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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-09 10:06:35 -05:00
OpenDiablo2/d2networking/d2client/game_client.go

467 lines
13 KiB
Go
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package d2client
import (
"fmt"
"os"
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen"
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2localclient"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2remoteclient"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"github.com/OpenDiablo2/OpenDiablo2/d2script"
)
const logPrefix = "Game Client"
const (
numSubtilesPerTile = 5
)
// GameClient manages a connection to d2server.GameServer
// and keeps a synchronized copy of the map and entities.
type GameClient struct {
clientConnection ServerConnection // Abstract local/remote connection
connectionType d2clientconnectiontype.ClientConnectionType // Type of connection (local or remote)
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
asset *d2asset.AssetManager
scriptEngine *d2script.ScriptEngine
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00
GameState *d2hero.HeroState // local player state
MapEngine *d2mapengine.MapEngine // Map and entities
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
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mapGen *d2mapgen.MapGenerator // map generator
PlayerID string // ID of the local player
Players map[string]*d2mapentity.Player // IDs of the other players
Seed int64 // Map seed
RegenMap bool // Regenerate tile cache on render (map has changed)
*d2util.Logger
}
// Create constructs a new GameClient and returns a pointer to it.
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
func Create(connectionType d2clientconnectiontype.ClientConnectionType,
asset *d2asset.AssetManager,
l d2util.LogLevel,
scriptEngine *d2script.ScriptEngine) (*GameClient, error) {
result := &GameClient{
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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asset: asset,
MapEngine: d2mapengine.CreateMapEngine(l, asset),
Players: make(map[string]*d2mapentity.Player),
connectionType: connectionType,
scriptEngine: scriptEngine,
}
result.Logger = d2util.NewLogger()
result.Logger.SetPrefix(logPrefix)
result.Logger.SetLevel(l)
// for a remote client connection, set loading to true - wait until we process the GenerateMapPacket
// before we start updating map entites
result.MapEngine.IsLoading = connectionType == d2clientconnectiontype.LANClient
mapGen, err := d2mapgen.NewMapGenerator(asset, l, result.MapEngine)
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
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if err != nil {
return nil, err
}
result.mapGen = mapGen
switch connectionType {
case d2clientconnectiontype.LANClient:
result.clientConnection, err = d2remoteclient.Create(l, asset)
case d2clientconnectiontype.LANServer:
result.clientConnection, err = d2localclient.Create(asset, l, true)
case d2clientconnectiontype.Local:
result.clientConnection, err = d2localclient.Create(asset, l, false)
default:
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
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err = fmt.Errorf("unknown client connection type specified: %d", connectionType)
}
if err != nil {
return nil, err
}
result.clientConnection.SetClientListener(result)
return result, nil
}
// Open creates the server and connects to it if the client is local.
// If the client is remote it sends a PlayerConnectionRequestPacket to the
// server (see d2netpacket).
func (g *GameClient) Open(connectionString, saveFilePath string) error {
switch g.connectionType {
case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local:
g.scriptEngine.AllowEval()
}
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return g.clientConnection.Open(connectionString, saveFilePath)
}
// Close destroys the server if the client is local. For remote clients
// it sends a DisconnectRequestPacket (see d2netpacket).
func (g *GameClient) Close() error {
switch g.connectionType {
case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local:
g.scriptEngine.DisallowEval()
}
return g.clientConnection.Close()
}
// Destroy does the same thing as Close.
func (g *GameClient) Destroy() error {
return g.Close()
}
// OnPacketReceived is called by the ClientConection and processes incoming
// packets.
// nolint:gocyclo // switch statement on packet type makes sense, no need to change
func (g *GameClient) OnPacketReceived(packet d2netpacket.NetPacket) error {
switch packet.PacketType {
case d2netpackettype.GenerateMap:
if err := g.handleGenerateMapPacket(packet); err != nil {
return err
}
case d2netpackettype.UpdateServerInfo:
if err := g.handleUpdateServerInfoPacket(packet); err != nil {
return err
}
case d2netpackettype.AddPlayer:
if err := g.handleAddPlayerPacket(packet); err != nil {
return err
}
case d2netpackettype.MovePlayer:
if err := g.handleMovePlayerPacket(packet); err != nil {
return err
}
case d2netpackettype.CastSkill:
if err := g.handleCastSkillPacket(packet); err != nil {
return err
}
case d2netpackettype.SpawnItem:
if err := g.handleSpawnItemPacket(packet); err != nil {
return err
}
case d2netpackettype.Ping:
if err := g.handlePingPacket(); err != nil {
g.Errorf("GameClient: error responding to server ping: %s", err)
}
case d2netpackettype.PlayerDisconnectionNotification:
Backmerge master into ecs (#1021) * quest log disabled icon * removed unused functions for text colorizing * terminal printing * fixed saving key change bug * help overlay text * removed unused issue comments * Update Ebiten to v2.0.2 * changed terminal color separator & changed logLevelNone to logLevelDefault in app.go * status and screens update * quest animation initial. * escape menu hotkeys * hero save file * add-buttons init * add-buttons actions * stats changing: hero stats panel * skill tre - remaining points label * revert:hero save file (app.go) * escape menu hotkeys * hero save file * updated d2hero.HeroStatsState * corrected grammar errors * animation is played and last frame is completedFrame * animation stops playing, when quest log is closed & quest socket gets highlighted, when animation is playing & fixed highlight bug * fixed quest descr bug & added code description * level-up buttons tooltips * Replaced kingping with flag package * Cleanup d2records logging * Renamed CharStatRecord * Renamed SoundDetailRecord * Renamed MonStatRecord * Renamed ObjectDetailRecord * Renamed MonStat2Record * fixed onHover bug in d2ui.Sprite (#992) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * added static checks to d2ui (#990) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * fixed onHover bug in d2ui.Label (#991) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * Revert "fixed onHover bug in d2ui.Sprite" This reverts commit 8b557062fbee330c0806dfa76979d4ad985cc8d5. * tip-labels in tcpip menu * skill select menu dependencies (when we open skillselect menu, other panels are closed) * Cleaned up d2term * A wild } appeared * Fixed linter issues * ckecked value of italian modifier * game-controls refactor * fixed build and lint errors * removed unnecessary switch-case statments from onKeyUp and onEscKey * fixed bug with terminal's logLevel * Refactor StreamWriter * Refactor StreamReader * Fixed gocritic linter issues * Reduce GetTiles slice allocation * Networking bugfixes and cleanup Make sure connections close properly, without weird error messages Remove player map entity when a player disconnects from a multiplayer game Close server properly when host disconnects, handle ServerClose on remote clients Don't mix JSON decoders and raw TCP writes Actually handle incoming packets from remote clients General code cleanup for simplicity and consistency * Switched to self hosted build agent * Removed PR requirement for action * remove build job requirement * Fiddling with actions names * Updated workflows * Fix yaml errors * Yet another yaml fix * Removed improper ebiten dependency in d2interface. * Add checkboxes, checkbox test scene * Render HUD before Panels (in this Case 'Panels' only does mean Inventory Panel). This is to avoid Entity Labels to be renderd above the Inventory Panel. Fixes #936 * This DCC frame size calculation seems useless TBH there some to be some other overcomplicated things going on in DCCAnimation but too tired to use brain right now. * De-lint ecs branch * bugfix: file_handle_resolver * Add boot state to scenes, fix loading screen scene * added label-button widget (#989) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * removed links to closed issues from code (#1005) Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * removed unused fields from d2player.GameControl.actionableRegions (#997) Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * d2ui.Frame refactor (#994) * d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame * d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * d2mpq refactored (#1020) * d2mpq refactor * d2mpq refactor last standing lint error * d2mpq refactor: less linter noise * d2mpq refactor: more linter issues Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com> Co-authored-by: Hajime Hoshi <hajimehoshi@gmail.com> Co-authored-by: gucio321 <73652197+gucio321@users.noreply.github.com> Co-authored-by: Intyre <intyre@gmail.com> Co-authored-by: ThomasChr <thomaschristlieb@hotmail.com> Co-authored-by: Ziemas <ziemas@ziemas.se> Co-authored-by: gravestench <dknuth0101@gmail.com>
2021-01-09 03:25:44 -05:00
if err := g.handlePlayerDisconnectionPacket(packet); err != nil {
return err
}
case d2netpackettype.ServerClosed:
// https://github.com/OpenDiablo2/OpenDiablo2/issues/802
g.Infof("Server has been closed")
os.Exit(0)
case d2netpackettype.ServerFull:
g.Infof("Server is full") // need to be verified
os.Exit(0)
default:
g.Fatalf("Invalid packet type: %d", packet.PacketType)
}
return nil
}
// SendPacketToServer calls server.OnPacketReceived if the client is local.
// If it is remote the NetPacket sent over a UDP connection to the server.
func (g *GameClient) SendPacketToServer(packet d2netpacket.NetPacket) error {
return g.clientConnection.SendPacketToServer(packet)
}
func (g *GameClient) handleGenerateMapPacket(packet d2netpacket.NetPacket) error {
mapData, err := d2netpacket.UnmarshalGenerateMap(packet.PacketData)
if err != nil {
return err
}
if mapData.RegionType == d2enum.RegionAct1Town {
Removing d2datadict singletons (#738) * Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00
g.mapGen.GenerateAct1Overworld()
}
g.RegenMap = true
return nil
}
func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket) error {
serverInfo, err := d2netpacket.UnmarshalUpdateServerInfo(packet.PacketData)
if err != nil {
return err
}
g.MapEngine.SetSeed(serverInfo.Seed)
g.PlayerID = serverInfo.PlayerID
g.Seed = serverInfo.Seed
g.Infof("Player id set to %s", serverInfo.PlayerID)
return nil
}
func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
player, err := d2netpacket.UnmarshalAddPlayer(packet.PacketData)
if err != nil {
return err
}
d2hero.HydrateSkills(player.Skills, g.asset)
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
newPlayer := g.MapEngine.NewPlayer(player.ID, player.Name, player.X, player.Y, 0,
player.HeroType, player.Stats, player.Skills, &player.Equipment, player.LeftSkill, player.RightSkill, player.Gold)
g.Players[newPlayer.ID()] = newPlayer
g.MapEngine.AddEntity(newPlayer)
return nil
}
func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error {
item, err := d2netpacket.UnmarshalSpawnItem(packet.PacketData)
if err != nil {
return err
}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
itemEntity, err := g.MapEngine.NewItem(item.X, item.Y, item.Codes...)
if err == nil {
g.MapEngine.AddEntity(itemEntity)
}
return err
}
func (g *GameClient) handleMovePlayerPacket(packet d2netpacket.NetPacket) error {
movePlayer, err := d2netpacket.UnmarshalMovePlayer(packet.PacketData)
if err != nil {
return err
}
player := g.Players[movePlayer.PlayerID]
start := d2vector.NewPositionTile(movePlayer.StartX, movePlayer.StartY)
dest := d2vector.NewPositionTile(movePlayer.DestX, movePlayer.DestY)
path := g.MapEngine.PathFind(start, dest)
if len(path) > 0 {
player.SetPath(path, func() {
tilePosition := player.Position.Tile()
tile := g.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y()))
if tile == nil {
return
}
player.SetIsInTown(tile.RegionType == d2enum.RegionAct1Town)
err := player.SetAnimationMode(player.GetAnimationMode())
if err != nil {
fmtStr := "GameClient: error setting animation mode for player %s: %s"
g.Errorf(fmtStr, player.ID(), err)
}
})
}
return nil
}
func (g *GameClient) handleCastSkillPacket(packet d2netpacket.NetPacket) error {
playerCast, err := d2netpacket.UnmarshalCast(packet.PacketData)
if err != nil {
return err
}
player := g.Players[playerCast.SourceEntityID]
player.StopMoving()
castX := playerCast.TargetX * numSubtilesPerTile
castY := playerCast.TargetY * numSubtilesPerTile
direction := player.Position.DirectionTo(*d2vector.NewVector(castX, castY))
player.SetDirection(direction)
skillRecord := g.asset.Records.Skill.Details[playerCast.SkillID]
missileEntities, err := g.createMissileEntities(skillRecord, player, castX, castY)
if err != nil {
return err
}
var summonedNpcEntity *d2mapentity.NPC
if skillRecord.Summon != "" {
summonedNpcEntity, err = g.createSummonedNpcEntity(skillRecord, int(castX), int(castY))
if err != nil {
return err
}
}
player.StartCasting(skillRecord.Anim, func() {
if len(missileEntities) > 0 {
// shoot the missiles of the skill after the player has finished casting
for _, missileEntity := range missileEntities {
g.MapEngine.AddEntity(missileEntity)
}
}
if summonedNpcEntity != nil {
// summon the referenced NPC after the player has finished casting
g.MapEngine.AddEntity(summonedNpcEntity)
}
})
overlayRecord := g.asset.Records.Layout.Overlays[skillRecord.Castoverlay]
return g.playCastOverlay(overlayRecord, int(player.Position.X()), int(player.Position.Y()))
}
func (g *GameClient) createSummonedNpcEntity(skillRecord *d2records.SkillRecord, x, y int) (*d2mapentity.NPC, error) {
monsterStatsRecord := g.asset.Records.Monster.Stats[skillRecord.Summon]
if monsterStatsRecord == nil {
fmtErr := "cannot cast skill - No monstat entry for \"%s\""
return nil, fmt.Errorf(fmtErr, skillRecord.Summon)
}
// https://github.com/OpenDiablo2/OpenDiablo2/issues/803
summonedNpcEntity, err := g.MapEngine.NewNPC(x, y, monsterStatsRecord, 0)
if err != nil {
return nil, err
}
return summonedNpcEntity, nil
}
func (g *GameClient) createMissileEntities(
skillRecord *d2records.SkillRecord,
player *d2mapentity.Player,
castX, castY float64,
) ([]*d2mapentity.Missile, error) {
missileRecords := []*d2records.MissileRecord{
g.asset.Records.GetMissileByName(skillRecord.Cltmissile),
g.asset.Records.GetMissileByName(skillRecord.Cltmissilea),
g.asset.Records.GetMissileByName(skillRecord.Cltmissileb),
g.asset.Records.GetMissileByName(skillRecord.Cltmissilec),
g.asset.Records.GetMissileByName(skillRecord.Cltmissiled),
}
missileEntities := make([]*d2mapentity.Missile, 0)
2020-10-25 20:28:40 -04:00
for _, missileRecord := range missileRecords {
if missileRecord == nil {
continue
}
missileEntity, err := g.createMissileEntity(missileRecord, player, castX, castY)
if err != nil {
return nil, err
}
missileEntities = append(missileEntities, missileEntity)
}
return missileEntities, nil
}
func (g *GameClient) createMissileEntity(
missileRecord *d2records.MissileRecord,
player *d2mapentity.Player,
castX, castY float64,
) (*d2mapentity.Missile, error) {
if missileRecord == nil {
return nil, nil
}
radians := d2math.GetRadiansBetween(
player.Position.X(),
player.Position.Y(),
castX,
castY,
)
missileEntity, err := g.MapEngine.NewMissile(
int(player.Position.X()),
int(player.Position.Y()),
g.asset.Records.Missiles[missileRecord.Id],
)
if err != nil {
return nil, err
}
missileEntity.SetRadians(radians, func() {
g.MapEngine.RemoveEntity(missileEntity)
})
return missileEntity, nil
}
func (g *GameClient) playCastOverlay(overlayRecord *d2records.OverlayRecord, x, y int) error {
if overlayRecord == nil {
return nil
}
overlayEntity, err := g.MapEngine.NewCastOverlay(
x,
y,
overlayRecord,
)
if err != nil {
return err
}
overlayEntity.SetOnDoneFunc(func() {
g.MapEngine.RemoveEntity(overlayEntity)
})
g.MapEngine.AddEntity(overlayEntity)
return nil
}
func (g *GameClient) handlePingPacket() error {
2020-11-23 08:18:30 -05:00
pongPacket, err := d2netpacket.CreatePongPacket(g.PlayerID)
if err != nil {
return err
}
err = g.clientConnection.SendPacketToServer(pongPacket)
if err != nil {
return err
}
return nil
}
Backmerge master into ecs (#1021) * quest log disabled icon * removed unused functions for text colorizing * terminal printing * fixed saving key change bug * help overlay text * removed unused issue comments * Update Ebiten to v2.0.2 * changed terminal color separator & changed logLevelNone to logLevelDefault in app.go * status and screens update * quest animation initial. * escape menu hotkeys * hero save file * add-buttons init * add-buttons actions * stats changing: hero stats panel * skill tre - remaining points label * revert:hero save file (app.go) * escape menu hotkeys * hero save file * updated d2hero.HeroStatsState * corrected grammar errors * animation is played and last frame is completedFrame * animation stops playing, when quest log is closed & quest socket gets highlighted, when animation is playing & fixed highlight bug * fixed quest descr bug & added code description * level-up buttons tooltips * Replaced kingping with flag package * Cleanup d2records logging * Renamed CharStatRecord * Renamed SoundDetailRecord * Renamed MonStatRecord * Renamed ObjectDetailRecord * Renamed MonStat2Record * fixed onHover bug in d2ui.Sprite (#992) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * added static checks to d2ui (#990) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * fixed onHover bug in d2ui.Label (#991) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * Revert "fixed onHover bug in d2ui.Sprite" This reverts commit 8b557062fbee330c0806dfa76979d4ad985cc8d5. * tip-labels in tcpip menu * skill select menu dependencies (when we open skillselect menu, other panels are closed) * Cleaned up d2term * A wild } appeared * Fixed linter issues * ckecked value of italian modifier * game-controls refactor * fixed build and lint errors * removed unnecessary switch-case statments from onKeyUp and onEscKey * fixed bug with terminal's logLevel * Refactor StreamWriter * Refactor StreamReader * Fixed gocritic linter issues * Reduce GetTiles slice allocation * Networking bugfixes and cleanup Make sure connections close properly, without weird error messages Remove player map entity when a player disconnects from a multiplayer game Close server properly when host disconnects, handle ServerClose on remote clients Don't mix JSON decoders and raw TCP writes Actually handle incoming packets from remote clients General code cleanup for simplicity and consistency * Switched to self hosted build agent * Removed PR requirement for action * remove build job requirement * Fiddling with actions names * Updated workflows * Fix yaml errors * Yet another yaml fix * Removed improper ebiten dependency in d2interface. * Add checkboxes, checkbox test scene * Render HUD before Panels (in this Case 'Panels' only does mean Inventory Panel). This is to avoid Entity Labels to be renderd above the Inventory Panel. Fixes #936 * This DCC frame size calculation seems useless TBH there some to be some other overcomplicated things going on in DCCAnimation but too tired to use brain right now. * De-lint ecs branch * bugfix: file_handle_resolver * Add boot state to scenes, fix loading screen scene * added label-button widget (#989) Co-authored-by: M. Sz <mszeptuch@protonmail.com> * removed links to closed issues from code (#1005) Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * removed unused fields from d2player.GameControl.actionableRegions (#997) Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * d2ui.Frame refactor (#994) * d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame * d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com> * d2mpq refactored (#1020) * d2mpq refactor * d2mpq refactor last standing lint error * d2mpq refactor: less linter noise * d2mpq refactor: more linter issues Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com> Co-authored-by: Hajime Hoshi <hajimehoshi@gmail.com> Co-authored-by: gucio321 <73652197+gucio321@users.noreply.github.com> Co-authored-by: Intyre <intyre@gmail.com> Co-authored-by: ThomasChr <thomaschristlieb@hotmail.com> Co-authored-by: Ziemas <ziemas@ziemas.se> Co-authored-by: gravestench <dknuth0101@gmail.com>
2021-01-09 03:25:44 -05:00
func (g *GameClient) handlePlayerDisconnectionPacket(packet d2netpacket.NetPacket) error {
disconnectPacket, err := d2netpacket.UnmarshalPlayerDisconnectionRequest(packet.PacketData)
if err != nil {
return err
}
player := g.Players[disconnectPacket.ID]
g.MapEngine.RemoveEntity(player)
delete(g.Players, disconnectPacket.ID)
return nil
}
// IsSinglePlayer returns a bool for whether the game is a single-player game
func (g *GameClient) IsSinglePlayer() bool {
return g.connectionType == d2clientconnectiontype.Local
}