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35 lines
1.5 KiB
C#
35 lines
1.5 KiB
C#
using Google.Protobuf.WellKnownTypes;
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using Google.Protobuf;
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using nksrv.Utils;
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using System;
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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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namespace nksrv.LobbyServer.Msgs.Auth
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{
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[PacketPath("/auth/enterserver")]
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public class GetUserOnlineStateLog : LobbyMsgHandler
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{
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protected override async Task HandleAsync()
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{
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var req = await ReadData<EnterServerRequest>();
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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.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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}
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}
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