package d2client import ( "fmt" "os" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2records" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2localclient" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2remoteclient" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype" "github.com/OpenDiablo2/OpenDiablo2/d2script" ) const logPrefix = "Game Client" const ( numSubtilesPerTile = 5 ) // GameClient manages a connection to d2server.GameServer // and keeps a synchronized copy of the map and entities. type GameClient struct { clientConnection ServerConnection // Abstract local/remote connection connectionType d2clientconnectiontype.ClientConnectionType // Type of connection (local or remote) asset *d2asset.AssetManager scriptEngine *d2script.ScriptEngine GameState *d2hero.HeroState // local player state MapEngine *d2mapengine.MapEngine // Map and entities mapGen *d2mapgen.MapGenerator // map generator PlayerID string // ID of the local player Players map[string]*d2mapentity.Player // IDs of the other players Seed int64 // Map seed RegenMap bool // Regenerate tile cache on render (map has changed) *d2util.Logger } // Create constructs a new GameClient and returns a pointer to it. func Create(connectionType d2clientconnectiontype.ClientConnectionType, asset *d2asset.AssetManager, l d2util.LogLevel, scriptEngine *d2script.ScriptEngine) (*GameClient, error) { result := &GameClient{ asset: asset, MapEngine: d2mapengine.CreateMapEngine(l, asset), Players: make(map[string]*d2mapentity.Player), connectionType: connectionType, scriptEngine: scriptEngine, } result.Logger = d2util.NewLogger() result.Logger.SetPrefix(logPrefix) result.Logger.SetLevel(l) // for a remote client connection, set loading to true - wait until we process the GenerateMapPacket // before we start updating map entites result.MapEngine.IsLoading = connectionType == d2clientconnectiontype.LANClient mapGen, err := d2mapgen.NewMapGenerator(asset, l, result.MapEngine) if err != nil { return nil, err } result.mapGen = mapGen switch connectionType { case d2clientconnectiontype.LANClient: result.clientConnection, err = d2remoteclient.Create(l, asset) case d2clientconnectiontype.LANServer: result.clientConnection, err = d2localclient.Create(asset, l, true) case d2clientconnectiontype.Local: result.clientConnection, err = d2localclient.Create(asset, l, false) default: err = fmt.Errorf("unknown client connection type specified: %d", connectionType) } if err != nil { return nil, err } result.clientConnection.SetClientListener(result) return result, nil } // Open creates the server and connects to it if the client is local. // If the client is remote it sends a PlayerConnectionRequestPacket to the // server (see d2netpacket). func (g *GameClient) Open(connectionString, saveFilePath string) error { switch g.connectionType { case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local: g.scriptEngine.AllowEval() } return g.clientConnection.Open(connectionString, saveFilePath) } // Close destroys the server if the client is local. For remote clients // it sends a DisconnectRequestPacket (see d2netpacket). func (g *GameClient) Close() error { switch g.connectionType { case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local: g.scriptEngine.DisallowEval() } return g.clientConnection.Close() } // Destroy does the same thing as Close. func (g *GameClient) Destroy() error { return g.Close() } // OnPacketReceived is called by the ClientConection and processes incoming // packets. // nolint:gocyclo // switch statement on packet type makes sense, no need to change func (g *GameClient) OnPacketReceived(packet d2netpacket.NetPacket) error { switch packet.PacketType { case d2netpackettype.GenerateMap: if err := g.handleGenerateMapPacket(packet); err != nil { return err } case d2netpackettype.UpdateServerInfo: if err := g.handleUpdateServerInfoPacket(packet); err != nil { return err } case d2netpackettype.AddPlayer: if err := g.handleAddPlayerPacket(packet); err != nil { return err } case d2netpackettype.MovePlayer: if err := g.handleMovePlayerPacket(packet); err != nil { return err } case d2netpackettype.CastSkill: if err := g.handleCastSkillPacket(packet); err != nil { return err } case d2netpackettype.SpawnItem: if err := g.handleSpawnItemPacket(packet); err != nil { return err } case d2netpackettype.Ping: if err := g.handlePingPacket(); err != nil { g.Errorf("GameClient: error responding to server ping: %s", err) } case d2netpackettype.PlayerDisconnectionNotification: if err := g.handlePlayerDisconnectionPacket(packet); err != nil { return err } case d2netpackettype.ServerClosed: // https://github.com/OpenDiablo2/OpenDiablo2/issues/802 g.Infof("Server has been closed") os.Exit(0) case d2netpackettype.ServerFull: g.Infof("Server is full") // need to be verified os.Exit(0) default: g.Fatalf("Invalid packet type: %d", packet.PacketType) } return nil } // SendPacketToServer calls server.OnPacketReceived if the client is local. // If it is remote the NetPacket sent over a UDP connection to the server. func (g *GameClient) SendPacketToServer(packet d2netpacket.NetPacket) error { return g.clientConnection.SendPacketToServer(packet) } func (g *GameClient) handleGenerateMapPacket(packet d2netpacket.NetPacket) error { mapData, err := d2netpacket.UnmarshalGenerateMap(packet.PacketData) if err != nil { return err } if mapData.RegionType == d2enum.RegionAct1Town { g.mapGen.GenerateAct1Overworld() } g.RegenMap = true return nil } func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket) error { serverInfo, err := d2netpacket.UnmarshalUpdateServerInfo(packet.PacketData) if err != nil { return err } g.MapEngine.SetSeed(serverInfo.Seed) g.PlayerID = serverInfo.PlayerID g.Seed = serverInfo.Seed g.Infof("Player id set to %s", serverInfo.PlayerID) return nil } func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error { player, err := d2netpacket.UnmarshalAddPlayer(packet.PacketData) if err != nil { return err } d2hero.HydrateSkills(player.Skills, g.asset) newPlayer := g.MapEngine.NewPlayer(player.ID, player.Name, player.X, player.Y, 0, player.HeroType, player.Stats, player.Skills, &player.Equipment, player.LeftSkill, player.RightSkill, player.Gold) g.Players[newPlayer.ID()] = newPlayer g.MapEngine.AddEntity(newPlayer) return nil } func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error { item, err := d2netpacket.UnmarshalSpawnItem(packet.PacketData) if err != nil { return err } itemEntity, err := g.MapEngine.NewItem(item.X, item.Y, item.Codes...) if err == nil { g.MapEngine.AddEntity(itemEntity) } return err } func (g *GameClient) handleMovePlayerPacket(packet d2netpacket.NetPacket) error { movePlayer, err := d2netpacket.UnmarshalMovePlayer(packet.PacketData) if err != nil { return err } player := g.Players[movePlayer.PlayerID] start := d2vector.NewPositionTile(movePlayer.StartX, movePlayer.StartY) dest := d2vector.NewPositionTile(movePlayer.DestX, movePlayer.DestY) path := g.MapEngine.PathFind(start, dest) if len(path) > 0 { player.SetPath(path, func() { tilePosition := player.Position.Tile() tile := g.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y())) if tile == nil { return } player.SetIsInTown(tile.RegionType == d2enum.RegionAct1Town) err := player.SetAnimationMode(player.GetAnimationMode()) if err != nil { fmtStr := "GameClient: error setting animation mode for player %s: %s" g.Errorf(fmtStr, player.ID(), err) } }) } return nil } func (g *GameClient) handleCastSkillPacket(packet d2netpacket.NetPacket) error { playerCast, err := d2netpacket.UnmarshalCast(packet.PacketData) if err != nil { return err } player := g.Players[playerCast.SourceEntityID] player.StopMoving() castX := playerCast.TargetX * numSubtilesPerTile castY := playerCast.TargetY * numSubtilesPerTile direction := player.Position.DirectionTo(*d2vector.NewVector(castX, castY)) player.SetDirection(direction) skillRecord := g.asset.Records.Skill.Details[playerCast.SkillID] missileEntities, err := g.createMissileEntities(skillRecord, player, castX, castY) if err != nil { return err } var summonedNpcEntity *d2mapentity.NPC if skillRecord.Summon != "" { summonedNpcEntity, err = g.createSummonedNpcEntity(skillRecord, int(castX), int(castY)) if err != nil { return err } } player.StartCasting(skillRecord.Anim, func() { if len(missileEntities) > 0 { // shoot the missiles of the skill after the player has finished casting for _, missileEntity := range missileEntities { g.MapEngine.AddEntity(missileEntity) } } if summonedNpcEntity != nil { // summon the referenced NPC after the player has finished casting g.MapEngine.AddEntity(summonedNpcEntity) } }) overlayRecord := g.asset.Records.Layout.Overlays[skillRecord.Castoverlay] return g.playCastOverlay(overlayRecord, int(player.Position.X()), int(player.Position.Y())) } func (g *GameClient) createSummonedNpcEntity(skillRecord *d2records.SkillRecord, x, y int) (*d2mapentity.NPC, error) { monsterStatsRecord := g.asset.Records.Monster.Stats[skillRecord.Summon] if monsterStatsRecord == nil { fmtErr := "cannot cast skill - No monstat entry for \"%s\"" return nil, fmt.Errorf(fmtErr, skillRecord.Summon) } // https://github.com/OpenDiablo2/OpenDiablo2/issues/803 summonedNpcEntity, err := g.MapEngine.NewNPC(x, y, monsterStatsRecord, 0) if err != nil { return nil, err } return summonedNpcEntity, nil } func (g *GameClient) createMissileEntities( skillRecord *d2records.SkillRecord, player *d2mapentity.Player, castX, castY float64, ) ([]*d2mapentity.Missile, error) { missileRecords := []*d2records.MissileRecord{ g.asset.Records.GetMissileByName(skillRecord.Cltmissile), g.asset.Records.GetMissileByName(skillRecord.Cltmissilea), g.asset.Records.GetMissileByName(skillRecord.Cltmissileb), g.asset.Records.GetMissileByName(skillRecord.Cltmissilec), g.asset.Records.GetMissileByName(skillRecord.Cltmissiled), } missileEntities := make([]*d2mapentity.Missile, 0) for _, missileRecord := range missileRecords { if missileRecord == nil { continue } missileEntity, err := g.createMissileEntity(missileRecord, player, castX, castY) if err != nil { return nil, err } missileEntities = append(missileEntities, missileEntity) } return missileEntities, nil } func (g *GameClient) createMissileEntity( missileRecord *d2records.MissileRecord, player *d2mapentity.Player, castX, castY float64, ) (*d2mapentity.Missile, error) { if missileRecord == nil { return nil, nil } radians := d2math.GetRadiansBetween( player.Position.X(), player.Position.Y(), castX, castY, ) missileEntity, err := g.MapEngine.NewMissile( int(player.Position.X()), int(player.Position.Y()), g.asset.Records.Missiles[missileRecord.Id], ) if err != nil { return nil, err } missileEntity.SetRadians(radians, func() { g.MapEngine.RemoveEntity(missileEntity) }) return missileEntity, nil } func (g *GameClient) playCastOverlay(overlayRecord *d2records.OverlayRecord, x, y int) error { if overlayRecord == nil { return nil } overlayEntity, err := g.MapEngine.NewCastOverlay( x, y, overlayRecord, ) if err != nil { return err } overlayEntity.SetOnDoneFunc(func() { g.MapEngine.RemoveEntity(overlayEntity) }) g.MapEngine.AddEntity(overlayEntity) return nil } func (g *GameClient) handlePingPacket() error { pongPacket, err := d2netpacket.CreatePongPacket(g.PlayerID) if err != nil { return err } err = g.clientConnection.SendPacketToServer(pongPacket) if err != nil { return err } return nil } func (g *GameClient) handlePlayerDisconnectionPacket(packet d2netpacket.NetPacket) error { disconnectPacket, err := d2netpacket.UnmarshalPlayerDisconnectionRequest(packet.PacketData) if err != nil { return err } player := g.Players[disconnectPacket.ID] g.MapEngine.RemoveEntity(player) delete(g.Players, disconnectPacket.ID) return nil } // IsSinglePlayer returns a bool for whether the game is a single-player game func (g *GameClient) IsSinglePlayer() bool { return g.connectionType == d2clientconnectiontype.Local }