示例#1
0
 public static void DeregisterClient(Client client)
 {
     ConnectedClients.TryRemove(client.ConnectionId, out Client _);
     GameLog.InfoFormat("Deregistering {0}", client.ConnectionId);
     // Send a control message to clean up after World users; Lobby and Login handle themselves
     if (client.ServerType == ServerTypes.World)
     {
         if (!WorldClients.TryRemove(client.ConnectionId, out Client _))
         {
             GameLog.Error("Couldn't deregister cid {id}", client.ConnectionId);
         }
         try
         {
             if (!World.ControlMessageQueue.IsCompleted)
             {
                 World.ControlMessageQueue.Add(new HybrasylControlMessage(ControlOpcodes.CleanupUser,
                                                                          CleanupType.ByConnectionId, client.ConnectionId));
             }
         }
         catch (InvalidOperationException e)
         {
             Game.ReportException(e);
             if (!World.ControlMessageQueue.IsCompleted)
             {
                 GameLog.ErrorFormat("Connection {id}: DeregisterClient failed", client.ConnectionId);
             }
         }
     }
 }
示例#2
0
 public static void Execute(object obj, ElapsedEventArgs args)
 {
     GameLog.Debug("Job starting");
     try
     {
         foreach (var connection in GlobalConnectionManifest.WorldClients)
         {
             var  client       = connection.Value;
             var  connectionId = connection.Key;
             User user;
             if (Game.World.WorldData.TryGetValueByIndex(connectionId, out user))
             {
                 if (client.IsHeartbeatExpired())
                 {
                     GameLog.InfoFormat("{0} (connection id {1}: heartbeat expired, disconnecting",
                                        user.Name, connectionId);
                     GlobalConnectionManifest.DeregisterClient(client);
                     World.ControlMessageQueue.Add(new HybrasylControlMessage(ControlOpcodes.CleanupUser,
                                                                              CleanupType.ByConnectionId, connectionId));
                 }
             }
         }
     }
     catch (Exception e)
     {
         Game.ReportException(e);
         GameLog.ErrorFormat("Exception occurred in job:", e);
     }
 }
示例#3
0
文件: Client.cs 项目: hybrasyl/server
    public Client(Socket socket, Server server)
    {
        ClientState = new ClientState(socket);
        Server      = server;
        GameLog.InfoFormat("Connection {0} from {1}:{2}", ConnectionId,
                           ((IPEndPoint)Socket.RemoteEndPoint).Address.ToString(),
                           ((IPEndPoint)Socket.RemoteEndPoint).Port);

        if (server is Lobby)
        {
            EncryptionKey = Game.Config.ApiEndpoints.EncryptionEndpoint != null?GlobalConnectionManifest.RequestEncryptionKey(Game.Config.ApiEndpoints.EncryptionEndpoint.Url, ((IPEndPoint)socket.RemoteEndPoint).Address) : Encoding.ASCII.GetBytes("UrkcnItnI");

            GameLog.InfoFormat($"EncryptionKey is {Encoding.ASCII.GetString(EncryptionKey)}");

            var valid = Game.Config.ApiEndpoints.ValidationEndpoint != null?GlobalConnectionManifest.ValidateEncryptionKey(Game.Config.ApiEndpoints.ValidationEndpoint.Url, new ServerToken { Ip = ((IPEndPoint)socket.RemoteEndPoint).Address.ToString(), Seed = EncryptionKey }) : true;

            if (!valid)
            {
                GameLog.ErrorFormat("Invalid key from {IP}", ((IPEndPoint)Socket.RemoteEndPoint).Address.ToString());
                socket.Disconnect(true);
            }
        }

        EncryptionKeyTable = new byte[1024];
        _lastReceived      = DateTime.Now.Ticks;

        GlobalConnectionManifest.RegisterClient(this);

        ConnectedSince = DateTime.Now.Ticks;
    }
示例#4
0
文件: Utility.cs 项目: Jinori/server
 /// <summary>
 /// Pretty print an object, which is essentially a dump of its properties, at the moment.
 /// </summary>
 /// <param name="obj">The object to be pretty printed, using Hybrasyl.Utility.Logger.</param>
 public static void PrettyPrint(object obj)
 {
     GameLog.DebugFormat("object dump follows");
     try
     {
         foreach (PropertyDescriptor descriptor in TypeDescriptor.GetProperties(obj))
         {
             string name  = descriptor.Name;
             object value = descriptor.GetValue(obj);
             GameLog.DebugFormat("{0} = {1}", name, value);
         }
     }
     catch (Exception e)
     {
         GameLog.ErrorFormat("Couldn't pretty print: {0}", e.ToString());
     }
 }
示例#5
0
        public static void Execute(object obj, ElapsedEventArgs args)
        {
            try
            {
                GameLog.Debug("Job starting");

                var now = DateTime.Now.Ticks;
                foreach (var mailbox in Game.World.WorldData.Values <Mailbox>().Where(mb => mb.Full))
                {
                    try
                    {
                        mailbox.Lock();
                        mailbox.Cleanup();
                        mailbox.Unlock();
                    }
                    catch (MessageStoreLocked e)
                    {
                        Game.ReportException(e);
                        GameLog.ErrorFormat("{0}: mailbox locked during cleanup...?", mailbox.Name);
                    }
                }
                foreach (var board in Game.World.WorldData.Values <Board>().Where(mb => mb.Full))
                {
                    try
                    {
                        board.Lock();
                        board.Cleanup();
                        board.Unlock();
                    }
                    catch (MessageStoreLocked e)
                    {
                        Game.ReportException(e);
                        GameLog.ErrorFormat("{0}: board locked during cleanup...?", board.Name);
                    }
                }
                GameLog.Debug("Job complete");
            }
            catch (Exception e)
            {
                Game.ReportException(e);
                GameLog.Error("Exception occured in job:", e);
            }
        }
示例#6
0
    // Chart for all error password-related error codes were provided by kojasou@ on
    // https://github.com/hybrasyl/server/pull/11.
    private void PacketHandler_0x26_ChangePassword(Client client, ClientPacket packet)
    {
        var name        = packet.ReadString8();
        var currentPass = packet.ReadString8();
        // Clientside validation ensures that the same string is typed twice for the new
        // password, and the new password is only sent to the server once. We can assume
        // that they matched if 0x26 request is sent from the client.
        var newPass = packet.ReadString8();

        if (!Game.World.WorldData.TryGetAuthInfo(name, out AuthInfo login))
        {
            client.LoginMessage(GetPasswordError(0x0E), 0x0E);
            GameLog.InfoFormat("cid {0}: Password change attempt on nonexistent player {1}", client.ConnectionId, name);
            return;
        }

        if (login.VerifyPassword(currentPass))
        {
            // Check if the password is valid.
            if (ValidPassword(newPass, out byte err))
            {
                login.PasswordHash           = HashPassword(newPass);
                login.LastPasswordChange     = DateTime.Now;
                login.LastPasswordChangeFrom = ((IPEndPoint)client.Socket.RemoteEndPoint).Address.ToString();
                login.Save();
                // Let the user know the good news.
                client.LoginMessage("Your password has been changed successfully.", 0x0);
                GameLog.InfoFormat("Password successfully changed for `{0}`", name);
            }
            else
            {
                client.LoginMessage(GetPasswordError(err), err);
                GameLog.ErrorFormat("Invalid new password proposed during password change attempt for `{0}`", name);
            }
        }
        // The current password is incorrect. Don't allow any changes to happen.
        else
        {
            client.LoginMessage(GetPasswordError(0x0F), 0x0F);
            GameLog.ErrorFormat("Invalid current password during password change attempt for `{0}`", name);
        }
    }
示例#7
0
文件: Client.cs 项目: hybrasyl/server
    public void SendCallback(IAsyncResult ar)
    {
        ClientState state = (ClientState)ar.AsyncState;
        Client      client;

        GameLog.DebugFormat($"EndSend: SocketConnected: {state.WorkSocket.Connected}, IAsyncResult: Completed: {ar.IsCompleted}, CompletedSynchronously: {ar.CompletedSynchronously}");

        try
        {
            SocketError errorCode;
            var         bytesSent = state.WorkSocket.EndSend(ar, out errorCode);
            if (!GlobalConnectionManifest.ConnectedClients.TryGetValue(state.Id, out client))
            {
                GameLog.ErrorFormat("Send: socket should not exist: cid {0}", state.Id);
                state.WorkSocket.Close();
                state.WorkSocket.Dispose();
                return;
            }

            if (bytesSent == 0 || errorCode != SocketError.Success)
            {
                GameLog.ErrorFormat("cid {0}: disconnected");
                client.Disconnect();
                throw new SocketException((int)errorCode);
            }
        }
        catch (SocketException e)
        {
            Game.ReportException(e);
            GameLog.Error($"Error Code: {e.ErrorCode}, {e.Message}");
            state.WorkSocket.Close();
        }
        catch (ObjectDisposedException)
        {
            //client.Disconnect();
            GameLog.Error($"ObjectDisposedException");
            state.WorkSocket.Close();
        }
        state.SendComplete.Set();
    }
示例#8
0
        public IEnumerator Initialize()
        {
            yield return(GameInitializer.Instance.StartCoroutine(BytesReader.Read(mConfigFileName, bytes =>
            {
                if (null == bytes)
                {
                    #if UNITY_EDITOR_WIN || UNITY_STANDALONE
                    File.WriteAllText(
                        Path.Combine(Application.streamingAssetsPath, mConfigFileName),
                        JsonUtility.ToJson(Instance, true),
                        Encoding.UTF8);
                    #endif
                    GameLog.ErrorFormat("Read Config {0} Failed", mConfigFileName);
                }
                else
                {
                    // NOTE(llisper): detect BOM mark
                    // http://stackoverflow.com/questions/26101859/why-is-file-readallbytes-result-different-than-when-using-file-readalltext
                    string json;
                    if (bytes.Length > 3 &&
                        bytes[0] == 0xEF &&
                        bytes[1] == 0xBB &&
                        bytes[2] == 0xBF)
                    {
                        json = Encoding.UTF8.GetString(bytes, 3, bytes.Length - 3);
                    }
                    else
                    {
                        json = Encoding.UTF8.GetString(bytes);
                    }
                    JsonUtility.FromJsonOverwrite(json, Instance);
                }
            })));

            StringBuilder log = new StringBuilder("AppConfig:\n");
            LogConfig(log, "AppConfig", this);
            GameLog.Info(log.ToString());
        }
示例#9
0
文件: Client.cs 项目: hybrasyl/server
    public void FlushReceiveBuffer()
    {
        lock (ClientState.ReceiveLock)
        {
            try
            {
                ClientPacket packet;
                while (ClientState.ReceiveBufferTake(out packet))
                {
                    if (packet.ShouldEncrypt)
                    {
                        packet.Decrypt(this);
                    }

                    if (packet.Opcode == 0x39 || packet.Opcode == 0x3A)
                    {
                        packet.DecryptDialog();
                    }
                    try
                    {
                        if (Server is Lobby)
                        {
                            GameLog.DebugFormat("Lobby: 0x{0:X2}", packet.Opcode);
                            var handler = (Server as Lobby).PacketHandlers[packet.Opcode];
                            handler.Invoke(this, packet);
                            GameLog.DebugFormat("Lobby packet done");
                            UpdateLastReceived();
                        }
                        else if (Server is Login)
                        {
                            GameLog.Debug($"Login: 0x{packet.Opcode:X2}");
                            var handler = (Server as Login).PacketHandlers[packet.Opcode];
                            handler.Invoke(this, packet);
                            GameLog.DebugFormat("Login packet done");
                            UpdateLastReceived();
                        }
                        else
                        {
                            UpdateLastReceived(packet.Opcode != 0x45 &&
                                               packet.Opcode != 0x75);
                            GameLog.Debug($"Queuing: 0x{packet.Opcode:X2}");
                            //packet.DumpPacket();
                            // Check for throttling
                            var throttleResult = Server.PacketThrottleCheck(this, packet);
                            if (throttleResult == ThrottleResult.OK || throttleResult == ThrottleResult.ThrottleEnd || throttleResult == ThrottleResult.SquelchEnd)
                            {
                                World.MessageQueue.Add(new HybrasylClientMessage(packet, ConnectionId));
                            }
                            else
                            if (packet.Opcode == 0x06)
                            {
                                World.ControlMessageQueue.Add(new HybrasylControlMessage(ControlOpcodes.TriggerRefresh, ConnectionId));
                            }
                        }
                    }
                    catch (Exception e)
                    {
                        Game.ReportException(e);
                        GameLog.ErrorFormat("EXCEPTION IN HANDLING: 0x{0:X2}: {1}", packet.Opcode, e);
                    }
                }
            }
            catch (Exception e)
            {
                Game.ReportException(e);
                Console.WriteLine(e);
                throw;
            }
        }
    }