/* * Copyright © 2004-2024 L2J Server * * 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 org.slf4j.Logger; import org.slf4j.LoggerFactory; 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); public enum GameServerState { 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); } break; case BF_CONNECTED: 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: if (email().isEnabled()) { 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; } }