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.loginserver.network.gameserver;
  
  import java.io.IOException;
  import java.nio.ByteBuffer;
  import java.nio.channels.SocketChannel;
  import java.util.ArrayDeque;
  import java.util.Deque;
  
  import org.slf4j.Logger;
  import org.slf4j.LoggerFactory;
  
  import com.aionemu.commons.network.AConnection;
  import com.aionemu.commons.network.Dispatcher;
  import com.aionemu.loginserver.GameServerInfo;
  import com.aionemu.loginserver.PingPongThread;
  import com.aionemu.loginserver.configs.Config;
  import com.aionemu.loginserver.network.factories.GsPacketHandlerFactory;
  import com.aionemu.loginserver.utils.ThreadPoolManager;
  
  /**
   * Object representing connection between LoginServer and GameServer.
   *
   * @author -Nemesiss-
   */
  public class GsConnection extends AConnection {
  
      /**
       * Logger for this class.
       */
      private static final Logger log = LoggerFactory.getLogger(GsConnection.class);
  
      /**
       * Possible states of GsConnection
       */
      public static enum State {
  
          /**
           * Means that GameServer just connect, but is not authenticated yet
           */
          CONNECTED,
          /**
           * GameServer is authenticated
           */
          AUTHED
      }
      /**
       * Server Packet "to send" Queue
       */
      private final Deque<GsServerPacket> sendMsgQueue = new ArrayDeque<GsServerPacket>();
      /**
       * Current state of this connection
       */
      private State state;
      /**
       * GameServerInfo for this GsConnection.
       */
      private GameServerInfo gameServerInfo = null;
      private PingPongThread pingThread;
  
      /**
       * Constructor.
       *
       * @param sc
       * @param d
       * @throws IOException
       */
      public GsConnection(SocketChannel sc, Dispatcher d) throws IOException {
          super(sc, d, 8192 * 8, 8192 * 8);
  
      }
  
      /**
       * Called by Dispatcher. ByteBuffer data contains one packet that should be
       * processed.
       *
       * @param data
       * @return True if data was processed correctly, False if some error
       * occurred and connection should be closed NOW.
       */
      @Override
      public boolean processData(ByteBuffer data) {
          GsClientPacket pck = GsPacketHandlerFactory.handle(data, this);
  
          if (pck != null && pck.read()) {
              ThreadPoolManager.getInstance().executeLsPacket(pck);
          }
  
          return true;
      }
  
      /**
       * This method will be called by Dispatcher, and will be repeated till
       * return false.
       *
       * @param data
       * @return True if data was written to buffer, False indicating that there
       * are not any more data to write.
       */
      @Override
      protected final boolean writeData(ByteBuffer data) {
          synchronized (guard) {
              GsServerPacket packet = sendMsgQueue.pollFirst();
              if (packet == null) {
                  return false;
              }
  
              packet.write(this, data);
              return true;
          }
      }
  
      /**
       * This method is called by Dispatcher when connection is ready to be
       * closed.
       *
       * @return time in ms after witch onDisconnect() method will be called.
       * Always return 0.
       */
      @Override
      protected final long getDisconnectionDelay() {
          return 0;
      }
  
      /**
       * {@inheritDoc}
       */
      @Override
      protected final void onDisconnect() {
          if (Config.ENABLE_PINGPONG) {
              this.pingThread.closeMe();
          }
          log.info(this + " disconnected");
          if (gameServerInfo != null) {
              gameServerInfo.setConnection(null);
              gameServerInfo.clearAccountsOnGameServer();
              gameServerInfo = null;
          }
      }
  
      /**
       * {@inheritDoc}
       */
      @Override
      protected final void onServerClose() {
          // TODO mb some packet should be send to gameserver before closing?
          close(/* packet, */true);
      }
  
      /**
       * Sends GsServerPacket to this client.
       *
       * @param bp GsServerPacket to be sent.
       */
      public final void sendPacket(GsServerPacket bp) {
          synchronized (guard) {
              /**
               * Connection is already closed or waiting for last (close packet)
               * to be sent
               */
              if (isWriteDisabled()) {
                  return;
              }
  
              sendMsgQueue.addLast(bp);
              enableWriteInterest();
          }
      }
  
      /**
       * Its guaranted that closePacket will be sent before closing connection,
       * but all past and future packets wont. Connection will be closed [by
       * Dispatcher Thread], and onDisconnect() method will be called to clear all
       * other things. forced means that server shouldn't wait with removing this
       * connection.
       *
       * @param closePacket Packet that will be send before closing.
       * @param forced have no effect in this implementation.
       */
      public final void close(GsServerPacket closePacket, boolean forced) {
          synchronized (guard) {
              if (isWriteDisabled()) {
                  return;
              }
  
              pendingClose = true;
              isForcedClosing = forced;
              sendMsgQueue.clear();
              sendMsgQueue.addLast(closePacket);
              enableWriteInterest();
          }
      }
  
      /**
       * @return Current state of this connection.
       */
      public State getState() {
          return state;
      }
  
      /**
       * @param state Set current state of this connection.
       */
      public void setState(State state) {
          this.state = state;
          if (state == State.AUTHED) {
              if (Config.ENABLE_PINGPONG) {
                  ThreadPoolManager.getInstance().schedule(pingThread, 5000);
              }
          }
      }
  
      /**
       * @return GameServerInfo for this GsConnection or null if this GsConnection
       * is not authenticated yet.
       */
      public GameServerInfo getGameServerInfo() {
          return gameServerInfo;
      }
  
      /**
       * @param gameServerInfo Set GameServerInfo for this GsConnection.
       */
      public void setGameServerInfo(GameServerInfo gameServerInfo) {
          this.gameServerInfo = gameServerInfo;
      }
  
      /**
       * @return String info about this connection
       */
      @Override
      public String toString() {
          StringBuilder sb = new StringBuilder();
          sb.append("GameServer [ID:");
          if (gameServerInfo != null) {
              sb.append(gameServerInfo.getId());
          } else {
              sb.append("null");
          }
          sb.append("] ").append(getIP());
          return sb.toString();
      }
  
      public void pong(int pid) {
          if (Config.ENABLE_PINGPONG) {
              this.pingThread.onResponse(pid);
          }
      }
  
      @Override
      protected void initialized() {
          // TODO Auto-generated method stub
          state = State.CONNECTED;
          String ip = getIP();
  
          if (Config.ENABLE_PINGPONG) {
              pingThread = new PingPongThread(this);
          }
  
          log.info("Gameserver connection attemp from: " + ip);
      }
  }
  