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Multi-protocol
Lots of chagnes to add multi protocol flexibility, not really completed yet, still have to rework text messages opcodes and other stuff, so this still a working in progress feature * Rework dat reader, the dat reader can now * dinamically detect dat version * Split game into gamelib and game_interface * Lots of other minor changes
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135
modules/gamelib/protocollogin.lua
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135
modules/gamelib/protocollogin.lua
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-- @docclass
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ProtocolLogin = extends(Protocol)
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-- set to the latest Tibia.pic signature to make otclient compatible with official tibia
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local PIC_SIGNATURE = 0
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LoginServerError = 10
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LoginServerMotd = 20
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LoginServerUpdateNeeded = 30
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LoginServerCharacterList = 100
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-- private functions
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local function sendLoginPacket(protocol)
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local msg = OutputMessage.create()
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msg:addU8(ClientOpcodes.ClientEnterAccount)
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msg:addU16(g_game.getOsType())
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msg:addU16(g_game.getProtocolVersion())
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msg:addU32(g_things.getDatSignature())
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msg:addU32(g_sprites.getSprSignature())
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msg:addU32(PIC_SIGNATURE)
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local paddingBytes = 128
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msg:addU8(0) -- first RSA byte must be 0
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paddingBytes = paddingBytes - 1
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-- xtea key
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protocol:generateXteaKey()
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local xteaKey = protocol:getXteaKey()
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msg:addU32(xteaKey[1])
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msg:addU32(xteaKey[2])
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msg:addU32(xteaKey[3])
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msg:addU32(xteaKey[4])
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paddingBytes = paddingBytes - 16
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if g_game.getFeature(GameProtocolChecksum) then
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protocol:enableChecksum()
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end
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if g_game.getFeature(GameAccountNames) then
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msg:addString(protocol.accountName)
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msg:addString(protocol.accountPassword)
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paddingBytes = paddingBytes - (4 + string.len(protocol.accountName) + string.len(protocol.accountPassword))
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else
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msg:addU32(tonumber(protocol.accountName))
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msg:addString(protocol.accountPassword)
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paddingBytes = paddingBytes - (6 + string.len(protocol.accountPassword))
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end
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msg:addPaddingBytes(paddingBytes, 0)
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msg:encryptRsa(128, g_game.getRsa())
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protocol:send(msg)
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protocol:enableXteaEncryption()
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protocol:recv()
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end
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-- events
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function ProtocolLogin:onConnect()
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self:connectCallback(self)
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end
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function ProtocolLogin:onRecv(msg)
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while not msg:eof() do
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local opcode = msg:getU8()
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if opcode == LoginServerError then
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self:parseError(msg)
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elseif opcode == LoginServerMotd then
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self:parseMotd(msg)
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elseif opcode == LoginServerUpdateNeeded then
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signalcall(self.onError, self, tr("Client needs update."))
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elseif opcode == LoginServerCharacterList then
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self:parseCharacterList(msg)
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else
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self:parseOpcode(opcode, msg)
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end
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end
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self:disconnect()
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end
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-- public functions
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function ProtocolLogin.create()
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return ProtocolLogin.internalCreate()
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end
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function ProtocolLogin:login(host, port, accountName, accountPassword)
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if string.len(accountName) == 0 or string.len(accountPassword) == 0 then
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signalcall(self.onError, self, tr("You must enter an account name and password."))
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return
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end
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if string.len(host) == 0 or port == nil or port == 0 then
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signalcall(self.onError, self, tr("You must enter a valid server address and port."))
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return
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end
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self.accountName = accountName
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self.accountPassword = accountPassword
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self.connectCallback = sendLoginPacket
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self:connect(host, port)
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end
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function ProtocolLogin:cancelLogin()
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self:disconnect()
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end
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function ProtocolLogin:parseError(msg)
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local errorMessage = msg:getString()
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signalcall(self.onError, self, errorMessage)
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end
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function ProtocolLogin:parseMotd(msg)
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local motd = msg:getString()
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signalcall(self.onMotd, self, motd)
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end
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function ProtocolLogin:parseCharacterList(msg)
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local characters = {}
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local charactersCount = msg:getU8()
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for i=1,charactersCount do
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local character = {}
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character[1] = msg:getString()
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character[2] = msg:getString()
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character[3] = iptostring(msg:getU32())
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character[4] = msg:getU16()
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characters[i] = character
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end
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local premDays = msg:getU16()
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signalcall(self.onCharacterList, self, characters, premDays)
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end
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function ProtocolLogin:parseOpcode(opcode, msg)
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signalcall(self.onOpcode, self, opcode, msg)
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end
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