Package com.l2jfrozen.gameserver.network.clientpackets

Source Code of com.l2jfrozen.gameserver.network.clientpackets.CharacterSelected

/*
* 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 com.l2jfrozen.gameserver.network.clientpackets;

import java.util.logging.Logger;

import com.l2jfrozen.Config;
import com.l2jfrozen.crypt.nProtect;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.L2GameClient.GameClientState;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.CharSelected;

@SuppressWarnings("unused")
public class CharacterSelected extends L2GameClientPacket
{
  private static Logger _log = Logger.getLogger(CharacterSelected.class.getName());
  private int _charSlot;
  private int _unk1, _unk2, _unk3, _unk4; // new in C4

  @Override
  protected void readImpl()
  {
    _charSlot = readD();
    _unk1 = readH();
    _unk2 = readD();
    _unk3 = readD();
    _unk4 = readD();
  }

  @Override
  protected void runImpl()
  {
    // if there is a playback.dat file in the current directory, it will be sent to the client instead of any regular packets
    // to make this work, the first packet in the playback.dat has to be a  [S]0x21 packet
    // after playback is done, the client will not work correct and need to exit
    // playLogFile(getConnection()); // try to play log file
   
    if (!getClient().getFloodProtectors().getCharacterSelect().tryPerformAction("CharacterSelect"))
      return;
   
    // we should always be abble to acquire the lock but if we cant lock then nothing should be done (ie repeated packet)
    if (getClient().getActiveCharLock().tryLock())
    {
      try
      {
        // should always be null but if not then this is repeated packet and nothing should be done here
        if (getClient().getActiveChar() == null)
        {
          // The L2PcInstance must be created here, so that it can be attached to the L2GameClient
          if (Config.DEBUG)
            _log.fine("DEBUG "+getType()+": selected slot:" + _charSlot);

          // Load up character from disk
          L2PcInstance cha = getClient().loadCharFromDisk(_charSlot);

          if (cha == null)
          {
            _log.severe("DEBUG "+getType()+": Character could not be loaded (slot:" + _charSlot + ")");
            sendPacket(ActionFailed.STATIC_PACKET);
            return;
          }

          if (cha.getAccessLevel().getLevel() < 0)
          {
            cha.deleteMe();
            return;
          }

          cha.setClient(getClient());
          getClient().setActiveChar(cha);
          getClient().setState(GameClientState.IN_GAME);
          sendPacket(new CharSelected(cha, getClient().getSessionId().playOkID1));
        }
      }
      catch (Exception e)
      {
        e.printStackTrace();
      }
      finally
      {
        getClient().getActiveCharLock().unlock();
      }
    }
  }

  @Override
  public String getType()
  {
    return "[C] 0D CharacterSelected";
  }
}
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