Пример #1
0
 // Try to encrypt outgoing data.
 public void EncodeOutgoingPacket(UOSocket to, ref byte[] buffer, ref int length)
 {
     if (m_Encryption != null)
     {
         m_Encryption.serverEncrypt(ref buffer, length);
         return;
     }
 }
Пример #2
0
        public void RejectNoEncryption(UOSocket ns)
        {
            // Log it on the console
            Console.WriteLine("Client: {0}: Unencrypted client detected, disconnected", ns);

            // Send the client the typical "Bad communication" packet and also a sysmessage stating the error
            //ns.Send( new AsciiMessage( Server.Serial.MinusOne, -1, MessageType.Label, 0x35, 3, "System", "Unencrypted connections are not allowed on this server." ) );
            //ns.Send( new AccountLoginRej( ALRReason.BadComm ) );

            // Disconnect the client
            ns.Dispose(true);
        }
Пример #3
0
        // Try to decrypt incoming data.
        public void DecodeIncomingPacket(UOSocket from, ref byte[] buffer, ref int length)
        {
            if (m_Encryption != null)
            {
                // If we're decrypting using LoginCrypt and we've already been relayed,
                // only decrypt a single packet using logincrypt and then disable it
                if (m_AlreadyRelayed && m_Encryption is LoginEncryption)
                {
                    uint newSeed = ((((LoginEncryption)m_Encryption).Key1 + 1) ^ ((LoginEncryption)m_Encryption).Key2);

                    // Swap the seed
                    newSeed = ((newSeed >> 24) & 0xFF) | ((newSeed >> 8) & 0xFF00) | ((newSeed << 8) & 0xFF0000) | ((newSeed << 24) & 0xFF000000);

                    // XOR it with the old seed
                    newSeed ^= m_Seed;

                    IClientEncryption newEncryption = new GameEncryption(newSeed);

                    // Game Encryption comes first
                    newEncryption.clientDecrypt(ref buffer, length);

                    // The login encryption is still used for this one packet
                    m_Encryption.clientDecrypt(ref buffer, length);

                    // Swap the encryption schemes
                    m_Encryption = newEncryption;
                    m_Seed       = newSeed;

                    return;
                }

                m_Encryption.clientDecrypt(ref buffer, length);
                return;
            }

            // If the client did not connect on the game server port,
            // it's not our business to handle encryption for it
            if (((IPEndPoint)from.Socket.LocalEndPoint).Port != Listener.Port)
            {
                m_Encryption = new NoEncryption();
                return;
            }

            // For simplicities sake, enqueue what we just received as long as we're not initialized
            m_Buffer.Enqueue(buffer, 0, length);
            // Clear the array
            length = 0;

            // If we didn't receive the seed yet, queue data until we can read the seed
            if (!m_Seeded)
            {
                int seed_length = m_Buffer.GetSeedLength();

                // Now check if we have at least 4 bytes to get the seed
                if (m_Buffer.Length >= seed_length)
                {
                    byte[] m_Peek = new byte[m_Buffer.Length];
                    m_Buffer.Dequeue(m_Peek, 0, seed_length);                       // Dequeue the seed

                    if (seed_length == 4)
                    {
                        m_Seed = (uint)((m_Peek[0] << 24) | (m_Peek[1] << 16) | (m_Peek[2] << 8) | m_Peek[3]);
                    }
                    else if (seed_length == 21)
                    {
                        m_Seed = (uint)((m_Peek[1] << 24) | (m_Peek[2] << 16) | (m_Peek[3] << 8) | m_Peek[4]);
                    }

                    m_Seeded = true;

                    Buffer.BlockCopy(m_Peek, 0, buffer, 0, seed_length);

                    length = seed_length;
                }
                else
                {
                    return;
                }
            }

            // If the context isn't initialized yet, that means we haven't decided on an encryption method yet
            if (m_Encryption == null)
            {
                int packetLength = m_Buffer.Length;
                int packetOffset = length;
                m_Buffer.Dequeue(buffer, length, packetLength);                   // Dequeue everything
                length += packetLength;

                // This is special handling for the "special" UOG packet
                if (packetLength >= 3)
                {
                    if (buffer[packetOffset] == 0xf1 && buffer[packetOffset + 1] == ((packetLength >> 8) & 0xFF) && buffer[packetOffset + 2] == (packetLength & 0xFF))
                    {
                        m_Encryption = new NoEncryption();
                        return;
                    }
                }

                // Check if the current buffer contains a valid login packet (62 byte + 4 byte header)
                // Please note that the client sends these in two chunks. One 4 byte and one 62 byte.
                if (packetLength == 62)
                {
                    // Check certain indices in the array to see if the given data is unencrypted
                    if (buffer[packetOffset] == 0x80 && buffer[packetOffset + 30] == 0x00 && buffer[packetOffset + 60] == 0x00)
                    {
                        if (Configuration.AllowUnencryptedClients)
                        {
                            m_Encryption = new NoEncryption();
                        }
                        else
                        {
                            RejectNoEncryption(from);
                            from.Dispose();
                            return;
                        }
                    }
                    else
                    {
                        LoginEncryption encryption = new LoginEncryption();
                        if (encryption.init(m_Seed, buffer, packetOffset, packetLength))
                        {
                            Console.WriteLine("Client: {0}: Encrypted client detected, using keys of client {1}", from, encryption.Name);
                            m_Encryption = encryption;

                            byte[] packet = new byte[packetLength];
                            Buffer.BlockCopy(buffer, packetOffset, packet, 0, packetLength);
                            encryption.clientDecrypt(ref packet, packet.Length);
                            Buffer.BlockCopy(packet, 0, buffer, packetOffset, packetLength);
                        }
                        else
                        {
                            Console.WriteLine("Detected an unknown client.");
                        }
                    }
                }
                else if (packetLength == 65)
                {
                    // If its unencrypted, use the NoEncryption class
                    if (buffer[packetOffset] == '\x91' && buffer[packetOffset + 1] == ((m_Seed >> 24) & 0xFF) && buffer[packetOffset + 2] == ((m_Seed >> 16) & 0xFF) && buffer[packetOffset + 3] == ((m_Seed >> 8) & 0xFF) && buffer[packetOffset + 4] == (m_Seed & 0xFF))
                    {
                        if (Configuration.AllowUnencryptedClients)
                        {
                            m_Encryption = new NoEncryption();
                        }
                        else
                        {
                            RejectNoEncryption(from);
                            from.Dispose();
                            return;
                        }
                    }
                    else
                    {
                        // If it's not an unencrypted packet, simply assume it's encrypted with the seed
                        m_Encryption = new GameEncryption(m_Seed);

                        byte[] packet = new byte[packetLength];
                        Buffer.BlockCopy(buffer, packetOffset, packet, 0, packetLength);
                        m_Encryption.clientDecrypt(ref packet, packet.Length);
                        Buffer.BlockCopy(packet, 0, buffer, packetOffset, packetLength);
                    }
                }
                // Since we have not reversed UO:KR client encryption yet, we'll have to connect only with unencrypted clients
                else if (packetLength == 23)
                {
                    m_Encryption = new NoEncryption();
                    return;
                }

                // If it's still not initialized, copy the data back to the queue and wait for more
                if (m_Encryption == null)
                {
                    m_Buffer.Enqueue(buffer, packetOffset, packetLength);
                    length -= packetLength;
                    return;
                }
            }
        }
Пример #4
0
 public static void NetStateCreated(UOSocket state)
 {
     state.PacketEncoder = new Encryption();
 }