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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-10 02:26:29 -05:00
OpenDiablo2/d2networking/d2server/d2udpclientconnection/udp_client_connection.go
danhale-git 5ea6ada452
D2networking resolve lint issues (#492)
* 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
2020-06-29 17:01:26 -04:00

79 lines
2.4 KiB
Go

// Package d2udpclientconnection provides an implementation of a UDP client connection with a game state.
package d2udpclientconnection
import (
"bytes"
"compress/gzip"
"encoding/json"
"net"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
// UDPClientConnection is the implementation of the
// d2server.ClientConnection interface to represent remote client from the
// server perspective.
type UDPClientConnection struct {
id string // ID of the associated RemoteClientConnection
address *net.UDPAddr // IP address of the associated RemoteClientConnection
udpConnection *net.UDPConn // Server's UDP Connection
playerState *d2player.PlayerState // Client's game state
}
// CreateUDPClientConnection constructs a new UDPClientConnection and
// returns a pointer to it.
func CreateUDPClientConnection(udpConnection *net.UDPConn, id string, address *net.UDPAddr) *UDPClientConnection {
result := &UDPClientConnection{
id: id,
address: address,
udpConnection: udpConnection,
}
return result
}
// GetUniqueId returns UDPClientConnection.id
func (u UDPClientConnection) GetUniqueId() string {
return u.id
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype.
func (u UDPClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.LANClient
}
// SendPacketToClient compresses the JSON encoding of a NetPacket and
// sends it to the client.
func (u *UDPClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
data, err := json.Marshal(packet.PacketData)
if err != nil {
return err
}
var buff bytes.Buffer
buff.WriteByte(byte(packet.PacketType))
writer, _ := gzip.NewWriterLevel(&buff, gzip.BestCompression)
writer.Write(data)
writer.Close()
_, err = u.udpConnection.WriteToUDP(buff.Bytes(), u.address)
if err != nil {
return err
}
return nil
}
// SetPlayerState sets UDP.playerState to the given value.
func (u *UDPClientConnection) SetPlayerState(playerState *d2player.PlayerState) {
u.playerState = playerState
}
// GetPlayerState returns UDPClientConnection.playerState.
func (u *UDPClientConnection) GetPlayerState() *d2player.PlayerState {
return u.playerState
}