#include "stdafx.h" #include "ConfigIni.h" #include "Logger.h" #include "GameClient.h" #include "GameListener.h" #include "CharArray.h" #include "ClanList.h" extern class CConfig g_cfg; extern class GameListener *g_pgame; bool GameClient::PC_sniff( SOCKET scl, unsigned char *sip, unsigned short int sport ) { sock_client = INVALID_SOCKET; sock_server = INVALID_SOCKET; this->resetCounters( false ); log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff() started\n" ); // assert if( (scl == INVALID_SOCKET) || (!sip) || (sport<1) ) { log_error( LOG_ERROR, "GameClient::ProcessClient_onlySniff(): start assert failed\n" ); return false; } // vars bool retVal = false; SOCKET sg = INVALID_SOCKET; char ssip[16] = {0}; sprintf( ssip, "%d.%d.%d.%d", (int)sip[0], (int)sip[1], (int)sip[2], (int)sip[3] ); // first we should connect to real game server // create real GS socket sg = L2PNet_TCPsocket_create( true ); if( sg == INVALID_SOCKET ) { log_error( LOG_ERROR, "GameClient::ProcessClient_onlySniff(): real GS socket create\n" ); return false; } // TeonPVP hack if( g_cfg.TeonPvP_hacks ) { unsigned short teon_port = 43880; log_error( LOG_WARNING, "TeonPvP hacks: bind to port %d\n", teon_port ); int rr = L2PNet_bind( sg, "0.0.0.0", teon_port ); if( rr != 0 ) log_error( LOG_ERROR, "TeonPvP hacks: bind failed!!!!\n" ); sockaddr_in soaddr; memset( &soaddr, 0, sizeof(soaddr) ); rr = L2PNet_getsockname( (SOCKET)sg, &soaddr ); if( rr == 0 ) { log_error( LOG_OK, "TeonPvP hacks: Bound outcome socket to address %s:%d\n", L2PNet_inet_ntoa(soaddr.sin_addr), (int)L2PNet_ntohs(soaddr.sin_port) ); } } // connect to real game server log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Connecting to real game server %s:%d ", ssip, (int)sport ); L2PNet_connect( sg, ssip, sport ); int nTries = 20; int r = 0; while( nTries > 0 ) { log_error_np( LOG_DEBUG, "." ); r = L2PNet_select( sg, L2PNET_SELECT_WRITE, 500, NULL, NULL ); if( r == 1 ) break; nTries--; } log_error_np( LOG_DEBUG, "\n" ); if( r == 1 ) { log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Connected. Tries left: %d\n", nTries ); } else { // close sockets L2PNet_shutdown( scl ); L2PNet_closesocket( scl ); L2PNet_shutdown( sg ); L2PNet_closesocket( sg ); log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): Not connected.\n" ); return false; } // open log file if( g_cfg.LogGamePackets ) { char filename[256]; char filename_raw[256]; time_t nowTime; time( &nowTime ); sprintf( filename, "%s%u.txt", g_cfg.LogGameFileNamePrefix, (unsigned int)nowTime ); sprintf( filename_raw, "%s%u_raw.txt", g_cfg.LogGameFileNamePrefix, (unsigned int)nowTime ); this->logfile = fopen( filename, "wt" ); if( !logfile ) log_error( LOG_WARNING, "GameClient::ProcessClient_onlySniff(): Cannot open log file [%s] for writing!\n", filename ); // open raw log data for not decrypted packets, if problems with decryption this->logfileRaw = fopen( filename_raw, "wt" ); } // set initial game client state this->state = GCST_CONNECTED; this->sock_client = scl; this->sock_server = sg; this->postNotify( GCN_STATECHANGE, this->state ); this->counters.startTimer(); ai.notifyEvent( UAI_EVENT_START ); // infinite loop int recvTimeout = 20; // seconds long recvTimeoutMsec = recvTimeout * 1000; int selectTimeout = 1; // seconds struct timeval tv; fd_set fdReadSet; unsigned char *p = NULL; unsigned int rcvdLen = 0; unsigned int sentLen = 0; unsigned int scode = 0; while( 1 ) { // first check are we signaled to exit? scode = g_pgame->getLastSignal(); if( scode == FLGS_STOP ) { log_error( LOG_DEBUG, "GameClient::ProcessClient_onlySniff(): exit signal\n" ); break; } tv.tv_sec = selectTimeout; tv.tv_usec = 0; // check readability on sockets FD_ZERO( &fdReadSet ); // zero set FD_SET( scl, &fdReadSet ); // add client socket to read set FD_SET( sg, &fdReadSet ); // add real GS socket to read set //r = select( 0, &fdReadSet, 0, 0, &tv ); r = L2PNet_select_wrapper_DUMB( 0, &fdReadSet, 0, 0, &tv ); if( r == 0 ) /* timeout failed */ { log_error_np( LOG_DEBUGDUMP, "." ); } else if( r == -1 ) /* select error */ { log_error_np( LOG_DEBUGDUMP, "\nselect() ERROR\n" ); // TODO: what to do on select() error? //int wsaerr = WSAGetLastError(); int wsaerr = L2PNet_WSAGetLastError(); log_error( LOG_ERROR, "WinSock error: " ); L2PNet_WSAPrintLastError( ErrorLogger_GetLogFile(), wsaerr ); log_error_np( LOG_DEBUGDUMP, "\n" ); //log_error( LOG_ERROR, "ProcessClient_onlySniff(): socket select() ERROR!\n" ); //log_error( LOG_ERROR, "ProcessClient_onlySniff(): closing processing\n" ); //goto netError; } else if( r > 0 ) { log_error_np( LOG_DEBUGDUMP, "\nselect(): number of sockets ready: %d\n", r ); if( L2PNet_FD_ISSET( scl, &fdReadSet ) ) // client sent something? { log_error( LOG_DEBUGDUMP, "C->S (reading...)\n" ); // first receive packet from client p = L2PacketReceive_malloc( scl, recvTimeoutMsec, &rcvdLen ); log_error( LOG_DEBUGDUMP, "Received %u bytes from client\n", rcvdLen ); if( p && (rcvdLen == 0) ) { log_error( LOG_WARNING, "Connection closed by client?\n" ); goto closeSocks; } if( !p ) { log_error( LOG_ERROR, "L2PacketReceive() failed!\n" ); goto netError; } // counters this->counters.addSentPacket( rcvdLen ); // ... then resend packet to server r = L2PacketSend2( p, sg, recvTimeout*1000, &sentLen ); log_error( LOG_DEBUGDUMP, "Sent %u bytes to server\n", sentLen ); if( rcvdLen != sentLen ) { log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen ); goto netError; } // log raw bytes, before decode logPacketRaw( p, rcvdLen, false ); // ... and only then process this packet PP_sniff_fromClient( p, rcvdLen ); logPacket( p, rcvdLen, false ); free( p ); p = NULL; } if( L2PNet_FD_ISSET( sg, &fdReadSet ) ) // server sent something? { log_error( LOG_DEBUGDUMP, "S->C (reading...)\n" ); // first receive packet from server p = L2PacketReceive_malloc( sg, recvTimeoutMsec, &rcvdLen ); log_error( LOG_DEBUGDUMP, "Received %u bytes from server\n", rcvdLen ); if( p && (rcvdLen == 0) ) { log_error( LOG_WARNING, "Connection closed by server?\n" ); goto closeSocks; } if( !p ) { log_error( LOG_ERROR, "L2PacketReceive() failed!\n" ); goto netError; } // counters this->counters.addRcvdPacket( rcvdLen ); // .. then resend packet to client r = L2PacketSend2( p, scl, recvTimeout*1000, &sentLen ); log_error( LOG_DEBUGDUMP, "Sent %u bytes to client\n", sentLen ); if( rcvdLen != sentLen ) { log_error( LOG_ERROR, "sent != rcvd!!! (%u != %u)\n", sentLen, rcvdLen ); goto netError; } // log raw bytes, before decode logPacketRaw( p, rcvdLen, true ); // ... and only then process it PP_sniff_fromServer( p, rcvdLen ); logPacket( p, rcvdLen, true ); free( p ); p = NULL; } } // (r>0) // select() OK }// while(1) retVal = true; netError: log_error( LOG_ERROR, "PC_sniff(): some error happened or network connection closed...\n" ); if( p ) free( p ); p = NULL; retVal = false; closeSocks: // all cleanup // logfile if( this->logfile ) { fclose( this->logfile ); this->logfile = NULL; } if( this->logfileRaw ) { fclose( this->logfileRaw ); this->logfileRaw = NULL; } // stop AI thread ai.notifyEvent( UAI_EVENT_STOP ); this->resetConnectedState(); // sockets L2PNet_shutdown( scl ); L2PNet_closesocket( scl ); L2PNet_shutdown( sg ); L2PNet_closesocket( sg ); // lists CharArray_DeleteAll(); ClanList_DeleteAll(); // state this->state = GCST_OFFLINE; this->postNotify( GCN_STATECHANGE, this->state ); // log counters GameClient_NetStats netstats; counters.calcNowStats( &netstats ); log_error_np( LOG_OK, "=============================================\n" ); log_error_np( LOG_OK, "Network usage stats:\n" ); log_error_np( LOG_OK, "Bytes, packets sent: %I64u, %I64u\n", counters.ullBytesSent, counters.ullPacketsSent ); log_error_np( LOG_OK, "Bytes, packets rcvd: %I64u, %I64u\n", counters.ullBytesRcvd, counters.ullPacketsRcvd ); log_error_np( LOG_OK, "Time connected: %0.2f seconds\n", netstats.timePassedSecs ); log_error_np( LOG_OK, "Avg send speed: %0.2f bytes/sec\n", netstats.avgSendSpeed ); log_error_np( LOG_OK, "Avg recv speed: %0.2f bytes/sec\n", netstats.avgRecvSpeed ); log_error_np( LOG_OK, "Avg send L2 packets: %0.2f packets/sec\n", netstats.avgSendPacketsPerSec ); log_error_np( LOG_OK, "Avg recv L2 packets: %0.2f packets/sec\n", netstats.avgRecvPacketsPerSec ); log_error_np( LOG_OK, "Avg out packet size: %0.2f bytes\n", netstats.avgSendPacketSize ); log_error_np( LOG_OK, "Avg in packet size: %0.2f bytes\n", netstats.avgRecvPacketSize ); log_error_np( LOG_OK, "=============================================\n" ); ErrorLogger_FlushLogFile(); // log_error( LOG_DEBUG, "GameClient::PC_sniff() ending, returning %d\n", (int)retVal ); return retVal; }