-
Notifications
You must be signed in to change notification settings - Fork 5
/
NetworkController.cs
515 lines (455 loc) · 17.7 KB
/
NetworkController.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
/*This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
If a copy of the MPL was not distributed with this file, You can obtain one at
http://mozilla.org/MPL/2.0/.
The Original Code is the TSOClient.
The Initial Developer of the Original Code is
ddfczm. All Rights Reserved.
Contributor(s): ______________________________________.
*/
using System;
using System.Collections.Generic;
using System.Text;
using System.Net.Sockets;
using System.Security.AccessControl;
using GonzoNet.Encryption;
using System.Security.Cryptography;
using System.Threading;
using System.Diagnostics;
using TSOClient.Code.UI.Controls;
using TSOClient.Events;
using TSOClient.Network.Events;
using TSOClient.Code.Rendering.City;
using GonzoNet;
using ProtocolAbstractionLibraryD;
using LogThis;
namespace TSOClient.Network
{
public delegate void LoginProgressDelegate(int stage);
public delegate void OnProgressDelegate(ProgressEvent e);
public delegate void OnLoginStatusDelegate(LoginEvent e);
public delegate void OnNewCityServerDelegate();
public delegate void OnCityServerOfflineDelegate();
public delegate void OnLoginNotifyCityDelegate();
public delegate void OnCharacterCreationProgressDelegate(CharacterCreationStatus CCStatus);
public delegate void OnCharacterCreationStatusDelegate(CharacterCreationStatus CCStatus);
public delegate void OnLoginSuccessCityDelegate();
public delegate void OnLoginFailureCityDelegate();
public delegate void OnCityTokenDelegate(CityInfo SelectedCity);
public delegate void OnCityTransferProgressDelegate(CityTransferStatus e);
public delegate void OnCharacterRetirementDelegate(string GUID);
public delegate void OnPlayerJoinedDelegate(TSOClient.Code.Rendering.City.LotTileEntry TileEntry);
public delegate void OnPlayerAlreadyOnlineDelegate();
public delegate void OnNewTimeOfDayDelegate(DateTime TimeOfDay);
public delegate void OnLotCostDelegate(LotTileEntry Entry);
public delegate void OnLotUnbuildableDelegate();
public delegate void OnLotPurchaseFailedDelegate(TransactionEvent e);
public delegate void OnLotPurchaseSuccessfulDelegate(int Money);
/// <summary>
/// Handles moving between various network states, e.g.
/// Logging in, connecting to a city, connecting to a lot
/// </summary>
public class NetworkController
{
public event NetworkErrorDelegate OnNetworkError;
public event OnProgressDelegate OnLoginProgress;
public event OnLoginStatusDelegate OnLoginStatus;
public event OnNewCityServerDelegate OnNewCityServer;
public event OnCityServerOfflineDelegate OnCityServerOffline;
public event OnLoginNotifyCityDelegate OnLoginNotifyCity;
public event OnCharacterCreationProgressDelegate OnCharacterCreationProgress;
public event OnCharacterCreationStatusDelegate OnCharacterCreationStatus;
public event OnLoginSuccessCityDelegate OnLoginSuccessCity;
public event OnLoginFailureCityDelegate OnLoginFailureCity;
public event OnCityTokenDelegate OnCityToken;
public event OnCityTransferProgressDelegate OnCityTransferProgress;
public event OnCharacterRetirementDelegate OnCharacterRetirement;
public event OnPlayerJoinedDelegate OnPlayerJoined;
public event OnPlayerAlreadyOnlineDelegate OnPlayerAlreadyOnline;
public event OnNewTimeOfDayDelegate OnNewTimeOfDay;
public event OnLotCostDelegate OnLotCost;
public event OnLotUnbuildableDelegate OnLotUnbuildable;
public event OnLotPurchaseFailedDelegate OnLotPurchaseFailed;
public event OnLotPurchaseSuccessfulDelegate OnLotPurchaseSuccessful;
public NetworkController()
{
}
public void Init(NetworkClient client)
{
client.OnNetworkError += new NetworkErrorDelegate(Client_OnNetworkError);
GonzoNet.Logger.OnMessageLogged += new GonzoNet.MessageLoggedDelegate(Logger_OnMessageLogged);
ProtocolAbstractionLibraryD.Logger.OnMessageLogged += new
ProtocolAbstractionLibraryD.MessageLoggedDelegate(Logger_OnMessageLogged);
}
#region Log Sink
private void Logger_OnMessageLogged(GonzoNet.LogMessage Msg)
{
Log.LogThis(Msg.Message, (eloglevel)Msg.Level);
}
private void Logger_OnMessageLogged(ProtocolAbstractionLibraryD.LogMessage Msg)
{
switch (Msg.Level)
{
case ProtocolAbstractionLibraryD.LogLevel.error:
Log.LogThis(Msg.Message, eloglevel.error);
break;
case ProtocolAbstractionLibraryD.LogLevel.info:
Log.LogThis(Msg.Message, eloglevel.info);
break;
case ProtocolAbstractionLibraryD.LogLevel.warn:
Log.LogThis(Msg.Message, eloglevel.warn);
break;
}
}
#endregion
public void _OnLoginNotify(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginProgress != null)
{
UIPacketHandlers.OnLoginNotify(NetworkFacade.Client, packet);
OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE) { Done = 2, Total = 5 });
}
else
{
//TODO: Error handling...
}
}
public void _OnLoginFailure(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginStatus != null)
{
UIPacketHandlers.OnLoginFailResponse(ref NetworkFacade.Client, packet);
OnLoginStatus(new LoginEvent(EventCodes.LOGIN_RESULT) { Success = false, VersionOK = true });
}
else
{
//TODO: Error handling...
}
}
public void _OnLoginSuccess(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginProgress != null)
{
UIPacketHandlers.OnLoginSuccessResponse(ref NetworkFacade.Client, packet);
OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE) { Done = 3, Total = 5 });
}
else
{
//TODO: Error handling...
}
}
public void _OnInvalidVersion(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginStatus != null)
{
UIPacketHandlers.OnInvalidVersionResponse(ref NetworkFacade.Client, packet);
OnLoginStatus(new LoginEvent(EventCodes.LOGIN_RESULT) { Success = false, VersionOK = false });
}
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Received list of characters for account from login server.
/// </summary>
public void _OnCharacterList(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginProgress != null)
{
OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE) { Done = 4, Total = 5 });
UIPacketHandlers.OnCharacterInfoResponse(packet, NetworkFacade.Client);
}
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Received a list of available cities from the login server.
/// </summary>
public void _OnCityList(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginProgress != null)
{
if (OnLoginStatus != null)
{
UIPacketHandlers.OnCityInfoResponse(packet);
OnLoginProgress(new ProgressEvent(EventCodes.PROGRESS_UPDATE) { Done = 5, Total = 5 });
OnLoginStatus(new LoginEvent(EventCodes.LOGIN_RESULT) { Success = true });
}
else
{
//TODO: Error handling...
}
}
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Progressing to city server (received from login server).
/// </summary>
public void _OnCharacterCreationProgress(NetworkClient Client, ProcessedPacket Packet)
{
Log.LogThis("Received OnCharacterCreationProgress!", eloglevel.info);
if (OnCharacterCreationProgress != null)
{
CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationProgress(Client, Packet);
OnCharacterCreationProgress(CCStatus);
}
else
{
//TODO: Error handling...
}
}
public void _OnLoginNotifyCity(NetworkClient Client, ProcessedPacket packet)
{
if (OnLoginNotifyCity != null)
{
UIPacketHandlers.OnLoginNotifyCity(Client, packet);
OnLoginNotifyCity();
}
else
{
//TODO: Error handling...
}
}
public void _OnLoginSuccessCity(NetworkClient Client, ProcessedPacket Packet)
{
Log.LogThis("Received OnLoginSuccessCity!", eloglevel.info);
if (OnLoginSuccessCity != null)
{
//No need for handler - only contains dummy byte.
OnLoginSuccessCity();
}
else
{
//TODO: Error handling...
}
}
public void _OnLoginFailureCity(NetworkClient Client, ProcessedPacket Packet)
{
Log.LogThis("Received OnLoginFailureCity!", eloglevel.info);
if (OnLoginFailureCity != null)
{
UIPacketHandlers.OnLoginFailResponse(ref NetworkFacade.Client, Packet);
OnLoginFailureCity();
}
else
{
//TODO: Error handling...
}
}
public void _OnCharacterCreationStatus(NetworkClient Client, ProcessedPacket Packet)
{
if (OnCharacterCreationStatus != null)
{
CharacterCreationStatus CCStatus = UIPacketHandlers.OnCharacterCreationStatus(Client, Packet);
OnCharacterCreationStatus(CCStatus);
}
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Received token from login server.
/// </summary>
public void _OnCityToken(NetworkClient Client, ProcessedPacket Packet)
{
if (OnCityToken != null)
{
UIPacketHandlers.OnCityToken(Client, Packet);
OnCityToken(PlayerAccount.CurrentlyActiveSim.ResidingCity);
}
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Response from city server.
/// </summary>
public void _OnCityTokenResponse(NetworkClient Client, ProcessedPacket Packet)
{
Log.LogThis("Received OnCityTokenResponse!", eloglevel.info);
if (OnCityTransferProgress != null)
{
CityTransferStatus Status = UIPacketHandlers.OnCityTokenResponse(Client, Packet);
OnCityTransferProgress(Status);
}
else
{
//TODO: Error handling...
}
}
public void _OnRetireCharacterStatus(NetworkClient Client, ProcessedPacket Packet)
{
if (OnCharacterRetirement != null)
{
string GUID = UIPacketHandlers.OnCharacterRetirement(Client, Packet);
OnCharacterRetirement(GUID);
}
else
{
//TODO: Error handling...
}
}
public void _OnPlayerJoinedSession(NetworkClient Client, ProcessedPacket Packet)
{
TSOClient.Code.Rendering.City.LotTileEntry TileEntry = UIPacketHandlers.OnPlayerJoinedSession(Client, Packet);
if (TileEntry.lotid != 0)
{
if(OnPlayerJoined != null)
OnPlayerJoined(TileEntry);
}
}
public void _OnPlayerLeftSession(NetworkClient Client, ProcessedPacket Packet)
{
UIPacketHandlers.OnPlayerLeftSession(Client, Packet);
}
public void _OnPlayerRecvdLetter(NetworkClient Client, ProcessedPacket Packet)
{
UIPacketHandlers.OnPlayerReceivedLetter(Client, Packet);
}
public void _OnPlayerAlreadyOnline(NetworkClient Client, ProcessedPacket Packet)
{
if (OnPlayerAlreadyOnline != null)
{
//No need for handler, this packet only contains a dummy byte.
OnPlayerAlreadyOnline();
}
else
{
//TODO: Error handling...
}
}
public void _OnNewCity(NetworkClient Client, ProcessedPacket Packet)
{
UIPacketHandlers.OnNewCityServer(Client, Packet);
if (OnNewCityServer != null)
OnNewCityServer();
else
{
//TODO: Error handling...
}
}
public void _OnCityServerOffline(NetworkClient Client, ProcessedPacket Packet)
{
UIPacketHandlers.OnCityServerOffline(Client, Packet);
if (OnCityServerOffline != null)
OnCityServerOffline();
}
public void _OnTimeOfDay(NetworkClient Client, ProcessedPacket Packet)
{
DateTime CurrentTime = UIPacketHandlers.OnNewTimeOfDay(Client, Packet);
NetworkFacade.ServerTime = CurrentTime;
if (OnNewTimeOfDay != null)
OnNewTimeOfDay(CurrentTime);
else
{
//TODO: Error handling...
}
}
/// <summary>
/// City server sent the cost of a lot.
/// </summary>
public void _OnLotCost(NetworkClient Client, ProcessedPacket Packet)
{
LotTileEntry Entry = UIPacketHandlers.OnLotCostResponse(Client, Packet);
if(OnLotCost != null)
OnLotCost(Entry);
else
{
//TODO: Error handling...
}
}
/// <summary>
/// An attempt to buy a lot failed, usually because player was out of money.
/// </summary>
public void _OnLotBuyFailed(NetworkClient Client, ProcessedPacket Packet)
{
UIPacketHandlers.OnLotPurchaseFailed(Client, Packet);
if(OnLotPurchaseFailed != null)
OnLotPurchaseFailed(new TransactionEvent(EventCodes.TRANSACTION_RESULT) { Success = false });
else
{
//TODO: Error handling...
}
}
/// <summary>
/// A lot was deemed unbuildable/unpurchasable by city server.
/// </summary>
public void _OnLotUnbuildable(NetworkClient Client, ProcessedPacket Packet)
{
if(OnLotUnbuildable != null)
OnLotUnbuildable();
else
{
//TODO: Error handling...
}
}
public void _OnLotPurchaseSuccessful(NetworkClient Client, ProcessedPacket Packet)
{
int Money = UIPacketHandlers.OnLotPurchaseSuccessful(Client, Packet);
if (OnLotPurchaseSuccessful != null)
OnLotPurchaseSuccessful(Money);
else
{
//TODO: Error handling...
}
}
/// <summary>
/// Authenticate with the service client to get a token,
/// Then get info about avatars & cities
/// </summary>
/// <param name="username"></param>
/// <param name="password"></param>
public void InitialConnect(string username, string password)
{
lock (NetworkFacade.Client)
{
var client = NetworkFacade.Client;
LoginArgsContainer Args = new LoginArgsContainer();
Args.Username = username;
Args.Password = password;
//Doing the encryption this way eliminates the need to send key across the wire! :D
SaltedHash Hash = new SaltedHash(new SHA512Managed(), Args.Username.Length);
byte[] HashBuf = Hash.ComputePasswordHash(Args.Username, Args.Password);
Args.Enc = new GonzoNet.Encryption.AESEncryptor(Convert.ToBase64String(HashBuf));
Args.Client = client;
client.Connect(Args);
}
}
/// <summary>
/// Reconnects to a CityServer.
/// </summary>
public void Reconnect(ref NetworkClient Client, CityInfo SelectedCity, LoginArgsContainer LoginArgs)
{
Client.Disconnect();
if (LoginArgs.Enc == null)
{
Debug.WriteLine("LoginArgs.Enc was null!");
LoginArgs.Enc = new GonzoNet.Encryption.AESEncryptor(Convert.ToBase64String(PlayerAccount.Hash));
}
else if (LoginArgs.Username == null || LoginArgs.Password == null)
{
Debug.WriteLine("LoginArgs.Username or LoginArgs.Password was null!");
LoginArgs.Username = PlayerAccount.Username;
LoginArgs.Password = Convert.ToBase64String(PlayerAccount.Hash);
}
Client.Connect(LoginArgs);
}
private void Client_OnNetworkError(SocketException Exception)
{
OnNetworkError(Exception);
}
/// <summary>
/// Logout of the game & service client
/// </summary>
public void Logout()
{
}
}
}