/*
* 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.gameserver.network.clientpackets;
import silentium.gameserver.model.CharSelectInfoPackage;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.L2GameClient;
import silentium.gameserver.network.L2GameClient.GameClientState;
import silentium.gameserver.network.serverpackets.CharSelected;
import silentium.gameserver.network.serverpackets.SignsSky;
import silentium.gameserver.tables.CharNameTable;
public class CharacterSelected extends L2GameClientPacket
{
// cd
private int _charSlot;
private int _unk1; // new in C4
private int _unk2; // new in C4
private int _unk3; // new in C4
private int _unk4; // new in C4
@Override
protected void readImpl()
{
_charSlot = readD();
_unk1 = readH();
_unk2 = readD();
_unk3 = readD();
_unk4 = readD();
}
@Override
protected void runImpl()
{
final L2GameClient client = getClient();
if (!client.getFloodProtectors().getCharacterSelect().tryPerformAction("characterSelect"))
return;
// we should always be able to acquire the lock
// but if we cant lock then nothing should be done (ie repeated packet)
if (client.getActiveCharLock().tryLock())
{
try
{
// should always be null
// but if not then this is repeated packet and nothing should be done here
if (client.getActiveChar() == null)
{
final CharSelectInfoPackage info = client.getCharSelection(_charSlot);
if (info == null)
return;
// Selected character is banned. Acts like if nothing occured...
if (info.getAccessLevel() < 0)
return;
// The L2PcInstance must be created here, so that it can be attached to the L2GameClient
log.trace("Selected slot: " + _charSlot);
// Load up character from disk
final L2PcInstance cha = client.loadCharFromDisk(_charSlot);
if (cha == null)
return;
CharNameTable.getInstance().addName(cha);
cha.setClient(client);
client.setActiveChar(cha);
cha.setOnlineStatus(true, true);
cha.restoreNewbieState();
sendPacket(new SignsSky());
client.setState(GameClientState.IN_GAME);
CharSelected cs = new CharSelected(cha, client.getSessionId().playOkID1);
sendPacket(cs);
}
}
finally
{
client.getActiveCharLock().unlock();
}
}
}
}