gopenfusion/login/login.go

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package login
import (
"encoding/binary"
"errors"
"fmt"
"log"
"math/rand"
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"github.com/CPunch/gopenfusion/cnet"
"github.com/CPunch/gopenfusion/cnet/protocol"
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"github.com/CPunch/gopenfusion/internal/config"
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"github.com/CPunch/gopenfusion/internal/db"
"github.com/CPunch/gopenfusion/internal/redis"
"github.com/CPunch/gopenfusion/util"
)
const (
LOGIN_DATABASE_ERROR = 0
LOGIN_ID_DOESNT_EXIST = 1
LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH = 2
LOGIN_ID_ALREADY_IN_USE = 3
LOGIN_ERROR = 4
LOGIN_CLIENT_VERSION_OUTDATED = 6
LOGIN_YOU_ARE_NOT_AN_AUTHORIZED_BETA_TESTER = 7
LOGIN_AUTHENTICATION_CONNECTION_ERROR = 8
LOGIN_UPDATED_EUALA_REQUIRED = 9
)
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func (server *LoginServer) AcceptLogin(peer *cnet.Peer, SzID string, IClientVerC int32, ISlotNum int8, data []protocol.SP_LS2CL_REP_CHAR_INFO) error {
resp := protocol.SP_LS2CL_REP_LOGIN_SUCC{
SzID: SzID,
ICharCount: int8(len(data)),
ISlotNum: ISlotNum,
IPaymentFlag: 1,
IOpenBetaFlag: 0,
UiSvrTime: util.GetTime(),
}
if err := peer.Send(protocol.P_LS2CL_REP_LOGIN_SUCC, resp); err != nil {
return err
}
// swap keys
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peer.E_key = protocol.CreateNewKey(
resp.UiSvrTime,
uint64(resp.ICharCount+1),
uint64(resp.ISlotNum+1),
)
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peer.FE_key = protocol.CreateNewKey(
binary.LittleEndian.Uint64([]byte(protocol.DEFAULT_KEY)),
uint64(IClientVerC),
1,
)
// send characters (if any)
for i := 0; i < len(data); i++ {
if err := peer.Send(protocol.P_LS2CL_REP_CHAR_INFO, &data[i]); err != nil {
return err
}
}
return nil
}
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func (server *LoginServer) Login(peer *cnet.Peer, pkt protocol.Packet) error {
var loginPkt protocol.SP_CL2LS_REQ_LOGIN
pkt.Decode(&loginPkt)
SendError := func(e int32) {
peer.Send(protocol.P_LS2CL_REP_LOGIN_FAIL, protocol.SP_LS2CL_REP_LOGIN_FAIL{
IErrorCode: e,
SzID: loginPkt.SzID,
})
}
// client is resending a login packet??
if peer.UserData() != nil {
SendError(LOGIN_ERROR)
return fmt.Errorf("out of order P_CL2LS_REQ_LOGIN: %v", peer.UserData())
}
// attempt login
account, err := server.dbHndlr.TryLogin(loginPkt.SzID, loginPkt.SzPassword)
if errors.Is(err, db.ErrLoginInvalidID) {
// this is the default behavior, auto create the account if the ID isn't in use
account, err = server.dbHndlr.NewAccount(loginPkt.SzID, loginPkt.SzPassword)
if err != nil {
// respond with a dummy login error packet so the client doesn't get softlocked
SendError(LOGIN_DATABASE_ERROR)
return err
}
} else if errors.Is(err, db.ErrLoginInvalidPassword) {
// respond with invalid password
SendError(LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH)
return nil
} else if err != nil { // wtf?
SendError(LOGIN_DATABASE_ERROR)
return err
}
// grab player data
peer.SetUserData(account)
plrs, err := server.dbHndlr.GetPlayers(account.AccountID)
if err != nil {
SendError(LOGIN_DATABASE_ERROR)
return err
}
log.Printf("Account (%d) %s has logged in", account.AccountID, account.Login)
// truncate plrs
if len(plrs) > 3 {
plrs = plrs[:4]
}
// build character list
charInfo := [4]protocol.SP_LS2CL_REP_CHAR_INFO{}
for i, plr := range plrs {
info := protocol.SP_LS2CL_REP_CHAR_INFO{
ISlot: int8(plr.Slot),
ILevel: int16(plr.Level),
SPC_Style: plr.PCStyle,
SPC_Style2: plr.PCStyle2,
IX: int32(plr.X),
IY: int32(plr.Y),
IZ: int32(plr.Z),
}
AEquip, err := server.dbHndlr.GetPlayerInventorySlots(plr.PlayerID, 0, config.AEQUIP_COUNT-1)
if err != nil {
SendError(LOGIN_DATABASE_ERROR)
return err
}
copy(info.AEquip[:], AEquip)
charInfo[i] = info
}
return server.AcceptLogin(peer, loginPkt.SzID, loginPkt.IClientVerC, 1, charInfo[:len(plrs)])
}
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func (server *LoginServer) CheckCharacterName(peer *cnet.Peer, pkt protocol.Packet) error {
var charPkt protocol.SP_CL2LS_REQ_CHECK_CHAR_NAME
pkt.Decode(&charPkt)
// just auto accept, client resends this data later
return peer.Send(protocol.P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, protocol.SP_LS2CL_REP_CHECK_CHAR_NAME_SUCC{
SzFirstName: charPkt.SzFirstName,
SzLastName: charPkt.SzLastName,
})
}
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func (server *LoginServer) SaveCharacterName(peer *cnet.Peer, pkt protocol.Packet) error {
var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_NAME
pkt.Decode(&charPkt)
account, ok := peer.UserData().(*db.Account)
if !ok || account == nil {
peer.Send(protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL, protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{})
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return fmt.Errorf("out of order P_LS2CL_REP_SAVE_CHAR_NAME_FAIL")
}
// TODO: sanity check SzFirstName && SzLastName
PlayerID, err := server.dbHndlr.NewPlayer(account.AccountID, charPkt.SzFirstName, charPkt.SzLastName, int(charPkt.ISlotNum))
if err != nil {
peer.Send(protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL, protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{})
return err
}
return peer.Send(protocol.P_LS2CL_REP_SAVE_CHAR_NAME_SUCC, protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_SUCC{
IPC_UID: int64(PlayerID),
ISlotNum: charPkt.ISlotNum,
IGender: charPkt.IGender,
SzFirstName: charPkt.SzFirstName,
SzLastName: charPkt.SzLastName,
})
}
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func validateCharacterCreation(character *protocol.SP_CL2LS_REQ_CHAR_CREATE) bool {
// thanks openfusion!
// all the values have been determined from analyzing client code and xdt
// and double checked using cheat engine
// check base parameters
style := &character.PCStyle
if !(style.IBody >= 0 && style.IBody <= 2 &&
style.IEyeColor >= 1 && style.IEyeColor <= 5 &&
style.IGender >= 1 && style.IGender <= 2 &&
style.IHairColor >= 1 && style.IHairColor <= 18) &&
style.IHeight >= 0 && style.IHeight <= 4 &&
style.INameCheck >= 0 && style.INameCheck <= 2 &&
style.ISkinColor >= 1 && style.ISkinColor <= 12 {
return false
}
// facestyle and hairstyle are gender dependent
if !(style.IGender == 1 && style.IFaceStyle >= 1 && style.IFaceStyle <= 5 && style.IHairStyle >= 1 && style.IHairStyle <= 23) &&
!(style.IGender == 2 && style.IFaceStyle >= 6 && style.IFaceStyle <= 10 && style.IHairStyle >= 25 && style.IHairStyle <= 45) {
return false
}
// TODO: sanity check items in SOn_Item; see db.FinishPlayer()
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return true
}
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func SendFail(peer *cnet.Peer) error {
if err := peer.Send(protocol.P_LS2CL_REP_SHARD_SELECT_FAIL, protocol.SP_LS2CL_REP_SHARD_SELECT_FAIL{
IErrorCode: 2,
}); err != nil {
return err
}
return nil
}
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func (server *LoginServer) CharacterCreate(peer *cnet.Peer, pkt protocol.Packet) error {
var charPkt protocol.SP_CL2LS_REQ_CHAR_CREATE
pkt.Decode(&charPkt)
account, ok := peer.UserData().(*db.Account)
if !ok || account == nil {
return SendFail(peer)
}
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if !validateCharacterCreation(&charPkt) {
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log.Printf("Invalid character creation packet: %+v", charPkt)
return SendFail(peer)
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}
if err := server.dbHndlr.FinishPlayer(&charPkt, account.AccountID); err != nil {
log.Printf("Error finishing player: %v", err)
return SendFail(peer)
}
plr, err := server.dbHndlr.GetPlayer(int(charPkt.PCStyle.IPC_UID))
if err != nil {
log.Printf("Error getting player: %v", err)
return SendFail(peer)
}
return peer.Send(protocol.P_LS2CL_REP_CHAR_CREATE_SUCC, protocol.SP_LS2CL_REP_CHAR_CREATE_SUCC{
ILevel: int16(plr.Level),
SPC_Style: plr.PCStyle,
SPC_Style2: plr.PCStyle2,
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SOn_Item: charPkt.SOn_Item, // if items were faked, we don't really care since the db only stores the sanitized fields
})
}
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func (server *LoginServer) CharacterDelete(peer *cnet.Peer, pkt protocol.Packet) error {
var charPkt protocol.SP_CL2LS_REQ_CHAR_DELETE
pkt.Decode(&charPkt)
account, ok := peer.UserData().(*db.Account)
if !ok || account == nil {
return SendFail(peer)
}
slot, err := server.dbHndlr.DeletePlayer(int(charPkt.IPC_UID), account.AccountID)
if err != nil {
return SendFail(peer)
}
return peer.Send(protocol.P_LS2CL_REP_CHAR_DELETE_SUCC, protocol.SP_LS2CL_REP_CHAR_DELETE_SUCC{
ISlotNum: int8(slot),
})
}
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func (server *LoginServer) ShardSelect(peer *cnet.Peer, pkt protocol.Packet) error {
var selection protocol.SP_CL2LS_REQ_CHAR_SELECT
pkt.Decode(&selection)
account, ok := peer.UserData().(*db.Account)
if !ok || account == nil {
return SendFail(peer)
}
shards := server.redisHndlr.GetShards()
if len(shards) == 0 {
SendFail(peer)
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return fmt.Errorf("loginServer has found no linked shards")
}
key, err := protocol.GenSerialKey()
if err != nil {
return err
}
// TODO: better shard selection logic pls
// for now, pick random shard
shard := shards[rand.Intn(len(shards))]
// make sure the player is owned by the account
plr, err := server.dbHndlr.GetPlayer(int(selection.IPC_UID))
if err != nil {
log.Printf("Error getting player: %v", err)
return SendFail(peer)
}
accountID := account.AccountID
if plr.AccountID != accountID {
log.Printf("HACK: player %d tried to join shard as player %d", accountID, plr.AccountID)
return SendFail(peer)
}
// share the login attempt
server.redisHndlr.QueueLogin(key, redis.LoginMetadata{
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FEKey: peer.FE_key,
PlayerID: int32(selection.IPC_UID),
AccountID: accountID,
})
// craft response
resp := protocol.SP_LS2CL_REP_SHARD_SELECT_SUCC{
G_FE_ServerPort: int32(shard.Port),
IEnterSerialKey: key,
}
// the rest of the bytes in G_FE_ServerIP will be zero'd, so there's no need to write the NULL byte
copy(resp.G_FE_ServerIP[:], []byte(shard.IP))
return peer.Send(protocol.P_LS2CL_REP_SHARD_SELECT_SUCC, resp)
}
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func (server *LoginServer) FinishTutorial(peer *cnet.Peer, pkt protocol.Packet) error {
var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_TUTOR
pkt.Decode(&charPkt)
account, ok := peer.UserData().(*db.Account)
if !ok || account == nil {
return SendFail(peer)
}
if err := server.dbHndlr.FinishTutorial(int(charPkt.IPC_UID), account.AccountID); err != nil {
return SendFail(peer)
}
// no response
return nil
}