package com.aionemu.gameserver.network.aion;
import java.util.Set;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import com.aionemu.commons.network.packet.BaseClientPacket;
import com.aionemu.gameserver.network.aion.AionConnection.State;
/**
* Base class for every Aion -> GS Client Packet
*
* @author -Nemesiss-
*/
public abstract class AionClientPacket extends BaseClientPacket<AionConnection> {
private static final Logger log = LoggerFactory.getLogger(AionClientPacket.class);
private final Set<State> validStates;
/**
* Constructs new client packet instance. ByteBuffer and ClientConnection should be later set manually, after using this constructor.
*
* @param opcode
* packet id
* @param validStates
* connection valid states
*/
protected AionClientPacket(int opcode, Set<State> validStates) {
super(opcode);
this.validStates = validStates;
}
@Override
public final void run() {
try {
if (isValid()) // run only if packet is still valid (connection state didn't change, for example due to logout)
runImpl();
} catch (Throwable e) {
log.error("Error handling client packet from " + getConnection() + ": " + this, e);
}
}
/**
* Send new AionServerPacket to connection that is owner of this packet. This method is equivalent to: getConnection().sendPacket(msg);
*
* @param msg
*/
protected void sendPacket(AionServerPacket msg) {
getConnection().sendPacket(msg);
}
/**
* Reads a fixed size string from the buffer, omitting not present trailing characters for the return value.
*/
protected final String readS(int characterCount) {
String string = readS(); // read byte length = characters * 2 + 2
if (string.length() < characterCount)
readB((characterCount - string.length()) * 2);
return string;
}
/**
* Checks if the packet is still valid for its connection.
*
* @return True if packet is still valid and should be processed.
*/
public final boolean isValid() {
return validStates.contains(getConnection().getState());
}
@Override
protected int getOpCodeZeroPadding() {
return 3;
}
}