tibia-client/modules/gamelib/protocollogin.lua

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-- @docclass
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ProtocolLogin = extends(Protocol)
LoginServerError = 10
LoginServerUpdate = 17
LoginServerMotd = 20
LoginServerUpdateNeeded = 30
LoginServerCharacterList = 100
LoginServerExtendedCharacterList = 101
function ProtocolLogin:login(host, port, accountName, accountPassword)
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if string.len(host) == 0 or port == nil or port == 0 then
signalcall(self.onError, self, tr("You must enter a valid server address and port."))
return
end
self.accountName = accountName
self.accountPassword = accountPassword
self.connectCallback = sendLoginPacket
self:connect(host, port)
end
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function ProtocolLogin:cancelLogin()
self:disconnect()
end
function ProtocolLogin:sendLoginPacket()
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local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientEnterAccount)
msg:addU16(g_game.getOs())
msg:addU16(g_game.getProtocolVersion())
if g_game.getProtocolVersion() >= 971 then
msg:addU32(g_game.getClientVersion())
end
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msg:addU32(g_things.getDatSignature())
msg:addU32(g_sprites.getSprSignature())
msg:addU32(PIC_SIGNATURE)
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if g_game.getProtocolVersion() >= 971 then
msg:addU8(0) -- clientType
end
local offset = msg:getMessageSize()
-- first RSA byte must be 0
msg:addU8(0)
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-- xtea key
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self:generateXteaKey()
local xteaKey = self:getXteaKey()
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msg:addU32(xteaKey[1])
msg:addU32(xteaKey[2])
msg:addU32(xteaKey[3])
msg:addU32(xteaKey[4])
if g_game.getFeature(GameAccountNames) then
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msg:addString(self.accountName)
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else
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msg:addU32(tonumber(self.accountName))
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end
msg:addString(self.accountPassword)
if self.getLoginExtendedData then
local data = self:getLoginExtendedData()
msg:addString(data)
end
local paddingBytes = g_crypt.rsaGetSize() - (msg:getMessageSize() - offset)
assert(paddingBytes >= 0)
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msg:addPaddingBytes(paddingBytes, 0)
msg:encryptRsa()
if g_game.getFeature(GameProtocolChecksum) then
self:enableChecksum()
end
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self:send(msg)
self:enableXteaEncryption()
self:recv()
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end
function ProtocolLogin:onConnect()
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self:sendLoginPacket()
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end
function ProtocolLogin:onRecv(msg)
while not msg:eof() do
local opcode = msg:getU8()
if opcode == LoginServerError then
self:parseError(msg)
elseif opcode == LoginServerMotd then
self:parseMotd(msg)
elseif opcode == LoginServerUpdateNeeded then
signalcall(self.onError, self, tr("Client needs update."))
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elseif opcode == LoginServerCharacterList then
self:parseCharacterList(msg)
elseif opcode == LoginServerExtendedCharacterList then
self:parseExtendedCharacterList(msg)
elseif opcode == LoginServerUpdate then
local signature = msg:getString()
signalcall(self.onUpdateNeeded, self, signature)
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else
self:parseOpcode(opcode, msg)
end
end
self:disconnect()
end
function ProtocolLogin:parseError(msg)
local errorMessage = msg:getString()
signalcall(self.onError, self, errorMessage)
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end
function ProtocolLogin:parseMotd(msg)
local motd = msg:getString()
signalcall(self.onMotd, self, motd)
end
function ProtocolLogin:parseCharacterList(msg)
local characters = {}
local charactersCount = msg:getU8()
for i=1,charactersCount do
local character = {}
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character.name = msg:getString()
character.worldName = msg:getString()
character.worldIp = iptostring(msg:getU32())
character.worldPort = msg:getU16()
if g_game.getProtocolVersion() >= 971 then
character.unknown = msg:getU8()
end
characters[i] = character
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end
local account = {}
account.premDays = msg:getU16()
signalcall(self.onCharacterList, self, characters, account)
end
function ProtocolLogin:parseExtendedCharacterList(msg)
local characters = msg:getTable()
local account = msg:getTable()
local otui = msg:getString()
signalcall(self.onCharacterList, self, characters, account, otui)
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end
function ProtocolLogin:parseOpcode(opcode, msg)
signalcall(self.onOpcode, self, opcode, msg)
end