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