tibia-client/modules/client_entergame/protocollogin.lua

185 lines
5.2 KiB
Lua

ProtocolLogin = extends(Protocol)
function ProtocolLogin.create()
local protocolLogin = ProtocolLogin.internalCreate()
return protocolLogin
end
LoginServerError = 10
LoginServerMotd = 20
LoginServerUpdateNeeded = 30
LoginServerCharacterList = 100
GameExtendedOpcode = 0
GameProtocolChecksum = 1
GameAccountNames = 2
GameChallangeOnLogin = 3
GameStackposOnTileAddThing = 4
GamePenalityOnDeath = 5
GameNameOnNpcTrade = 6
GameDoubleFreeCapacity = 7
GameDoubleExperience = 8
GameTotalCapacity = 9
GameSkillsBase = 10
GameAdditionalPlayerStats = 11
GameIdOnCancelAttack = 12
GameChannelPlayerList = 13
GamePlayerMounts = 14
GameEnvironmentEffect = 15
GameCreatureType = 16
GameCreatureAdditionalInfo = 17
GameCreaturePassableInfo = 18
GameItemAnimationPhase = 19
GameTrucatedPingOpcode = 20
GameReverseCreatureStack = 21
RSA = "109120132967399429278860960508995541528237502902798129123468757937266291492576446330739696001110603907230888610072655818825358503429057592827629436413108566029093628212635953836686562675849720620786279431090218017681061521755056710823876476444260558147179707119674283982419152118103759076030616683978566631413"
function ProtocolLogin:parseError(msg)
local errorMessage = msg:getString()
signalcall(self.onError, self, errorMessage, false)
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 = {}
character[1] = msg:getString()
character[2] = msg:getString()
character[3] = iptostring(msg:getU32())
character[4] = msg:getU16()
characters[i] = character
end
local premDays = msg:getU16()
signalcall(self.onCharacterList, self, characters, premDays)
end
function ProtocolLogin:onOpcode(opcode, msg)
if opcode == LoginServerError then
self:parseError(msg)
elseif opcode == LoginServerMotd then
self:parseMotd(msg)
elseif opcode == LoginServerUpdateNeeded then
return false
elseif opcode == LoginServerCharacterList then
self:parseCharacterList(msg)
else
return false
end
return true
end
function ProtocolLogin:sendLoginPacket()
local msg = OutputMessage.create()
msg:addU8(1) -- ClientEnterAccount
msg:addU16(1) -- ClientOs
msg:addU16(g_game.getClientVersion())
msg:addU32(g_thingsType.getSignature())
msg:addU32(g_sprites.getSignature())
msg:addU32(0) -- pic sig
local paddingBytes = 128
msg:addU8(0) -- first RSA byte must be 0
paddingBytes = paddingBytes - 1
-- xtea key
self:generateXteaKey()
local xteaKey = self:getXteaKey()
msg:addU32(xteaKey[1])
msg:addU32(xteaKey[2])
msg:addU32(xteaKey[3])
msg:addU32(xteaKey[4])
paddingBytes = paddingBytes - 16
if g_game.getFeature(GameProtocolChecksum) then
self:enableChecksum()
end
if g_game.getFeature(GameAccountNames) then
msg:addString(self.accountName)
msg:addString(self.accountPassword)
paddingBytes = paddingBytes - (4 + string.len(self.accountName) + string.len(self.accountPassword))
else
msg:addU32(tonumber(self.accountName))
msg:addString(self.accountPassword)
paddingBytes = paddingBytes - (6 + string.len(self.accountPassword))
end
msg:addPaddingBytes(paddingBytes) -- this crashes without 0
msg:encryptRSA(128, RSA)
self:send(msg)
self:enableChecksum()
self:recv()
end
-- void ProtocolLogin::sendLoginPacket()
-- {
-- OutputMessagePtr msg(new OutputMessage);
-- msg->addU8(Proto::ClientEnterAccount);
-- msg->addU16(Proto::ClientOs);
-- msg->addU16(Proto::ClientVersion);
-- msg->addU32(g_thingsType.getSignature()); // data signature
-- msg->addU32(g_sprites.getSignature()); // sprite signature
-- msg->addU32(Proto::PicSignature); // pic signature
-- int paddingBytes = 128;
-- msg->addU8(0); // first RSA byte must be 0
-- paddingBytes -= 1;
-- // xtea key
-- generateXteaKey();
-- msg->addU32(m_xteaKey[0]);
-- msg->addU32(m_xteaKey[1]);
-- msg->addU32(m_xteaKey[2]);
-- msg->addU32(m_xteaKey[3]);
-- paddingBytes -= 16;
-- if(g_game.getFeature(Otc::GameProtocolChecksum))
-- enableChecksum();
-- if(g_game.getFeature(Otc::GameAccountNames)) {
-- msg->addString(m_accountName);
-- msg->addString(m_accountPassword);
-- paddingBytes -= 4 + m_accountName.length() + m_accountPassword.length();
-- } else {
-- msg->addU32(stdext::from_string<uint32>(m_accountName));
-- msg->addString(m_accountPassword);
-- paddingBytes -= 6 + m_accountPassword.length();
-- }
-- msg->addPaddingBytes(paddingBytes); // complete the 128 bytes for rsa encryption with zeros
-- msg->encryptRSA(128, Proto::RSA);
-- send(msg);
-- enableXteaEncryption();
-- recv();
-- }
-- events
function ProtocolLogin:onConnect()
self:sendLoginPacket()
end
-- public functions
function ProtocolLogin:login(host, port, accountName, accountPassword)
if string.len(accountName) == 0 or string.len(accountPassword) == 0 then
signalcall(self.onError, self, "You must enter an account name and password.", false)
end
self.accountName = accountName
self.accountPassword = accountPassword
self:connect(host, port)
end