package server import ( "encoding/binary" "fmt" "time" "github.com/CPunch/GopenFusion/config" "github.com/CPunch/GopenFusion/db" "github.com/CPunch/GopenFusion/protocol" "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 ) func (server *LoginServer) AcceptLogin(client *Client, SzID string, IClientVerC int32, ISlotNum int8, data []protocol.SP_LS2CL_REP_CHAR_INFO) { client.SzID = SzID resp := &protocol.SP_LS2CL_REP_LOGIN_SUCC{ SzID: SzID, ICharCount: int8(len(data)), ISlotNum: ISlotNum, IPaymentFlag: 1, IOpenBetaFlag: 0, UiSvrTime: uint64(time.Now().Unix()), } client.Send(resp, protocol.P_LS2CL_REP_LOGIN_SUCC) client.E_key = protocol.CreateNewKey( resp.UiSvrTime, uint64(resp.ICharCount+1), uint64(resp.ISlotNum+1), ) client.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++ { client.Send(&data[i], protocol.P_LS2CL_REP_CHAR_INFO) } } func (server *LoginServer) Login(client *Client, pkt *protocol.Packet) { var loginPkt protocol.SP_CL2LS_REQ_LOGIN pkt.Decode(&loginPkt) SendError := func(e int32) { client.Send(&protocol.SP_LS2CL_REP_LOGIN_FAIL{ IErrorCode: e, SzID: loginPkt.SzID, }, protocol.P_LS2CL_REP_LOGIN_FAIL) } // client is resending a login packet?? if client.AccountID != -1 { SendError(LOGIN_ERROR) panic(fmt.Errorf("Out of order P_CL2LS_REQ_LOGIN!")) } // attempt login account, err := db.TryLogin(db.DefaultDB, loginPkt.SzID, loginPkt.SzPassword) if err == db.LoginErrorInvalidID { // this is the default behavior, auto create the account if the ID isn't in use account, err = db.NewAccount(db.DefaultDB, 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) panic(err) } } else if err == db.LoginErrorInvalidPassword { // respond with invalid password SendError(LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH) return } else if err != nil { // wtf? SendError(LOGIN_DATABASE_ERROR) panic(err) } // grab player data client.AccountID = account.AccountID plrs, err := db.DefaultDB.GetPlayers(account.AccountID) if err != nil { SendError(LOGIN_DATABASE_ERROR) panic(err) } // build character list charInfo := make([]protocol.SP_LS2CL_REP_CHAR_INFO, 0) for _, plr := range plrs { PCStyle, PCStyle2 := util.Player2PCStyle(&plr) info := protocol.SP_LS2CL_REP_CHAR_INFO{ ISlot: int8(plr.Slot), ILevel: int16(plr.Level), SPC_Style: PCStyle, SPC_Style2: PCStyle2, IX: int32(plr.XCoordinate), IY: int32(plr.YCoordinate), IZ: int32(plr.ZCoordinate), } AEquip, err := db.DefaultDB.GetPlayerInventorySlots(plr.PlayerID, 0, config.AEQUIP_COUNT-1) if err != nil { SendError(LOGIN_DATABASE_ERROR) panic(err) } copy(info.AEquip[:], AEquip) charInfo = append(charInfo, info) } server.AcceptLogin(client, loginPkt.SzID, loginPkt.IClientVerC, 1, charInfo) } func (server *LoginServer) SaveCharacterName(client *Client, pkt *protocol.Packet) { var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_NAME pkt.Decode(&charPkt) if client.AccountID == -1 { client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{}, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL) panic(fmt.Errorf("Out of order P_LS2CL_REP_SAVE_CHAR_NAME_FAIL!")) } PlayerID, err := db.DefaultDB.NewPlayer(client.AccountID, charPkt.SzFirstName, charPkt.SzLastName, int(charPkt.ISlotNum)) if err != nil { client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{}, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL) panic(err) } client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_SUCC{ IPC_UID: int64(PlayerID), ISlotNum: charPkt.ISlotNum, IGender: charPkt.IGender, SzFirstName: charPkt.SzFirstName, SzLastName: charPkt.SzLastName, }, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_SUCC) } 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 } return true } func (server *LoginServer) CharacterCreate(client *Client, pkt *protocol.Packet) { var charPkt protocol.SP_CL2LS_REQ_CHAR_CREATE pkt.Decode(&charPkt) if !validateCharacterCreation(&charPkt) { client.Send(&protocol.SP_LS2CL_REP_SHARD_SELECT_FAIL{IErrorCode: 2}, protocol.P_LS2CL_REP_SHARD_SELECT_FAIL) panic(fmt.Errorf("invalid SP_CL2LS_REQ_CHAR_CREATE!")) } if err := db.DefaultDB.FinishPlayer(&charPkt, client.AccountID); err != nil { client.Send(&protocol.SP_LS2CL_REP_SHARD_SELECT_FAIL{IErrorCode: 2}, protocol.P_LS2CL_REP_SHARD_SELECT_FAIL) panic(err) } plr, err := db.DefaultDB.GetPlayer(int(charPkt.PCStyle.IPC_UID)) if err != nil { client.Send(&protocol.SP_LS2CL_REP_SHARD_SELECT_FAIL{IErrorCode: 2}, protocol.P_LS2CL_REP_SHARD_SELECT_FAIL) panic(err) } PCStyle, PCStyle2 := util.Player2PCStyle(plr) client.Send(&protocol.SP_LS2CL_REP_CHAR_CREATE_SUCC{ ILevel: int16(plr.Level), SPC_Style: PCStyle, SPC_Style2: PCStyle2, SOn_Item: protocol.SOnItem{ /*TODO*/ }, }, protocol.P_LS2CL_REP_CHAR_CREATE_SUCC) }