to a CITY_TOKEN packet. /// </summary> public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet) { CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte(); return Status; }
/// <summary> /// Client sent a response to our challenge, as well as account name and password. /// </summary> public static void HandleChallengeResponse(NetworkClient Client, ProcessedPacket P) { PacketStream OutPacket; if (P.BufferLength <= 1) { OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteByte(0x03); //Bad challenge response. Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad challenge response - sent SLoginFailResponse!\r\n"); return; //How does this even happen?! } int Length = P.ReadByte(); byte[] CResponse; if (P.BufferLength >= Length) CResponse = P.ReadBytes(Length); else return; AESDecryptionArgs DecryptionArgs = Client.ClientEncryptor.GetDecryptionArgsContainer().AESDecryptArgs; if (DecryptionArgs.Challenge.SequenceEqual(CResponse)) { string AccountName = SanitizeAccount(P.ReadString()); Length = P.ReadByte(); byte[] PasswordHash; if (P.BufferLength >= Length) PasswordHash = P.ReadBytes(Length); else return; // Check whether the accountname is empty or is/contains "username" if (AccountName == string.Empty || AccountName.ToLower().Equals("username") || AccountName.ToLower().Contains("username")) { OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } using (var db = DataAccess.Get()) { var account = db.Accounts.GetByUsername(AccountName); if (!GlobalSettings.Default.CreateAccountsOnLogin) { Logger.LogInfo("Done reading LoginRequest, checking account...\r\n"); if (account == null) { OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } } else { if (account == null) { try { if (!AccountName.ToLower().Equals("username") || !AccountName.ToLower().Contains("username")) db.Accounts.Create(new Account { AccountName = AccountName.ToLower(), Password = Convert.ToBase64String(PasswordHash) }); } catch (Exception) { OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo(@"Bad accountname (""" + AccountName + @""") - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } account = db.Accounts.GetByUsername(AccountName); } } if (account.IsCorrectPassword(AccountName, PasswordHash)) { OutPacket = new PacketStream((byte)PacketType.LOGIN_SUCCESS, 0); OutPacket.WriteByte(0x01); Client.ClientEncryptor.Username = AccountName; Client.SendEncrypted((byte)PacketType.LOGIN_SUCCESS, OutPacket.ToArray()); Logger.LogInfo("Sent SLoginSuccessResponse!\r\n"); return; } else { OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x02); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad password - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } } } OutPacket = new PacketStream((byte)PacketType.LOGIN_FAILURE, 0); OutPacket.WriteHeader(); OutPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1)); OutPacket.WriteByte(0x03); //Bad challenge response. Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad challenge response - sent SLoginFailResponse!\r\n"); return; }
/** * Actual packet handlers */ public static void HandleLoginRequest(NetworkClient Client, ProcessedPacket P) { Logger.LogInfo("Received LoginRequest!\r\n"); byte AccountStrLength = (byte)P.ReadByte(); byte[] AccountNameBuf = new byte[AccountStrLength]; P.Read(AccountNameBuf, 0, AccountStrLength); string AccountName = Encoding.ASCII.GetString(AccountNameBuf); Logger.LogInfo("Accountname: " + AccountName + "\r\n"); byte HashLength = (byte)P.ReadByte(); byte[] HashBuf = new byte[HashLength]; P.Read(HashBuf, 0, HashLength); using (var db = DataAccess.Get()) { var account = db.Accounts.GetByUsername(AccountName); byte KeyLength = (byte)P.ReadByte(); byte[] EncKey = new byte[KeyLength]; P.Read(EncKey, 0, KeyLength); Client.ClientEncryptor = new ARC4Encryptor(account.Password, EncKey); //TODO: Do something with this... byte Version1 = (byte)P.ReadByte(); byte Version2 = (byte)P.ReadByte(); byte Version3 = (byte)P.ReadByte(); byte Version4 = (byte)P.ReadByte(); Logger.LogInfo("Done reading LoginRequest, checking account...\r\n"); if (account == null) { PacketStream OutPacket = new PacketStream(0x02, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad accountname - sent SLoginFailResponse!\r\n"); Client.Disconnect(); return; } if (account.IsCorrectPassword(AccountName, HashBuf)) { //0x01 = InitLoginNotify PacketStream OutPacket = new PacketStream(0x01, 1); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.ClientEncryptor.Username = AccountName; //This is neccessary to encrypt packets. //TODO: Put something else here //Client.Password = Account.GetPassword(AccountName); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Sent InitLoginNotify!\r\n"); } } //Client was modified, update it. NetworkFacade.ClientListener.UpdateClient(Client); }
/// <summary> /// Client wanted to log in! /// </summary> public static void HandleLoginRequest(NetworkClient Client, ProcessedPacket P) { try { Logger.LogInfo("Received LoginRequest!\r\n"); byte Version1 = (byte)P.ReadByte(); byte Version2 = (byte)P.ReadByte(); byte Version3 = (byte)P.ReadByte(); byte Version4 = (byte)P.ReadByte(); string ClientVersion = Version1.ToString() + "." + Version2.ToString() + "." + Version3.ToString() + "." + Version4.ToString(); if (ClientVersion != GlobalSettings.Default.ClientVersion) { PacketStream OutPacket = new PacketStream((byte)PacketType.INVALID_VERSION, 2); OutPacket.WriteHeader(); OutPacket.WriteByte(0x01); Client.Send(OutPacket.ToArray()); Logger.LogInfo("Bad version - sent SInvalidVersion!\r\n"); Client.Disconnect(); return; } PacketStream EncryptedPacket = new PacketStream((byte)PacketType.LOGIN_NOTIFY, 0); EncryptedPacket.WriteHeader(); AESEncryptor Enc = (AESEncryptor)Client.ClientEncryptor; if (Enc == null) Enc = new AESEncryptor(""); Enc.PublicKey = P.ReadBytes((P.ReadByte())); Enc.NOnce = P.ReadBytes((P.ReadByte())); Enc.PrivateKey = NetworkFacade.ServerKey; Client.ClientEncryptor = Enc; MemoryStream StreamToEncrypt = new MemoryStream(); BinaryWriter Writer = new BinaryWriter(StreamToEncrypt); Writer.Write(Enc.Challenge, 0, Enc.Challenge.Length); Writer.Flush(); byte[] EncryptedData = StaticStaticDiffieHellman.Encrypt(NetworkFacade.ServerKey, System.Security.Cryptography.ECDiffieHellmanCngPublicKey.FromByteArray(Enc.PublicKey, System.Security.Cryptography.CngKeyBlobFormat.EccPublicBlob), Enc.NOnce, StreamToEncrypt.ToArray()); EncryptedPacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + (1 + NetworkFacade.ServerPublicKey.Length) + (1 + EncryptedData.Length))); EncryptedPacket.WriteByte((byte)NetworkFacade.ServerPublicKey.Length); EncryptedPacket.WriteBytes(NetworkFacade.ServerPublicKey); EncryptedPacket.WriteByte((byte)EncryptedData.Length); EncryptedPacket.WriteBytes(EncryptedData); Client.Send(EncryptedPacket.ToArray()); } //This should HOPEFULLY wade off clients sending unreadable (I.E old protocol) packets... catch (Exception E) { Logger.LogDebug("Error while handling login request, disconnecting client: " + E.ToString()); Client.Disconnect(); return; } }