/* * 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; } }