// decodeSecureBlock handles the secure login block and the login response (via doLogin) func (svc *GameService) decodeSecureBlock(client player.Player) error { rsaBlock := encoding.RSABlock{&game_protocol.InboundSecureLoginBlock{}} rsaArgs := encoding.RSADecodeArgs{ Key: svc.key, BlockSize: client.SecureBlockSize(), } if err := rsaBlock.Decode(client.Conn().ReadBuffer, rsaArgs); err != nil { return err } secureBlock := rsaBlock.Codable.(*game_protocol.InboundSecureLoginBlock) // Seed the RNGs inSeed := make([]uint32, 4) outSeed := make([]uint32, 4) for i := range inSeed { inSeed[i] = uint32(secureBlock.ISAACSeed[i]) outSeed[i] = uint32(secureBlock.ISAACSeed[i]) + 50 } client.InitISAAC(inSeed, outSeed) username := string(secureBlock.Username) password := string(secureBlock.Password) password = auth.HashPassword(password) return svc.doLogin(client, username, password) }
// doLogin authenticates the user, sends the login response, and sets up the client for standard packet processing func (svc *GameService) doLogin(client player.Player, username, password string) error { profile, responseCode := svc.auth.LookupProfile(username, password) if responseCode != auth.AuthOkay { client.Conn().Write <- &game_protocol.OutboundLoginResponseUnsuccessful{ Response: encoding.Uint8(responseCode), } client.Conn().Disconnect() return nil } client.SetProfile(profile.(player.Profile)) // Successful login, do all the stuff client.Conn().Write <- &game_protocol.OutboundLoginResponse{ Response: encoding.Uint8(responseCode), Rights: encoding.Uint8(client.Profile().Rights()), Flagged: 0, } client.SetDecodeFunc(svc.decodePacket) go svc.packetConsumer(client) game_event.PlayerLogin.NotifyObservers(client) client.LoadProfile() game_event.PlayerFinishLogin.NotifyObservers(client) go func() { client.Conn().WaitForDisconnect() game_event.PlayerLogout.NotifyObservers(client) }() return nil }
// packetConsumer is the goroutine which picks packets from the readQueue and does something with them func (svc *GameService) packetConsumer(client player.Player) { L: for { select { case <-client.Conn().DisconnectChan: break L case pkt := <-client.Conn().Read: if _, ok := pkt.(*game_protocol.UnknownPacket); ok { /* unknown packet; dump to the log */ client.Log().Debug("Got unknown packet: %v", pkt) continue } packet.Dispatch(client, pkt) } } }
// decodeLoginBlock handles the unencrypted login block func (svc *GameService) decodeLoginBlock(client player.Player) error { loginBlock := game_protocol.InboundLoginBlock{} if err := loginBlock.Decode(client.Conn().ReadBuffer, nil); err != nil { return err } expectedSecureBlockSize := int(loginBlock.LoginLen) - ((9 * 4) + 1 + 1 + 1 + 2) if expectedSecureBlockSize != int(loginBlock.SecureBlockSize) { client.Log().Error("Secure block size mismatch: got %v expected %v", loginBlock.SecureBlockSize, expectedSecureBlockSize) client.Conn().Disconnect() } client.SetSecureBlockSize(int(loginBlock.SecureBlockSize)) client.SetDecodeFunc(svc.decodeSecureBlock) return nil }
// handshake performs the isaac key exchange func (svc *GameService) handshake(client player.Player) error { serverSeed := client.ServerISAACSeed() handshake := protocol.InboundGameHandshake{} if err := handshake.Decode(client.Conn().ReadBuffer, nil); err != nil { return err } client.Conn().Write <- &protocol.OutboundGameHandshake{ ServerISAACSeed: [2]encoding.Uint32{ encoding.Uint32(serverSeed[0]), encoding.Uint32(serverSeed[1]), }, } client.SetDecodeFunc(svc.decodeLoginBlock) return nil }
// decodePacket decodes from the readBuffer using the ISAAC rand generator func (svc *GameService) decodePacket(client player.Player) error { b := client.Conn().ReadBuffer data, err := b.Peek(1) if err != nil { return err } idByte := int(data[0]) rand := client.ISAACIn().Rand() realId := uint8(uint32(idByte) - rand) packet, err := game_protocol.NewInboundPacket(int(realId)) if err != nil { return fmt.Errorf("%v: packet %v", err, realId) } err = packet.Decode(b, rand) if err != nil { return err } if !client.Conn().IsDisconnecting() { client.Conn().Read <- packet } return nil }