mirror of
https://github.com/CPunch/gopenfusion.git
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CPunch
1357de99aa
- protocol: added GenSerialKey() which securely generates an EnterSerialKey - login server accepts a shard via LoginServer.AddShard() - login server will pass LoginMetaData to the selected shard via ShardServer.QueueLogin() - misc. refactoring
296 lines
8.5 KiB
Go
296 lines
8.5 KiB
Go
package server
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import (
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"encoding/binary"
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"fmt"
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"time"
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"github.com/CPunch/gopenfusion/config"
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"github.com/CPunch/gopenfusion/db"
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"github.com/CPunch/gopenfusion/protocol"
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"github.com/CPunch/gopenfusion/util"
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)
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const (
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LOGIN_DATABASE_ERROR = 0
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LOGIN_ID_DOESNT_EXIST = 1
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LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH = 2
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LOGIN_ID_ALREADY_IN_USE = 3
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LOGIN_ERROR = 4
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LOGIN_CLIENT_VERSION_OUTDATED = 6
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LOGIN_YOU_ARE_NOT_AN_AUTHORIZED_BETA_TESTER = 7
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LOGIN_AUTHENTICATION_CONNECTION_ERROR = 8
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LOGIN_UPDATED_EUALA_REQUIRED = 9
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)
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func (server *LoginServer) AcceptLogin(peer *Peer, SzID string, IClientVerC int32, ISlotNum int8, data []protocol.SP_LS2CL_REP_CHAR_INFO) error {
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peer.SzID = SzID
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resp := protocol.SP_LS2CL_REP_LOGIN_SUCC{
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SzID: SzID,
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ICharCount: int8(len(data)),
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ISlotNum: ISlotNum,
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IPaymentFlag: 1,
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IOpenBetaFlag: 0,
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UiSvrTime: uint64(time.Now().Unix()),
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}
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if err := peer.Send(protocol.P_LS2CL_REP_LOGIN_SUCC, resp); err != nil {
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return err
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}
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// swap keys
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peer.E_key = protocol.CreateNewKey(
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resp.UiSvrTime,
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uint64(resp.ICharCount+1),
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uint64(resp.ISlotNum+1),
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)
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peer.FE_key = protocol.CreateNewKey(
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binary.LittleEndian.Uint64([]byte(protocol.DEFAULT_KEY)),
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uint64(IClientVerC),
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1,
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)
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// send characters (if any)
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for i := 0; i < len(data); i++ {
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if err := peer.Send(protocol.P_LS2CL_REP_CHAR_INFO, &data[i]); err != nil {
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return err
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}
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}
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return nil
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}
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func (server *LoginServer) Login(peer *Peer, pkt protocol.Packet) error {
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var loginPkt protocol.SP_CL2LS_REQ_LOGIN
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pkt.Decode(&loginPkt)
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SendError := func(e int32) {
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peer.Send(protocol.P_LS2CL_REP_LOGIN_FAIL, protocol.SP_LS2CL_REP_LOGIN_FAIL{
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IErrorCode: e,
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SzID: loginPkt.SzID,
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})
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}
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// client is resending a login packet??
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if peer.AccountID != -1 {
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SendError(LOGIN_ERROR)
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return fmt.Errorf("Out of order P_CL2LS_REQ_LOGIN!")
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}
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// attempt login
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account, err := server.dbHndlr.TryLogin(loginPkt.SzID, loginPkt.SzPassword)
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if err == db.LoginErrorInvalidID {
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// this is the default behavior, auto create the account if the ID isn't in use
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account, err = server.dbHndlr.NewAccount(loginPkt.SzID, loginPkt.SzPassword)
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if err != nil {
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// respond with a dummy login error packet so the client doesn't get softlocked
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SendError(LOGIN_DATABASE_ERROR)
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return err
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}
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} else if err == db.LoginErrorInvalidPassword {
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// respond with invalid password
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SendError(LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH)
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return nil
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} else if err != nil { // wtf?
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SendError(LOGIN_DATABASE_ERROR)
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return err
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}
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// grab player data
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peer.AccountID = account.AccountID
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plrs, err := server.dbHndlr.GetPlayers(account.AccountID)
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if err != nil {
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SendError(LOGIN_DATABASE_ERROR)
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return err
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}
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// truncate plrs
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if len(plrs) > 3 {
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plrs = plrs[:4]
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}
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// build character list
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charInfo := [4]protocol.SP_LS2CL_REP_CHAR_INFO{}
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for i, plr := range plrs {
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PCStyle, PCStyle2 := util.Player2PCStyle(&plr)
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info := protocol.SP_LS2CL_REP_CHAR_INFO{
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ISlot: int8(plr.Slot),
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ILevel: int16(plr.Level),
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SPC_Style: PCStyle,
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SPC_Style2: PCStyle2,
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IX: int32(plr.XCoordinate),
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IY: int32(plr.YCoordinate),
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IZ: int32(plr.ZCoordinate),
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}
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AEquip, err := server.dbHndlr.GetPlayerInventorySlots(plr.PlayerID, 0, config.AEQUIP_COUNT-1)
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if err != nil {
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SendError(LOGIN_DATABASE_ERROR)
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return err
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}
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copy(info.AEquip[:], AEquip)
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charInfo[i] = info
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}
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return server.AcceptLogin(peer, loginPkt.SzID, loginPkt.IClientVerC, 1, charInfo[:len(plrs)])
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}
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func (server *LoginServer) CheckCharacterName(peer *Peer, pkt protocol.Packet) error {
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var charPkt protocol.SP_CL2LS_REQ_CHECK_CHAR_NAME
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pkt.Decode(&charPkt)
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// just auto accept, client resends this data later
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return peer.Send(protocol.P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, protocol.SP_LS2CL_REP_CHECK_CHAR_NAME_SUCC{
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SzFirstName: charPkt.SzFirstName,
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SzLastName: charPkt.SzLastName,
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})
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}
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func (server *LoginServer) SaveCharacterName(peer *Peer, pkt protocol.Packet) error {
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var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_NAME
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pkt.Decode(&charPkt)
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if peer.AccountID == -1 {
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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!")
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}
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// TODO: sanity check SzFirstName && SzLastName
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PlayerID, err := server.dbHndlr.NewPlayer(peer.AccountID, charPkt.SzFirstName, charPkt.SzLastName, int(charPkt.ISlotNum))
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if err != nil {
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peer.Send(protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL, protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{})
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return err
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}
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return peer.Send(protocol.P_LS2CL_REP_SAVE_CHAR_NAME_SUCC, protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_SUCC{
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IPC_UID: int64(PlayerID),
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ISlotNum: charPkt.ISlotNum,
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IGender: charPkt.IGender,
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SzFirstName: charPkt.SzFirstName,
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SzLastName: charPkt.SzLastName,
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})
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}
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func validateCharacterCreation(character *protocol.SP_CL2LS_REQ_CHAR_CREATE) bool {
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// thanks openfusion!
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// all the values have been determined from analyzing client code and xdt
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// and double checked using cheat engine
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// check base parameters
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style := &character.PCStyle
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if !(style.IBody >= 0 && style.IBody <= 2 &&
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style.IEyeColor >= 1 && style.IEyeColor <= 5 &&
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style.IGender >= 1 && style.IGender <= 2 &&
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style.IHairColor >= 1 && style.IHairColor <= 18) &&
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style.IHeight >= 0 && style.IHeight <= 4 &&
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style.INameCheck >= 0 && style.INameCheck <= 2 &&
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style.ISkinColor >= 1 && style.ISkinColor <= 12 {
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return false
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}
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// facestyle and hairstyle are gender dependent
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if !(style.IGender == 1 && style.IFaceStyle >= 1 && style.IFaceStyle <= 5 && style.IHairStyle >= 1 && style.IHairStyle <= 23) &&
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!(style.IGender == 2 && style.IFaceStyle >= 6 && style.IFaceStyle <= 10 && style.IHairStyle >= 25 && style.IHairStyle <= 45) {
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return false
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}
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// TODO: sanity check items in SOn_Item; see db.FinishPlayer()
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return true
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}
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func SendFail(peer *Peer) error {
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if err := peer.Send(protocol.P_LS2CL_REP_SHARD_SELECT_FAIL, protocol.SP_LS2CL_REP_SHARD_SELECT_FAIL{
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IErrorCode: 2,
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}); err != nil {
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return err
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}
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return nil
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}
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func (server *LoginServer) CharacterCreate(peer *Peer, pkt protocol.Packet) error {
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var charPkt protocol.SP_CL2LS_REQ_CHAR_CREATE
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pkt.Decode(&charPkt)
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if !validateCharacterCreation(&charPkt) {
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return SendFail(peer)
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}
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if err := server.dbHndlr.FinishPlayer(&charPkt, peer.AccountID); err != nil {
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return SendFail(peer)
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}
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plr, err := server.dbHndlr.GetPlayer(int(charPkt.PCStyle.IPC_UID))
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if err != nil {
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return SendFail(peer)
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}
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PCStyle, PCStyle2 := util.Player2PCStyle(plr)
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return peer.Send(protocol.P_LS2CL_REP_CHAR_CREATE_SUCC, protocol.SP_LS2CL_REP_CHAR_CREATE_SUCC{
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ILevel: int16(plr.Level),
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SPC_Style: PCStyle,
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SPC_Style2: 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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})
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}
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func (server *LoginServer) CharacterDelete(peer *Peer, pkt protocol.Packet) error {
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var charPkt protocol.SP_CL2LS_REQ_CHAR_DELETE
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pkt.Decode(&charPkt)
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slot, err := server.dbHndlr.DeletePlayer(int(charPkt.IPC_UID), peer.AccountID)
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if err != nil {
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return SendFail(peer)
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}
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return peer.Send(protocol.P_LS2CL_REP_CHAR_DELETE_SUCC, protocol.SP_LS2CL_REP_CHAR_DELETE_SUCC{
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ISlotNum: int8(slot),
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})
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}
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func (server *LoginServer) ShardSelect(peer *Peer, pkt protocol.Packet) error {
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var selection protocol.SP_CL2LS_REQ_CHAR_SELECT
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pkt.Decode(&selection)
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if server.shard == nil {
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return fmt.Errorf("LoginServer currently has no linked shard")
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}
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key, err := protocol.GenSerialKey()
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if err != nil {
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return err
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}
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// TODO: verify peer->AccountID and selection->IPC_UID are valid!!!!
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resp := protocol.SP_LS2CL_REP_SHARD_SELECT_SUCC{
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G_FE_ServerPort: int32(server.shard.port),
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IEnterSerialKey: key,
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}
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// the rest of the bytes in G_FE_ServerIP will be zero'd, so there's no need to write the NULL byte
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copy(resp.G_FE_ServerIP[:], []byte(config.SHARD_IP))
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server.shard.QueueLogin(key, &LoginMetadata{
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FEKey: peer.FE_key,
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Timestamp: time.Now(),
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PlayerID: int32(selection.IPC_UID),
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})
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return peer.Send(protocol.P_LS2CL_REP_SHARD_SELECT_SUCC, resp)
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}
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func (server *LoginServer) FinishTutorial(peer *Peer, pkt protocol.Packet) error {
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var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_TUTOR
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pkt.Decode(&charPkt)
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if err := server.dbHndlr.FinishTutorial(int(charPkt.IPC_UID), peer.AccountID); err != nil {
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return SendFail(peer)
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}
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// no response
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return nil
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}
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