Files
EpinelPS/nksrv/LobbyServer/Msgs/Auth/DoEnterServer.cs
Mikhail Thompson 838240de58 Initial commit
2024-06-26 19:03:44 +03:00

35 lines
1.5 KiB
C#

using Google.Protobuf.WellKnownTypes;
using Google.Protobuf;
using nksrv.Utils;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace nksrv.LobbyServer.Msgs.Auth
{
[PacketPath("/auth/enterserver")]
public class GetUserOnlineStateLog : LobbyMsgHandler
{
protected override async Task HandleAsync()
{
var req = await ReadData<EnterServerRequest>();
var response = new EnterServerResponse();
var rsp = LobbyHandler.GenGameClientTok(req.ClientPublicKey, req.AuthToken);
response.GameClientToken = rsp.ClientAuthToken;
response.FeatureDataInfo = new NetFeatureDataInfo() { UseFeatureData = true };
response.Identifier = new NetLegacyUserIdentifier() { Server = 21769, Usn = 10984769 };
response.ShouldRestartAfter = Duration.FromTimeSpan(TimeSpan.FromSeconds(86400));
// This was probably the public key for communication at some point during the game's development
// But, the developers chose to hardcode server public key in the client, which prevents this
// private server from "just working", so thats why hex patch is required.
// The only point of encrypting packets is to make it harder for me to develop this and users to use this.
response.EncryptionToken = ByteString.CopyFromUtf8(rsp.ClientAuthToken);
WriteData(response);
}
}
}