Initial MSVC 2008 projects workspace
This commit is contained in:
273
l2detect/GameClient_sniff.cpp
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273
l2detect/GameClient_sniff.cpp
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#include "stdafx.h"
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#include "ConfigIni.h"
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#include "Logger.h"
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#include "GameClient.h"
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#include "GameListener.h"
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#include "CharArray.h"
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#include "ClanList.h"
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extern class CConfig g_cfg;
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extern class GameListener *g_pgame;
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bool GameClient::PC_sniff( SOCKET scl, unsigned char *sip, unsigned short int sport )
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{
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sock_client = INVALID_SOCKET;
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sock_server = INVALID_SOCKET;
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this->resetCounters( false );
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log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff() started\n" );
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// assert
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if( (scl == INVALID_SOCKET) || (!sip) || (sport<1) )
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{
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log_error( LOG_ERROR, "GameClient::ProcessClient_onlySniff(): start assert failed\n" );
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return false;
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}
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// vars
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bool retVal = false;
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SOCKET sg = INVALID_SOCKET;
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char ssip[16] = {0};
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sprintf( ssip, "%d.%d.%d.%d", (int)sip[0], (int)sip[1], (int)sip[2], (int)sip[3] );
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// first we should connect to real game server
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// create real GS socket
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sg = L2PNet_TCPsocket_create( true );
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if( sg == INVALID_SOCKET )
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{
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log_error( LOG_ERROR, "GameClient::ProcessClient_onlySniff(): real GS socket create\n" );
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return false;
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}
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// connect to real game server
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log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Connecting to real game server %s:%d ", ssip, (int)sport );
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L2PNet_connect( sg, ssip, sport );
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int nTries = 20;
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int r = 0;
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while( nTries > 0 )
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{
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log_error_np( LOG_DEBUG, "." );
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r = L2PNet_select( sg, L2PNET_SELECT_WRITE, 500, NULL, NULL );
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if( r == 1 ) break;
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nTries--;
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}
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log_error_np( LOG_DEBUG, "\n" );
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if( r == 1 )
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{
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log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Connected. Tries left: %d\n", nTries );
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}
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else
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{
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// close sockets
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L2PNet_shutdown( scl );
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L2PNet_closesocket( scl );
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L2PNet_shutdown( sg );
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L2PNet_closesocket( sg );
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log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Not connected.\n" );
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return false;
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}
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// open log file
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if( g_cfg.LogGamePackets )
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{
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char filename[256];
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char filename_raw[256];
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time_t nowTime;
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time( &nowTime );
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sprintf( filename, "%s%u.txt",
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g_cfg.LogGameFileNamePrefix,
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(unsigned int)nowTime );
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sprintf( filename_raw, "%s%u_raw.txt",
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g_cfg.LogGameFileNamePrefix,
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(unsigned int)nowTime );
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this->logfile = fopen( filename, "wt" );
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if( !logfile )
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log_error( LOG_WARNING, "GameClient::ProcessClient_onlySniff(): Cannot open log file [%s] for writing!\n",
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filename );
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// open raw log data for not decrypted packets, if problems with decryption
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// this->logfileRaw = fopen( filename_raw, "wt" );
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}
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// set initial game client state
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this->state = GCST_CONNECTED;
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this->sock_client = scl;
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this->sock_server = sg;
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this->postNotify( GCN_STATECHANGE, this->state );
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this->counters.startTimer();
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ai.notifyEvent( UAI_EVENT_START );
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// infinite loop
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int recvTimeout = 20; // seconds
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long recvTimeoutMsec = recvTimeout * 1000;
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int selectTimeout = 1; // seconds
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struct timeval tv;
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fd_set fdReadSet;
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unsigned char *p = NULL;
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unsigned int rcvdLen = 0;
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unsigned int sentLen = 0;
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unsigned int scode = 0;
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while( 1 )
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{
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// first check are we signaled to exit?
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scode = g_pgame->getLastSignal();
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if( scode == FLGS_STOP )
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{
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log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): exit signal\n" );
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break;
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}
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tv.tv_sec = selectTimeout;
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tv.tv_usec = 0;
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// check readability on sockets
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FD_ZERO( &fdReadSet ); // zero set
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FD_SET( scl, &fdReadSet ); // add client socket to read set
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FD_SET( sg, &fdReadSet ); // add real GS socket to read set
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//r = select( 0, &fdReadSet, 0, 0, &tv );
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r = L2PNet_select_wrapper_DUMB( 0, &fdReadSet, 0, 0, &tv );
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if( r == 0 ) /* timeout failed */
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{
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log_error_np( LOG_DEBUGDUMP, "." );
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}
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else if( r == -1 ) /* select error */
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{
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log_error_np( LOG_DEBUGDUMP, "\nselect() ERROR\n" );
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// TODO: what to do on select() error?
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//int wsaerr = WSAGetLastError();
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int wsaerr = L2PNet_WSAGetLastError();
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log_error( LOG_ERROR, "WinSock error: " );
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L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr );
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log_error_np( LOG_DEBUGDUMP, "\n" );
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//log_error( LOG_ERROR, "ProcessClient_onlySniff(): socket select() ERROR!\n" );
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//log_error( LOG_ERROR, "ProcessClient_onlySniff(): closing processing\n" );
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//goto netError;
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}
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else if( r > 0 )
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{
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log_error_np( LOG_DEBUGDUMP, "\nselect(): number of sockets ready: %d\n", r );
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if( L2PNet_FD_ISSET( scl, &fdReadSet ) ) // client sent something?
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{
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log_error( LOG_DEBUGDUMP, "C->S (reading...)\n" );
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// first receive packet from client
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p = L2PacketReceive_malloc( scl, recvTimeoutMsec, &rcvdLen );
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log_error( LOG_DEBUGDUMP, "Received %u bytes from client\n", rcvdLen );
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if( p && (rcvdLen == 0) )
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{
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log_error( LOG_WARNING, "Connection closed by client?\n" );
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goto closeSocks;
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}
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if( !p )
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{
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log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
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goto netError;
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}
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// counters
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this->counters.addSentPacket( rcvdLen );
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// ... then resend packet to server
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r = L2PacketSend2( p, sg, recvTimeout*1000, &sentLen );
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log_error( LOG_DEBUGDUMP, "Sent %u bytes to server\n", sentLen );
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if( rcvdLen != sentLen )
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{
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log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen );
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goto netError;
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}
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// log raw bytes, before decode
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logPacketRaw( p, rcvdLen, false );
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// ... and only then process this packet
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PP_sniff_fromClient( p, rcvdLen );
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logPacket( p, rcvdLen, false );
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free( p );
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p = NULL;
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}
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if( L2PNet_FD_ISSET( sg, &fdReadSet ) ) // server sent something?
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{
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log_error( LOG_DEBUGDUMP, "S->C (reading...)\n" );
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// first receive packet from server
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p = L2PacketReceive_malloc( sg, recvTimeoutMsec, &rcvdLen );
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log_error( LOG_DEBUGDUMP, "Received %u bytes from server\n", rcvdLen );
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if( p && (rcvdLen == 0) )
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{
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log_error( LOG_WARNING, "Connection closed by server?\n" );
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goto closeSocks;
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}
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if( !p )
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{
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log_error( LOG_ERROR, "L2PacketReceive() failed!\n" );
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goto netError;
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}
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// counters
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this->counters.addRcvdPacket( rcvdLen );
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// .. then resend packet to client
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r = L2PacketSend2( p, scl, recvTimeout*1000, &sentLen );
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log_error( LOG_DEBUGDUMP, "Sent %u bytes to client\n", sentLen );
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if( rcvdLen != sentLen )
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{
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log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen );
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goto netError;
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}
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// log raw bytes, before decode
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logPacketRaw( p, rcvdLen, true );
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// ... and only then process it
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PP_sniff_fromServer( p, rcvdLen );
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logPacket( p, rcvdLen, true );
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free( p );
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p = NULL;
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}
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} // (r>0) // select() OK
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}// while(1)
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retVal = true;
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netError:
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log_error( LOG_ERROR, "PC_sniff(): some error happened or network connection closed...\n" );
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if( p ) free( p );
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p = NULL;
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retVal = false;
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closeSocks: // all cleanup
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// logfile
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if( this->logfile )
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{
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fclose( this->logfile );
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this->logfile = NULL;
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}
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// stop AI thread
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ai.notifyEvent( UAI_EVENT_STOP );
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this->resetConnectedState();
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// sockets
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L2PNet_shutdown( scl );
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L2PNet_closesocket( scl );
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L2PNet_shutdown( sg );
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L2PNet_closesocket( sg );
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// lists
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CharArray_DeleteAll();
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ClanList_DeleteAll();
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// state
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this->state = GCST_OFFLINE;
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this->postNotify( GCN_STATECHANGE, this->state );
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// log counters
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GameClient_NetStats netstats;
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counters.calcNowStats( &netstats );
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log_error_np( LOG_OK, "=============================================\n" );
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log_error_np( LOG_OK, "Network usage stats:\n" );
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log_error_np( LOG_OK, "Bytes, packets sent: %I64u, %I64u\n", counters.ullBytesSent, counters.ullPacketsSent );
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log_error_np( LOG_OK, "Bytes, packets rcvd: %I64u, %I64u\n", counters.ullBytesRcvd, counters.ullPacketsRcvd );
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log_error_np( LOG_OK, "Time connected: %0.2f seconds\n", netstats.timePassedSecs );
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log_error_np( LOG_OK, "Avg send speed: %0.2f bytes/sec\n", netstats.avgSendSpeed );
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log_error_np( LOG_OK, "Avg recv speed: %0.2f bytes/sec\n", netstats.avgRecvSpeed );
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log_error_np( LOG_OK, "Avg send L2 packets: %0.2f packets/sec\n", netstats.avgSendPacketsPerSec );
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log_error_np( LOG_OK, "Avg recv L2 packets: %0.2f packets/sec\n", netstats.avgRecvPacketsPerSec );
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log_error_np( LOG_OK, "Avg out packet size: %0.2f bytes\n", netstats.avgSendPacketSize );
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log_error_np( LOG_OK, "Avg in packet size: %0.2f bytes\n", netstats.avgRecvPacketSize );
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log_error_np( LOG_OK, "=============================================\n" );
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ErrorLogger_FlushLogFile();
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//
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log_error( LOG_DEBUG, "GameClient::PC_sniff() ending, returning %d\n", (int)retVal );
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return retVal;
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}
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