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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-19 09:45:54 -04:00
OpenDiablo2/d2networking/d2client/d2localclient/local_client_connection.go
lord 854fce3b14
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

106 lines
3.4 KiB
Go

package d2localclient
import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
uuid "github.com/satori/go.uuid"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server"
)
// LocalClientConnection is the implementation of ClientConnection
// for a local client.
type LocalClientConnection struct {
asset *d2asset.AssetManager
clientListener d2networking.ClientListener // The game client
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.
func (l LocalClientConnection) GetUniqueID() string {
return l.uniqueID
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype
func (l LocalClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.Local
}
// SendPacketToClient passes a packet to the game client for processing.
func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
return l.clientListener.OnPacketReceived(packet)
}
// Create constructs a new LocalClientConnection and returns
// a pointer to it.
func Create(asset *d2asset.AssetManager, openNetworkServer bool) *LocalClientConnection {
result := &LocalClientConnection{
asset: asset,
uniqueID: uuid.NewV4().String(),
openNetworkServer: openNetworkServer,
}
return result
}
// Open creates a new GameServer, runs the server and connects this client to it.
func (l *LocalClientConnection) Open(_, saveFilePath string) error {
var err error
l.SetPlayerState(d2player.LoadPlayerState(saveFilePath))
l.gameServer, err = d2server.NewGameServer(l.asset, l.openNetworkServer, 30)
if err != nil {
return err
}
if err := l.gameServer.Start(); err != nil {
return err
}
d2server.OnClientConnected(l)
return nil
}
// Close disconnects from the server and destroys it.
func (l *LocalClientConnection) Close() error {
err := l.SendPacketToServer(d2netpacket.CreateServerClosedPacket())
if err != nil {
return err
}
d2server.OnClientDisconnected(l)
l.gameServer.Stop()
return nil
}
// SendPacketToServer calls d2server.OnPacketReceived with the given packet.
func (l *LocalClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
// TODO: This is going to blow up if the server has ceased to be.
return d2server.OnPacketReceived(l, packet)
}
// SetClientListener sets LocalClientConnection.clientListener to the given value.
func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
l.clientListener = listener
}
// GetPlayerState returns LocalClientConnection.playerState.
func (l *LocalClientConnection) GetPlayerState() *d2player.PlayerState {
return l.playerState
}
// SetPlayerState sets LocalClientConnection.playerState to the given value.
func (l *LocalClientConnection) SetPlayerState(playerState *d2player.PlayerState) {
l.playerState = playerState
}