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OpenDiablo2/d2networking/d2server/game_server.go

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package d2server
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gamestate"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
type GameServer struct {
gameState *d2gamestate.GameState
clientConnections map[string]ClientConnection
mapEngines []*d2map.MapEngine
}
var singletonServer *GameServer
func Create(gameStatePath string) {
log.Print("Creating GameServer")
if singletonServer != nil {
return
}
singletonServer = &GameServer{
clientConnections: make(map[string]ClientConnection),
mapEngines: make([]*d2map.MapEngine, 0),
gameState: d2gamestate.LoadGameState(gameStatePath),
}
mapEngine := d2map.CreateMapEngine()
mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0, false)
singletonServer.mapEngines = append(singletonServer.mapEngines, mapEngine)
}
func Run() {
log.Print("Starting GameServer")
}
func Stop() {
log.Print("Stopping GameServer")
}
func Destroy() {
if singletonServer == nil {
return
}
log.Print("Destroying GameServer")
Stop()
}
func OnClientConnected(client ClientConnection) {
log.Printf("Client connected with an id of %s", client.GetUniqueId())
singletonServer.clientConnections[client.GetUniqueId()] = client
client.SendPacketToClient(d2netpacket.CreateUpdateServerInfoPacket(singletonServer.gameState.Seed, client.GetUniqueId()))
client.SendPacketToClient(d2netpacket.CreateGenerateMapPacket(d2enum.RegionAct1Town, 1, 0))
// TODO: This needs to use a real method of loading characters instead of cloning the 'save file character'
sx, sy := singletonServer.mapEngines[0].GetStartPosition() // TODO: Another temporary hack
createPlayerPacket := d2netpacket.CreateAddPlayerPacket(client.GetUniqueId(), int(sx*5)+3, int(sy*5)+3,
singletonServer.gameState.HeroType, singletonServer.gameState.Equipment)
for _, connection := range singletonServer.clientConnections {
connection.SendPacketToClient(createPlayerPacket)
}
}
func OnClientDisconnected(client ClientConnection) {
log.Printf("Client disconnected with an id of %s", client.GetUniqueId())
delete(singletonServer.clientConnections, client.GetUniqueId())
}
func OnPacketReceived(client ClientConnection, packet d2netpacket.NetPacket) error {
switch packet.PacketType {
case d2netpackettype.MovePlayer:
// TODO: This needs to be verified on the server (here) before sending to other clients....
for _, player := range singletonServer.clientConnections {
player.SendPacketToClient(packet)
}
break
}
return nil
}