public void SendHandshakeResponse(byte[] signature)
        {
            var msgData = new HandshakeResponseMsgData
            {
                PlayerName         = SettingsSystem.CurrentSettings.PlayerName,
                ChallengeSignature = signature,
                PublicKey          = SettingsSystem.CurrentSettings.PublicKey
            };

            SendMessage(msgData);
        }
示例#2
0
        public void HandleHandshakeResponse(ClientStructure client, HandshakeResponseMsgData data)
        {
            var valid = CheckServerFull(client);

            valid &= valid && CheckUsernameLength(client, data.PlayerName);
            valid &= valid && CheckUsernameCharacters(client, data.PlayerName);
            valid &= valid && CheckWhitelist(client, data.PlayerName);
            valid &= valid && CheckPlayerIsAlreadyConnected(client, data.PlayerName);
            valid &= valid && CheckUsernameIsReserved(client, data.PlayerName);
            valid &= valid && CheckPlayerIsBanned(client, data.PlayerName, client.Endpoint.Address.ToString(), data.PublicKey);
            valid &= valid && CheckKey(client, data.PlayerName, data.PublicKey, data.ChallengeSignature);

            if (!valid)
            {
                LunaLog.Normal($"Client {data.PlayerName} failed to handshake: {Reason}. Disconnecting");
                client.DisconnectClient = true;
                ClientConnectionHandler.DisconnectClient(client, Reason);
            }
            else
            {
                client.PlayerName    = data.PlayerName;
                client.PublicKey     = data.PublicKey;
                client.Id            = Guid.NewGuid();
                client.Authenticated = true;

                LmpPluginHandler.FireOnClientAuthenticated(client);

                LunaLog.Normal($"Client {data.PlayerName} handshook successfully, Version: {data.MajorVersion}.{data.MinorVersion}.{data.BuildVersion}");

                CreatePlayerScenarioFiles(client, data.PlayerName);

                HandshakeSystemSender.SendHandshakeReply(client, HandshakeReply.HandshookSuccessfully, "success");

                var msgData = ServerContext.ServerMessageFactory.CreateNewMessageData <PlayerConnectionJoinMsgData>();
                msgData.PlayerName = client.PlayerName;

                MessageQueuer.RelayMessage <PlayerConnectionSrvMsg>(client, msgData);

                LunaLog.Debug($"Online Players: {ServerContext.PlayerCount}, connected: {ClientRetriever.GetClients().Length}");
            }
        }