Пример #1
0
        /// <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;
        }
Пример #2
0
        /// <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());
        }
Пример #3
0
 /// <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);
     }
 }
Пример #4
0
        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);
                    }
                }
            }
        }
Пример #5
0
        /// <summary>
        /// A player joined a session (game) in progress.
        /// </summary>
        public static Sim OnPlayerJoinedSession(ProcessedPacket Packet)
        {
            Sim Avatar = new Sim(Packet.ReadPascalString());
            Avatar.Name = Packet.ReadPascalString();
            Avatar.Sex = Packet.ReadPascalString();
            Avatar.Description = Packet.ReadPascalString();
            Avatar.HeadOutfitID = Packet.ReadUInt64();
            Avatar.BodyOutfitID = Packet.ReadUInt64();
            Avatar.Appearance = (AppearanceType)Packet.ReadInt32();

            lock (NetworkFacade.AvatarsInSession)
            {
                NetworkFacade.AvatarsInSession.Add(Avatar);
            }

            return Avatar;
        }
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogDebug("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);

            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);
                Client.ClientEncryptor.Username = AccountName;

                string Token = P.ReadString();
                string GUID = "";

                foreach (ClientToken CToken in NetworkFacade.TransferringClients.GetList())
                {
                    if (CToken.ClientIP == Client.RemoteIP)
                    {
                        if (CToken.Token == Token)
                        {
                            PacketStream SuccessPacket = new PacketStream(0x64, (int)(PacketHeaders.ENCRYPTED + 1));
                            SuccessPacket.WriteByte((byte)TSODataModel.Entities.CharacterCreationStatus.Success);
                            Client.SendEncrypted(0x64, SuccessPacket.ToArray());
                            ClientAuthenticated = true;

                            GUID = CToken.CharacterGUID;
                        }

                        break;
                    }
                }

                SimBase Char = new SimBase(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.CityID = new Guid(P.ReadString());
                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 = account.AccountID;
                characterModel.AppearanceType = (int)Char.Appearance;
                characterModel.City = Char.CityID.ToString();

                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)TSODataModel.Entities.CharacterCreationStatus.GeneralError);
                Client.SendEncrypted(0x64, SuccessPacket.ToArray());
                Client.Disconnect();
            }
        }
Пример #7
0
        /// <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());
            }
        }