示例#1
0
        //Pacote de Login (SelChar -> TMSRV -> ToWord)
        public static DBResult Exec_MSG_DBCharacterLogin2(DBController gs, pServer GameServer)
        {
            _MSG_DBCharacterLogin2 sm = W2Marshal.GetStructure <_MSG_DBCharacterLogin2>(GameServer.RecvPacket.RawBuffer);


            if (sm.Slot < 0 || sm.Slot >= 4)
            {
                W2Log.Write("err,charlogin slot illegal");
                return(DBResult.NO_ERROR);
            }

            int idx = gs.GetIndex(sm.Header.ClientId);

            gs.AccountList[idx].Slot = (short)sm.Slot;

            _MSG_CNFCharacterLogin ret = W2Marshal.CreatePacket <_MSG_CNFCharacterLogin>(BaseDef._MSG_CNFCharacterLogin, sm.Header.ClientId);

            STRUCT_ACCOUNTFILE File = gs.AccountList[idx].Account;

            if (String.IsNullOrEmpty(File.Info.AccountName))
            {
                W2Log.Write(String.Format("err,charlogin mobname {0} empty", File.Info.AccountName));

                return(DBResult.NO_ERROR);
            }



            ret.Slot = (short)sm.Slot;

            ret.Mob = File.Mob[sm.Slot];
            ret.Mob.CurrentScore = ret.Mob.BaseScore;


            ret.ShortSkill = File.Skillbar[sm.Slot].ShortSkill;



            ret.Affects = File.Affects[sm.Slot].Affects;

            ret.mobExtra = File.MobExtra[sm.Slot];

            ret.mobExtra.ClassMaster  = File.MobExtra[sm.Slot].ClassMaster;
            gs.AccountList[idx].State = EServerStatus.INGAME;
            GameServer.SendPacket(ret);
            return(DBResult.NO_ERROR);
        }
示例#2
0
        /// <summary>
        /// Process the newly connected client.
        /// </summary>
        /// <param name="client">The newly connected client.</param>
        private async void ProcessClient_Channel1(TcpClient client)
        {
            using (client)
                using (NetworkStream stream = client.GetStream())
                {
                    pServer         GameServer = new pServer(stream);
                    CCompoundBuffer packet     = GameServer.RecvPacket;

                    try
                    {
                        // Iterate processing incoming GameServer packets until he disconnects.
                        while (GameServer.State != EServerStatus.CLOSED)
                        {
                            int readCount = 0;

                            try
                            {
                                readCount = await stream.ReadAsync(packet.RawBuffer, 0, BaseDef.MAXL_PACKET);
                            }
                            catch (Exception e)
                            {
                                break;
                            }

                            if (readCount != 4 && (readCount < 12 || readCount > BaseDef.MAXL_PACKET)) // Invalid game packet.
                            {
                                // gameController.DisconnectPlayer(GameServer);
                                break;
                            }
                            else // Possible valid game packet chunk.
                            {
                                unsafe
                                {
                                    packet.Offset = 0;
                                    fixed(byte *PinnedPacketChunk = &packet.RawBuffer[packet.Offset])
                                    {
                                        // Check for the init code.
                                        if (*(uint *)&PinnedPacketChunk[packet.Offset] == BaseDef.INIT_CODE)
                                        {
                                            packet.Offset = 4;

                                            // If a valid index can't be assigned to the GameServer, disconnect him
                                            if (!gameController.TryInsertPlayer(GameServer))
                                            {
                                                GameServer.SendPacket(MTextMessagePacket.Create("O servidor está lotado. Tente novamente mais tarde."));
                                                // gameController.DisconnectPlayer(GameServer);
                                                continue;
                                            }

                                            // If all the received chunk resumes to the INIT_CODE, read the next packet.
                                            if (readCount == 4)
                                            {
                                                continue;
                                            }
                                        }

                                        // Process all possible packets that were possibly sent together.
                                        while (packet.Offset < readCount && GameServer.State != EServerStatus.CLOSED)
                                        {
                                            // Check if the game packet size is bigger than the remaining received chunk.
                                            if (packet.ReadNextUShort(0) > readCount - packet.Offset || packet.ReadNextUShort(0) < 12)
                                            {
                                                throw new Exception("Pacote recebido inválido.O pacote de leitura é maior que o restante do pacote.");
                                                //continue;
                                            }

                                            // Tries to decrypt the packet.
                                            if (!PacketSecurity.Decrypt(packet))
                                            {
                                                throw new Exception($"Não é possível descriptografar um pacote recebido de {client.Client.RemoteEndPoint}.");
                                            }

                                            // W2Log.Write(String.Format("Em processamento recv packet {{0x{0:X}/{1}}} a partir de {2}.", packet.ReadNextUShort(4), packet.ReadNextUShort(0), client.Client.RemoteEndPoint), ELogType.NETWORK);

                                            // Process the incoming packet.
                                            DBResult requestResult = gameController.ProcessPlayerRequest(GameServer);

                                            // Treat the processing packet return.
                                            switch (requestResult)
                                            {
                                            //case DBResult.PACKET_NOT_HANDLED:
                                            //{
                                            //    W2Log.Write(String.Format("Recv packet {{0x{0:X}/{1}}} de {2} não foi processado.",
                                            //        packet.ReadNextUShort(4), packet.ReadNextUShort(0), client.Client.RemoteEndPoint), ELogType.NETWORK);

                                            //    byte[] rawPacket = new byte[packet.ReadNextUShort(0)];
                                            //    for (int i = 0; i < rawPacket.Length; i++)
                                            //        rawPacket[i] = PinnedPacketChunk[i + packet.Offset];

                                            //    File.WriteAllBytes($@"..\..\{packet.ReadNextUShort(4)}.bin",
                                            //        rawPacket);
                                            //    break;
                                            //}

                                            case DBResult.CHECKSUM_FAIL:
                                            {
                                                W2Log.Write($"Recibo de pacote de { client.Client.RemoteEndPoint} tem soma de verificação inválida.", ELogType.CRITICAL_ERROR);
                                                //gameController.DisconnectPlayer(GameServer);
                                                break;
                                            }

                                            case DBResult.PLAYER_INCONSISTENT_STATE:
                                            {
                                                W2Log.Write($"Um GameServer foi desconectado devido ao DBResult inconsistente.", ELogType.CRITICAL_ERROR);
                                                //gameController.DisconnectPlayer(GameServer);
                                                break;
                                            }

                                            case DBResult.WAIT:
                                            {
                                                break;
                                            }
                                            }

                                            // Correct the offset to process the next packet in the received chunk.
                                            PlayersCount.Text             = gameController.PlayerCount.ToString();
                                            GameServer.RecvPacket.Offset += packet.ReadNextUShort(0);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    catch (Exception ex)
                    {
                        W2Log.Write($"Uma exceção não tratada aconteceu processando o GameServer {GameServer.Index}. MSG: {ex.Message}", ELogType.CRITICAL_ERROR);
                    }
                    finally
                    {
                        // gameController.DisconnectPlayer(GameServer);
                    }
                }
        }