An Argon2 verify is ~8.9 ms of frozen world per login attempt, successful or not, so a credential flood is a full-cost stall per packet without needing valid credentials. Measurement puts the on-loop saving at 3.5-8.9 ms: the hand-off costs ~220 ns, and the only real residue is the loop's own work slowing while a memory-hard KDF evicts shared L3. One worker, not a pool. The per-login contention tax falls with concurrency while total loop damage rises, so one hasher harms the loop least; and a single hasher cannot cost the loop more than the inline verify under any scheduling regime, because at worst it takes an equal share of one core. That bound is what lets the measurement extrapolate to hardware we cannot inspect, and a pool breaks it. It also caps live Argon2 arenas at one, which answers memory exhaustion without a separate mechanism. Scoped to Argon2-stored accounts. SHA and MD5 protections share a HashAlgorithm instance whose ComputeHash is not thread safe, and they cost microseconds anyway. Their one-time rehash into Argon2 stays on the loop too: it costs a migrating account a single 8.9 ms login exactly as today. The worker parks on an AutoResetEvent and never spins. The spin in SerializationThreadWorker exists to wait on a producer mid-drain; there is no such race here, so this is strictly cheaper at idle. It yields while the world is in PendingSave or Saving -- PendingSave included, because the serialization threads are already awake and spinning on an empty queue by then. Phrase derivation moves to AccountSecurity.DerivePhrase so verification and rehash cannot disagree about the rule, which is the shape of the lockout fixed in #2562. ApplyPasswordUpgrade refuses to write when the stored hash changed while the verify ran, so a password set mid-flight is not replaced by a rehash of the one it superseded.
649 lines
21 KiB
C#
649 lines
21 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: IncomingAccountPackets.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Security.Cryptography;
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using Server.Accounting;
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using Server.Engines.CharacterCreation;
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using Server.Misc;
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using Server.Mobiles;
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namespace Server.Network;
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public static class IncomingAccountPackets
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{
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// Initial capacity and the point at which issuing sweeps expired ids. Not a cap; the window
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// grows rather than evicting a live id.
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private const int _authIDWindowSize = 128;
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private static int _authIdPurgeThreshold = _authIDWindowSize;
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// The gap between PlayServerAck and the game login is seconds. Bounds how long a stolen id
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// stays usable.
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private static readonly TimeSpan _authIDLifetime = TimeSpan.FromMinutes(2.0);
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private static readonly Dictionary<int, AuthIDPersistence> _authIDWindow =
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new(_authIDWindowSize);
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internal struct AuthIDPersistence
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{
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public DateTime Age;
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public readonly ClientVersion Version;
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// GameLogin skips its password verify when both match, so the id is a bearer token and has
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// to be bound to whatever earned it.
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public readonly IAccount Account;
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public readonly IPAddress Address;
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public AuthIDPersistence(ClientVersion v, IAccount account, IPAddress address)
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{
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Age = Core.Now;
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Version = v;
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Account = account;
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Address = Utility.Intern(address);
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}
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}
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internal enum AuthIdResult
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{
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// No such id, or it was issued for a different account or address.
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Rejected,
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// Right account and address, too old to stand in for the verify. Idling on the server list
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// is normal, so this falls back to the password check rather than becoming a lockout.
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Expired,
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// Issued to this account, from this address, recently. Stands in for the password verify.
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Vouched
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}
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public static unsafe void Configure()
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{
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IncomingPackets.Register(0x00, &CreateCharacter, 104, outgameOnly: true);
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IncomingPackets.Register(0x5D, &PlayCharacter, 73, outgameOnly: true);
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IncomingPackets.Register(0x80, &AccountLogin, 62, outgameOnly: true);
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IncomingPackets.Register(0x83, &DeleteCharacter, 39, outgameOnly: true);
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IncomingPackets.Register(0x91, &GameLogin, 65, outgameOnly: true);
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IncomingPackets.Register(0xA0, &PlayServer, 3, outgameOnly: true);
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IncomingPackets.Register(0xBD, &ClientVersion);
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IncomingPackets.Register(0xE1, &ClientType);
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IncomingPackets.Register(0xEF, &LoginServerSeed, 21, outgameOnly: true);
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IncomingPackets.Register(0xF8, &CreateCharacter, 106, outgameOnly: true);
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}
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public static void CreateCharacter(NetState state, SpanReader reader)
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{
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reader.Seek(9, SeekOrigin.Current);
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/*
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var unk1 = reader.ReadInt32();
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var unk2 = reader.ReadInt32();
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int unk3 = reader.ReadByte();
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*/
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var name = reader.ReadLatin1Safe(30);
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reader.Seek(2, SeekOrigin.Current);
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var flags = reader.ReadInt32();
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reader.Seek(8, SeekOrigin.Current);
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int prof = reader.ReadByte();
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reader.Seek(15, SeekOrigin.Current);
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var genderRace = reader.ReadByte();
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// Strength, Dex, Intelligence
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byte[] stats = [reader.ReadByte(), reader.ReadByte(), reader.ReadByte()];
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var skills = new (SkillName, byte)[state.NewCharacterCreation ? 4 : 3];
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skills[0] = ((SkillName)reader.ReadByte(), reader.ReadByte());
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skills[1] = ((SkillName)reader.ReadByte(), reader.ReadByte());
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skills[2] = ((SkillName)reader.ReadByte(), reader.ReadByte());
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if (state.NewCharacterCreation)
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{
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skills[3] = ((SkillName)reader.ReadByte(), reader.ReadByte());
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}
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int hue = reader.ReadUInt16();
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int hairVal = reader.ReadInt16();
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int hairHue = reader.ReadInt16();
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int hairValf = reader.ReadInt16();
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int hairHuef = reader.ReadInt16();
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reader.ReadByte();
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int cityIndex = reader.ReadByte();
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reader.Seek(8, SeekOrigin.Current);
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/*
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var charSlot = reader.ReadInt32();
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var clientIP = reader.ReadInt32();
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*/
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int shirtHue = reader.ReadInt16();
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int pantsHue = reader.ReadInt16();
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/*
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Pre-7.0.0.0:
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0x00, 0x01 -> Human Male, Human Female
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0x02, 0x03 -> Elf Male, Elf Female
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Post-7.0.0.0:
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0x00, 0x01
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0x02, 0x03 -> Human Male, Human Female
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0x04, 0x05 -> Elf Male, Elf Female
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0x05, 0x06 -> Gargoyle Male, Gargoyle Female
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*/
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var female = genderRace % 2 != 0;
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var raceID = state.StygianAbyss ? (byte)(genderRace < 4 ? 0 : genderRace / 2 - 1) : (byte)(genderRace / 2);
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var race = Race.Races[raceID] ?? Race.DefaultRace;
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var info = state.CityInfo;
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var a = state.Account;
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if (info == null || a == null || cityIndex >= info.Length)
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{
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state.Disconnect("Invalid city selected during character creation.");
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return;
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}
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// Check if anyone is using this account
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for (var i = 0; i < a.Length; ++i)
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{
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var check = a[i];
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if (check != null && check.Map != Map.Internal)
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{
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state.LogInfo("Account in use");
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state.SendPopupMessage(PMMessage.CharInWorld);
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return;
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}
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}
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state.Flags = (ClientFlags)flags;
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var args = new CharacterCreatedEventArgs(
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state,
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a,
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name,
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female,
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hue,
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stats,
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info[cityIndex],
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skills,
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shirtHue,
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pantsHue,
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hairVal,
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hairHue,
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hairValf,
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hairHuef,
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prof,
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race
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);
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state.SendClientVersionRequest();
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state.BlockAllPackets = true;
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CharacterCreation.CharacterCreatedEvent(args);
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var m = args.Mobile;
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if (m != null)
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{
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state.Mobile = m;
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m.NetState = state;
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new LoginTimer(state, m).Start();
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}
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else
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{
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state.BlockAllPackets = false;
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state.Disconnect("Character creation blocked.");
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}
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}
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public static void DeleteCharacter(NetState state, SpanReader reader)
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{
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reader.Seek(30, SeekOrigin.Current);
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var index = reader.ReadInt32();
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AccountHandler.DeleteRequest(state, index);
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}
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public static void ClientVersion(NetState state, SpanReader reader)
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{
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var version = state.Version = new ClientVersion(reader.ReadAscii());
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// Record RTT if this is a response to our probe
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state.RecordRttMeasurement();
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ClientVerification.ClientVersionReceived(state, version);
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}
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public static void ClientType(NetState state, SpanReader reader)
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{
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reader.ReadUInt16();
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int type = reader.ReadUInt16();
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var version = state.Version = new ClientVersion(reader.ReadAscii());
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// Record RTT if this is a response to our probe
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state.RecordRttMeasurement();
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ClientVerification.ClientVersionReceived(state, version);
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}
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public static void PlayCharacter(NetState state, SpanReader reader)
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{
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reader.Seek(36, SeekOrigin.Current); // 4 = 0xEDEDEDED, 30 = Name, 2 = unknown
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var flags = reader.ReadInt32();
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reader.Seek(24, SeekOrigin.Current);
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var charSlot = reader.ReadInt32();
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reader.Seek(4, SeekOrigin.Current); // var clientIP = reader.ReadInt32();
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var a = state.Account;
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if (a == null || charSlot < 0 || charSlot >= a.Length)
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{
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state.Disconnect("Invalid character slot selected.");
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return;
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}
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var m = a[charSlot];
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// Check if anyone is using this account
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for (var i = 0; i < a.Length; ++i)
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{
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var check = a[i];
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if (check != null && check.Map != Map.Internal && check != m)
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{
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state.LogInfo("Account in use");
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state.SendPopupMessage(PMMessage.CharInWorld);
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return;
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}
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}
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if (m == null)
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{
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state.Disconnect("Empty character slot selected.");
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return;
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}
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m.NetState?.Disconnect("Character selected for a player already logged in.");
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state.SendClientVersionRequest();
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state.BlockAllPackets = true;
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state.Flags = (ClientFlags)flags;
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state.Mobile = m;
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m.NetState = state;
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new LoginTimer(state, m).Start();
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}
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public static void DoLogin(this NetState state, Mobile m)
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{
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state.SendLoginConfirmation(m);
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state.SendMapChange(m.Map);
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state.SendMapPatches();
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state.SendSeasonChange((byte)m.GetSeason(), true);
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state.SendSupportedFeature();
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state.ResetMovementState();
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state.SendMobileUpdate(m);
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state.SendMobileUpdate(m);
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m.CheckLightLevels(true);
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state.SendMobileUpdate(m);
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state.SendMobileIncoming(m, m);
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state.SendMobileStatus(m);
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state.SendSetWarMode(m.Warmode);
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m.SendEverything();
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state.SendSupportedFeature();
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state.SendMobileUpdate(m);
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state.SendMobileStatus(m);
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state.SendSetWarMode(m.Warmode);
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state.SendMobileIncoming(m, m);
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state.SendLoginComplete();
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state.SendCurrentTime();
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state.SendSeasonChange((byte)m.GetSeason(), true);
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state.SendMapChange(m.Map);
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state.SendPlayMusic(m.Region.Music);
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if (m is PlayerMobile pm)
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{
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PlayerMobile.PlayerLoginEvent(pm);
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}
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}
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private static int GenerateAuthID(this NetState state) =>
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EnsureAuthId(state.AuthId, state.Account, state.Address, state.Version);
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/// <summary>
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/// One id per connection, by construction. Choosing a server queues a disconnect that is not
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/// drained until the next slice, so a client pipelining another select into the same buffer
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/// arrives here again; handing back the id it already holds cannot orphan one.
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/// </summary>
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internal static int EnsureAuthId(int existingAuthId, IAccount account, IPAddress address, ClientVersion version)
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=> existingAuthId != 0 ? existingAuthId : RegisterAuthId(account, address, version);
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internal static int RegisterAuthId(IAccount account, IPAddress address, ClientVersion version)
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{
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// Sweep the ids left behind by clients that picked a server and never arrived, but never
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// evict a live one to make room -- the client holding it is on its way to redeem it. If all
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// are live the window grows, which is a login rush, not a backlog. Each entry costs a
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// successful password verify, so the size is self-limiting.
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if (_authIDWindow.Count >= _authIdPurgeThreshold)
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{
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PurgeExpiredAuthIds();
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_authIdPurgeThreshold = Math.Max(_authIDWindowSize, _authIDWindow.Count * 2);
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}
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int authID;
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// The id stands in for a password verify, so it has to be unguessable. Zero is reserved:
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// GameLogin reads state.AuthId == 0 as "no auth id was issued".
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do
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{
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authID = RandomNumberGenerator.GetInt32(int.MinValue, int.MaxValue);
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} while (authID == 0 || _authIDWindow.ContainsKey(authID));
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_authIDWindow[authID] = new AuthIDPersistence(version, account, address);
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return authID;
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}
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/// <summary>
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/// Spends an auth id, but only for the account and address it was issued to. An address
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/// mismatch is <see cref="AuthIdResult.Rejected"/> rather than a fallback: network switching
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/// mid-login is not supported.
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/// </summary>
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internal static AuthIdResult ConsumeAuthId(int authId, string username, IPAddress address, out AuthIDPersistence entry)
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{
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if (!_authIDWindow.TryGetValue(authId, out entry))
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{
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return AuthIdResult.Rejected;
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}
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// Look, then take: removing before ownership is proven would let anyone landing on a live id
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// burn it, leaving its owner to log in again. Address before username, so a remote guesser
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// never learns whether a username matched.
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if (!Utility.Intern(address).Equals(entry.Address)
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|| entry.Account == null || !username.InsensitiveEquals(entry.Account.Username))
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{
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entry = default;
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return AuthIdResult.Rejected;
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}
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// Theirs, so spend it. Expired counts as spent; it has done all it is ever going to do.
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_authIDWindow.Remove(authId);
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return Core.Now - entry.Age > _authIDLifetime ? AuthIdResult.Expired : AuthIdResult.Vouched;
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}
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private static void PurgeExpiredAuthIds()
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{
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var now = Core.Now;
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foreach (var (key, entry) in _authIDWindow)
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{
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if (now - entry.Age > _authIDLifetime)
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{
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_authIDWindow.Remove(key);
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}
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}
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}
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internal static void ClearAuthIdWindow()
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{
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_authIDWindow.Clear();
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_authIdPurgeThreshold = _authIDWindowSize;
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}
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internal static int AuthIdWindowCount => _authIDWindow.Count;
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public static void GameLogin(NetState state, SpanReader reader)
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{
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if (state.SentFirstPacket)
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{
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state.Disconnect("Duplicate game login packet received.");
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return;
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}
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state.SentFirstPacket = true;
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var authId = reader.ReadInt32();
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if (state.AuthId != 0 && authId != state.AuthId || state.AuthId == 0 && authId != state.Seed)
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{
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state.LogInfo("Invalid client detected, disconnecting...");
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state.Disconnect("Invalid auth id in game login packet.");
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return;
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}
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var username = reader.ReadLatin1Safe(30);
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var password = reader.ReadLatin1Safe(30);
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var authResult = ConsumeAuthId(authId, username, state.Address, out var ap);
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if (authResult == AuthIdResult.Rejected)
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{
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state.LogInfo("Invalid client detected, disconnecting...");
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state.Disconnect("Unable to find auth id.");
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return;
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}
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state.Version = ap.Version;
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state.Seeded = true;
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// Expired carries a usable entry; only the password verify skip is withheld.
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var e = new GameServer.GameLoginEventArgs(
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state,
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username,
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password,
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authResult == AuthIdResult.Vouched
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);
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GameServer.GameServerLoginEvent(e);
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if (e.Accepted)
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{
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state.CityInfo = e.CityInfo;
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// Comment out these lines to turn off huffman compression
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state.CompressionEnabled = true;
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state.SendSupportedFeature();
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state.SendCharacterList();
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}
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else
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{
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state.Disconnect("Login rejected by GameLogin packet handler.");
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}
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}
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public static void PlayServer(NetState state, SpanReader reader)
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{
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// A server is picked once per connection. Picking again hands back an id this connection may
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// already have spent on a game login, which the client could never redeem.
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if (state.AuthId != 0)
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{
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state.Disconnect("Duplicate play server packet sent.");
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return;
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}
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int index = reader.ReadInt16();
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var info = state.ServerInfo;
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var a = state.Account;
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if (info == null || a == null || index < 0 || index >= info.Length)
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{
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state.Disconnect("Invalid server selected.");
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}
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else
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{
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var si = info[index];
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state.AuthId = state.GenerateAuthID();
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state.SentFirstPacket = false;
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state.SendPlayServerAck(si, state.AuthId);
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}
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}
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public static void LoginServerSeed(NetState state, SpanReader reader)
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{
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// Seeding happens once per connection. A second one restarts a handshake this connection
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// already completed, which no real client does.
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if (state.Seeded)
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|
{
|
|
state.Disconnect("Duplicate login server seed packet sent.");
|
|
return;
|
|
}
|
|
|
|
state.Seed = reader.ReadInt32();
|
|
state.Seeded = true;
|
|
|
|
if (state.Seed == 0)
|
|
{
|
|
state.LogInfo("Invalid client detected, disconnecting");
|
|
state.Disconnect("Invalid client detected");
|
|
return;
|
|
}
|
|
|
|
var clientMaj = reader.ReadInt32();
|
|
var clientMin = reader.ReadInt32();
|
|
var clientRev = reader.ReadInt32();
|
|
var clientPat = reader.ReadInt32();
|
|
|
|
state.Version = new ClientVersion(clientMaj, clientMin, clientRev, clientPat);
|
|
}
|
|
|
|
public static void AccountLogin(NetState state, SpanReader reader)
|
|
{
|
|
if (state.SentFirstPacket)
|
|
{
|
|
state.Disconnect("Duplicate account login packet sent.");
|
|
return;
|
|
}
|
|
|
|
state.SentFirstPacket = true;
|
|
|
|
var username = reader.ReadLatin1Safe(30);
|
|
var password = reader.ReadLatin1Safe(30);
|
|
|
|
var accountLoginEventArgs = new AccountLoginEventArgs(state, username, password);
|
|
|
|
EventSink.InvokeAccountLogin(accountLoginEventArgs);
|
|
|
|
// The password check moved off the loop; whoever took it replies when the verdict lands.
|
|
if (accountLoginEventArgs.Deferred)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CompleteAccountLogin(state, accountLoginEventArgs.Accepted, accountLoginEventArgs.RejectReason);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replies to an account login. Split out so a verdict produced off the loop reaches the client
|
|
/// through exactly the same path as one produced inline.
|
|
/// </summary>
|
|
internal static void CompleteAccountLogin(NetState state, bool accepted, ALRReason rejectReason)
|
|
{
|
|
if (accepted)
|
|
{
|
|
var serverListEventArgs = new GatewayServer.ServerListEventArgs(state, state.Account);
|
|
|
|
GatewayServer.ServerListEvent(serverListEventArgs);
|
|
|
|
if (serverListEventArgs.Rejected)
|
|
{
|
|
state.Account = null;
|
|
AccountLogin_ReplyRej(state, ALRReason.BadComm);
|
|
}
|
|
else
|
|
{
|
|
state.ServerInfo = serverListEventArgs.Servers.ToArray();
|
|
state.SendAccountLoginAck();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
state.Account = null;
|
|
AccountLogin_ReplyRej(state, rejectReason);
|
|
}
|
|
}
|
|
|
|
private static void AccountLogin_ReplyRej(this NetState state, ALRReason reason)
|
|
{
|
|
state.SendAccountLoginRejected(reason);
|
|
state.Disconnect($"Account login rejected due to {reason}");
|
|
}
|
|
|
|
private class LoginTimer : Timer
|
|
{
|
|
private readonly Mobile _mobile;
|
|
private readonly NetState _state;
|
|
|
|
public LoginTimer(NetState state, Mobile m) : base(TimeSpan.FromMilliseconds(64), TimeSpan.FromMilliseconds(64))
|
|
{
|
|
_state = state;
|
|
_mobile = m;
|
|
}
|
|
|
|
protected override void OnTick()
|
|
{
|
|
if (_state != null)
|
|
{
|
|
if (_state.Account == null)
|
|
{
|
|
_state.Disconnect("Account was deleted during the login process.");
|
|
}
|
|
else if (_mobile == null)
|
|
{
|
|
_state.Disconnect("Player was deleted during the login process.");
|
|
}
|
|
else if (_state.Version != null)
|
|
{
|
|
_state.BlockAllPackets = false;
|
|
DoLogin(_state, _mobile);
|
|
}
|
|
else // Waiting to receive the client version before we continue the login process
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
Stop();
|
|
}
|
|
}
|
|
}
|