/*
* 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 <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.network.clientpackets;
import com.l2jserver.Config;
import com.l2jserver.gameserver.LoginServerThread;
import com.l2jserver.gameserver.LoginServerThread.SessionKey;
import com.l2jserver.gameserver.network.L2GameClient;
import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
/**
* This class ...
* @version $Revision: 1.9.2.3.2.4 $ $Date: 2005/03/27 15:29:30 $
*/
public final class AuthLogin extends L2GameClientPacket
{
private static final String _C__2B_AUTHLOGIN = "[C] 2B AuthLogin";
// loginName + keys must match what the loginserver used.
private String _loginName;
/*
* private final long _key1; private final long _key2; private final long _key3; private final long _key4;
*/
private int _playKey1;
private int _playKey2;
private int _loginKey1;
private int _loginKey2;
@Override
protected void readImpl()
{
_loginName = readS().toLowerCase();
_playKey2 = readD();
_playKey1 = readD();
_loginKey1 = readD();
_loginKey2 = readD();
}
@Override
protected void runImpl()
{
final L2GameClient client = getClient();
if (_loginName.isEmpty() || !client.isProtocolOk())
{
client.close((L2GameServerPacket) null);
return;
}
SessionKey key = new SessionKey(_loginKey1, _loginKey2, _playKey1, _playKey2);
if (Config.DEBUG)
{
_log.info("user:" + _loginName);
_log.info("key:" + key);
}
// avoid potential exploits
if (client.getAccountName() == null)
{
// Preventing duplicate login in case client login server socket was disconnected or this packet was not sent yet
if (LoginServerThread.getInstance().addGameServerLogin(_loginName, client))
{
client.setAccountName(_loginName);
LoginServerThread.getInstance().addWaitingClientAndSendRequest(_loginName, client, key);
}
else
{
client.close((L2GameServerPacket) null);
}
}
}
@Override
public String getType()
{
return _C__2B_AUTHLOGIN;
}
}