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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;
import static com.l2jserver.loginserver.config.Configuration.email;
import com.l2jserver.commons.network.BaseRecievePacket;
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);
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:
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);
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);
}
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:
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;
}
}