/* * 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; } }