## Summary - Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase - Adds specialized, optimized string decoding methods with safe string filtering for each encoding type - Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since the UO client renders nothing for these characters - Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes ## Changes TextEncoding.cs - Added SearchValues-based invalid byte/char detection for efficient filtering - Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni, GetStringLittleUni - Each method supports a safeString parameter for filtering invalid characters - Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems - Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them SpanReader.cs - Added ReadLatin1() and ReadLatin1Safe() methods - Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods - Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1 SpanWriter.cs - Added WriteLatin1 and WriteLatin1Null methods ## Packet Updates - Updated all packet code to use Latin1 encoding instead of CP1252 - Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure trade packets, vendor packets, gump packets, book packets, mahjong packets ## Filtering Behavior Invalid characters filtered in safe mode: ``` ┌───────────────┬────────────────────────┐ │ Range │ Description │ ├───────────────┼────────────────────────┤ │ 0x00-0x1F │ C0 control codes │ ├───────────────┼────────────────────────┤ │ 0x7F │ DEL │ ├───────────────┼────────────────────────┤ │ 0x80-0x9F │ C1 control codes │ ├───────────────┼────────────────────────┤ │ 0xFFFE-0xFFFF │ Unicode non-characters │ └───────────────┴────────────────────────┘ ``` Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired vs unpaired surrogates. The UO client renders nothing for these anyway. ## Test Plan - All 631 Server.Tests pass - Verified client rendering behavior using TestUnicodeGump command (pages 1-5) - Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client - Verified Latin1 characters (0xA0-0xFF) display correctly - Verified C1 control codes (0x80-0x9F) are filtered and don't display
381 lines
12 KiB
C#
381 lines
12 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Net;
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using System.Runtime.CompilerServices;
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using ModernUO.CodeGeneratedEvents;
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using Server.Accounting;
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using Server.Engines.CharacterCreation;
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using Server.Engines.Help;
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using Server.Logging;
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using Server.Network;
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using Server.Regions;
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namespace Server.Misc;
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public static class AccountHandler
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(AccountHandler));
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private static int MaxAccountsPerIP;
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private static bool AutoAccountCreation;
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private static readonly bool RestrictDeletion = !TestCenter.Enabled;
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private static readonly TimeSpan DeleteDelay = TimeSpan.FromDays(7.0);
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private static bool PasswordCommandEnabled;
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private static Dictionary<IPAddress, int> m_IPTable;
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private static readonly SearchValues<char> ForbiddenChars = SearchValues.Create("<>:\"/\\|?*");
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public static AccessLevel LockdownLevel { get; set; }
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public static Dictionary<IPAddress, int> IPTable
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{
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get
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{
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if (m_IPTable == null)
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{
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m_IPTable = new Dictionary<IPAddress, int>();
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foreach (Account a in Accounts.GetAccounts())
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{
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if (a.LoginIPs.Length > 0)
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{
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var ip = a.LoginIPs[0];
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m_IPTable[ip] = (m_IPTable.TryGetValue(ip, out var value) ? value : 0) + 1;
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}
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}
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}
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return m_IPTable;
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}
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}
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public static void Configure()
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{
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MaxAccountsPerIP = ServerConfiguration.GetOrUpdateSetting("accountHandler.maxAccountsPerIP", 1);
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AutoAccountCreation = ServerConfiguration.GetOrUpdateSetting("accountHandler.enableAutoAccountCreation", true);
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PasswordCommandEnabled = ServerConfiguration.GetOrUpdateSetting(
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"accountHandler.enablePlayerPasswordCommand",
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false
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);
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if (PasswordCommandEnabled)
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{
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CommandSystem.Register("Password", AccessLevel.Player, Password_OnCommand);
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}
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}
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public static void Initialize()
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{
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EventSink.AccountLogin += EventSink_AccountLogin;
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}
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[Usage("Password <newPassword> <repeatPassword>")]
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[Description(
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"Changes the password of the commanding players account. Requires the same C-class IP address as the account's creator."
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)]
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public static void Password_OnCommand(CommandEventArgs e)
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{
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var from = e.Mobile;
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if (from.Account is not Account acct)
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{
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return;
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}
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var accessList = acct.LoginIPs;
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if (accessList.Length == 0)
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{
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return;
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}
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var ns = from.NetState;
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if (ns == null)
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{
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return;
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}
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if (e.Length == 0)
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{
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from.SendMessage("You must specify the new password.");
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return;
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}
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if (e.Length == 1)
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{
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from.SendMessage("To prevent potential typing mistakes, you must type the password twice. Use the format:");
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from.SendMessage("Password \"(newPassword)\" \"(repeated)\"");
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return;
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}
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var pass = e.GetString(0);
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var pass2 = e.GetString(1);
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if (pass != pass2)
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{
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from.SendMessage("The passwords do not match.");
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return;
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}
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var isSafe = true;
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for (var i = 0; isSafe && i < pass.Length; ++i)
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{
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isSafe = pass[i] >= 0x20 && pass[i] < 0x7F;
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}
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if (!isSafe)
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{
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from.SendMessage("That is not a valid password.");
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return;
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}
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try
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{
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var ipAddress = ns.Address;
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if (accessList[0].MatchClassC(ipAddress))
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{
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acct.SetPassword(pass);
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from.SendMessage("The password to your account has changed.");
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}
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else
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{
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var entry = PageQueue.GetEntry(from);
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if (entry != null)
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{
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if (entry.Message.StartsWithOrdinal("[Automated: Change Password]"))
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{
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from.SendMessage("You already have a password change request in the help system queue.");
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}
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else
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{
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from.SendMessage("Your IP address does not match that which created this account.");
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}
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}
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else if (PageQueue.CheckAllowedToPage(from))
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{
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from.SendMessage(
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"Your IP address does not match that which created this account. A page has been entered into the help system on your behalf."
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);
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/* The next available Counselor/Game Master will respond as soon as possible.
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* Please check your Journal for messages every few minutes.
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*/
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from.SendLocalizedMessage(501234, "", 0x35);
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PageQueue.Enqueue(
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new PageEntry(
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from,
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$"[Automated: Change Password]<br>Desired password: {pass}<br>Current IP address: {ipAddress}<br>Account IP address: {accessList[0]}",
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PageType.Account
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)
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);
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}
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}
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}
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catch
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{
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// ignored
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}
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}
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public static void DeleteRequest(NetState state, int index)
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{
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if (state.Account is not Account acct)
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{
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state.Disconnect("Attempted to delete a character but the account could not be found.");
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return;
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}
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DeleteResultType res;
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if (index < 0 || index >= acct.Length)
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{
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res = DeleteResultType.BadRequest;
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}
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else
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{
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var m = acct[index];
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if (m == null)
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{
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res = DeleteResultType.CharNotExist;
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}
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else if (m.NetState != null)
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{
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res = DeleteResultType.CharBeingPlayed;
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}
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else if (acct.AccessLevel == AccessLevel.Player && RestrictDeletion && Core.Now < m.Created + DeleteDelay)
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{
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res = DeleteResultType.CharTooYoung;
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}
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// Don't need to check current location, if netstate is null, they're logged out
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else if (
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m.AccessLevel == AccessLevel.Player &&
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Region.Find(m.LogoutLocation, m.LogoutMap).IsPartOf<JailRegion>()
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)
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{
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res = DeleteResultType.BadRequest;
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}
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else
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{
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state.LogInfo($"Deleting character {index} ({m.Serial})");
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acct.Comments.Add(new AccountComment("System", $"Character #{index + 1} {m} deleted by {state}"));
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m.Delete();
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state.SendCharacterListUpdate(acct);
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return;
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}
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}
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state.SendCharacterDeleteResult(res);
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state.SendCharacterListUpdate(acct);
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}
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public static bool CanCreate(IPAddress ip) =>
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!IPTable.TryGetValue(ip, out var result) || result < MaxAccountsPerIP;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool IsValidUsername(ReadOnlySpan<char> username) =>
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username.Length > 0 &&
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// Usernames must not start with a space, end with a space, or end with a period
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!username.StartsWith(' ') && !username.EndsWith(' ') && !username.EndsWith('.') &&
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!username.ContainsAny(ForbiddenChars);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool IsValidPassword(ReadOnlySpan<char> password) => password.Length > 0;
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private static Account CreateAccount(NetState state, string username, string password)
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{
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if (!IsValidUsername(username) || !IsValidPassword(password))
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{
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return null;
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}
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if (!CanCreate(state.Address))
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{
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logger.Information(
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$"Login: {{NetState}} Account '{{Username}}' not created, ip already has {{AccountCount}} account{(MaxAccountsPerIP == 1 ? "" : "s")}.",
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state,
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username,
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MaxAccountsPerIP
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);
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return null;
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}
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logger.Information("Login: {NetState}: Creating new account '{Username}'", state, username);
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return new Account(username, password);
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}
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public static void EventSink_AccountLogin(AccountLoginEventArgs e)
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{
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var un = e.Username;
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var pw = e.Password;
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e.Accepted = false;
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if (Accounts.GetAccount(un) is not Account acct)
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{
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// To prevent someone from making an account of just '' or a bunch of meaningless spaces
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if (AutoAccountCreation && !string.IsNullOrWhiteSpace(un))
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{
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e.State.Account = acct = CreateAccount(e.State, un, pw);
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e.Accepted = acct?.CheckAccess(e.State) ?? false;
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if (!e.Accepted)
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{
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e.RejectReason = ALRReason.BadComm;
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}
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}
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else
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{
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logger.Information("Login: {NetState} Invalid username '{Username}'", e.State, un);
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e.RejectReason = ALRReason.Invalid;
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}
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}
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else if (!acct.HasAccess(e.State))
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{
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logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un);
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e.RejectReason = LockdownLevel > AccessLevel.Player ? ALRReason.BadComm : ALRReason.BadPass;
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}
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else if (!acct.CheckPassword(pw))
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{
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logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un);
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e.RejectReason = ALRReason.BadPass;
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}
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else if (acct.Banned)
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{
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logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un);
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e.RejectReason = ALRReason.Blocked;
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}
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else
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{
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logger.Information("Login: {NetState} Valid credentials for '{Username}'", e.State, un);
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e.State.Account = acct;
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e.Accepted = true;
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acct.LogAccess(e.State);
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}
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}
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[OnEvent(nameof(GameServer.GameServerLoginEvent))]
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public static void OnGameServerLogin(GameServer.GameLoginEventArgs e)
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{
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var un = e.Username;
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var pw = e.Password;
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if (Accounts.GetAccount(un) is not Account acct)
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{
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e.Accepted = false;
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}
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else if (!acct.HasAccess(e.State))
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{
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logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un);
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e.Accepted = false;
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}
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else if (!acct.CheckPassword(pw))
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{
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logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un);
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e.Accepted = false;
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}
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else if (acct.Banned)
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{
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logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un);
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e.Accepted = false;
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}
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else
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{
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acct.LogAccess(e.State);
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logger.Information("Login: {NetState} Account '{Username}' at character list", e.State, un);
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e.State.Account = acct;
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e.Accepted = true;
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e.CityInfo = CharacterCreation.GetStartingCities();
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}
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}
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public static bool CheckAccount(Mobile mobCheck, Mobile accCheck)
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{
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if (accCheck?.Account is Account a)
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{
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for (var i = 0; i < a.Length; ++i)
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{
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if (a[i] == mobCheck)
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{
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return true;
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}
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}
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}
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return false;
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}
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}
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