Example #1
0
void ProtocolGame::sendTalk(Otc::SpeakType speakType, int channelId, const std::string& receiver, const std::string& message)
{
    if(message.length() > 255 || message.length() <= 0)
        return;

    int serverSpeakType = Proto::translateSpeakTypeToServer(speakType);

    OutputMessage msg;
    msg.addU8(Proto::ClientTalk);
    msg.addU8(serverSpeakType);

    switch(serverSpeakType) {
    case Proto::ServerSpeakPrivate:
    case Proto::ServerSpeakPrivateRed:
        msg.addString(receiver);
        break;
    case Proto::ServerSpeakChannelYellow:
    case Proto::ServerSpeakChannelRed:
        msg.addU16(channelId);
        break;
    }

    msg.addString(message);
    send(msg);
}
Example #2
0
void ProtocolLogin::sendLoginPacket()
{
    OutputMessage oMsg;

    oMsg.addU8(Proto::ClientEnterAccount);
    oMsg.addU16(Proto::OsLinux);
    oMsg.addU16(Proto::ClientVersion);

    oMsg.addU32(g_thingsType.getSignature()); // data signature
    oMsg.addU32(g_sprites.getSignature()); // sprite signature
    oMsg.addU32(Proto::PicSignature); // pic signature

    oMsg.addU8(0); // first RSA byte must be 0

    // xtea key
    generateXteaKey();
    oMsg.addU32(m_xteaKey[0]);
    oMsg.addU32(m_xteaKey[1]);
    oMsg.addU32(m_xteaKey[2]);
    oMsg.addU32(m_xteaKey[3]);

    oMsg.addString(m_accountName);
    oMsg.addString(m_accountPassword);

    // complete the 128 bytes for rsa encryption with zeros
    oMsg.addPaddingBytes(128 - (21 + m_accountName.length() + m_accountPassword.length()));
    Rsa::encrypt((char*)oMsg.getBuffer() + InputMessage::DATA_POS + oMsg.getMessageSize() - 128, 128, Proto::RSA);

    send(oMsg);
    enableXteaEncryption();
    recv();
}
void ProtocolGame::sendTalk(const std::string& speakTypeDesc, int channelId, const std::string& receiver, const std::string& message)
{
    if(message.length() > 255 || message.length() <= 0)
        return;

    int speakType = Proto::translateSpeakTypeDesc(speakTypeDesc);

    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientTalk);
    oMsg.addU8(speakType);

    switch(speakType) {
    case Proto::SpeakPrivate:
    case Proto::SpeakPrivateRed:
        oMsg.addString(receiver);
        break;
    case Proto::SpeakChannelYellow:
    case Proto::SpeakChannelRed:
        oMsg.addU16(channelId);
        break;
    }

    oMsg.addString(message);
    send(oMsg);
}
void ProtocolGame::sendLoginPacket(uint timestamp, uint8 unknown)
{
    OutputMessage oMsg;

    oMsg.addU8(Proto::ClientEnterGame);
    oMsg.addU16(Proto::OsLinux);
    oMsg.addU16(Proto::ClientVersion);

    oMsg.addU8(0); // first RSA byte must be 0

    // xtea key
    generateXteaKey();
    oMsg.addU32(m_xteaKey[0]);
    oMsg.addU32(m_xteaKey[1]);
    oMsg.addU32(m_xteaKey[2]);
    oMsg.addU32(m_xteaKey[3]);

    oMsg.addU8(0); // is gm set?
    oMsg.addString(m_accountName);
    oMsg.addString(m_characterName);
    oMsg.addString(m_accountPassword);

    oMsg.addU32(timestamp);
    oMsg.addU8(unknown);

    // complete the 128 bytes for rsa encryption with zeros
    oMsg.addPaddingBytes(128 - (29 + m_accountName.length() + m_characterName.length() + m_accountPassword.length()));

    // encrypt with RSA
    Rsa::encrypt((char*)oMsg.getBuffer() + 6 + oMsg.getMessageSize() - 128, 128, Proto::RSA);

    send(oMsg);

    enableXteaEncryption();
}
Example #5
0
void ProtocolGame::sendDebugReport(const std::string& a, const std::string& b, const std::string& c, const std::string& d)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientDebugReport);
    msg.addString(a);
    msg.addString(b);
    msg.addString(c);
    msg.addString(d);
    send(msg);
}
Example #6
0
void ProtocolGame::sendRuleVilation(const std::string& target, int reason, int action, const std::string& comment, const std::string& statement, int statementId, bool ipBanishment)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientRuleViolation);
    msg.addString(target);
    msg.addU8(reason);
    msg.addU8(action);
    msg.addString(comment);
    msg.addString(statement);
    msg.addU16(statementId);
    msg.addU8(ipBanishment);
    send(msg);
}
Example #7
0
void ProtocolGame::sendBugReport(const std::string& comment)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientBugReport);
    msg.addString(comment);
    send(msg);
}
Example #8
0
void ProtocolGame::sendAddVip(const std::string& name)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientAddVip);
    msg.addString(name);
    send(msg);
}
Example #9
0
void ProtocolGame::sendExcludeFromOwnChannel(const std::string& name)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientExcludeFromOwnChannel);
    msg.addString(name);
    send(msg);
}
Example #10
0
void ProtocolGame::sendInviteToOwnChannel(const std::string& name)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientInviteToOwnChannel);
    msg.addString(name);
    send(msg);
}
Example #11
0
void ProtocolGame::sendOpenPrivateChannel(const std::string& receiver)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientOpenPrivateChannel);
    msg.addString(receiver);
    send(msg);
}
void ProtocolGame::sendAddVip(const std::string& name)
{
    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientAddBuddy);
    oMsg.addString(name);
    send(oMsg);
}
void ProtocolGame::sendPrivateChannel(const std::string& receiver)
{
    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientPrivateChannel);
    oMsg.addString(receiver);
    send(oMsg);
}
Example #14
0
void ProtocolGame::sendEditText(uint id, const std::string& text)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientEditText);
    msg.addU32(id);
    msg.addString(text);
    send(msg);
}
void ProtocolGame::sendTextWindow(uint windowTextId, const std::string& text)
{
    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientEditText);
    oMsg.addU32(windowTextId);
    oMsg.addString(text);
    send(oMsg);
}
void ProtocolGame::sendHouseWindow(int doorId, uint id, const std::string& text)
{
    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientEditList);
    oMsg.addU8(doorId);
    oMsg.addU32(id);
    oMsg.addString(text);
    send(oMsg);
}
Example #17
0
void ProtocolGame::onConnect()
{
	OutputMessage out;

	out.addByte(NET_GAME_WELCOME);
	out.addString("Welcome to the game server");

	send(out);
	recv();
}