#include "CNLoginServer.hpp" #include "CNShared.hpp" #include "CNStructs.hpp" #include "Database.hpp" #include "PlayerManager.hpp" #include #include "contrib/bcrypt/BCrypt.hpp" #include "settings.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; //TODO: implement better way of sending credentials std::string userLogin = U16toU8(login->szID); std::string userPassword = U16toU8(login->szPassword); bool success = false; int errorCode = 0; //checking regex if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) { errorCode = (int)LOGINERRORID::login_error; } else { std::unique_ptr findUser = Database::findAccount(userLogin); //if account not found, create it if (findUser == nullptr) { loginSessions[sock] = CNLoginData(); loginSessions[sock].userID = Database::addAccount(userLogin, userPassword); loginSessions[sock].slot = 1; success = true; } //if user exists, check if password is correct else if (CNLoginServer::isPasswordCorrect(findUser->Password, userPassword)) { //check if account isn't currently in use if (CNLoginServer::isAccountInUse(findUser->AccountID) || PlayerManager::isAccountInUse(findUser->AccountID)) { errorCode = (int)LOGINERRORID::id_already_in_use; } //if not, login success else { loginSessions[sock] = CNLoginData(); loginSessions[sock].userID = findUser->AccountID; loginSessions[sock].slot = findUser->Selected; success = true; } } else { errorCode = (int)LOGINERRORID::id_and_password_do_not_match; } } if (success) { std::vector characters = Database::getCharacters(loginSessions[sock].userID); int charCount = characters.size(); 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 = loginSessions[sock].slot; 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)); // now send the characters :) std::vector::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) int UID = it->iID; loginSessions[sock].characters[UID] = Player(*it); loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); //temporary inventory stuff for (int i = 0; i < 4; i++) { //equip char creation clothes and lightning rifle charInfo.aEquip[i] = it->Equip[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; } // 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)); } } //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(nameCheck)) { // 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; 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::createCharacter(save, loginSessions[sock].userID); 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)); Database::updateSelected(loginSessions[sock].userID, save->iSlotNum); 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); 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; ) Player player = Database::DbToPlayer( Database::getDbPlayerById(character->PCStyle.iPC_UID) ); int64_t UID = player.iID; INITSTRUCT(sP_LS2CL_REP_CHAR_CREATE_SUCC, resp); resp.sPC_Style = player.PCStyle; resp.sPC_Style2 = player.PCStyle2; resp.iLevel = player.level; resp.sOn_Item = character->sOn_Item; //save player in session loginSessions[sock].characters[UID] = Player(player); loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC)); Database::updateSelected(loginSessions[sock].userID, player.slot); 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); 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)); 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; Database::updateSelected(loginSessions[sock].userID, loginSessions[sock].characters[chararacter->iPC_UID].slot); 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; } case P_CL2LS_REQ_CHANGE_CHAR_NAME: { if (data->size != sizeof(sP_CL2LS_REQ_CHANGE_CHAR_NAME)) return; sP_CL2LS_REQ_CHANGE_CHAR_NAME* save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf; Database::changeName(save); INITSTRUCT(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, resp); resp.iPC_UID = save->iPCUID; memcpy(resp.szFirstName, save->szFirstName, sizeof(char16_t)*9); memcpy(resp.szLastName, save->szLastName, sizeof(char16_t) * 17); resp.iSlotNum = save->iSlotNum; sock->sendPacket((void*)&resp, P_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC)); break; } case P_CL2LS_REQ_PC_EXIT_DUPLICATE:{ if (data->size != sizeof(sP_CL2LS_REQ_PC_EXIT_DUPLICATE)) return; sP_CL2LS_REQ_PC_EXIT_DUPLICATE* exit = (sP_CL2LS_REQ_PC_EXIT_DUPLICATE*)data->buf; auto account = Database::findAccount(U16toU8(exit->szID)); if (account == nullptr) break; int accountId = account->AccountID; if (!exitDuplicate(accountId)) PlayerManager::exitDuplicate(accountId); break; } default: if (settings::VERBOSITY) std::cerr << "OpenFusion: LOGIN UNIMPLM ERR. PacketType: " << Defines::p2str(CL2LS, data->type) << " (" << data->type << ")" << std::endl; break; /* Unimplemented CL2LS packets: P_CL2LS_CHECK_NAME_LIST - unused by the client P_CL2LS_REQ_SERVER_SELECT P_CL2LS_REQ_SHARD_LIST_INFO - dev commands, useless as we only run 1 server */ } } 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); } #pragma region helperMethods bool CNLoginServer::isAccountInUse(int accountId) { std::map::iterator it; for (it = CNLoginServer::loginSessions.begin(); it != CNLoginServer::loginSessions.end(); it++) { if (it->second.userID == accountId) return true; } return false; } bool CNLoginServer::exitDuplicate(int accountId) { std::map::iterator it; for (it = CNLoginServer::loginSessions.begin(); it != CNLoginServer::loginSessions.end(); it++) { if (it->second.userID == accountId) { CNSocket* sock = it->first; INITSTRUCT(sP_LS2CL_REP_PC_EXIT_DUPLICATE, resp); resp.iErrorCode = 0; sock->sendPacket((void*)&resp, P_LS2CL_REP_PC_EXIT_DUPLICATE, sizeof(sP_LS2CL_REP_PC_EXIT_DUPLICATE)); sock->kill(); return true; } } return false; } bool CNLoginServer::isLoginDataGood(std::string login, std::string password) { std::regex loginRegex("^([A-Za-z\\d_\\-]){5,20}$"); std::regex passwordRegex("^([A-Za-z\\d_\\-@$!%*#?&,.+:;<=>]){8,20}$"); return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex)); } bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) { return BCrypt::validatePassword(tryPassword, actualPassword); } #pragma endregion helperMethods