void WorldSocket::InformationRetreiveCallback(WorldPacket & recvData, uint32 requestid) { if(requestid != mRequestID) return; uint32 error; recvData >> error; if(error != 0 || pAuthenticationPacket == NULL) { // something happened wrong @ the logon server OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D"); return; } // Extract account information from the packet. string AccountName; const string * ForcedPermissions; uint32 AccountID; string GMFlags; uint8 AccountFlags; string lang = "enUS"; uint32 i; recvData >> AccountID >> AccountName >> GMFlags >> AccountFlags; ForcedPermissions = sLogonCommHandler.GetForcedPermissions(AccountName); if( ForcedPermissions != NULL ) GMFlags.assign(ForcedPermissions->c_str()); sLog.outDebug( " >> got information packet from logon: `%s` ID %u (request %u)", AccountName.c_str(), AccountID, mRequestID); // sLog.outColor(TNORMAL, "\n"); mRequestID = 0; // Pull the session key. uint8 K[40]; recvData.read(K, 40); BigNumber BNK; BNK.SetBinary(K, 40); uint8 *key = new uint8[20]; WowCrypt::GenerateKey(key, K); // Initialize crypto. _crypt.SetKey(key, 20); _crypt.Init(); delete [] key; //checking if player is already connected //disconnect corrent player and login this one(blizzlike) if(recvData.rpos() != recvData.wpos()) recvData.read((uint8*)lang.data(), 4); WorldSession *session = sWorld.FindSession( AccountID ); if( session) { // AUTH_FAILED = 0x0D session->Disconnect(); // clear the logout timer so he times out straight away session->SetLogoutTimer(1); // we must send authentication failed here. // the stupid newb can relog his client. // otherwise accounts dupe up and disasters happen. OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15"); return; } Sha1Hash sha; uint8 digest[20]; pAuthenticationPacket->read(digest, 20); uint32 t = 0; if( m_fullAccountName == NULL ) // should never happen ! sha.UpdateData(AccountName); else { sha.UpdateData(*m_fullAccountName); // this is unused now. we may as well free up the memory. delete m_fullAccountName; m_fullAccountName = NULL; } sha.UpdateData((uint8 *)&t, 4); sha.UpdateData((uint8 *)&mClientSeed, 4); sha.UpdateData((uint8 *)&mSeed, 4); sha.UpdateBigNumbers(&BNK, NULL); sha.Finalize(); if (memcmp(sha.GetDigest(), digest, 20)) { // AUTH_UNKNOWN_ACCOUNT = 21 OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15"); return; } // Allocate session WorldSession * pSession = new WorldSession(AccountID, AccountName, this); mSession = pSession; ASSERT(mSession); pSession->deleteMutex.Acquire(); // Set session properties pSession->SetClientBuild(mClientBuild); pSession->LoadSecurity(GMFlags); pSession->SetAccountFlags(AccountFlags); pSession->m_lastPing = (uint32)UNIXTIME; pSession->language = sLocalizationMgr.GetLanguageId(lang); if(recvData.rpos() != recvData.wpos()) recvData >> pSession->m_muted; for(uint32 i = 0; i < 8; ++i) pSession->SetAccountData(i, NULL, true, 0); // queue the account loading /*AsyncQuery * aq = new AsyncQuery( new SQLClassCallbackP1<World, uint32>(World::getSingletonPtr(), &World::LoadAccountDataProc, AccountID) ); aq->AddQuery("SELECT * FROM account_data WHERE acct = %u", AccountID); CharacterDatabase.QueueAsyncQuery(aq);*/ if(sWorld.m_useAccountData) { QueryResult * pResult = CharacterDatabase.Query("SELECT * FROM account_data WHERE acct = %u", AccountID); if( pResult == NULL ) CharacterDatabase.Execute("INSERT INTO account_data VALUES(%u, '', '', '', '', '', '', '', '', '')", AccountID); else { size_t len; const char * data; char * d; for(i = 0; i < 8; ++i) { data = pResult->Fetch()[1+i].GetString(); len = data ? strlen(data) : 0; if(len > 1) { d = new char[len+1]; memcpy(d, data, len+1); pSession->SetAccountData(i, d, true, (uint32)len); } } delete pResult; } } Log.Debug("Auth", "%s from %s:%u [%ums]", AccountName.c_str(), GetRemoteIP().c_str(), GetRemotePort(), _latency); #ifdef SESSION_CAP if( sWorld.GetSessionCount() >= SESSION_CAP ) { OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D"); Disconnect(); return; } #endif // Check for queue. if( (sWorld.GetSessionCount() < sWorld.GetPlayerLimit()) || pSession->HasGMPermissions() ) { Authenticate(); } else { // Queued, sucker. uint32 Position = sWorld.AddQueuedSocket(this); mQueued = true; Log.Debug("Queue", "%s added to queue in position %u", AccountName.c_str(), Position); // Send packet so we know what we're doing UpdateQueuePosition(Position); } pSession->deleteMutex.Release(); }
void WorldSocket::InformationRetreiveCallback(WorldPacket & recvData, uint32 requestid) { if(requestid != mRequestID) return; uint32 error; recvData >> error; if(error != 0 || pAuthenticationPacket == NULL) { // something happened wrong @ the logon server OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D"); return; } // Extract account information from the packet. string AccountName; const string * ForcedPermissions; uint32 AccountID; string GMFlags; uint8 AccountFlags; string lang = "enUS"; uint32 i; recvData >> AccountID >> AccountName >> GMFlags >> AccountFlags; ForcedPermissions = sLogonCommHandler.GetForcedPermissions(AccountName); if( ForcedPermissions != NULL ) GMFlags.assign(ForcedPermissions->c_str()); DEBUG_LOG( "WorldSocket","Received information packet from logon: `%s` ID %u (request %u)", AccountName.c_str(), AccountID, mRequestID); mRequestID = 0; // Pull the session key. BigNumber BNK; recvData.read(K, 40); _crypt.Init(K); BNK.SetBinary(K, 40); //checking if player is already connected //disconnect current player and login this one(blizzlike) if(recvData.rpos() != recvData.wpos()) recvData.read((uint8*)lang.data(), 4); WorldSession *session = NULL; session = sWorld.FindSession( AccountID ); if( session != NULL ) { if(session->_player != NULL && session->_player->GetMapMgr() == NULL) { DEBUG_LOG("WorldSocket","_player found without m_mapmgr during logon, trying to remove him [player %s, map %d, instance %d].", session->_player->GetName(), session->_player->GetMapId(), session->_player->GetInstanceID() ); if(objmgr.GetPlayer(session->_player->GetLowGUID())) objmgr.RemovePlayer(session->_player); session->LogoutPlayer(false); } // AUTH_FAILED = 0x0D session->Disconnect(); // clear the logout timer so he times out straight away session->SetLogoutTimer(1); // we must send authentication failed here. // the stupid newb can relog his client. // otherwise accounts dupe up and disasters happen. OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15"); return; } Sha1Hash sha; uint8 digest[20]; pAuthenticationPacket->read(digest, 20); uint32 t = 0; if( m_fullAccountName == NULL ) // should never happen ! sha.UpdateData(AccountName); else { sha.UpdateData(*m_fullAccountName); // this is unused now. we may as well free up the memory. delete m_fullAccountName; m_fullAccountName = NULL; } sha.UpdateData((uint8 *)&t, 4); sha.UpdateData((uint8 *)&mClientSeed, 4); sha.UpdateData((uint8 *)&mSeed, 4); sha.UpdateBigNumbers(&BNK, NULL); sha.Finalize(); if (memcmp(sha.GetDigest(), digest, 20)) { // AUTH_UNKNOWN_ACCOUNT = 21 OutPacket(SMSG_AUTH_RESPONSE, 1, "\x15"); return; } // Allocate session WorldSession * pSession = new WorldSession(AccountID, AccountName, this); mSession = pSession; ASSERT(mSession); pSession->deleteMutex.Acquire(); // Set session properties pSession->permissioncount = 0; // just to make sure it's 0 pSession->SetClientBuild(mClientBuild); pSession->LoadSecurity(GMFlags); pSession->SetAccountFlags(AccountFlags); pSession->m_lastPing = (uint32)UNIXTIME; if(recvData.rpos() != recvData.wpos()) recvData >> pSession->m_muted; for(uint32 i = 0; i < 8; i++) pSession->SetAccountData(i, NULL, true, 0); if(sWorld.m_useAccountData) { QueryResult * pResult = CharacterDatabase.Query("SELECT * FROM account_data WHERE acct = %u", AccountID); if( pResult == NULL ) CharacterDatabase.Execute("INSERT INTO account_data VALUES(%u, '', '', '', '', '', '', '', '', '')", AccountID); else { char * d; size_t len; const char * data; for(i = 0; i < 8; i++) { data = pResult->Fetch()[1+i].GetString(); len = data ? strlen(data) : 0; if(len > 1) { d = new char[len+1]; memcpy(d, data, len+1); pSession->SetAccountData(i, d, true, (uint32)len); } } delete pResult; } } DEBUG_LOG("Auth", "%s from %s:%u [%ums]", AccountName.c_str(), GetRemoteIP().c_str(), GetRemotePort(), _latency); #ifdef SESSION_CAP if( sWorld.GetSessionCount() >= SESSION_CAP ) { OutPacket(SMSG_AUTH_RESPONSE, 1, "\x0D"); Disconnect(); return; } #endif // Check for queue. if( (sWorld.GetSessionCount() < sWorld.GetPlayerLimit()) || pSession->HasGMPermissions() ) Authenticate(); else { // Queued, sucker. uint32 Position = sWorld.AddQueuedSocket(this); mQueued = true; DEBUG_LOG("Queue", "%s added to queue in position %u", AccountName.c_str(), Position); // Send packet so we know what we're doing UpdateQueuePosition(Position); } pSession->deleteMutex.Release(); }