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OpenDiablo2/d2networking/d2server/game_server.go

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package d2server
import (
"context"
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"encoding/json"
"errors"
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server/d2tcpclientconnection"
"log"
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"net"
"sync"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
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"github.com/OpenDiablo2/OpenDiablo2/d2script"
"github.com/robertkrimen/otto"
)
const (
Port = "6669"
ChunkSize int = 4096
subtilesPerTile = 5
middleOfTileOffset = 3
)
var (
ErrPlayerAlreadyExists = errors.New("player already exists")
ErrServerFull = errors.New("server full") // Server currently at maximum TCP connections
)
// GameServer manages a copy of the map and entities as well as manages packet routing and connections.
// It can accept connections from localhost as well remote clients. It can also be started in a standalone mode.
type GameServer struct {
sync.RWMutex
connections map[string]ClientConnection
listener net.Listener
networkServer bool
ctx context.Context
cancel context.CancelFunc
mapEngines []*d2mapengine.MapEngine
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scriptEngine *d2script.ScriptEngine
seed int64
maxConnections int
packetManagerChan chan []byte
}
//nolint:gochecknoglobals // currently singleton by design
var singletonServer *GameServer
// NewGameServer builds a new GameServer that can be started
//
// ctx: required context item
// networkServer: true = 0.0.0.0 | false = 127.0.0.1
// maxConnections (default: 8): maximum number of TCP connections allowed open
func NewGameServer(networkServer bool, maxConnections ...int) (*GameServer, error) {
if len(maxConnections) == 0 {
maxConnections = []int{8}
}
ctx, cancel := context.WithCancel(context.Background())
gameServer := &GameServer{
ctx: ctx,
cancel: cancel,
connections: make(map[string]ClientConnection),
networkServer: networkServer,
maxConnections: maxConnections[0],
packetManagerChan: make(chan []byte),
mapEngines: make([]*d2mapengine.MapEngine, 0),
scriptEngine: d2script.CreateScriptEngine(),
seed: time.Now().UnixNano(),
}
// TODO: In order to support dedicated mode we need to load the levels txt and files. Revisit this once this we can
// load files independent of the app.
mapEngine := d2mapengine.CreateMapEngine()
mapEngine.SetSeed(gameServer.seed)
mapEngine.ResetMap(d2enum.RegionAct1Town, 100, 100) // TODO: Mapgen - Needs levels.txt stuff
d2mapgen.GenerateAct1Overworld(mapEngine)
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gameServer.mapEngines = append(gameServer.mapEngines, mapEngine)
gameServer.scriptEngine.AddFunction("getMapEngines", func(call otto.FunctionCall) otto.Value {
val, err := gameServer.scriptEngine.ToValue(singletonServer.mapEngines)
if err != nil {
fmt.Print(err.Error())
}
return val
})
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// TODO: Temporary hack to work around local connections. Possible that we can move away from the singleton pattern here
// but for now this will work.
singletonServer = gameServer
return gameServer, nil
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}
// Start essentially starts all of the game server go routines as well as begins listening for connection. This will
// return an error if it is unable to bind to a socket.
func (g *GameServer) Start() error {
listenerAddress := "127.0.0.1:" + Port
if g.networkServer {
listenerAddress = "0.0.0.0:" + Port
}
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log.Printf("Starting Game Server @ %s\n", listenerAddress)
l, err := net.Listen("tcp4", listenerAddress)
if err != nil {
return err
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}
g.listener = l
go g.packetManager()
go func() {
for {
c, err := g.listener.Accept()
if err != nil {
log.Printf("Unable to accept connection: %s\n", err)
}
go g.handleConnection(c)
}
}()
return nil
}
func (g *GameServer) Stop() {
g.Lock()
g.cancel()
g.listener.Close()
}
// packetManager is meant to be started as a Goroutine and is used to manage routing of packets to clients.
func (g *GameServer) packetManager() {
defer close(g.packetManagerChan)
for {
select {
// If the server is stopped we need to clean up the packet manager goroutine
case <-g.ctx.Done():
return
case p := <-g.packetManagerChan:
switch d2netpacket.InspectPacketType(p) {
case d2netpackettype.PlayerConnectionRequest:
player, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Printf("Unable to unmarshal PlayerConnectionRequestPacket: %s\n", err)
}
g.sendPacketToClients(player)
case d2netpackettype.MovePlayer:
move, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Println(err)
continue
}
g.sendPacketToClients(move)
case d2netpackettype.SpawnItem:
item, err := d2netpacket.UnmarshalNetPacket(p)
if err != nil {
log.Println(err)
continue
}
g.sendPacketToClients(item)
case d2netpackettype.ServerClosed:
g.Stop()
}
}
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}
}
func (g *GameServer) sendPacketToClients(packet d2netpacket.NetPacket) {
for _, c := range g.connections {
c.SendPacketToClient(packet)
}
}
// handleConnection accepts an individual connection and starts pooling for new packets. It is recommended this is called
// via Go Routine. Context should be a property of the GameServer Struct.
func (g *GameServer) handleConnection(conn net.Conn) {
var connected int
var packet d2netpacket.NetPacket
log.Printf("Accepting connection: %s", conn.RemoteAddr().String())
defer conn.Close()
decoder := json.NewDecoder(conn)
for {
err := decoder.Decode(&packet)
if err != nil {
log.Println(err)
return // exit this connection as we could not read the first packet
}
// If this is the first packet we are seeing from this specific connection we first need to see if the client
// is sending a valid request. If this is a valid request, we will register it and flip the connected switch
// to.
if connected == 0 {
if packet.PacketType != d2netpackettype.PlayerConnectionRequest {
log.Printf("Closing connection with %s: did not receive new player connection request...\n", conn.RemoteAddr().String())
}
// TODO: I do not think this error check actually works. Need to retrofit with Errors.Is().
if err := g.registerConnection(packet.PacketData, conn); err != nil {
switch err {
case ErrServerFull: // Server is currently full and not accepting new connections.
// TODO: Need to create a new Server Full packet to return to clients.
log.Println(err)
return
case ErrPlayerAlreadyExists: // Player is already registered and did not disconnection correctly.
log.Println(err)
return
}
}
connected = 1
}
select {
case <-g.ctx.Done():
return
default:
g.packetManagerChan <- packet.PacketData
}
}
}
// registerConnection accepts a PlayerConnectionRequestPacket and thread safely updates the connection pool
//
// Errors:
// - ErrServerFull
// - ErrPlayerAlreadyExists
func (g *GameServer) registerConnection(b []byte, conn net.Conn) error {
g.Lock()
// check to see if the server is full
if len(g.connections) >= g.maxConnections {
return ErrServerFull
}
// if it is not full, unmarshal the playerConnectionRequest
packet, err := d2netpacket.UnmarshalPlayerConnectionRequest(b)
if err != nil {
log.Printf("Failed to unmarshal PlayerConnectionRequest: %s\n", err)
}
// check to see if the player is already registered
if _, ok := g.connections[packet.ID]; ok {
return ErrPlayerAlreadyExists
}
// Client a new TCP Client Connection and add it to the connections map
client := d2tcpclientconnection.CreateTCPClientConnection(conn, packet.ID)
client.SetPlayerState(packet.PlayerState)
log.Printf("Client connected with an id of %s", client.GetUniqueID())
g.connections[client.GetUniqueID()] = client
// Temporary position hack --------------------------------------------
sx, sy := g.mapEngines[0].GetStartPosition() // TODO: Another temporary hack
clientPlayerState := client.GetPlayerState()
clientPlayerState.X = sx
clientPlayerState.Y = sy
// ---------
// This really should be deferred however to much time will be spend holding a lock when we attempt to send a packet
g.Unlock()
if err := client.SendPacketToClient(d2netpacket.CreateUpdateServerInfoPacket(g.seed, client.GetUniqueID())); err != nil {
log.Printf("GameServer: error sending UpdateServerInfoPacket to client %s: %s", client.GetUniqueID(), err)
}
if err := client.SendPacketToClient(d2netpacket.CreateGenerateMapPacket(d2enum.RegionAct1Town)); err != nil {
log.Printf("GameServer: error sending GenerateMapPacket to client %s: %s", client.GetUniqueID(), err)
}
playerState := client.GetPlayerState()
// these are in subtiles
playerX := int(sx*subtilesPerTile) + middleOfTileOffset
playerY := int(sy*subtilesPerTile) + middleOfTileOffset
createPlayerPacket := d2netpacket.CreateAddPlayerPacket(client.GetUniqueID(),
playerState.HeroName, playerX, playerY,
playerState.HeroType, playerState.Stats, playerState.Equipment)
for _, connection := range g.connections {
err := connection.SendPacketToClient(createPlayerPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", createPlayerPacket, connection.GetUniqueID(), err)
}
if connection.GetUniqueID() == client.GetUniqueID() {
continue
}
conPlayerState := connection.GetPlayerState()
playerX := int(conPlayerState.X*subtilesPerTile) + middleOfTileOffset
playerY := int(conPlayerState.Y*subtilesPerTile) + middleOfTileOffset
err = client.SendPacketToClient(d2netpacket.CreateAddPlayerPacket(
connection.GetUniqueID(),
conPlayerState.HeroName,
playerX, playerY,
conPlayerState.HeroType,
conPlayerState.Stats, conPlayerState.Equipment),
)
if err != nil {
log.Printf("GameServer: error sending CreateAddPlayerPacket to client %s: %s", connection.GetUniqueID(), err)
}
}
return nil
}
// OnClientConnected initializes the given ClientConnection. It sends the
// following packets to the newly connected client: UpdateServerInfoPacket,
// GenerateMapPacket, AddPlayerPacket.
//
// It also sends AddPlayerPackets for each other player entity to the new
// player and vice versa, so all player entities exist on all clients.
//
// For more information, see d2networking.d2netpacket.
func OnClientConnected(client ClientConnection) {
// Temporary position hack --------------------------------------------
sx, sy := singletonServer.mapEngines[0].GetStartPosition() // TODO: Another temporary hack
clientPlayerState := client.GetPlayerState()
clientPlayerState.X = sx
clientPlayerState.Y = sy
// --------------------------------------------------------------------
log.Printf("Client connected with an id of %s", client.GetUniqueID())
singletonServer.connections[client.GetUniqueID()] = client
err := client.SendPacketToClient(d2netpacket.CreateUpdateServerInfoPacket(singletonServer.seed, client.GetUniqueID()))
if err != nil {
log.Printf("GameServer: error sending UpdateServerInfoPacket to client %s: %s", client.GetUniqueID(), err)
}
err = client.SendPacketToClient(d2netpacket.CreateGenerateMapPacket(d2enum.RegionAct1Town))
if err != nil {
log.Printf("GameServer: error sending GenerateMapPacket to client %s: %s", client.GetUniqueID(), err)
}
playerState := client.GetPlayerState()
// these are in subtiles
playerX := int(sx*subtilesPerTile) + middleOfTileOffset
playerY := int(sy*subtilesPerTile) + middleOfTileOffset
createPlayerPacket := d2netpacket.CreateAddPlayerPacket(client.GetUniqueID(),
playerState.HeroName, playerX, playerY,
playerState.HeroType, playerState.Stats, playerState.Equipment)
for _, connection := range singletonServer.connections {
err := connection.SendPacketToClient(createPlayerPacket)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", createPlayerPacket, connection.GetUniqueID(), err)
}
if connection.GetUniqueID() == client.GetUniqueID() {
continue
}
conPlayerState := connection.GetPlayerState()
playerX := int(conPlayerState.X*subtilesPerTile) + middleOfTileOffset
playerY := int(conPlayerState.Y*subtilesPerTile) + middleOfTileOffset
err = client.SendPacketToClient(d2netpacket.CreateAddPlayerPacket(
connection.GetUniqueID(),
conPlayerState.HeroName,
playerX, playerY,
conPlayerState.HeroType,
conPlayerState.Stats, conPlayerState.Equipment),
)
if err != nil {
log.Printf("GameServer: error sending CreateAddPlayerPacket to client %s: %s", connection.GetUniqueID(), err)
}
}
}
// OnClientDisconnected removes the given client from the list
// of client connections.
func OnClientDisconnected(client ClientConnection) {
log.Printf("Client disconnected with an id of %s", client.GetUniqueID())
delete(singletonServer.connections, client.GetUniqueID())
}
// OnPacketReceived is called by the local client to 'send' a packet to the server.
func OnPacketReceived(client ClientConnection, packet d2netpacket.NetPacket) error {
switch packet.PacketType {
case d2netpackettype.MovePlayer:
movePacket, _ := d2netpacket.UnmarshalMovePlayer(packet.PacketData)
// TODO: This needs to be verified on the server (here) before sending to other clients....
// TODO: Hacky, this should be updated in realtime ----------------
// TODO: Verify player id
playerState := singletonServer.connections[client.GetUniqueID()].GetPlayerState()
playerState.X = movePacket.DestX
playerState.Y = movePacket.DestY
// ----------------------------------------------------------------
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
}
}
case d2netpackettype.CastSkill:
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
}
}
case d2netpackettype.SpawnItem:
for _, player := range singletonServer.connections {
err := player.SendPacketToClient(packet)
if err != nil {
log.Printf("GameServer: error sending %T to client %s: %s", packet, player.GetUniqueID(), err)
}
}
}
return nil
}