/** * This file is part of aion-emu <aion-emu.com>. * * aion-emu 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. * * aion-emu 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 aion-emu. If not, see <http://www.gnu.org/licenses/>. */ package com.aionemu.gameserver.network.aion.clientpackets; import com.aionemu.gameserver.network.aion.AionClientPacket; import com.aionemu.gameserver.network.aion.AionConnection; import com.aionemu.gameserver.network.aion.serverpackets.SM_CREATE_CHARACTER; import com.aionemu.gameserver.network.aion.serverpackets.SM_NICKNAME_CHECK_RESPONSE; import com.aionemu.gameserver.services.PlayerService; import com.google.inject.Inject; /** * In this packets aion client is asking if given nickname is ok/free?. * * @author -Nemesiss- * */ public class CM_CHECK_NICKNAME extends AionClientPacket { /** * nick name that need to be checked */ private String nick; @Inject private PlayerService playerService; /** * Constructs new instance of <tt>CM_CHECK_NICKNAME </tt> packet * @param opcode */ public CM_CHECK_NICKNAME(int opcode) { super(opcode); } /** * {@inheritDoc} */ @Override protected void readImpl() { nick = readS(); } /** * {@inheritDoc} */ @Override protected void runImpl() { AionConnection client = getConnection(); if(!playerService.isValidName(nick)) { client.sendPacket(new SM_NICKNAME_CHECK_RESPONSE(SM_CREATE_CHARACTER.RESPONSE_INVALID_NAME)); } else if(!playerService.isFreeName(nick)) { client.sendPacket(new SM_NICKNAME_CHECK_RESPONSE(SM_CREATE_CHARACTER.RESPONSE_NAME_ALREADY_USED)); } else { client.sendPacket(new SM_NICKNAME_CHECK_RESPONSE(SM_CREATE_CHARACTER.RESPONSE_OK)); } } }