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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-05 16:17:45 -05:00

Networking Refactor (#698)

* Networking refactor

* Networking refactor

* Networking refactor

* Networking refactor

* Refactor netpacket for json.Rawmessages as the data type and client side JSON decoder.

* Move game server connection handler to json decoder.

* Move game server connection handler to json decoder.
This commit is contained in:
Stephen Horan 2020-08-09 20:32:47 -04:00 committed by GitHub
parent 0ea6bd5b92
commit 2254e4b2a6
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 625 additions and 509 deletions

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@ -17,6 +17,7 @@ type LocalClientConnection struct {
uniqueID string // Unique ID generated on construction
openNetworkServer bool // True if this is a server
playerState *d2player.PlayerState // Local player state
gameServer *d2server.GameServer // Game Server
}
// GetUniqueID returns LocalClientConnection.uniqueID.
@ -48,10 +49,18 @@ func Create(openNetworkServer bool) *LocalClientConnection {
// Open creates a new GameServer, runs the server and connects this client to it.
func (l *LocalClientConnection) Open(_, saveFilePath string) error {
l.SetPlayerState(d2player.LoadPlayerState(saveFilePath))
d2server.Create(l.openNetworkServer)
var err error
l.SetPlayerState(d2player.LoadPlayerState(saveFilePath))
l.gameServer, err = d2server.NewGameServer(l.openNetworkServer, 30)
if err != nil {
return err
}
if err := l.gameServer.Start(); err != nil {
return err
}
go d2server.Run()
d2server.OnClientConnected(l)
return nil
@ -65,7 +74,7 @@ func (l *LocalClientConnection) Close() error {
}
d2server.OnClientDisconnected(l)
d2server.Destroy()
l.gameServer.Stop()
return nil
}

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@ -1,11 +1,8 @@
package d2remoteclient
import (
"bytes"
"compress/gzip"
"encoding/json"
"fmt"
"io"
"log"
"net"
"strings"
@ -24,7 +21,7 @@ import (
type RemoteClientConnection struct {
clientListener d2networking.ClientListener // The GameClient
uniqueID string // Unique ID generated on construction
udpConnection *net.UDPConn // UDP connection to the server
tcpConnection *net.TCPConn // UDP connection to the server
active bool // The connection is currently open
}
@ -46,14 +43,14 @@ func (r *RemoteClientConnection) Open(connectionString, saveFilePath string) err
}
// TODO: Connect to the server
udpAddress, err := net.ResolveUDPAddr("udp", connectionString)
tcpAddress, err := net.ResolveTCPAddr("tcp", connectionString)
// TODO: Show connection error screen if connection fails
if err != nil {
return err
}
r.udpConnection, err = net.DialUDP("udp", nil, udpAddress)
r.tcpConnection, err = net.DialTCP("tcp", nil, tcpAddress)
// TODO: Show connection error screen if connection fails
if err != nil {
return err
@ -62,10 +59,11 @@ func (r *RemoteClientConnection) Open(connectionString, saveFilePath string) err
r.active = true
go r.serverListener()
log.Printf("Connected to server at %s", r.udpConnection.RemoteAddr().String())
log.Printf("Connected to server at %s", r.tcpConnection.RemoteAddr().String())
gameState := d2player.LoadPlayerState(saveFilePath)
err = r.SendPacketToServer(d2netpacket.CreatePlayerConnectionRequestPacket(r.GetUniqueID(), gameState))
packet := d2netpacket.CreatePlayerConnectionRequestPacket(r.GetUniqueID(), gameState)
err = r.SendPacketToServer(packet)
if err != nil {
log.Print("RemoteClientConnection: error sending PlayerConnectionRequestPacket to server.")
@ -107,102 +105,47 @@ func (r *RemoteClientConnection) SetClientListener(listener d2networking.ClientL
// SendPacketToServer compresses the JSON encoding of a NetPacket and
// sends it to the server.
func (r *RemoteClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
data, err := json.Marshal(packet.PacketData)
data, err := json.Marshal(packet)
if err != nil {
return err
}
var buff bytes.Buffer
buff.WriteByte(byte(packet.PacketType))
writer, _ := gzip.NewWriterLevel(&buff, gzip.BestCompression)
var written int
if written, err = writer.Write(data); err != nil {
return err
} else if written == 0 {
return fmt.Errorf("remoteClientConnection: attempted to send empty %v packet body", packet.PacketType)
}
if writeErr := writer.Close(); writeErr != nil {
return writeErr
}
if _, err = r.udpConnection.Write(buff.Bytes()); err != nil {
if _, err = r.tcpConnection.Write(data); err != nil {
return err
}
return nil
}
// serverListener runs a while loop, reading from the GameServer's UDP
// serverListener runs a while loop, reading from the GameServer's TCP
// connection.
func (r *RemoteClientConnection) serverListener() {
buffer := make([]byte, 4096)
var packet d2netpacket.NetPacket
decoder := json.NewDecoder(r.tcpConnection)
for r.active {
n, _, err := r.udpConnection.ReadFromUDP(buffer)
for {
err := decoder.Decode(&packet)
p, err := r.decodeToPacket(packet.PacketType, string(packet.PacketData))
if err != nil {
fmt.Printf("Socket error: %s\n", err)
continue
log.Println(packet.PacketType, err)
}
if n <= 0 {
continue
}
data, packetType, err := r.bytesToJSON(buffer)
err = r.clientListener.OnPacketReceived(p)
if err != nil {
log.Println(packetType, err)
}
packet, err := r.decodeToPacket(packetType, data)
if err != nil {
log.Println(packetType, err)
}
err = r.clientListener.OnPacketReceived(packet)
if err != nil {
log.Println(packetType, err)
log.Println(packet.PacketType, err)
}
}
}
// bytesToJSON reads the packet type, decompresses the packet and returns a JSON string.
func (r *RemoteClientConnection) bytesToJSON(buffer []byte) (string, d2netpackettype.NetPacketType, error) {
buff := bytes.NewBuffer(buffer)
packetTypeID, err := buff.ReadByte()
packet, err := d2netpacket.UnmarshalNetPacket(buffer)
if err != nil {
// The packet type here will be UpdateServerInfo. That shouldn't matter
// but perhaps we should have a 'None' packet type anyway.
return "", d2netpackettype.NetPacketType(0), fmt.Errorf("error reading packet type: %s", err)
return "", 0, err
}
packetType := d2netpackettype.NetPacketType(packetTypeID)
reader, err := gzip.NewReader(buff)
if err != nil {
return "", packetType, fmt.Errorf("error creating reader for %v packet: %s", packetType, err)
}
sb := new(strings.Builder)
// This will throw errors where packets are not compressed. This doesn't
// break anything, so the gzip.ErrHeader error is currently ignored to
// avoid noisy logging.
written, err := io.Copy(sb, reader)
if err != nil && err != gzip.ErrHeader {
return "", packetType, fmt.Errorf("error copying bytes from %v packet: %s", packetType, err)
}
if written == 0 {
return "", packetType, fmt.Errorf("empty %v packet received", packetType)
}
return sb.String(), packetType, nil
return string(packet.PacketData), packet.PacketType, nil
}
// decodeToPacket unmarshals the JSON string into the correct struct
@ -219,7 +162,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.MovePlayer:
var p d2netpacket.MovePlayerPacket
@ -227,7 +170,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.UpdateServerInfo:
var p d2netpacket.UpdateServerInfoPacket
@ -235,7 +178,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.AddPlayer:
var p d2netpacket.AddPlayerPacket
@ -243,7 +186,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.Ping:
var p d2netpacket.PingPacket
@ -251,7 +194,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.PlayerDisconnectionNotification:
var p d2netpacket.PlayerDisconnectRequestPacket
@ -259,7 +202,7 @@ func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType,
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
default:
err = fmt.Errorf("RemoteClientConnection: unrecognized packet type: %v", t)

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@ -145,7 +145,10 @@ func (g *GameClient) SendPacketToServer(packet d2netpacket.NetPacket) error {
}
func (g *GameClient) handleGenerateMapPacket(packet d2netpacket.NetPacket) error {
mapData := packet.PacketData.(d2netpacket.GenerateMapPacket)
mapData, err := d2netpacket.UnmarshalGenerateMap(packet.PacketData)
if err != nil {
return err
}
if mapData.RegionType == d2enum.RegionAct1Town {
d2mapgen.GenerateAct1Overworld(g.MapEngine)
@ -157,7 +160,11 @@ func (g *GameClient) handleGenerateMapPacket(packet d2netpacket.NetPacket) error
}
func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket) error {
serverInfo := packet.PacketData.(d2netpacket.UpdateServerInfoPacket)
serverInfo, err := d2netpacket.UnmarshalUpdateServerInfo(packet.PacketData)
if err != nil {
return err
}
g.MapEngine.SetSeed(serverInfo.Seed)
g.PlayerID = serverInfo.PlayerID
g.Seed = serverInfo.Seed
@ -167,7 +174,11 @@ func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket)
}
func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
player := packet.PacketData.(d2netpacket.AddPlayerPacket)
player, err := d2netpacket.UnmarshalAddPlayer(packet.PacketData)
if err != nil {
return err
}
newPlayer := d2mapentity.NewPlayer(player.ID, player.Name, player.X, player.Y, 0,
player.HeroType, player.Stats, &player.Equipment)
@ -178,7 +189,11 @@ func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
}
func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error {
item := packet.PacketData.(d2netpacket.SpawnItemPacket)
item, err := d2netpacket.UnmarshalSpawnItem(packet.PacketData)
if err != nil {
return err
}
itemEntity, err := d2mapentity.NewItem(item.X, item.Y, item.Codes...)
if err == nil {
@ -189,7 +204,11 @@ func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error {
}
func (g *GameClient) handleMovePlayerPacket(packet d2netpacket.NetPacket) error {
movePlayer := packet.PacketData.(d2netpacket.MovePlayerPacket)
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)
@ -224,7 +243,11 @@ func (g *GameClient) handleMovePlayerPacket(packet d2netpacket.NetPacket) error
}
func (g *GameClient) handleCastSkillPacket(packet d2netpacket.NetPacket) error {
playerCast := packet.PacketData.(d2netpacket.CastPacket)
playerCast, err := d2netpacket.UnmarshalCast(packet.PacketData)
if err != nil {
return err
}
player := g.Players[playerCast.SourceEntityID]
player.SetCasting()

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@ -1,5 +1,7 @@
package d2netpackettype
import "encoding/json"
// NetPacketType is an enum referring to all packet types in package
// d2netpacket.
type NetPacketType uint32
@ -25,6 +27,8 @@ const (
ServerClosed // Sent by the local host when it has closed the server
CastSkill // Sent by client or server, indicates entity casting skill
SpawnItem // Sent by server
UnknownPacketType = 666
)
func (n NetPacketType) String() string {
@ -44,3 +48,9 @@ func (n NetPacketType) String() string {
return strings[n]
}
func (n NetPacketType) MarshalPacket() []byte {
p, _ := json.Marshal(n)
return p
}

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@ -1,6 +1,10 @@
package d2netpacket
import "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"log"
)
// NetPacket is used to wrap and send all packet types under d2netpacket.
// When decoding a packet: First the PacketType byte is read, then the
@ -8,5 +12,31 @@ import "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackett
// PacketType.
type NetPacket struct {
PacketType d2netpackettype.NetPacketType `json:"packetType"`
PacketData interface{} `json:"packetData"`
PacketData json.RawMessage `json:"packetData"`
}
func InspectPacketType(b []byte) d2netpackettype.NetPacketType {
var packet NetPacket
if err := json.Unmarshal(b, &packet); err != nil {
log.Println(err)
}
return packet.PacketType
}
func UnmarshalNetPacket(packet []byte) (NetPacket, error) {
var p NetPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}
// MarshalPacket is a quick helper function to Marshal very anything UNSAFELY, meaning the error is not checked before sending.
func MarshalPacket(packet interface{}) []byte {
b, _ := json.Marshal(packet)
return b
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
@ -24,16 +25,28 @@ type AddPlayerPacket struct {
// AddPlayerPacket with the data in given parameters.
func CreateAddPlayerPacket(id, name string, x, y int, heroType d2enum.Hero,
stats *d2hero.HeroStatsState, equipment d2inventory.CharacterEquipment) NetPacket {
addPlayerPacket := AddPlayerPacket{
ID: id,
Name: name,
X: x,
Y: y,
HeroType: heroType,
Equipment: equipment,
Stats: stats,
}
b, _ := json.Marshal(addPlayerPacket)
return NetPacket{
PacketType: d2netpackettype.AddPlayer,
PacketData: AddPlayerPacket{
ID: id,
Name: name,
X: x,
Y: y,
HeroType: heroType,
Equipment: equipment,
Stats: stats,
},
PacketData: b,
}
}
func UnmarshalAddPlayer(packet []byte) (AddPlayerPacket, error) {
var p AddPlayerPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
@ -15,10 +16,22 @@ type GenerateMapPacket struct {
// CreateGenerateMapPacket returns a NetPacket which declares a
// GenerateMapPacket with the given regionType.
func CreateGenerateMapPacket(regionType d2enum.RegionIdType) NetPacket {
generateMapPacket := GenerateMapPacket{
RegionType: regionType,
}
b, _ := json.Marshal(generateMapPacket)
return NetPacket{
PacketType: d2netpackettype.GenerateMap,
PacketData: GenerateMapPacket{
RegionType: regionType,
},
PacketData: b,
}
}
func UnmarshalGenerateMap(packet []byte) (GenerateMapPacket, error) {
var p GenerateMapPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
@ -14,12 +15,24 @@ type SpawnItemPacket struct {
// CreateSpawnItemPacket returns a NetPacket which declares a
// SpawnItemPacket with the data in given parameters.
func CreateSpawnItemPacket(x, y int, codes ...string) NetPacket {
spawnItemPacket := SpawnItemPacket{
X: x,
Y: y,
Codes: codes,
}
b, _ := json.Marshal(spawnItemPacket)
return NetPacket{
PacketType: d2netpackettype.SpawnItem,
PacketData: SpawnItemPacket{
X: x,
Y: y,
Codes: codes,
},
PacketData: b,
}
}
func UnmarshalSpawnItem(packet []byte) (SpawnItemPacket, error) {
var p SpawnItemPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}

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@ -1,6 +1,9 @@
package d2netpacket
import "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// MovePlayerPacket contains a movement command for a specific player entity.
// It is sent by the server to move a player entity on a client.
@ -16,14 +19,26 @@ type MovePlayerPacket struct {
// CreateMovePlayerPacket returns a NetPacket which declares a MovePlayerPacket
// with the given ID and movement command.
func CreateMovePlayerPacket(playerID string, startX, startY, destX, destY float64) NetPacket {
movePlayerPacket := MovePlayerPacket{
PlayerID: playerID,
StartX: startX,
StartY: startY,
DestX: destX,
DestY: destY,
}
b, _ := json.Marshal(movePlayerPacket)
return NetPacket{
PacketType: d2netpackettype.MovePlayer,
PacketData: MovePlayerPacket{
PlayerID: playerID,
StartX: startX,
StartY: startY,
DestX: destX,
DestY: destY,
},
PacketData: b,
}
}
func UnmarshalMovePlayer(packet []byte) (MovePlayerPacket, error) {
var p MovePlayerPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
@ -15,10 +16,13 @@ type PingPacket struct {
// CreatePingPacket returns a NetPacket which declares a GenerateMapPacket
// with the the current time.
func CreatePingPacket() NetPacket {
ping := PingPacket{
TS: time.Now(),
}
b, _ := json.Marshal(ping)
return NetPacket{
PacketType: d2netpackettype.Ping,
PacketData: PingPacket{
TS: time.Now(),
},
PacketData: b,
}
}

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@ -1,6 +1,9 @@
package d2netpacket
import "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// CastPacket contains a cast command for an entity. It is sent by the server
// and instructs the client to trigger the use of the given skill on the given
@ -17,14 +20,26 @@ type CastPacket struct {
// CreateCastPacket returns a NetPacket which declares a CastPacket with the
// given skill command.
func CreateCastPacket(entityID string, skillID int, targetX, targetY float64) NetPacket {
castPacket := CastPacket{
SourceEntityID: entityID,
SkillID: skillID,
TargetX: targetX,
TargetY: targetY,
TargetEntityID: "", // TODO implement targeting entities
}
b, _ := json.Marshal(castPacket)
return NetPacket{
PacketType: d2netpackettype.CastSkill,
PacketData: CastPacket{
SourceEntityID: entityID,
SkillID: skillID,
TargetX: targetX,
TargetY: targetY,
TargetEntityID: "", // TODO implement targeting entities
},
PacketData: b,
}
}
func UnmarshalCast(packet []byte) (CastPacket, error) {
var p CastPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
@ -15,11 +16,23 @@ type PlayerConnectionRequestPacket struct {
// CreatePlayerConnectionRequestPacket returns a NetPacket which defines a
// PlayerConnectionRequestPacket with the given ID and game state.
func CreatePlayerConnectionRequestPacket(id string, playerState *d2player.PlayerState) NetPacket {
playerConnectionRequest := PlayerConnectionRequestPacket{
ID: id,
PlayerState: playerState,
}
b, _ := json.Marshal(playerConnectionRequest)
return NetPacket{
PacketType: d2netpackettype.PlayerConnectionRequest,
PacketData: PlayerConnectionRequestPacket{
ID: id,
PlayerState: playerState,
},
PacketData: b,
}
}
func UnmarshalPlayerConnectionRequest(packet []byte) (PlayerConnectionRequestPacket, error) {
var resp PlayerConnectionRequestPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return PlayerConnectionRequestPacket{}, err
}
return resp, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
@ -15,10 +16,22 @@ type PlayerDisconnectRequestPacket struct {
// CreatePlayerDisconnectRequestPacket returns a NetPacket which defines a
// PlayerDisconnectRequestPacket with the given ID.
func CreatePlayerDisconnectRequestPacket(id string) NetPacket {
playerDisconnectRequest := PlayerDisconnectRequestPacket{
ID: id,
}
b, _ := json.Marshal(playerDisconnectRequest)
return NetPacket{
PacketType: d2netpackettype.PlayerDisconnectionNotification,
PacketData: PlayerDisconnectRequestPacket{
ID: id,
},
PacketData: b,
}
}
func UnmarshalPlayerDisconnectionRequest(packet []byte) (PlayerDisconnectRequestPacket, error) {
var resp PlayerDisconnectRequestPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return resp, err
}
return resp, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
@ -16,11 +17,23 @@ type PongPacket struct {
// CreatePongPacket returns a NetPacket which declares a PongPacket with
// the current time and given ID.
func CreatePongPacket(id string) NetPacket {
pong := PongPacket{
ID: id,
TS: time.Now(),
}
b, _ := json.Marshal(pong)
return NetPacket{
PacketType: d2netpackettype.Pong,
PacketData: PongPacket{
ID: id,
TS: time.Now(),
},
PacketData: b,
}
}
func UnmarshalPong(packet []byte) (PongPacket, error) {
var resp PongPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return resp, err
}
return resp, nil
}

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@ -1,6 +1,7 @@
package d2netpacket
import (
"encoding/json"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
@ -15,10 +16,22 @@ type ServerClosedPacket struct {
// CreateServerClosedPacket returns a NetPacket which declares a
// ServerClosedPacket with the current time.
func CreateServerClosedPacket() NetPacket {
serverClosed := ServerClosedPacket{
TS: time.Now(),
}
b, _ := json.Marshal(serverClosed)
return NetPacket{
PacketType: d2netpackettype.ServerClosed,
PacketData: ServerClosedPacket{
TS: time.Now(),
},
PacketData: b,
}
}
func UnmarshalServerClosed(packet []byte) (ServerClosedPacket, error) {
var resp ServerClosedPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return resp, err
}
return resp, nil
}

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@ -1,6 +1,9 @@
package d2netpacket
import "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// UpdateServerInfoPacket contains the ID for a player and the map seed.
// It is sent by the server to synchronize these values on the client.
@ -12,11 +15,23 @@ type UpdateServerInfoPacket struct {
// CreateUpdateServerInfoPacket returns a NetPacket which declares an
// UpdateServerInfoPacket with the given player ID and map seed.
func CreateUpdateServerInfoPacket(seed int64, playerID string) NetPacket {
updateServerInfo := UpdateServerInfoPacket{
Seed: seed,
PlayerID: playerID,
}
b, _ := json.Marshal(updateServerInfo)
return NetPacket{
PacketType: d2netpackettype.UpdateServerInfo,
PacketData: UpdateServerInfoPacket{
Seed: seed,
PlayerID: playerID,
},
PacketData: b,
}
}
func UnmarshalUpdateServerInfo(packet []byte) (UpdateServerInfoPacket, error) {
var resp UpdateServerInfoPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return resp, err
}
return resp, nil
}

View File

@ -1,106 +0,0 @@
package d2server
import (
"log"
"sync"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
const (
numRetries = 3
second = 1000
)
// ConnectionManager is responsible for cleanup up connections accepted by the game server.
// As the server communicates over UDP and is stateless we need to implement some loose state
// management via a ping/pong system. ConnectionManager also handles communication for
// graceful shutdowns.
type ConnectionManager struct {
sync.RWMutex
retries int // Number of attempts before the dropping the client
interval time.Duration // How long to wait before each ping/pong test
gameServer *GameServer // The GameServer with the connections being managed
status map[string]int // Map of inflight ping/pong requests
}
// CreateConnectionManager constructs a new ConnectionManager and calls
// ConnectionManager.Run() in a goroutine before retuning a pointer to
// the new ConnectionManager.
func CreateConnectionManager(gameServer *GameServer) *ConnectionManager {
manager := &ConnectionManager{
retries: numRetries,
interval: time.Millisecond * second,
gameServer: gameServer,
status: make(map[string]int),
}
go manager.Run()
return manager
}
// Run starts up any watchers for for the connection manager
func (c *ConnectionManager) Run() {
log.Print("Starting connection manager...")
for {
c.checkPeers()
time.Sleep(c.interval)
}
}
// checkPeers manages connection validation and cleanup for all peers.
func (c *ConnectionManager) checkPeers() {
for id, connection := range c.gameServer.clientConnections {
if connection.GetConnectionType() == d2clientconnectiontype.Local {
continue
}
if err := connection.SendPacketToClient(d2netpacket.CreatePingPacket()); err != nil {
log.Printf("Cannot ping client id: %s", id)
}
c.RWMutex.Lock()
c.status[id]++
if c.status[id] >= c.retries {
delete(c.status, id)
c.Drop(id)
}
c.RWMutex.Unlock()
}
}
// Recv simply resets the counter, acknowledging we have received a pong from the client.
func (c *ConnectionManager) Recv(id string) {
c.status[id] = 0
}
// Drop removes the client id from the connection pool of the game server.
func (c *ConnectionManager) Drop(id string) {
c.gameServer.RWMutex.Lock()
defer c.gameServer.RWMutex.Unlock()
delete(c.gameServer.clientConnections, id)
log.Printf("%s has been disconnected...", id)
}
// Shutdown will notify all of the clients that the server has been shutdown.
func (c *ConnectionManager) Shutdown() {
// TODO: Currently this will never actually get called as the go routines are never signaled about the application termination.
// Things can be done more cleanly once we have graceful exits however we still need to account for other OS Signals
log.Print("Notifying clients server is shutting down...")
for _, connection := range c.gameServer.clientConnections {
err := connection.SendPacketToClient(d2netpacket.CreateServerClosedPacket())
if err != nil {
log.Printf("ConnectionManager: error sending ServerClosedPacket to client ID %s: %s", connection.GetUniqueID(), err)
}
}
Stop()
}

View File

@ -0,0 +1,55 @@
package d2tcpclientconnection
import (
"encoding/json"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"net"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
)
type TCPClientConnection struct {
id string
tcpConnection net.Conn
playerState *d2player.PlayerState
}
func CreateTCPClientConnection(tcpConnection net.Conn, id string) *TCPClientConnection {
return &TCPClientConnection{
tcpConnection: tcpConnection,
id: id,
}
}
func (t TCPClientConnection) GetUniqueID() string {
return t.id
}
func (t *TCPClientConnection) SendPacketToClient(p d2netpacket.NetPacket) error {
packet, err := json.Marshal(p)
if err != nil {
return err
}
_, err = t.tcpConnection.Write(packet)
if err != nil {
return err
}
return nil
}
func (t *TCPClientConnection) SetPlayerState(playerState *d2player.PlayerState) {
t.playerState = playerState
}
func (t *TCPClientConnection) GetPlayerState() *d2player.PlayerState {
return t.playerState
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype.
func (t TCPClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.LANClient
}

View File

@ -1,14 +1,13 @@
package d2server
import (
"bytes"
"compress/gzip"
"context"
"encoding/json"
"errors"
"fmt"
"io"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server/d2tcpclientconnection"
"log"
"net"
"strings"
"sync"
"time"
@ -17,296 +16,309 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server/d2udpclientconnection"
"github.com/OpenDiablo2/OpenDiablo2/d2script"
"github.com/robertkrimen/otto"
)
const (
udpBufferSize = 4096
subtilesPerTile = 5
middleOfTileOffset = 3
Port = "6669"
ChunkSize int = 4096
subtilesPerTile = 5
middleOfTileOffset = 3
)
// GameServer owns the authoritative copy of the map and entities
// It accepts incoming connections from local (host) and remote
// clients.
var (
ErrPlayerAlreadyExists = errors.New("player already exists")
ErrServerFull = errors.New("server full") // Server currently at maximum TCP connections
)
// GameServer manages a copy of the map and entities as well as manages packet routing and connections.
// It can accept connections from localhost as well remote clients. It can also be started in a standalone mode.
type GameServer struct {
sync.RWMutex
clientConnections map[string]ClientConnection
manager *ConnectionManager
connections map[string]ClientConnection
listener net.Listener
networkServer bool
ctx context.Context
cancel context.CancelFunc
mapEngines []*d2mapengine.MapEngine
scriptEngine *d2script.ScriptEngine
udpConnection *net.UDPConn
seed int64
running bool
maxConnections int
packetManagerChan chan []byte
}
//nolint:gochecknoglobals // currently singleton by design
var singletonServer *GameServer
// Create constructs a new GameServer and assigns it as a singleton. It
// also generates the initial map and entities for the server.
// NewGameServer builds a new GameServer that can be started
//
// If openNetworkServer is true, the GameServer starts listening for UDP
// packets.
func Create(openNetworkServer bool) {
log.Print("Creating GameServer")
if singletonServer != nil {
return
// ctx: required context item
// networkServer: true = 0.0.0.0 | false = 127.0.0.1
// maxConnections (default: 8): maximum number of TCP connections allowed open
func NewGameServer(networkServer bool, maxConnections ...int) (*GameServer, error) {
if len(maxConnections) == 0 {
maxConnections = []int{8}
}
singletonServer = &GameServer{
clientConnections: make(map[string]ClientConnection),
ctx, cancel := context.WithCancel(context.Background())
gameServer := &GameServer{
ctx: ctx,
cancel: cancel,
connections: make(map[string]ClientConnection),
networkServer: networkServer,
maxConnections: maxConnections[0],
packetManagerChan: make(chan []byte),
mapEngines: make([]*d2mapengine.MapEngine, 0),
scriptEngine: d2script.CreateScriptEngine(),
seed: time.Now().UnixNano(),
}
singletonServer.manager = CreateConnectionManager(singletonServer)
// TODO: In order to support dedicated mode we need to load the levels txt and files. Revisit this once this we can
// load files independent of the app.
mapEngine := d2mapengine.CreateMapEngine()
mapEngine.SetSeed(singletonServer.seed)
// TODO: Mapgen - Needs levels.txt stuff
mapEngine.ResetMap(d2enum.RegionAct1Town, 100, 100)
mapEngine.SetSeed(gameServer.seed)
mapEngine.ResetMap(d2enum.RegionAct1Town, 100, 100) // TODO: Mapgen - Needs levels.txt stuff
d2mapgen.GenerateAct1Overworld(mapEngine)
singletonServer.mapEngines = append(singletonServer.mapEngines, mapEngine)
singletonServer.scriptEngine.AddFunction("getMapEngines", func(call otto.FunctionCall) otto.Value {
val, err := singletonServer.scriptEngine.ToValue(singletonServer.mapEngines)
gameServer.mapEngines = append(gameServer.mapEngines, mapEngine)
gameServer.scriptEngine.AddFunction("getMapEngines", func(call otto.FunctionCall) otto.Value {
val, err := gameServer.scriptEngine.ToValue(singletonServer.mapEngines)
if err != nil {
fmt.Print(err.Error())
}
return val
})
if openNetworkServer {
createNetworkServer()
// TODO: Temporary hack to work around local connections. Possible that we can move away from the singleton pattern here
// but for now this will work.
singletonServer = gameServer
return gameServer, nil
}
// Start essentially starts all of the game server go routines as well as begins listening for connection. This will
// return an error if it is unable to bind to a socket.
func (g *GameServer) Start() error {
listenerAddress := "127.0.0.1:" + Port
if g.networkServer {
listenerAddress = "0.0.0.0:" + Port
}
log.Printf("Starting Game Server @ %s\n", listenerAddress)
l, err := net.Listen("tcp4", listenerAddress)
if err != nil {
return err
}
g.listener = l
go g.packetManager()
go func() {
for {
c, err := g.listener.Accept()
if err != nil {
log.Printf("Unable to accept connection: %s\n", err)
}
go g.handleConnection(c)
}
}()
return nil
}
func (g *GameServer) Stop() {
g.Lock()
g.cancel()
g.listener.Close()
}
// packetManager is meant to be started as a Goroutine and is used to manage routing of packets to clients.
func (g *GameServer) packetManager() {
defer close(g.packetManagerChan)
for {
select {
// If the server is stopped we need to clean up the packet manager goroutine
case <-g.ctx.Done():
return
case p := <-g.packetManagerChan:
switch d2netpacket.InspectPacketType(p) {
case d2netpackettype.PlayerConnectionRequest:
player, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Printf("Unable to unmarshal PlayerConnectionRequestPacket: %s\n", err)
}
g.sendPacketToClients(player)
case d2netpackettype.MovePlayer:
move, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Println(err)
continue
}
g.sendPacketToClients(move)
case d2netpackettype.SpawnItem:
item, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Println(err)
continue
}
g.sendPacketToClients(item)
case d2netpackettype.ServerClosed:
g.Stop()
}
}
}
}
func createNetworkServer() {
s, err := net.ResolveUDPAddr("udp4", "0.0.0.0:6669")
if err != nil {
panic(err)
}
singletonServer.udpConnection, err = net.ListenUDP("udp4", s)
if err != nil {
panic(err)
}
err = singletonServer.udpConnection.SetReadBuffer(udpBufferSize)
if err != nil {
log.Print("GameServer: error setting UDP read buffer:", err)
func (g *GameServer) sendPacketToClients(packet d2netpacket.NetPacket) {
for _, c := range g.connections {
c.SendPacketToClient(packet)
}
}
// runNetworkServer runs a while loop, reading from the GameServer's UDP
// connection.
func runNetworkServer() {
buffer := make([]byte, 4096)
// handleConnection accepts an individual connection and starts pooling for new packets. It is recommended this is called
// via Go Routine. Context should be a property of the GameServer Struct.
func (g *GameServer) handleConnection(conn net.Conn) {
var connected int
var packet d2netpacket.NetPacket
for singletonServer.running {
_, addr, udpReadErr := singletonServer.udpConnection.ReadFromUDP(buffer)
if udpReadErr != nil {
fmt.Printf("Socket error: %s\n", udpReadErr)
log.Printf("Accepting connection: %s", conn.RemoteAddr().String())
defer conn.Close()
decoder := json.NewDecoder(conn)
for {
err := decoder.Decode(&packet)
if err != nil {
log.Println(err)
return // exit this connection as we could not read the first packet
}
// If this is the first packet we are seeing from this specific connection we first need to see if the client
// is sending a valid request. If this is a valid request, we will register it and flip the connected switch
// to.
if connected == 0 {
if packet.PacketType != d2netpackettype.PlayerConnectionRequest {
log.Printf("Closing connection with %s: did not receive new player connection request...\n", conn.RemoteAddr().String())
}
// TODO: I do not think this error check actually works. Need to retrofit with Errors.Is().
if err := g.registerConnection(packet.PacketData, conn); err != nil {
switch err {
case ErrServerFull: // Server is currently full and not accepting new connections.
// TODO: Need to create a new Server Full packet to return to clients.
log.Println(err)
return
case ErrPlayerAlreadyExists: // Player is already registered and did not disconnection correctly.
log.Println(err)
return
}
}
connected = 1
}
select {
case <-g.ctx.Done():
return
default:
g.packetManagerChan <- packet.PacketData
}
}
}
// registerConnection accepts a PlayerConnectionRequestPacket and thread safely updates the connection pool
//
// Errors:
// - ErrServerFull
// - ErrPlayerAlreadyExists
func (g *GameServer) registerConnection(b []byte, conn net.Conn) error {
g.Lock()
// check to see if the server is full
if len(g.connections) >= g.maxConnections {
return ErrServerFull
}
// if it is not full, unmarshal the playerConnectionRequest
packet, err := d2netpacket.UnmarshalPlayerConnectionRequest(b)
if err != nil {
log.Printf("Failed to unmarshal PlayerConnectionRequest: %s\n", err)
}
// check to see if the player is already registered
if _, ok := g.connections[packet.ID]; ok {
return ErrPlayerAlreadyExists
}
// Client a new TCP Client Connection and add it to the connections map
client := d2tcpclientconnection.CreateTCPClientConnection(conn, packet.ID)
client.SetPlayerState(packet.PlayerState)
log.Printf("Client connected with an id of %s", client.GetUniqueID())
g.connections[client.GetUniqueID()] = client
// Temporary position hack --------------------------------------------
sx, sy := g.mapEngines[0].GetStartPosition() // TODO: Another temporary hack
clientPlayerState := client.GetPlayerState()
clientPlayerState.X = sx
clientPlayerState.Y = sy
// ---------
// This really should be deferred however to much time will be spend holding a lock when we attempt to send a packet
g.Unlock()
if err := client.SendPacketToClient(d2netpacket.CreateUpdateServerInfoPacket(g.seed, client.GetUniqueID())); err != nil {
log.Printf("GameServer: error sending UpdateServerInfoPacket to client %s: %s", client.GetUniqueID(), err)
}
if err := client.SendPacketToClient(d2netpacket.CreateGenerateMapPacket(d2enum.RegionAct1Town)); err != nil {
log.Printf("GameServer: error sending GenerateMapPacket to client %s: %s", client.GetUniqueID(), err)
}
playerState := client.GetPlayerState()
// these are in subtiles
playerX := int(sx*subtilesPerTile) + middleOfTileOffset
playerY := int(sy*subtilesPerTile) + middleOfTileOffset
createPlayerPacket := d2netpacket.CreateAddPlayerPacket(client.GetUniqueID(),
playerState.HeroName, playerX, playerY,
playerState.HeroType, playerState.Stats, playerState.Equipment)
for _, connection := range g.connections {
err := connection.SendPacketToClient(createPlayerPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", createPlayerPacket, connection.GetUniqueID(), err)
}
if connection.GetUniqueID() == client.GetUniqueID() {
continue
}
buff := bytes.NewBuffer(buffer)
conPlayerState := connection.GetPlayerState()
playerX := int(conPlayerState.X*subtilesPerTile) + middleOfTileOffset
playerY := int(conPlayerState.Y*subtilesPerTile) + middleOfTileOffset
err = client.SendPacketToClient(d2netpacket.CreateAddPlayerPacket(
connection.GetUniqueID(),
conPlayerState.HeroName,
playerX, playerY,
conPlayerState.HeroType,
conPlayerState.Stats, conPlayerState.Equipment),
)
packetTypeID, _ := buff.ReadByte()
packetType := d2netpackettype.NetPacketType(packetTypeID)
reader, _ := gzip.NewReader(buff)
sb := new(strings.Builder)
// This will throw errors where packets are not compressed. This doesn't
// break anything, so the gzip.ErrHeader error, is currently ignored to
// avoid noisy logging.
written, copyErr := io.Copy(sb, reader)
if copyErr != nil && copyErr != gzip.ErrHeader {
log.Printf("GameServer: error copying bytes from %v packet: %s", packetType, copyErr)
}
if written == 0 {
log.Printf("GameServer: empty packet %v packet received", packetType)
continue
}
stringData := sb.String()
switch packetType {
case d2netpackettype.PlayerConnectionRequest:
if err := handlePlayerConnectionRequest(addr, stringData); err != nil {
log.Printf("GameServer error: %v", err)
}
case d2netpackettype.MovePlayer:
if err := handleMovePlayer(packetType, stringData); err != nil {
log.Printf("GameServer error: %v", err)
}
case d2netpackettype.SpawnItem:
if err := handleSpawnItem(packetType, stringData); err != nil {
log.Printf("GameServer error: %v", err)
}
case d2netpackettype.Pong:
if err := handlePingPong(stringData); err != nil {
log.Printf("GameServer error: %v", err)
}
case d2netpackettype.ServerClosed:
singletonServer.manager.Shutdown()
case d2netpackettype.PlayerDisconnectionNotification:
if err := handlePlayerDisconnectNotification(stringData); err != nil {
log.Printf("GameServer error: %v", err)
}
}
}
}
func handlePlayerConnectionRequest(addr *net.UDPAddr, stringData string) error {
packetData := d2netpacket.PlayerConnectionRequestPacket{}
err := json.Unmarshal([]byte(stringData), &packetData)
if err != nil {
log.Printf("GameServer: error unmarshalling packet of type %T: %s", packetData, err)
return err
}
clientConnection := d2udpclientconnection.CreateUDPClientConnection(singletonServer.udpConnection, packetData.ID, addr)
clientConnection.SetPlayerState(packetData.PlayerState)
OnClientConnected(clientConnection)
return nil
}
func handleMovePlayer(packetType d2netpackettype.NetPacketType, stringData string) error {
packetData := d2netpacket.MovePlayerPacket{}
err := json.Unmarshal([]byte(stringData), &packetData)
if err != nil {
log.Printf("GameServer: error unmarshalling %T: %s", packetData, err)
return err
}
netPacket := d2netpacket.NetPacket{
PacketType: packetType,
PacketData: packetData,
}
for _, player := range singletonServer.clientConnections {
err = player.SendPacketToClient(netPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packetData, player.GetUniqueID(), err)
log.Printf("GameServer: error sending CreateAddPlayerPacket to client %s: %s", connection.GetUniqueID(), err)
}
}
return nil
}
func handleSpawnItem(packetType d2netpackettype.NetPacketType, stringData string) error {
packetData := d2netpacket.SpawnItemPacket{}
err := json.Unmarshal([]byte(stringData), &packetData)
if err != nil {
log.Printf("GameServer: error unmarshalling %T: %s", packetData, err)
return err
}
netPacket := d2netpacket.NetPacket{
PacketType: packetType,
PacketData: packetData,
}
for _, player := range singletonServer.clientConnections {
err = player.SendPacketToClient(netPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packetData, player.GetUniqueID(), err)
}
}
return nil
}
func handlePingPong(stringData string) error {
packetData := d2netpacket.PlayerConnectionRequestPacket{}
err := json.Unmarshal([]byte(stringData), &packetData)
if err != nil {
log.Printf("GameServer: error unmarshalling packet of type %T: %s", packetData, err)
return err
}
singletonServer.manager.Recv(packetData.ID)
return nil
}
func handlePlayerDisconnectNotification(stringData string) error {
var packet d2netpacket.PlayerDisconnectRequestPacket
err := json.Unmarshal([]byte(stringData), &packet)
if err != nil {
log.Printf("GameServer: error unmarshalling packet of type %T: %s", packet, err)
return err
}
log.Printf("Received disconnect: %s", packet.ID)
return nil
}
// Run sets GameServer.running to true and call runNetworkServer
// in a goroutine.
func Run() {
log.Print("Starting GameServer")
singletonServer.running = true
_, err := singletonServer.scriptEngine.RunScript("scripts/server/server.js")
if err != nil {
log.Printf("GameServer: error initializing debug script: %s", err)
}
if singletonServer.udpConnection != nil {
go runNetworkServer()
}
log.Print("Network server has been started")
}
// Stop sets GameServer.running to false and closes the
// GameServer's UDP connection.
func Stop() {
log.Print("Stopping GameServer")
singletonServer.running = false
if singletonServer.udpConnection != nil {
err := singletonServer.udpConnection.Close()
if err != nil {
log.Printf("GameServer: error when trying to close UDP connection: %s", err)
}
}
}
// Destroy calls Stop() if the server exists.
func Destroy() {
if singletonServer == nil {
return
}
log.Print("Destroying GameServer")
Stop()
}
// OnClientConnected initializes the given ClientConnection. It sends the
// following packets to the newly connected client: UpdateServerInfoPacket,
// GenerateMapPacket, AddPlayerPacket.
@ -324,7 +336,7 @@ func OnClientConnected(client ClientConnection) {
// --------------------------------------------------------------------
log.Printf("Client connected with an id of %s", client.GetUniqueID())
singletonServer.clientConnections[client.GetUniqueID()] = client
singletonServer.connections[client.GetUniqueID()] = client
err := client.SendPacketToClient(d2netpacket.CreateUpdateServerInfoPacket(singletonServer.seed, client.GetUniqueID()))
if err != nil {
@ -347,7 +359,7 @@ func OnClientConnected(client ClientConnection) {
playerState.HeroName, playerX, playerY,
playerState.HeroType, playerState.Stats, playerState.Equipment)
for _, connection := range singletonServer.clientConnections {
for _, connection := range singletonServer.connections {
err := connection.SendPacketToClient(createPlayerPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", createPlayerPacket, connection.GetUniqueID(), err)
@ -378,35 +390,36 @@ func OnClientConnected(client ClientConnection) {
// of client connections.
func OnClientDisconnected(client ClientConnection) {
log.Printf("Client disconnected with an id of %s", client.GetUniqueID())
delete(singletonServer.clientConnections, client.GetUniqueID())
delete(singletonServer.connections, client.GetUniqueID())
}
// OnPacketReceived is called by the local client to 'send' a packet to the server.
func OnPacketReceived(client ClientConnection, packet d2netpacket.NetPacket) error {
switch packet.PacketType {
case d2netpackettype.MovePlayer:
movePacket, _ := d2netpacket.UnmarshalMovePlayer(packet.PacketData)
// TODO: This needs to be verified on the server (here) before sending to other clients....
// TODO: Hacky, this should be updated in realtime ----------------
// TODO: Verify player id
playerState := singletonServer.clientConnections[client.GetUniqueID()].GetPlayerState()
playerState.X = packet.PacketData.(d2netpacket.MovePlayerPacket).DestX
playerState.Y = packet.PacketData.(d2netpacket.MovePlayerPacket).DestY
playerState := singletonServer.connections[client.GetUniqueID()].GetPlayerState()
playerState.X = movePacket.DestX
playerState.Y = movePacket.DestY
// ----------------------------------------------------------------
for _, player := range singletonServer.clientConnections {
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
}
}
case d2netpackettype.CastSkill:
for _, player := range singletonServer.clientConnections {
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
}
}
case d2netpackettype.SpawnItem:
for _, player := range singletonServer.clientConnections {
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
@ -414,6 +427,5 @@ func OnPacketReceived(client ClientConnection, packet d2netpacket.NetPacket) err
}
}
return nil
}