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https://github.com/EpinelPS/EpinelPS.git
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main quest works
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@@ -6,6 +6,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using EmbedIO;
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namespace nksrv.LobbyServer.Msgs.Auth
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{
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@@ -16,17 +17,25 @@ namespace nksrv.LobbyServer.Msgs.Auth
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{
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var req = await ReadData<EnterServerRequest>();
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// request has auth token
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UsedAuthToken = req.AuthToken;
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foreach (var item in JsonDb.Instance.LauncherAccessTokens)
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{
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if (item.Token == UsedAuthToken)
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{
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UserId = item.UserID;
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}
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}
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if (UserId == 0) throw new HttpException(403);
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var user = GetUser();
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var response = new EnterServerResponse();
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var rsp = LobbyHandler.GenGameClientTok(req.ClientPublicKey, req.AuthToken);
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response.GameClientToken = rsp.ClientAuthToken;
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response.FeatureDataInfo = new NetFeatureDataInfo() { UseFeatureData = true };
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response.Identifier = new NetLegacyUserIdentifier() { Server = 21769, Usn = 10984769 };
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response.Identifier = new NetLegacyUserIdentifier() { Server = 21769, Usn = (long)user.ID };
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response.ShouldRestartAfter = Duration.FromTimeSpan(TimeSpan.FromSeconds(86400));
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// This was probably the public key for communication at some point during the game's development
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// But, the developers chose to hardcode server public key in the client, which prevents this
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// private server from "just working", so thats why hex patch is required.
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// The only point of encrypting packets is to make it harder for me to develop this and users to use this.
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response.EncryptionToken = ByteString.CopyFromUtf8(rsp.ClientAuthToken);
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WriteData(response);
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}
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