/// <summary> /// This is the primary method for fetching an accounts BF2 PID /// </summary> /// <param name="recvData"></param> private void SendCheck(Dictionary <string, string> recvData) { // Make sure we have the needed data if (!recvData.ContainsKey("nick")) { Stream.SendAsync(@"\error\\err\0\fatal\\errmsg\Invalid Query!\id\1\final\"); return; } // Try to get user data from database try { using (GamespyDatabase Db = new GamespyDatabase()) { int pid = Db.GetPlayerId(recvData["nick"]); if (pid == 0) { Stream.SendAsync(@"\error\\err\265\fatal\\errmsg\Username [{0}] doesn't exist!\id\1\final\", recvData["nick"]); } else { Stream.SendAsync(@"\cur\0\pid\{0}\final\", pid); } } } catch { Stream.SendAsync(@"\error\\err\265\fatal\\errmsg\Database service is Offline!\id\1\final\"); } }
/// <summary> /// Updates the Users Country code when sent by the client /// </summary> /// <param name="recv">Array of information sent by the server</param> private void UpdateUser(Dictionary <string, string> Recv) { // Set clients country code try { using (GamespyDatabase Conn = new GamespyDatabase()) Conn.UpdateUser(PlayerNick, Recv["countrycode"]); } catch { //Dispose(); } }
/// <summary> /// Whenever the "newuser" command is recieved, this method is called to /// add the new users information into the database /// </summary> /// <param name="Recv">Array of parms sent by the server</param> private void CreateNewUser(Dictionary <string, string> Recv) { // Make sure the user doesnt exist already try { using (GamespyDatabase Database = new GamespyDatabase()) { // Check to see if user exists if (Database.UserExists(Recv["nick"])) { Stream.SendAsync(@"\error\\err\516\fatal\\errmsg\This account name is already in use!\id\1\final\"); Disconnect(5); return; } // We need to decode the Gamespy specific encoding for the password string Password = GamespyUtils.DecodePassword(Recv["passwordenc"]); string Cc = (RemoteEndPoint.AddressFamily == AddressFamily.InterNetwork) ? Ip2nation.GetCountryCode(RemoteEndPoint.Address) : Program.Config.ASP_LocalIpCountryCode; // Attempt to create account. If Pid is 0, then we couldnt create the account if ((PlayerId = Database.CreateUser(Recv["nick"], Password, Recv["email"], Cc)) == 0) { Stream.SendAsync(@"\error\\err\516\fatal\\errmsg\Error creating account!\id\1\final\"); Disconnect(6); return; } Stream.SendAsync(@"\nur\\userid\{0}\profileid\{0}\id\1\final\", PlayerId); } } catch (Exception e) { // Check for invalid query params if (e is KeyNotFoundException) { Stream.SendAsync(@"\error\\err\0\fatal\\errmsg\Invalid Query!\id\1\final\"); } else { Stream.SendAsync(@"\error\\err\516\fatal\\errmsg\Error creating account!\id\1\final\"); GpcmServer.Log("ERROR: [Gpcm.CreateNewUser] An error occured while trying to create a new User account :: " + e.Message); } Disconnect(7); return; } }
/// <summary> /// Logs the client out of the game client, and closes the stream /// </summary> /// <param name="code"> /// The disconnect code. If set to 9, the OnDisconect event will not be called, the database /// will not be updated to reset everyone's session code, and the EventArgs objects will NOT /// be returned to the IO pool. You should only set to 9 for a planned server shutdown. /// </param> /// <remarks> /// Codes: /// 0 => Client sends the "logout" command /// 1 => The login timer elapsed and the client wasnt logged in or this object was disposed, forcefully disconnected /// 2 => Invalid login query, or username was incorrect /// 3 => Incorrect Password /// 4 => An error occured while trying to login the client (could be database related) /// 5 => Cant create account, username exists already /// 6 => Error Creating new account in database /// 7 => Invalid query for account creation, or an exception was thrown while trying to create account /// 8 => Remote Connection closed the Stream or was un-readchable /// 9 => Forced server shutdown [No events called, database sessions are not updated, and EventArgs are disposed] /// </remarks> public void Disconnect(int code) { // Make sure we arent disposed if (Disposed) { return; } // Update database session if (Status == LoginStatus.Completed && code < 9) { try { using (GamespyDatabase Database = new GamespyDatabase()) Database.Execute("UPDATE accounts SET session=0 WHERE id=" + PlayerId); } catch { // We could be shutting this server down because of DB connection issues, don't do anything here. } } // Unregister for stream events and close the connection Stream.OnDisconnect -= Stream_OnDisconnect; Stream.DataReceived -= Stream_DataReceived; Stream.Close(code == 9); // Set status and log if (code == 1 && Status == LoginStatus.Processing) { GpcmServer.Log("Login Timeout: {0} - {1} - {2}", PlayerNick, PlayerId, RemoteEndPoint); } else if (Status != LoginStatus.Disconnected) { GpcmServer.Log("Client Logout: {0} - {1} - {2}, Code={3}", PlayerNick, PlayerId, RemoteEndPoint, code); } // Preapare to be unloaded from memory Status = LoginStatus.Disconnected; Disposed = true; // Call disconnect event if (OnDisconnect != null) { OnDisconnect(this); } }
/// <summary> /// Shutsdown the ClientManager server and socket /// </summary> public void Shutdown() { // Stop accepting new connections base.IgnoreNewConnections = true; // Discard the poll timer PollTimer.Stop(); PollTimer.Dispose(); // Unregister events so we dont get a shit ton of calls GpcmClient.OnSuccessfulLogin -= GpcmClient_OnSuccessfulLogin; GpcmClient.OnDisconnect -= GpcmClient_OnDisconnect; // Disconnected all connected clients Parallel.ForEach(Clients.Values, client => client.Disconnect(9)); Parallel.ForEach(Processing.Values, client => client.Disconnect(9)); // Update the database try { // Set everyone's online session to 0 using (GamespyDatabase Conn = new GamespyDatabase()) Conn.Execute("UPDATE accounts SET session=0 WHERE session != 0"); } catch (Exception e) { L.LogError("WARNING: [GpcmServer.Shutdown] Failed to update client database: " + e.Message); } // Update Connected Clients in the Database Processing.Clear(); Clients.Clear(); // Shutdown the listener socket base.ShutdownSocket(); // Tell the base to dispose all free objects base.Dispose(); }
/// <summary> /// This method is requested by the client when logging in to fetch all the account /// names that have the specified email address and password combination /// </summary> /// <param name="recvData"></param> private void SendNicks(Dictionary <string, string> recvData) { // Make sure we have the needed data if (!recvData.ContainsKey("email") || (!recvData.ContainsKey("pass") && !recvData.ContainsKey("passenc"))) { Stream.SendAsync(@"\error\\err\0\fatal\\errmsg\Invalid Query!\id\1\final\"); return; } // Try to get user data from database try { // Get our password from the provided query string password = (recvData.ContainsKey("pass")) ? recvData["pass"] : GamespyUtils.DecodePassword(recvData["passenc"]); // Fetch accounts using (GamespyDatabase Db = new GamespyDatabase()) { var Clients = Db.GetUsersByEmailPass(recvData["email"], password.GetMD5Hash(false)); StringBuilder Response = new StringBuilder(@"\nr\" + Clients.Count); for (int i = 0; i < Clients.Count; i++) { Response.AppendFormat(@"\nick\{0}\uniquenick\{0}", Clients[i]["name"]); } Response.Append(@"\ndone\\final\"); Stream.SendAsync(Response.ToString()); } } catch { Stream.SendAsync(@"\error\\err\551\fatal\\errmsg\Unable to get any associated profiles.\id\1\final\"); } }
/// <summary> /// Starts the Login Server listeners, and begins accepting new connections /// </summary> public static void Start() { // Make sure we arent already running! if (bIsRunning) { return; } // Start the DB Connection using (GamespyDatabase Database = new GamespyDatabase()) { // First, make sure our account table exists if (!Database.TablesExist) { string message = "In order to use the Gamespy Emulation feature of this program, we need to setup a database. " + "You may choose to do this later by clicking \"Cancel\". Would you like to setup the database now?"; DialogResult R = MessageBox.Show(message, "Gamespy Database Setup", MessageBoxButtons.YesNo, MessageBoxIcon.Question); if (R == DialogResult.Yes) { SetupManager.ShowDatabaseSetupForm(DatabaseMode.Gamespy, MainForm.Instance); } // Call the stoOnShutdown event to Re-enable the main forms buttons Stopped(); return; } else if (Database.NeedsUpdated) { // We cannot run an outdated database DialogResult R = MessageBox.Show( String.Format( "The Gamespy database tables needs to be updated to version {0} before using this feature. Would you like to do this now?", GamespyDatabase.LatestVersion ) + Environment.NewLine.Repeat(1) + "NOTE: You should backup your gamespy account table if you are unsure as this update cannot be undone!", "Gamespy Database Update", MessageBoxButtons.YesNo, MessageBoxIcon.Question ); // If the user doesnt migrate the database tables, quit if (R != DialogResult.Yes) { // Call the stoOnShutdown event to Re-enable the main forms buttons Stopped(); return; } // Do table migrations Database.MigrateTables(); } } // Bind gpcm server on port 29900 int port = 29900; // Setup the DebugLog DebugLog.LoggingEnabled = Program.Config.GamespyServerDebug; if (Program.Config.GamespyServerDebug) { DebugLog.ClearLog(); } try { // Begin logging DebugLog.Write("=== Gamespy Emulator Initializing ==="); DebugLog.Write("Starting Client Manager"); // Start the client manager ClientManager = new GpcmServer(); // Begin logging DebugLog.Write("Bound to TCP port: " + port); DebugLog.Write("Starting Account Service Provider"); // Start search provider server port++; SearchProvider = new GpspServer(); // Begin logging DebugLog.Write("Bound to TCP port: " + port); DebugLog.Write("Starting Master Server"); // Start then Master Server MasterServer = new MasterServer(ref port, DebugLog); // Start CDKey Server port = 29910; DebugLog.Write("Starting Cdkey Server"); CDKeyServer = new CDKeyServer(DebugLog); // Begin logging DebugLog.Write("=== Gamespy Emulator Initialized ==="); } catch (Exception E) { Notify.Show( "Failed to Start Gamespy Servers!", "Error binding to port " + port + ": " + Environment.NewLine + E.Message, AlertType.Warning ); // Append log if (DebugLog != null) { DebugLog.Write("=== Failed to Start Emulator Servers! ==="); DebugLog.Write("Error binding to port " + port + ": " + E.Message); } // Shutdown all started servers if (ClientManager != null && ClientManager.IsListening) { ClientManager.Shutdown(); } if (SearchProvider != null && SearchProvider.IsListening) { SearchProvider.Shutdown(); } if (MasterServer != null && MasterServer.IsRunning) { MasterServer.Shutdown(); } // Cdkey server must have throwm the exception at this point, since it starts last // Throw excpetion to parent throw; } // Let the client know we are ready for connections bIsRunning = true; Started(); }
/// <summary> /// This method verifies the login information sent by /// the client, and returns encrypted data for the client /// to verify as well /// </summary> public void ProcessLogin(Dictionary <string, string> Recv) { // Make sure we have all the required data to process this login if (!Recv.ContainsKey("uniquenick") || !Recv.ContainsKey("challenge") || !Recv.ContainsKey("response")) { Stream.SendAsync(@"\error\\err\0\fatal\\errmsg\Invalid Query!\id\1\final\"); Disconnect(2); return; } // Warp this in a try/catch, incase database is offline or something try { using (GamespyDatabase Conn = new GamespyDatabase()) { // Try and fetch the user from the database Dictionary <string, object> User = Conn.GetUser(Recv["uniquenick"]); if (User == null) { Stream.SendAsync(@"\error\\err\265\fatal\\errmsg\The uniquenick provided is incorrect!\id\1\final\"); Disconnect(2); return; } // Set player variables PlayerId = Int32.Parse(User["id"].ToString()); PlayerNick = Recv["uniquenick"]; PlayerEmail = User["email"].ToString(); PlayerCountryCode = User["country"].ToString(); PasswordHash = User["password"].ToString(); // Use the GenerateProof method to compare with the "response" value. This validates the given password if (Recv["response"] == GenerateProof(Recv["challenge"], ServerChallengeKey)) { // Password is correct, Create session key and respond SessionKey = Crc.ComputeChecksum(PlayerNick); Stream.SendAsync( @"\lc\2\sesskey\{0}\proof\{1}\userid\{2}\profileid\{2}\uniquenick\{3}\lt\{4}__\id\1\final\", SessionKey, GenerateProof(ServerChallengeKey, Recv["challenge"]), // Do this again, Params are reversed! PlayerId, PlayerNick, GenerateRandomString(22) // Generate LT whatever that is (some sort of random string, 22 chars long) ); // Log, Update database, and call event GpcmServer.Log("Client Login: {0} - {1} - {2}", PlayerNick, PlayerId, RemoteEndPoint); Conn.Execute("UPDATE accounts SET lastip=@P0, session=@P1 WHERE id=@P2", RemoteEndPoint.Address, SessionKey, PlayerId); // Update status last, and call success login Status = LoginStatus.Completed; if (OnSuccessfulLogin != null) { OnSuccessfulLogin(this); } } else { // The proof string failed, so the password provided was incorrect GpcmServer.Log("Failed Login Attempt: {0} - {1} - {2}", PlayerNick, PlayerId, RemoteEndPoint); Stream.SendAsync(@"\error\\err\260\fatal\\errmsg\The password provided is incorrect.\id\1\final\"); Disconnect(3); } } } catch { Disconnect(4); return; } }