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L2JGameServerPacketHandler.java 4.19 KiB
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/*
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 * Copyright © 2004-2024 L2J Server
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 * 
 * This file is part of L2J Server.
 * 
 * L2J Server is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * L2J Server is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 * General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 */
package com.l2jserver.loginserver.network;

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import static com.l2jserver.loginserver.config.Configuration.email;

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import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

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import com.l2jserver.commons.network.BaseRecievePacket;
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import com.l2jserver.loginserver.GameServerThread;
import com.l2jserver.loginserver.network.gameserverpackets.BlowFishKey;
import com.l2jserver.loginserver.network.gameserverpackets.ChangeAccessLevel;
import com.l2jserver.loginserver.network.gameserverpackets.ChangePassword;
import com.l2jserver.loginserver.network.gameserverpackets.GameServerAuth;
import com.l2jserver.loginserver.network.gameserverpackets.PlayerAuthRequest;
import com.l2jserver.loginserver.network.gameserverpackets.PlayerInGame;
import com.l2jserver.loginserver.network.gameserverpackets.PlayerLogout;
import com.l2jserver.loginserver.network.gameserverpackets.PlayerTracert;
import com.l2jserver.loginserver.network.gameserverpackets.ReplyCharacters;
import com.l2jserver.loginserver.network.gameserverpackets.RequestSendMail;
import com.l2jserver.loginserver.network.gameserverpackets.RequestTempBan;
import com.l2jserver.loginserver.network.gameserverpackets.ServerStatus;
import com.l2jserver.loginserver.network.loginserverpackets.LoginServerFail;

/**
 * Game Server packet handler.
 * @author mrTJO
 * @version 2.6.1.0
 */
public class L2JGameServerPacketHandler {
	
	private static final Logger LOG = LoggerFactory.getLogger(L2JGameServerPacketHandler.class);
	
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	public enum GameServerState {
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		CONNECTED,
		BF_CONNECTED,
		AUTHED
	}
	
	public static BaseRecievePacket handlePacket(byte[] data, GameServerThread server) {
		BaseRecievePacket msg = null;
		int opcode = data[0] & 0xff;
		GameServerState state = server.getLoginConnectionState();
		switch (state) {
			case CONNECTED:
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				if (opcode == 0x00) {
					msg = new BlowFishKey(data, server);
				} else {
					LOG.warn("Unknown Opcode {} in state {} from game server, closing connection!", Integer.toHexString(opcode).toUpperCase(), state);
					server.forceClose(LoginServerFail.NOT_AUTHED);
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				}
				break;
			case BF_CONNECTED:
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				if (opcode == 0x01) {
					msg = new GameServerAuth(data, server);
				} else {
					LOG.warn("Unknown Opcode {} in state {} from game server, closing connection!", Integer.toHexString(opcode).toUpperCase(), state);
					server.forceClose(LoginServerFail.NOT_AUTHED);
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				}
				break;
			case AUTHED:
				switch (opcode) {
					case 0x02:
						msg = new PlayerInGame(data, server);
						break;
					case 0x03:
						msg = new PlayerLogout(data, server);
						break;
					case 0x04:
						msg = new ChangeAccessLevel(data, server);
						break;
					case 0x05:
						msg = new PlayerAuthRequest(data, server);
						break;
					case 0x06:
						msg = new ServerStatus(data, server);
						break;
					case 0x07:
						msg = new PlayerTracert(data);
						break;
					case 0x08:
						msg = new ReplyCharacters(data, server);
						break;
					case 0x09:
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						if (email().isEnabled()) {
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							msg = new RequestSendMail(data);
						}
						break;
					case 0x0A:
						msg = new RequestTempBan(data);
						break;
					case 0x0B:
						new ChangePassword(data);
						break;
					default:
						LOG.warn("Unknown Opcode {} in state {} from GameServer, closing connection!", Integer.toHexString(opcode).toUpperCase(), state);
						server.forceClose(LoginServerFail.NOT_AUTHED);
						break;
				}
				break;
		}
		return msg;
	}
}