mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-19 09:45:54 -04:00
854fce3b14
* 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
106 lines
3.4 KiB
Go
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
|
|
}
|