示例#1
0
        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();

            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                                                      (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            PlayerAccount.Money = Packet.ReadInt32();

            lock (GameFacade.CDataRetriever.LotTileData)
                GameFacade.CDataRetriever.LotTileData = TileEntries;

            return(Status);
        }
示例#2
0
        public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            ushort X       = Packet.ReadUInt16();
            ushort Y       = Packet.ReadUInt16();
            int    LotID   = Packet.ReadInt32();
            string LotName = Packet.ReadString();
            //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
            byte Flags = (byte)Packet.ReadByte();
            int  Cost  = Packet.ReadInt32();

            return(new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost));
        }
示例#3
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);
                    }
                }
            }
        }
示例#4
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);
        }
        /// <summary>
        /// A client decided to retire a character.
        /// </summary>
        public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
        {
            int    AccountID = P.ReadInt32();
            string GUID      = P.ReadString();

            using (DataAccess db = DataAccess.Get())
            {
                IQueryable <Character> Query = db.Characters.GetForAccount(AccountID);

                //F**K, I hate LINQ.
                Guid      CharGUID = new Guid(GUID);
                Character Char     = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();
                db.Characters.RetireCharacter(Char);
            }
        }
示例#6
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);
     }
 }
示例#7
0
        public static void HandleClientToken(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                ClientToken Token = new ClientToken();
                Token.AccountID     = P.ReadInt32();
                Token.ClientIP      = P.ReadPascalString();
                Token.CharacterGUID = P.ReadPascalString();
                Token.Token         = P.ReadPascalString();

                NetworkFacade.TransferringClients.AddItem(Token);
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleClientToken: " + E.ToString());
            }
        }
示例#8
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);
        }
        /// <summary>
        /// A cityserver logged in!
        /// </summary>
        public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("CityServer logged in!\r\n");

            string Name = P.ReadString();
            string Description = P.ReadString();
            string IP = P.ReadString();
            int Port = P.ReadInt32();
            CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
            ulong Thumbnail = P.ReadUInt64();
            string UUID = P.ReadString();
            ulong Map = P.ReadUInt64();

            CityInfo Info = new CityInfo(true);
            Info.Name = Name;
            Info.Description = Description;
            Info.IP = IP;
            Info.Port = Port;
            Info.Status = Status;
            Info.Thumbnail = Thumbnail;
            Info.UUID = UUID;
            Info.Map = Map;
            Info.Client = Client;
            Info.Online = true;

            NetworkFacade.CServerListener.CityServers.Add(Info);
            NetworkFacade.CServerListener.PotentialLogins.TryTake(out Client);

            NetworkClient[] Clients = new NetworkClient[NetworkFacade.ClientListener.Clients.Count];
            NetworkFacade.ClientListener.Clients.CopyTo(Clients, 0);

            PacketStream ClientPacket = new PacketStream((byte)PacketType.NEW_CITY_SERVER, 0);
            ClientPacket.WriteString(Name);
            ClientPacket.WriteString(Description);
            ClientPacket.WriteString(IP);
            ClientPacket.WriteInt32(Port);
            ClientPacket.WriteByte((byte)Status);
            ClientPacket.WriteUInt64(Thumbnail);
            ClientPacket.WriteString(UUID);
            ClientPacket.WriteUInt64(Map);

            foreach(NetworkClient Receiver in Clients)
                Receiver.SendEncrypted((byte)PacketType.NEW_CITY_SERVER, ClientPacket.ToArray());
        }
        /// <summary>
        /// A client decided to retire a character.
        /// </summary>
        public static void HandleCharacterRetirement(NetworkClient Client, ProcessedPacket P)
        {
            int    AccountID = P.ReadInt32();
            string GUID      = P.ReadPascalString();

            using (DataAccess db = DataAccess.Get())
            {
                IQueryable <Character> Query = db.Characters.GetForAccount(AccountID);

                //F**K, I hate LINQ.
                Guid      CharGUID = new Guid(GUID);
                Character Char     = Query.Where(x => x.GUID == CharGUID).SingleOrDefault();

                //If char is null, it most likely didn't exist in DB. Do nothing...
                if (Char != null)
                {
                    db.Characters.RetireCharacter(Char);
                }
            }
        }
        /// <summary>
        /// A cityserver logged in!
        /// </summary>
        public static void HandleCityServerLogin(NetworkClient Client, ProcessedPacket P)
        {
            CityServerClient CityClient = (CityServerClient)Client;

            Logger.LogInfo("CityServer logged in!\r\n");

            string Name = P.ReadString();
            string Description = P.ReadString();
            string IP = P.ReadString();
            int Port = P.ReadInt32();
            CityInfoStatus Status = (CityInfoStatus)P.ReadByte();
            ulong Thumbnail = P.ReadUInt64();
            string UUID = P.ReadString();
            ulong Map = P.ReadUInt64();

            CityInfo Info = new CityInfo(Name, Description, Thumbnail, UUID, Map, IP, Port);
            Info.Status = Status;
            CityClient.ServerInfo = Info;

            //Client instance changed, so update it...
            NetworkFacade.CServerListener.UpdateClient(CityClient);
        }
示例#12
0
        /// <summary>
        /// Received CharacterCreation packet from CityServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);

            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();

            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                                                      (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            lock (GameFacade.CDataRetriever.LotTileData)
                GameFacade.CDataRetriever.LotTileData = TileEntries;

            return(CCStatus);
        }
        /// <summary>
        /// Received from the CityServer in response to a CITY_TOKEN packet.
        /// </summary>
        public static CityTransferStatus OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCityTokenResponse", LogThis.eloglevel.info);

            CityTransferStatus Status = (CityTransferStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();
            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for(int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                        (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            PlayerAccount.Money = Packet.ReadInt32();

            lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
                TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;

            return Status;
        }
        public static LotTileEntry OnLotCostResponse(NetworkClient Client, ProcessedPacket Packet)
        {
            ushort X = Packet.ReadUInt16();
            ushort Y = Packet.ReadUInt16();
            int LotID = Packet.ReadInt32();
            string LotName = Packet.ReadString();
            //bit 0 = online, bit 1 = spotlight, bit 2 = locked, bit 3 = occupied, other bits free for whatever use
            byte Flags = (byte)Packet.ReadByte();
            int Cost = Packet.ReadInt32();

            return new LotTileEntry(LotID, LotName, (short)X, (short)Y, Flags, Cost);
        }
 /// <summary>
 /// Lot purchase was successful.
 /// </summary>
 /// <returns>New amount of money for character sent by server.</returns>
 public static int OnLotPurchaseSuccessful(NetworkClient Client, ProcessedPacket Packet)
 {
     return Packet.ReadInt32();
 }
示例#16
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());
        }
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterCreate!");

            string AccountName = SanitizeAccount(P.ReadPascalString());

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);

                //TODO: Send GUID to client...
                SimBase Char = new SimBase(Guid.NewGuid());
                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.ResidingCity = new CityInfo(P.ReadPascalString(), "", P.ReadUInt64(), P.ReadPascalString(),
                    P.ReadUInt64(), P.ReadPascalString(), P.ReadInt32());
                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 = Acc.AccountID;
                characterModel.AppearanceType = (int)Char.Appearance;
                characterModel.City = Char.ResidingCity.UUID;
                characterModel.CityName = Char.ResidingCity.Name;
                characterModel.CityThumb = (long)Char.ResidingCity.Thumbnail;
                characterModel.CityMap = (long)Char.ResidingCity.Map;
                characterModel.CityIp = Char.ResidingCity.IP;
                characterModel.CityPort = Char.ResidingCity.Port;

                var status = db.Characters.CreateCharacter(characterModel);
                //Need to be variable length, because the success packet contains a token.
                PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);

                switch (status)
                {
                    case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.Success:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success);
                        CCStatusPacket.WritePascalString(Char.GUID.ToString());
                        Guid Token = Guid.NewGuid();
                        CCStatusPacket.WritePascalString(Token.ToString());
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                        foreach (CityServerClient CServer in NetworkFacade.CServerListener.CityServers)
                        {
                            if (CServer.ServerInfo.UUID == Char.ResidingCity.UUID)
                            {
                                PacketStream CServerPacket = new PacketStream(0x01, 0);
                                CServerPacket.WriteHeader();

                                ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 4 + (Client.RemoteIP.Length + 1)
                                    + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                                CServerPacket.WriteUInt16(PacketLength);

                                CServerPacket.WriteInt32(Acc.AccountID);
                                CServerPacket.WritePascalString(Client.RemoteIP);
                                CServerPacket.WritePascalString(Char.GUID.ToString());
                                CServerPacket.WritePascalString(Token.ToString());
                                CServer.Send(CServerPacket.ToArray());

                                break;
                            }
                        }

                        break;
                }
            }

            //Client was modified, so update it.
            NetworkFacade.ClientListener.UpdateClient(Client);
        }
        /// <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());
        }
示例#19
0
        /// <summary>
        /// Client created a character!
        /// </summary>
        public static void HandleCharacterCreate(NetworkClient Client, ProcessedPacket P)
        {
            Logger.LogInfo("Received CharacterCreate!");

            string AccountName = SanitizeAccount(P.ReadString());
            //Need to be variable length, because the success packet contains a token.
            PacketStream CCStatusPacket = new PacketStream((byte)PacketType.CHARACTER_CREATION_STATUS, 0);

            using (var db = DataAccess.Get())
            {
                Account Acc = db.Accounts.GetByUsername(AccountName);

                if (Acc.NumCharacters >= 3)
                {
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.ExceededCharacterLimit);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                    return;
                }

                //TODO: Send GUID to client...
                var Char = new Character();
                string LastCached = P.ReadString();
                if (LastCached == string.Empty)
                {
                    //TODO: Proper error...
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                    return;
                }

                Char.LastCached = ProtoHelpers.ParseDateTime(LastCached);
                Char.Name = P.ReadString();
                Char.Sex = P.ReadString();
                Char.Description = P.ReadString();
                Char.GUID = Guid.NewGuid();
                Char.HeadOutfitID = (long)P.ReadUInt64();
                Char.BodyOutfitID = (long)P.ReadUInt64();
                Char.AccountID = Acc.AccountID;
                Char.AppearanceType = P.ReadByte();
                Char.CityName = P.ReadString();
                Char.CityThumb = (long)P.ReadUInt64();
                Char.City = P.ReadString();
                Char.CityMap = (long)P.ReadUInt64();
                Char.CityIp = P.ReadString();
                Char.CityPort = P.ReadInt32();
                Char.Money = NetworkFacade.INITIAL_MONEY;

                //These are going into DB, so be nazi. Sieg heil!
                if (Char.Name == string.Empty || Char.Sex == string.Empty ||
                    Char.Description == string.Empty)
                {
                    CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                    Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                    return;
                }

                var status = db.Characters.CreateCharacter(Char);

                switch (status)
                {
                    case LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameAlreadyExisted);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.NameTooLong:
                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.NameTooLong);
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());
                        break;
                    case LoginDataModel.Entities.CharacterCreationStatus.Success:
                        Guid Token = Guid.NewGuid();

                        //This actually updates the record, not sure how.
                        Acc.NumCharacters++;

                        //THIS NEEDS TO HAPPEN FIRST FOR CITY SERVER AUTHENTICATION TO WORK!
                        CityInfo CServer = NetworkFacade.CServerListener.GetCityServer(Char.City);

                        //Just in case...
                        if (CServer != null)
                        {
                            PacketStream CServerPacket = new PacketStream(0x01, 0);
                            CServerPacket.WriteHeader();

                            ushort PacketLength = (ushort)(PacketHeaders.UNENCRYPTED + 1 + 4 + (Client.RemoteIP.Length + 1)
                                + 4 + (Char.GUID.ToString().Length + 1) + (Token.ToString().Length + 1));
                            CServerPacket.WriteUInt16(PacketLength);

                            CServerPacket.WriteByte(1); //CharacterCreate = true
                            CServerPacket.WriteInt32(Acc.AccountID);
                            CServerPacket.WriteString(Client.RemoteIP);
                            CServerPacket.WriteInt32(Client.RemotePort);
                            CServerPacket.WriteString(Char.GUID.ToString());
                            CServerPacket.WriteString(Token.ToString(""));
                            CServer.Client.Send(CServerPacket.ToArray());
                        }

                        CCStatusPacket.WriteByte((int)LoginDataModel.Entities.CharacterCreationStatus.Success);
                        CCStatusPacket.WriteString(Char.GUID.ToString());
                        CCStatusPacket.WriteString(Token.ToString());
                        Client.SendEncrypted(CCStatusPacket.PacketID, CCStatusPacket.ToArray());

                        break;
                }
            }
        }
 public static DateTime OnNewTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
 {
     return new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day,
         Packet.ReadInt32(), Packet.ReadInt32(), Packet.ReadInt32());
 }
        /// <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[TSOClient.Code.GameFacade.CDataRetriever.LotTileData.Length + 1];
                TileEntries[0] = TileEntry;
                TSOClient.Code.GameFacade.CDataRetriever.LotTileData.CopyTo(TileEntries, 1);
            }

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

            return TileEntry;
        }
        /// <summary>
        /// A client wanted to transfer to this server, so a token was generated by the login server.
        /// </summary>
        public static void HandleClientToken(NetworkClient Client, ProcessedPacket P)
        {
            try
            {
                ClientToken Token           = new ClientToken();
                byte        CharacterCreate = (byte)P.ReadByte();
                Token.AccountID = P.ReadInt32();
                Token.ClientIP  = P.ReadString();
                int ClientPort = P.ReadInt32();
                Token.CharacterGUID = P.ReadString();
                Token.Token         = P.ReadString();

                PacketStream PlayerOnlinePacket = new PacketStream(0x67, 0);
                PlayerOnlinePacket.WriteHeader();
                PlayerOnlinePacket.WriteUInt16((ushort)(PacketHeaders.UNENCRYPTED + 1 +
                                                        Token.Token.Length + 1 + Token.ClientIP.Length + 1 + 4));

                if (CharacterCreate == 0)
                {
                    if (NetworkFacade.CurrentSession.GetPlayer(Token.CharacterGUID) == null)
                    {
                        NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort);
                        //Uh-oh, someone's waiting for their token!
                        if (WaitingClient != null)
                        {
                            PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
                            SuccessPacket.WriteByte((byte)CityTransferStatus.Success);
                            WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray());
                        }

                        PlayerOnlinePacket.WriteByte(0x01);
                        PlayerOnlinePacket.WriteString(Token.Token);
                        PlayerOnlinePacket.WriteString(Token.ClientIP);
                        PlayerOnlinePacket.WriteInt32(ClientPort);

                        lock (NetworkFacade.TransferringClients)
                        {
                            if (!NetworkFacade.TransferringClients.Contains(Token))
                            {
                                NetworkFacade.TransferringClients.Add(Token);
                            }
                        }

                        Client.Send(PlayerOnlinePacket.ToArray());
                    }
                    else
                    {
                        PlayerOnlinePacket.WriteByte(0x02);
                        PlayerOnlinePacket.WriteString(Token.Token);
                        PlayerOnlinePacket.WriteString(Token.ClientIP);
                        PlayerOnlinePacket.WriteInt32(ClientPort);

                        Client.Send(PlayerOnlinePacket.ToArray());
                    }
                }
                else
                {
                    NetworkClient WaitingClient = NetworkFacade.NetworkListener.GetClient(Token.ClientIP, ClientPort);
                    //Uh-oh, someone's waiting for their token!
                    if (WaitingClient != null)
                    {
                        PacketStream SuccessPacket = new PacketStream((byte)PacketType.CITY_TOKEN, 0);
                        SuccessPacket.WriteByte((byte)CityTransferStatus.Success);
                        WaitingClient.SendEncrypted((byte)PacketType.CITY_TOKEN, SuccessPacket.ToArray());
                    }

                    if (!NetworkFacade.TransferringClients.Contains(Token))
                    {
                        NetworkFacade.TransferringClients.Add(Token);
                    }
                }
            }
            catch (Exception E)
            {
                Logger.LogDebug("Exception in HandleClientToken: " + E.ToString());
            }
        }
        /// <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)
        {
            //If the decrypted length == 1, it means that there were 0
            //characters that needed to be updated, or that the user
            //hasn't created any characters on his/her account yet.
            //Since the Packet.Length property is equal to the length
            //of the encrypted data, it cannot be used to get the length
            //of the decrypted data.
            if (Packet.DecryptedLength > 1)
            {
                byte NumCharacters = (byte)Packet.ReadByte();
                List<Sim> FreshSims = new List<Sim>();

                for (int i = 0; i < NumCharacters; i++)
                {
                    int CharacterID = Packet.ReadInt32();

                    Sim FreshSim = new Sim(Packet.ReadString());
                    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.AppearanceType = (SimsLib.ThreeD.AppearanceType)Packet.ReadByte();
                    FreshSim.ResidingCity = new CityInfo(Packet.ReadString(), "", Packet.ReadUInt64(), Packet.ReadString(),
                        Packet.ReadUInt64(), Packet.ReadString(), Packet.ReadInt32());

                    FreshSims.Add(FreshSim);
                }

                NetworkFacade.Avatars = FreshSims;
                Cache.CacheSims(FreshSims);
            }

            PacketStream CityInfoRequest = new PacketStream(0x06, 0);
            CityInfoRequest.WriteByte(0x00); //Dummy

            Client.SendEncrypted((byte)PacketType.CITY_LIST, CityInfoRequest.ToArray());
        }
        public static void OnCityInfoResponse(ProcessedPacket Packet)
        {
            byte NumCities = (byte)Packet.ReadByte();

            if (Packet.DecryptedLength > 1)
            {
                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(Name, Description, Thumbnail, UUID, Map, IP, Port);
                    Info.Online = true;
                    Info.Status = Status;
                    NetworkFacade.Cities.Add(Info);
                }
            }
        }
        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);
                    }
                }
            }
        }
 /// <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);
     }
 }
示例#27
0
 public static DateTime OnNewTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
 {
     return(new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day,
                         Packet.ReadInt32(), Packet.ReadInt32(), Packet.ReadInt32()));
 }
        public static void HandlePlayerOnlineResponse(NetworkClient Client, ProcessedPacket P)
        {
            byte Result = (byte)P.ReadByte();
            string Token = P.ReadString();
            //NOTE: Might have to find another way to identify a client, since two people
            //		can be on the same account from the same IP.
            string RemoteIP = P.ReadString();
            int RemotePort = P.ReadInt32();

            PacketStream Packet;
            NetworkClient FoundClient;

            switch(Result)
            {
                case 0x01:
                    Packet = new PacketStream((byte)PacketType.REQUEST_CITY_TOKEN, 0);
                    Packet.WriteString(Token);
                    FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);

                    if(FoundClient != null)
                        FoundClient.SendEncrypted((byte)PacketType.REQUEST_CITY_TOKEN, Packet.ToArray());

                    break;
                case 0x02: //Write player was already online packet!
                    Packet = new PacketStream((byte)PacketType.PLAYER_ALREADY_ONLINE, 0);
                    Packet.WriteByte(0x00); //Dummy
                    FoundClient = NetworkFacade.ClientListener.GetClient(RemoteIP, RemotePort);

                    if (FoundClient != null)
                        FoundClient.SendEncrypted((byte)PacketType.PLAYER_ALREADY_ONLINE, Packet.ToArray());

                    break;
            }
        }
示例#29
0
 /// <summary>
 /// Lot purchase was successful.
 /// </summary>
 /// <returns>New amount of money for character sent by server.</returns>
 public static int OnLotPurchaseSuccessful(NetworkClient Client, ProcessedPacket Packet)
 {
     return(Packet.ReadInt32());
 }
        /// <summary>
        /// Received CharacterCreation packet from CityServer.
        /// </summary>
        /// <returns>The result of the character creation.</returns>
        public static CharacterCreationStatus OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
        {
            LogThis.Log.LogThis("Received OnCharacterCreationStatus!", LogThis.eloglevel.info);

            CharacterCreationStatus CCStatus = (CharacterCreationStatus)Packet.ReadByte();

            ushort NumHouses = Packet.ReadUInt16();
            LotTileEntry[] TileEntries = new LotTileEntry[NumHouses];

            if (NumHouses > 0)
            {
                for (int i = 0; i < NumHouses; i++)
                {
                    TileEntries[i] = new LotTileEntry(Packet.ReadInt32(), Packet.ReadString(), (short)Packet.ReadUInt16(),
                        (short)Packet.ReadUInt16(), (byte)Packet.ReadByte(), Packet.ReadInt32());
                }
            }

            lock(TSOClient.Code.GameFacade.CDataRetriever.LotTileData)
                TSOClient.Code.GameFacade.CDataRetriever.LotTileData = TileEntries;

            return CCStatus;
        }