/*
* This program 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. This program 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 silentium.authserver.network;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.authserver.GameServerThread;
import silentium.authserver.network.clientpackets.ClientBasePacket;
import silentium.authserver.network.gameserverpackets.BlowFishKey;
import silentium.authserver.network.gameserverpackets.ChangeAccessLevel;
import silentium.authserver.network.gameserverpackets.GameServerAuth;
import silentium.authserver.network.gameserverpackets.PlayerAuthRequest;
import silentium.authserver.network.gameserverpackets.PlayerInGame;
import silentium.authserver.network.gameserverpackets.PlayerLogout;
import silentium.authserver.network.gameserverpackets.ServerStatus;
import silentium.authserver.network.loginserverpackets.LoginServerFail;
/**
* @author Ashe<br>
* Date: 27/08/2012<br>
* Time: 02:29
*/
public class GameServerPacketHandler {
protected static final Logger _log = LoggerFactory.getLogger(GameServerThread.class.getName());
public static enum GameServerState {
CONNECTED, BF_CONNECTED, AUTHED
}
public static ClientBasePacket handlePacket(final byte[] data, GameServerThread server) {
ClientBasePacket 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.warn("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.warn("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;
default:
_log.warn("Unknown Opcode ("+ Integer.toHexString(opcode).toUpperCase()+ ") in state " + state.name()+ " from GameServer, closing connection.");
server.forceClose(LoginServerFail.NOT_AUTHED);
break;
}
break;
}
return msg;
}
}