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l2jserver2/src/main/java/com/l2jserver/game/net/Lineage2Connection.java
2011-05-18 00:15:58 -03:00

224 lines
5.0 KiB
Java

/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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.
*
* l2jserver 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 l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.game.net;
import org.jboss.netty.channel.Channel;
import org.jboss.netty.channel.ChannelFuture;
import com.l2jserver.game.ProtocolVersion;
import com.l2jserver.game.net.codec.Lineage2Decrypter;
import com.l2jserver.game.net.codec.Lineage2Encrypter;
import com.l2jserver.game.net.codec.Lineage2PacketReader;
import com.l2jserver.game.net.codec.Lineage2PacketWriter;
import com.l2jserver.game.net.packet.ServerPacket;
import com.l2jserver.model.id.object.CharacterID;
import com.l2jserver.model.world.L2Character;
/**
* This object connects the model (structure objects normally stored in the
* database) to the controller (protocol stuff).
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class Lineage2Connection {
/**
* The connection channel
*/
private final Channel channel;
/**
* The character object
*/
private CharacterID characterID;
/**
* The Lineage 2 session
*/
private Lineage2Session session;
/**
* The connection state
*/
private ConnectionState state = ConnectionState.CONNECTED;
/**
* Each connection is represented by an state: connected, authenticated and
* in-game.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public enum ConnectionState {
CONNECTED, AUTHENTICATED, IN_GAME;
}
/**
* The client supported protocol version
*/
private ProtocolVersion version;
/**
* Creates a new instance
*
* @param channel
* the channel
*/
public Lineage2Connection(Channel channel) {
this.channel = channel;
}
/**
* @return the character
*/
public boolean hasCharacter() {
return characterID != null;
}
/**
* @return the character ID
*/
public CharacterID getCharacterID() {
return characterID;
}
/**
* @return the character
*/
public L2Character getCharacter() {
return characterID.getObject();
}
/**
* @param characterID
* the character ID to set
*/
public void setCharacterID(CharacterID characterID) {
this.characterID = characterID;
}
/**
* @return the session
*/
public Lineage2Session getSession() {
return session;
}
/**
* @param session
* the session to set
*/
public void setSession(Lineage2Session session) {
if (this.session != null)
throw new IllegalStateException("Session is already set!");
this.session = session;
}
/**
* @return the state
*/
public ConnectionState getState() {
return state;
}
/**
* @param state
* the state to set
*/
public void setState(ConnectionState state) {
this.state = state;
}
/**
* @return the version
*/
public ProtocolVersion getVersion() {
return version;
}
/**
* @param version
* the version to set
*/
public void setVersion(ProtocolVersion version) {
this.version = version;
}
/**
* Check if the client supports an given version of the protocol. Note that
* if the protocol is not known false will always be returned.
*
* @param version
* @return true if version is supported by the client
* @see com.l2jserver.game.ProtocolVersion#supports(com.l2jserver.game.ProtocolVersion)
*/
public boolean supports(ProtocolVersion version) {
if (version == null)
return false;
return version.supports(version);
}
/**
* Get the channel
*
* @return the channel
*/
public Channel getChannel() {
return channel;
}
public boolean isOpen() {
return channel.isOpen();
}
public boolean isConnected() {
return channel.isConnected();
}
public ChannelFuture write(ServerPacket packet) {
return channel.write(packet);
}
public ChannelFuture[] broadcast(ServerPacket packet) {
// TODO implement broadcasting
return new ChannelFuture[] { write(packet) };
}
public ChannelFuture disconnect() {
return channel.disconnect();
}
public ChannelFuture close() {
return channel.close();
}
public Lineage2Decrypter getDecrypter() {
return (Lineage2Decrypter) channel.getPipeline().get(
Lineage2Decrypter.HANDLER_NAME);
}
public Lineage2Encrypter getEncrypter() {
return (Lineage2Encrypter) channel.getPipeline().get(
Lineage2Encrypter.HANDLER_NAME);
}
public Lineage2PacketReader getPacketReader() {
return (Lineage2PacketReader) channel.getPipeline().get(
Lineage2PacketReader.HANDLER_NAME);
}
public Lineage2PacketWriter getPacketWriter() {
return (Lineage2PacketWriter) channel.getPipeline().get(
Lineage2PacketWriter.HANDLER_NAME);
}
}