537 lines
16 KiB
C#
537 lines
16 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - 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 Server.Accounting;
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using Server.Assistants;
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using Server.Commands;
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using Server.Engines.CharacterCreation;
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using Server.Engines.ConPVP;
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using Server.Engines.Doom;
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using Server.Engines.PartySystem;
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using Server.Engines.Plants;
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using Server.Engines.PlayerMurderSystem;
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using Server.Engines.VeteranRewards;
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using Server.Factions;
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using Server.Items;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Regions;
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using Server.Spells.Ninjitsu;
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using Server.Spells.Spellweaving;
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namespace Server.Network;
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public static class IncomingAccountPackets
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{
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private const int _authIDWindowSize = 128;
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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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public AuthIDPersistence(ClientVersion v)
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{
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Age = Core.Now;
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Version = v;
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}
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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.ReadAscii(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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Race 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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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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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.Sequence = 0;
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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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{
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if (_authIDWindow.Count == _authIDWindowSize)
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{
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var oldestID = 0;
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var oldest = DateTime.MaxValue;
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foreach (var (key, authId) in _authIDWindow)
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{
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if (authId.Age < oldest)
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{
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oldestID = key;
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oldest = authId.Age;
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}
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}
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_authIDWindow.Remove(oldestID);
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}
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int authID;
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do
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{
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authID = Utility.Random(1, int.MaxValue - 1);
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if (Utility.RandomBool())
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{
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authID |= 1 << 31;
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}
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} while (_authIDWindow.ContainsKey(authID));
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_authIDWindow[authID] = new AuthIDPersistence(state.Version);
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return authID;
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}
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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 (!_authIDWindow.TryGetValue(authId, out var ap))
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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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}
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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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_authIDWindow.Remove(authId);
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state.Version = ap.Version;
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state.Seeded = true;
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var username = reader.ReadAscii(30);
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var password = reader.ReadAscii(30);
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var e = new GameServer.GameLoginEventArgs(state, username, password);
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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.PacketEncoder ??= NetworkCompression.Compress;
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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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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 = GenerateAuthID(state);
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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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state.Seed = reader.ReadInt32();
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state.Seeded = true;
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if (state.Seed == 0)
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{
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state.LogInfo("Invalid client detected, disconnecting");
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state.Disconnect("Duplicate seed sent.");
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return;
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}
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var clientMaj = reader.ReadInt32();
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var clientMin = reader.ReadInt32();
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var clientRev = reader.ReadInt32();
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var clientPat = reader.ReadInt32();
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state.Version = new ClientVersion(clientMaj, clientMin, clientRev, clientPat);
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}
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public static void AccountLogin(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 account login packet sent.");
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return;
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}
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state.SentFirstPacket = true;
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var username = reader.ReadAscii(30);
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var password = reader.ReadAscii(30);
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var accountLoginEventArgs = new AccountLoginEventArgs(state, username, password);
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EventSink.InvokeAccountLogin(accountLoginEventArgs);
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if (accountLoginEventArgs.Accepted)
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{
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var serverListEventArgs = new GatewayServer.ServerListEventArgs(state, state.Account);
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GatewayServer.ServerListEvent(serverListEventArgs);
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if (serverListEventArgs.Rejected)
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{
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state.Account = null;
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AccountLogin_ReplyRej(state, ALRReason.BadComm);
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}
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else
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{
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state.ServerInfo = serverListEventArgs.Servers.ToArray();
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state.SendAccountLoginAck();
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}
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}
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else
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{
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state.Account = null;
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AccountLogin_ReplyRej(state, accountLoginEventArgs.RejectReason);
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}
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}
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private static void AccountLogin_ReplyRej(this NetState state, ALRReason reason)
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{
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state.SendAccountLoginRejected(reason);
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state.Disconnect($"Account login rejected due to {reason}");
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}
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private class LoginTimer : Timer
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{
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private readonly Mobile _mobile;
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private readonly NetState _state;
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public LoginTimer(NetState state, Mobile m) : base(TimeSpan.FromMilliseconds(64), TimeSpan.FromMilliseconds(64))
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{
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_state = state;
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_mobile = m;
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}
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protected override void OnTick()
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{
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if (_state != null)
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{
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if (_state.Account == null)
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{
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_state.Disconnect("Account was deleted during the login process.");
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}
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else if (_mobile == null)
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{
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_state.Disconnect("Player was deleted during the login process.");
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}
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else if (_state.Version != null)
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{
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_state.BlockAllPackets = false;
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DoLogin(_state, _mobile);
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}
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else // Waiting to receive the client version before we continue the login process
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{
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return;
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}
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}
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Stop();
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}
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}
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}
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