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OpenDiablo2/d2networking/d2client/d2localclient/local_client_connection.go

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package d2localclient
import (
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server"
uuid "github.com/satori/go.uuid"
)
type LocalClientConnection struct {
clientListener d2networking.ClientListener
uniqueId string
}
func (l LocalClientConnection) GetUniqueId() string {
return l.uniqueId
}
func (l LocalClientConnection) GetConnectionType() string {
return "Local Client"
}
func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
return l.clientListener.OnPacketReceived(packet)
}
func Create() *LocalClientConnection {
result := &LocalClientConnection{
uniqueId: uuid.NewV4().String(),
}
return result
}
func (l *LocalClientConnection) Open(gameStatePath string) error {
d2server.Create(gameStatePath)
go d2server.Run()
d2server.OnClientConnected(l)
return nil
}
func (l *LocalClientConnection) Close() error {
d2server.OnClientDisconnected(l)
d2server.Destroy()
return nil
}
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)
}
func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
l.clientListener = listener
}