/* * Copyright (C) 2004-2015 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 . */ package com.l2jserver.loginserver.network; import java.util.logging.Logger; 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.RequestTempBan; import com.l2jserver.loginserver.network.gameserverpackets.ServerStatus; import com.l2jserver.loginserver.network.loginserverpackets.LoginServerFail; import com.l2jserver.util.network.BaseRecievePacket; /** * @author mrTJO */ public class L2JGameServerPacketHandler { protected static Logger _log = Logger.getLogger(L2JGameServerPacketHandler.class.getName()); public static 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: switch (opcode) { case 0x00: msg = new BlowFishKey(data, server); break; default: _log.warning("Unknown Opcode (" + Integer.toHexString(opcode).toUpperCase() + ") in state " + state.name() + " from GameServer, closing connection."); server.forceClose(LoginServerFail.NOT_AUTHED); break; } break; case BF_CONNECTED: switch (opcode) { case 0x01: msg = new GameServerAuth(data, server); break; default: _log.warning("Unknown Opcode (" + Integer.toHexString(opcode).toUpperCase() + ") in state " + state.name() + " from GameServer, closing connection."); server.forceClose(LoginServerFail.NOT_AUTHED); break; } 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.warning("Unknown Opcode (" + Integer.toHexString(opcode).toUpperCase() + ") in state " + state.name() + " from GameServer, closing connection."); server.forceClose(LoginServerFail.NOT_AUTHED); break; } break; } return msg; } }