content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning 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.
   *
   *  Aion-Lightning 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 Aion-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  
  
  package com.aionemu.chatserver.network.gameserver.clientpackets;
  
  import java.nio.ByteBuffer;
  
  import org.slf4j.Logger;
  import org.slf4j.LoggerFactory;
  
  import com.aionemu.chatserver.network.gameserver.GsAuthResponse;
  import com.aionemu.chatserver.network.gameserver.GsClientPacket;
  import com.aionemu.chatserver.network.gameserver.GsConnection;
  import com.aionemu.chatserver.network.gameserver.GsConnection.State;
  import com.aionemu.chatserver.network.gameserver.serverpackets.SM_GS_AUTH_RESPONSE;
  import com.aionemu.chatserver.service.GameServerService;
  
  /**
   * @author ATracer
   */
  public class CM_CS_AUTH extends GsClientPacket {
  
      private Logger log = LoggerFactory.getLogger(CM_CS_AUTH.class);
      /**
       * Password for authentication
       */
      private String password;
      /**
       * Id of GameServer
       */
      private byte gameServerId;
      /**
       * Default address for server
       */
      private byte[] defaultAddress;
  
      public CM_CS_AUTH(ByteBuffer buf, GsConnection connection) {
          super(buf, connection, 0x00);
      }
  
      @Override
      protected void readImpl() {
          gameServerId = (byte) readC();
          defaultAddress = readB(readC());
          password = readS();
      }
  
      @Override
      protected void runImpl() {
          GsAuthResponse resp = GameServerService.getInstance().registerGameServer(gameServerId, defaultAddress, password);
  
          switch (resp) {
              case AUTHED:
                  getConnection().setState(State.AUTHED);
                  getConnection().sendPacket(new SM_GS_AUTH_RESPONSE(resp));
                  log.info("Gameserver #" + gameServerId + " is now online.");
                  break;
              case NOT_AUTHED:
                  getConnection().sendPacket(new SM_GS_AUTH_RESPONSE(resp));
                  break;
              case ALREADY_REGISTERED:
                  log.info("Gameserver #" + gameServerId + " is already registered!");
                  getConnection().sendPacket(new SM_GS_AUTH_RESPONSE(resp));
                  break;
              //	default:
              //	getConnection().close(new SM_GS_AUTH_RESPONSE(resp), false);
          }
      }
  }
  