/** * 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.loginserver.network.gameserver.clientpackets; import com.aionemu.commons.network.IPRange; import com.aionemu.loginserver.GameServerTable; import com.aionemu.loginserver.network.gameserver.GsAuthResponse; import com.aionemu.loginserver.network.gameserver.GsClientPacket; import com.aionemu.loginserver.network.gameserver.GsConnection; import com.aionemu.loginserver.network.gameserver.GsConnection.State; import com.aionemu.loginserver.network.gameserver.serverpackets.SM_GS_AUTH_RESPONSE; import java.nio.ByteBuffer; import java.util.ArrayList; import java.util.List; /** * This is authentication packet that gs will send to login server for registration. * * @author -Nemesiss- */ public class CM_GS_AUTH extends GsClientPacket { /** * Password for authentication */ private String password; /** * Id of GameServer */ private byte gameServerId; /** * Maximum number of players that this Gameserver can accept. */ private int maxPlayers; /** * Port of this Gameserver. */ private int port; /** * Default address for server */ private byte[] defaultAddress; /** * List of IPRanges for this gameServer */ private List<IPRange> ipRanges; /** * Constructor. * * @param buf * @param client */ public CM_GS_AUTH(ByteBuffer buf, GsConnection client) { super(buf, client, 0x00); } /** * {@inheritDoc} */ @Override protected void readImpl() { gameServerId = (byte) readC(); defaultAddress = readB(readC()); int size = readD(); ipRanges = new ArrayList<IPRange>(size); for (int i = 0; i < size; i++) { ipRanges.add(new IPRange(readB(readC()), readB(readC()), readB(readC()))); } port = readH(); maxPlayers = readD(); password = readS(); } /** * {@inheritDoc} */ @Override protected void runImpl() { GsConnection client = getConnection(); GsAuthResponse resp = GameServerTable.registerGameServer(client, gameServerId, defaultAddress, ipRanges, port, maxPlayers, password); switch (resp) { case AUTHED: getConnection().setState(State.AUTHED); sendPacket(new SM_GS_AUTH_RESPONSE(resp)); break; default: client.close(new SM_GS_AUTH_RESPONSE(resp), true); } } }