#include "CNLoginServer.hpp" #include "CNShared.hpp" #include "CNStructs.hpp" #include "settings.hpp" #include "Database.hpp" std::map CNLoginServer::loginSessions; CNLoginServer::CNLoginServer(uint16_t p) { port = p; pHandler = &CNLoginServer::handlePacket; init(); } void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { printPacket(data, CL2LS); switch (data->type) { case P_CL2LS_REQ_LOGIN: { if (data->size != sizeof(sP_CL2LS_REQ_LOGIN)) return; // ignore the malformed packet sP_CL2LS_REQ_LOGIN* login = (sP_CL2LS_REQ_LOGIN*)data->buf; bool success = false; int errorCode = 0; std::string userLogin = U16toU8(login->szID); std::string userPassword = U16toU8(login->szPassword); //checking regex if (!Database::isLoginDataGood(userLogin, userPassword)) { errorCode = (int)LOGINERRORID::login_error; } //if user does not exist in db, add him to and send succ else if (!Database::doesUserExist(U16toU8(login->szID))) { Database::addAccount(U16toU8(login->szID), U16toU8(login->szPassword)); success = true; } //if user exists, check if password is correct else if (Database::isPasswordCorrect((U16toU8(login->szID)), U16toU8(login->szPassword))) { success = true; } else { errorCode = (int)LOGINERRORID::id_and_password_do_not_match; } if (success) { int userID = Database::getUserID(userLogin); int charCount = Database::getUserSlotsNum(userID); INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp); // set username in resp packet memcpy(resp.szID, login->szID, sizeof(char16_t) * 33); resp.iCharCount = charCount; resp.iSlotNum = 1; resp.iPaymentFlag = 1; resp.iOpenBetaFlag = 0; resp.uiSvrTime = getTime(); // send the resp in with original key sock->sendPacket((void*)&resp, P_LS2CL_REP_LOGIN_SUCC, sizeof(sP_LS2CL_REP_LOGIN_SUCC)); // update keys sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1)); sock->setFEKey(CNSocketEncryption::createNewKey((uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]), login->iClientVerC, 1)); loginSessions[sock] = CNLoginData(); loginSessions[sock].userID = userID; // now send the characters :) /*if (charCount > 0) { std::list characters = Database::getCharacters(loginSessions[sock].userID); std::list::iterator it; for (it = characters.begin(); it != characters.end(); it++) { sP_LS2CL_REP_CHAR_INFO charInfo = sP_LS2CL_REP_CHAR_INFO(); charInfo.iSlot = (int8_t)it->slot; charInfo.iLevel = (int16_t)it->level; charInfo.sPC_Style = it->PCStyle; charInfo.sPC_Style2 = it->PCStyle2; // position charInfo.iX = it->x; charInfo.iY = it->y; charInfo.iZ = it->z; //save character in session (for char select) int64_t UID = charInfo.sPC_Style.iPC_UID; loginSessions[sock].characters[UID] = Player(); loginSessions[sock].characters[UID].level = charInfo.iLevel; loginSessions[sock].characters[UID].slot = charInfo.iSlot; loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); loginSessions[sock].characters[UID].x = charInfo.iX; loginSessions[sock].characters[UID].y = charInfo.iY; loginSessions[sock].characters[UID].z = charInfo.iZ; loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style; loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2; loginSessions[sock].characters[UID].IsGM = false; loginSessions[sock].characters[UID].money = 9001; Player test = loginSessions[sock].characters[UID]; for (int i = 0; i < 4; i++) { //equip char creation clothes and lightning rifle charInfo.aEquip[i] = it->Equip[i]; loginSessions[sock].characters[UID].Equip[i] = charInfo.aEquip[i]; } for (int i = 5; i < AEQUIP_COUNT; i++) { // empty equips charInfo.aEquip[i].iID = 0; charInfo.aEquip[i].iType = i; charInfo.aEquip[i].iOpt = 0; loginSessions[sock].characters[UID].Equip[i] = charInfo.aEquip[i]; } for (int i = 0; i < AINVEN_COUNT; i++) { // setup inventories loginSessions[sock].characters[UID].Inven[i].iID = 0; loginSessions[sock].characters[UID].Inven[i].iType = 0; loginSessions[sock].characters[UID].Inven[i].iOpt = 0; } // set default to the first character if (it == characters.begin()) loginSessions[sock].selectedChar = UID; sock->sendPacket((void*)&charInfo, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO)); for (int i = 0; i < charCount; i++) { sP_LS2CL_REP_CHAR_INFO charInfo = sP_LS2CL_REP_CHAR_INFO(); charInfo.iSlot = (int8_t)i + 1; charInfo.iLevel = (int16_t)36; charInfo.sPC_Style.iPC_UID = rand(); // unique identifier for the character charInfo.sPC_Style.iNameCheck = 1; charInfo.sPC_Style.iGender = (i%2)+1; // can be 1(boy) or 2(girl) charInfo.sPC_Style.iFaceStyle = 1; charInfo.sPC_Style.iHairStyle = 1; charInfo.sPC_Style.iHairColor = (rand()%19) + 1; // 1 - 19 charInfo.sPC_Style.iSkinColor = (rand()%13) + 1; // 1 - 13 charInfo.sPC_Style.iEyeColor = (rand()%6) + 1; // 1 - 6 charInfo.sPC_Style.iHeight = (rand()%6); // 0 -5 charInfo.sPC_Style.iBody = (rand()%4); // 0 - 3 charInfo.sPC_Style.iClass = 0; charInfo.sPC_Style2.iAppearanceFlag = 1; charInfo.sPC_Style2.iPayzoneFlag = 1; charInfo.sPC_Style2.iTutorialFlag = 1; // past's town hall charInfo.iX = settings::SPAWN_X; charInfo.iY = settings::SPAWN_Y; charInfo.iZ = settings::SPAWN_Z; U8toU16(std::string("Player"), charInfo.sPC_Style.szFirstName); U8toU16(std::to_string(i + 1), charInfo.sPC_Style.szLastName); int64_t UID = charInfo.sPC_Style.iPC_UID; loginSessions[sock].characters[UID] = Player(); loginSessions[sock].characters[UID].level = charInfo.iLevel; loginSessions[sock].characters[UID].money = 9001; loginSessions[sock].characters[UID].slot = charInfo.iSlot; loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); loginSessions[sock].characters[UID].x = charInfo.iX; loginSessions[sock].characters[UID].y = charInfo.iY; loginSessions[sock].characters[UID].z = charInfo.iZ; loginSessions[sock].characters[UID].PCStyle = charInfo.sPC_Style; loginSessions[sock].characters[UID].PCStyle2 = charInfo.sPC_Style2; loginSessions[sock].characters[UID].isTrading = false; loginSessions[sock].characters[UID].isTradeConfirm = false; loginSessions[sock].characters[UID].IsGM = settings::GM; for (int i = 0; i < AEQUIP_COUNT; i++) { // setup equips charInfo.aEquip[i].iID = 0; charInfo.aEquip[i].iType = i; charInfo.aEquip[i].iOpt = 0; loginSessions[sock].characters[UID].Equip[i] = charInfo.aEquip[i]; } for (int i = 0; i < AINVEN_COUNT; i++) { // setup inventories loginSessions[sock].characters[UID].Inven[i].iID = 0; loginSessions[sock].characters[UID].Inven[i].iType = 0; loginSessions[sock].characters[UID].Inven[i].iOpt = 0; } }*/ } //Failure else { INITSTRUCT(sP_LS2CL_REP_LOGIN_FAIL, resp); memcpy(resp.szID, login->szID, sizeof(char16_t) * 33); resp.iErrorCode = errorCode; sock->sendPacket((void*)&resp, P_LS2CL_REP_LOGIN_FAIL, sizeof(sP_LS2CL_REP_LOGIN_FAIL)); } break; } case P_CL2LS_REP_LIVE_CHECK: { // stubbed, the client really doesn't care LOL break; } case P_CL2LS_REQ_CHECK_CHAR_NAME: { if (data->size != sizeof(sP_CL2LS_REQ_CHECK_CHAR_NAME)) return; // naughty words allowed!!!!!!!! (also for some reason, the client will always show 'Player 0' if you manually type a name. It will show up for other connected players though) sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck = (sP_CL2LS_REQ_CHECK_CHAR_NAME*)data->buf; //check if name is occupied if (Database::isNameFree(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) { // naughty words allowed!!!!!!!! (also for some reason, the client will always show 'Player + ID' if you manually type a name. It will show up for other connected players though) INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC, resp); DEBUGLOG( std::cout << "P_CL2LS_REQ_CHECK_CHAR_NAME:" << std::endl; std::cout << "\tFirstName: " << U16toU8(nameCheck->szFirstName) << " LastName: " << U16toU8(nameCheck->szLastName) << std::endl; ) memcpy(resp.szFirstName, nameCheck->szFirstName, sizeof(char16_t) * 9); memcpy(resp.szLastName, nameCheck->szLastName, sizeof(char16_t) * 17); // fr*ck allowed!!! sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC)); } else { INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL, resp); resp.iErrorCode = 1; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_FAIL, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL)); } break; } case P_CL2LS_REQ_SAVE_CHAR_NAME: { if (data->size != sizeof(sP_CL2LS_REQ_SAVE_CHAR_NAME)) return; sP_CL2LS_REQ_SAVE_CHAR_NAME* save = (sP_CL2LS_REQ_SAVE_CHAR_NAME*)data->buf; Database::createCharacter(save, loginSessions[sock].userID); INITSTRUCT(sP_LS2CL_REP_SAVE_CHAR_NAME_SUCC, resp); DEBUGLOG( std::cout << "P_CL2LS_REQ_SAVE_CHAR_NAME:" << std::endl; std::cout << "\tSlot: " << (int)save->iSlotNum << std::endl; std::cout << "\tName: " << U16toU8(save->szFirstName) << " " << U16toU8(save->szLastName) << std::endl; ) resp.iSlotNum = save->iSlotNum; resp.iGender = save->iGender; resp.iPC_UID = Database::getCharacterID(loginSessions[sock].userID, save->iSlotNum); memcpy(resp.szFirstName, save->szFirstName, sizeof(char16_t) * 9); memcpy(resp.szLastName, save->szLastName, sizeof(char16_t) * 17); sock->sendPacket((void*)&resp, P_LS2CL_REP_SAVE_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_SAVE_CHAR_NAME_SUCC)); break; } case P_CL2LS_REQ_CHAR_CREATE: { if (data->size != sizeof(sP_CL2LS_REQ_CHAR_CREATE)) return; sP_CL2LS_REQ_CHAR_CREATE* character = (sP_CL2LS_REQ_CHAR_CREATE*)data->buf; Database::finishCharacter(character); INITSTRUCT(sP_LS2CL_REP_CHAR_CREATE_SUCC, resp); DEBUGLOG( std::cout << "P_CL2LS_REQ_CHAR_CREATE:" << std::endl; std::cout << "\tPC_UID: " << character->PCStyle.iPC_UID << std::endl; std::cout << "\tNameCheck: " << (int)character->PCStyle.iNameCheck << std::endl; std::cout << "\tName: " << U16toU8(character->PCStyle.szFirstName) << " " << U16toU8(character->PCStyle.szLastName) << std::endl; std::cout << "\tGender: " << (int)character->PCStyle.iGender << std::endl; std::cout << "\tFace: " << (int)character->PCStyle.iFaceStyle << std::endl; std::cout << "\tHair: " << (int)character->PCStyle.iHairStyle << std::endl; std::cout << "\tHair Color: " << (int)character->PCStyle.iHairColor << std::endl; std::cout << "\tSkin Color: " << (int)character->PCStyle.iSkinColor << std::endl; std::cout << "\tEye Color: " << (int)character->PCStyle.iEyeColor << std::endl; std::cout << "\tHeight: " << (int)character->PCStyle.iHeight << std::endl; std::cout << "\tBody: " << (int)character->PCStyle.iBody << std::endl; std::cout << "\tClass: " << (int)character->PCStyle.iClass << std::endl; std::cout << "\tiEquipUBID: " << (int)character->sOn_Item.iEquipUBID << std::endl; std::cout << "\tiEquipLBID: " << (int)character->sOn_Item.iEquipLBID << std::endl; std::cout << "\tiEquipFootID: " << (int)character->sOn_Item.iEquipFootID << std::endl; ) int64_t UID = character->PCStyle.iPC_UID; // commented and disabled for now //bool BecomeGM; //if (U16toU8(character->PCStyle.szFirstName) == settings::GMPASS) { // BecomeGM = true; // U8toU16("GM",character->PCStyle.szFirstName); //} else { // BecomeGM = false; //} character->PCStyle.iNameCheck = 1; resp.sPC_Style = character->PCStyle; resp.sPC_Style2.iAppearanceFlag = 1; resp.sPC_Style2.iTutorialFlag = 0; resp.sPC_Style2.iPayzoneFlag = 1; resp.iLevel = 36; resp.sOn_Item = character->sOn_Item; loginSessions[sock].characters[UID] = Player(); loginSessions[sock].characters[UID].level = 36; loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); loginSessions[sock].characters[UID].PCStyle = character->PCStyle; loginSessions[sock].characters[UID].PCStyle2.iAppearanceFlag = 1; loginSessions[sock].characters[UID].PCStyle2.iPayzoneFlag = 1; loginSessions[sock].characters[UID].PCStyle2.iTutorialFlag = 1; loginSessions[sock].characters[UID].x = settings::SPAWN_X; loginSessions[sock].characters[UID].y = settings::SPAWN_Y; loginSessions[sock].characters[UID].z = settings::SPAWN_Z; loginSessions[sock].characters[UID].Equip[1].iID = character->sOn_Item.iEquipUBID; // upper body loginSessions[sock].characters[UID].Equip[1].iType = 1; loginSessions[sock].characters[UID].Equip[2].iID = character->sOn_Item.iEquipLBID; // lower body loginSessions[sock].characters[UID].Equip[2].iType = 2; loginSessions[sock].characters[UID].Equip[3].iID = character->sOn_Item.iEquipFootID; // foot! loginSessions[sock].characters[UID].Equip[3].iType = 3; loginSessions[sock].characters[UID].IsGM = false; loginSessions[sock].characters[UID].Equip[3].iType = 3; loginSessions[sock].characters[UID].isTrading = false; loginSessions[sock].characters[UID].isTradeConfirm = false; loginSessions[sock].characters[UID].IsGM = settings::GM; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC)); break; } case P_CL2LS_REQ_CHAR_DELETE: { if (data->size != sizeof(sP_CL2LS_REQ_CHAR_DELETE)) return; sP_CL2LS_REQ_CHAR_DELETE* del = (sP_CL2LS_REQ_CHAR_DELETE*)data->buf; int operationResult = Database::deleteCharacter(del->iPC_UID, loginSessions[sock].userID); // success if (operationResult > 0) { INITSTRUCT(sP_LS2CL_REP_CHAR_DELETE_SUCC, resp); resp.iSlotNum = operationResult; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_DELETE_SUCC, sizeof(sP_LS2CL_REP_CHAR_DELETE_SUCC)); } else { // failure // client doesnt't care about this packet and softlocks INITSTRUCT(sP_LS2CL_REP_CHAR_DELETE_FAIL, resp); resp.iErrorCode = 0; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_DELETE_FAIL, sizeof(sP_LS2CL_REP_CHAR_DELETE_FAIL)); } break; } case P_CL2LS_REQ_CHAR_SELECT: { if (data->size != sizeof(sP_CL2LS_REQ_CHAR_SELECT)) return; // character selected sP_CL2LS_REQ_CHAR_SELECT* chararacter = (sP_CL2LS_REQ_CHAR_SELECT*)data->buf; INITSTRUCT(sP_LS2CL_REP_CHAR_SELECT_SUCC, resp); DEBUGLOG( std::cout << "P_CL2LS_REQ_CHAR_SELECT:" << std::endl; std::cout << "\tPC_UID: " << chararacter->iPC_UID << std::endl; ) loginSessions[sock].selectedChar = chararacter->iPC_UID; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_SELECT_SUCC, sizeof(sP_LS2CL_REP_CHAR_SELECT_SUCC)); break; } case P_CL2LS_REQ_SHARD_SELECT: { if (data->size != sizeof(sP_CL2LS_REQ_SHARD_SELECT)) return; // tell client to connect to the shard server sP_CL2LS_REQ_SHARD_SELECT* shard = (sP_CL2LS_REQ_SHARD_SELECT*)data->buf; INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_SUCC, resp); DEBUGLOG( std::cout << "P_CL2LS_REQ_SHARD_SELECT:" << std::endl; std::cout << "\tShard: " << (int)shard->ShardNum << std::endl; ) const char* SHARD_IP = settings::SHARDSERVERIP.c_str(); resp.iEnterSerialKey = rand(); resp.g_FE_ServerPort = settings::SHARDPORT; // copy IP to resp (this struct uses ASCII encoding so we don't have to goof around converting encodings) memcpy(resp.g_FE_ServerIP, SHARD_IP, strlen(SHARD_IP)); resp.g_FE_ServerIP[strlen(SHARD_IP)] = '\0'; // pass player to CNSharedData CNSharedData::setPlayer(resp.iEnterSerialKey, loginSessions[sock].characters[loginSessions[sock].selectedChar]); sock->sendPacket((void*)&resp, P_LS2CL_REP_SHARD_SELECT_SUCC, sizeof(sP_LS2CL_REP_SHARD_SELECT_SUCC)); break; } case P_CL2LS_REQ_SAVE_CHAR_TUTOR: { if (data->size != sizeof(sP_CL2LS_REQ_SAVE_CHAR_TUTOR)) return; sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf; Database::finishTutorial(save->iPC_UID); loginSessions[sock].characters[save->iPC_UID].PCStyle2.iTutorialFlag = 1; loginSessions[sock].characters[save->iPC_UID].Equip[0].iID = 328; loginSessions[sock].characters[save->iPC_UID].Equip[0].iType = 0; loginSessions[sock].characters[save->iPC_UID].Equip[0].iOpt = 1; break; } default: if (settings::VERBOSITY) std::cerr << "OpenFusion: LOGIN UNIMPLM ERR. PacketType: " << Defines::p2str(CL2LS, data->type) << " (" << data->type << ")" << std::endl; break; } } void CNLoginServer::newConnection(CNSocket* cns) { cns->setActiveKey(SOCKETKEY_E); // by default they accept keys encrypted with the default key } void CNLoginServer::killConnection(CNSocket* cns) { loginSessions.erase(cns); }