mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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5ea6ada452
* Added automap.go stub * Handle errors in original AutoMap.txt file * Completed AutoMapRecord struct and comments * AutoMap loader implemented * Update from base repo * Comments added to d2netpacket and d2netpackettype. Note, the Overview for d2netpacket is in net_packet.go. It could be placed in a doc.go file but net_packet.go seemed appropriate in this case. * Comments added to d2server * client_connection.go missed from previous commit * Comments added to d2client * Doc.go added to d2networking and other corrections
86 lines
3.1 KiB
Go
86 lines
3.1 KiB
Go
// Package d2localclient facilitates communication between a local client and server.
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package d2localclient
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server"
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uuid "github.com/satori/go.uuid"
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)
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// LocalClientConnection is the implementation of ClientConnection
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// for a local client.
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type LocalClientConnection struct {
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clientListener d2networking.ClientListener // The game client
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uniqueId string // Unique ID generated on construction
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openNetworkServer bool // True if this is a server
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playerState *d2player.PlayerState // Local player state
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}
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// GetUniqueId returns LocalClientConnection.uniqueId.
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func (l LocalClientConnection) GetUniqueId() string {
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return l.uniqueId
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}
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// GetConnectionType returns an enum representing the connection type.
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// See: d2clientconnectiontype
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func (l LocalClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
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return d2clientconnectiontype.Local
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}
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// SendPacketToClient passes a packet to the game client for processing.
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func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
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return l.clientListener.OnPacketReceived(packet)
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}
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// Create constructs a new LocalClientConnection and returns
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// a pointer to it.
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func Create(openNetworkServer bool) *LocalClientConnection {
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result := &LocalClientConnection{
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uniqueId: uuid.NewV4().String(),
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openNetworkServer: openNetworkServer,
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}
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return result
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}
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// Open creates a new GameServer, runs the server and connects this client to it.
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func (l *LocalClientConnection) Open(connectionString string, saveFilePath string) error {
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l.SetPlayerState(d2player.LoadPlayerState(saveFilePath))
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d2server.Create(l.openNetworkServer)
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go d2server.Run()
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d2server.OnClientConnected(l)
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return nil
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}
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// Close disconnects from the server and destroys it.
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func (l *LocalClientConnection) Close() error {
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l.SendPacketToServer(d2netpacket.CreateServerClosedPacket())
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d2server.OnClientDisconnected(l)
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d2server.Destroy()
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return nil
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}
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// SendPacketToServer calls d2server.OnPacketReceived with the given packet.
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func (l *LocalClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
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// TODO: This is going to blow up if the server has ceased to be.
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return d2server.OnPacketReceived(l, packet)
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}
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// SetClientListener sets LocalClientConnection.clientListener to the given value.
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func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
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l.clientListener = listener
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}
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// GetPlayerState returns LocalClientConnection.playerState.
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func (l *LocalClientConnection) GetPlayerState() *d2player.PlayerState {
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return l.playerState
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}
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// SetPlayerState sets LocalClientConnection.playerState to the given value.
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func (l *LocalClientConnection) SetPlayerState(playerState *d2player.PlayerState) {
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l.playerState = playerState
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}
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