OpenFusion/src/CNLoginServer.cpp
2020-08-29 13:14:21 +02:00

441 lines
20 KiB
C++

#include "CNLoginServer.hpp"
#include "CNShared.hpp"
#include "CNStructs.hpp"
#include "settings.hpp"
#include "Database.hpp"
std::map<CNSocket*, CNLoginData> 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<Player> characters = Database::getCharacters(loginSessions[sock].userID);
std::list<Player>::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);
}