// Package d2app contains the OpenDiablo2 application shell package d2app import ( "bytes" "container/ring" "encoding/json" "errors" "fmt" "image" "image/gif" "image/png" "log" "os" "os/signal" "path/filepath" "runtime" "runtime/pprof" "strconv" "strings" "sync" "syscall" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data" "github.com/pkg/profile" "golang.org/x/image/colornames" "gopkg.in/alecthomas/kingpin.v2" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ebiten2 "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio/ebiten" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2config" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2term" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2gamescreen" "github.com/OpenDiablo2/OpenDiablo2/d2networking" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype" "github.com/OpenDiablo2/OpenDiablo2/d2script" ) // these are used for debug print info const ( fpsX, fpsY = 5, 565 memInfoX, memInfoY = 670, 5 debugLineHeight = 16 errMsgPadding = 20 ) // App represents the main application for the engine type App struct { lastTime float64 lastScreenAdvance float64 showFPS bool timeScale float64 captureState captureState capturePath string captureFrames []*image.RGBA gitBranch string gitCommit string language string asset *d2asset.AssetManager inputManager d2interface.InputManager terminal d2interface.Terminal scriptEngine *d2script.ScriptEngine audio d2interface.AudioProvider renderer d2interface.Renderer screen *d2screen.ScreenManager ui *d2ui.UIManager tAllocSamples *ring.Ring guiManager *d2gui.GuiManager config *d2config.Configuration logger *d2util.Logger errorMessage error *Options } // Options is used to store all of the app options that can be set with arguments type Options struct { printVersion *bool Debug *bool profiler *string Server *d2networking.ServerOptions LogLevel *d2util.LogLevel } type bindTerminalEntry struct { name string description string action interface{} } const ( bytesToMegabyte = 1024 * 1024 nSamplesTAlloc = 100 debugPopN = 6 ) const ( appLoggerPrefix = "App" ) // Create creates a new instance of the application func Create(gitBranch, gitCommit string) *App { assetManager, assetError := d2asset.NewAssetManager() logger := d2util.NewLogger() logger.SetPrefix(appLoggerPrefix) logger.SetLevel(d2util.LogLevelNone) return &App{ gitBranch: gitBranch, gitCommit: gitCommit, asset: assetManager, Options: &Options{ Server: &d2networking.ServerOptions{}, }, logger: logger, errorMessage: assetError, } } func updateNOOP() error { return nil } func (a *App) startDedicatedServer() error { min, max := d2networking.ServerMinPlayers, d2networking.ServerMaxPlayersDefault maxPlayers := d2math.ClampInt(*a.Options.Server.MaxPlayers, min, max) srvChanIn := make(chan int) srvChanLog := make(chan string) srvErr := d2networking.StartDedicatedServer(a.asset, srvChanIn, srvChanLog, maxPlayers) if srvErr != nil { return srvErr } c := make(chan os.Signal) signal.Notify(c, os.Interrupt, syscall.SIGTERM) // This traps Control-c to safely shut down the server go func() { <-c srvChanIn <- d2networking.ServerEventStop }() for { for data := range srvChanLog { log.Println(data) } } } func (a *App) loadEngine() error { // Create our renderer renderer, err := ebiten.CreateRenderer(a.config) if err != nil { return err } a.renderer = renderer if a.errorMessage != nil { return a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, "OpenDiablo2") } // if the log level was specified at the command line, use it logLevel := *a.Options.LogLevel if logLevel == d2util.LogLevelUnspecified { logLevel = a.config.LogLevel } a.asset.SetLogLevel(logLevel) audio := ebiten2.CreateAudio(a.asset) inputManager := d2input.NewInputManager() term, err := d2term.New(inputManager) if err != nil { return err } err = a.asset.BindTerminalCommands(term) if err != nil { return err } scriptEngine := d2script.CreateScriptEngine() uiManager := d2ui.NewUIManager(a.asset, renderer, inputManager, audio) a.inputManager = inputManager a.terminal = term a.scriptEngine = scriptEngine a.audio = audio a.ui = uiManager a.tAllocSamples = createZeroedRing(nSamplesTAlloc) if a.gitBranch == "" { a.gitBranch = "Local Build" } return nil } func (a *App) parseArguments() { const ( versionArg = "version" versionShort = 'v' versionDesc = "Prints the version of the app" profilerArg = "profile" profilerDesc = "Profiles the program, one of (cpu, mem, block, goroutine, trace, thread, mutex)" serverArg = "dedicated" serverShort = 'd' serverDesc = "Starts a dedicated server" playersArg = "players" playersDesc = "Sets the number of max players for the dedicated server" loggingArg = "loglevel" loggingShort = 'l' loggingDesc = "Enables verbose logging. Log levels will include those below it. " + "0 disables log messages, " + "1 shows errors, " + "2 shows warnings, " + "3 shows info, " + "4 shows debug" + "5 uses value from config file (default)" ) a.Options.profiler = kingpin.Flag(profilerArg, profilerDesc).String() a.Options.Server.Dedicated = kingpin.Flag(serverArg, serverDesc).Short(serverShort).Bool() a.Options.printVersion = kingpin.Flag(versionArg, versionDesc).Short(versionShort).Bool() a.Options.Server.MaxPlayers = kingpin.Flag(playersArg, playersDesc).Int() a.Options.LogLevel = kingpin.Flag(loggingArg, loggingDesc). Short(loggingShort). Default(strconv.Itoa(d2util.LogLevelUnspecified)). Int() kingpin.Parse() } // LoadConfig loads the OpenDiablo2 config file func (a *App) LoadConfig() (*d2config.Configuration, error) { // by now the, the loader has initialized and added our config dirs as sources... configBaseName := filepath.Base(d2config.DefaultConfigPath()) configAsset, _ := a.asset.LoadAsset(configBaseName) config := &d2config.Configuration{} // create the default if not found if configAsset == nil { config = d2config.DefaultConfig() fullPath := filepath.Join(config.Dir(), config.Base()) config.SetPath(fullPath) a.logger.Infof("creating default configuration file at %s...", fullPath) saveErr := config.Save() return config, saveErr } if err := json.NewDecoder(configAsset).Decode(config); err != nil { return nil, err } config.SetPath(filepath.Join(configAsset.Source().Path(), configAsset.Path())) a.logger.Infof("loaded configuration file from %s", config.Path()) return config, nil } // Run executes the application and kicks off the entire game process func (a *App) Run() error { a.parseArguments() // add our possible config directories _, _ = a.asset.AddSource(filepath.Dir(d2config.LocalConfigPath())) _, _ = a.asset.AddSource(filepath.Dir(d2config.DefaultConfigPath())) config, err := a.LoadConfig() if err != nil { return err } a.config = config a.asset.SetLogLevel(config.LogLevel) // print version and exit if `--version` was supplied if *a.Options.printVersion { fmtVersion := "OpenDiablo2 (%s %s)" if a.gitBranch == "" { a.gitBranch = "local" } if a.gitCommit == "" { a.gitCommit = "build" } fmt.Printf(fmtVersion, a.gitBranch, a.gitCommit) os.Exit(0) } logLevel := *a.Options.LogLevel if logLevel == d2util.LogLevelUnspecified { logLevel = a.config.LogLevel } a.asset.SetLogLevel(logLevel) // start profiler if argument was supplied if len(*a.Options.profiler) > 0 { profiler := enableProfiler(*a.Options.profiler) if profiler != nil { defer profiler.Stop() } } // start the server if `--listen` option was supplied if *a.Options.Server.Dedicated { if err := a.startDedicatedServer(); err != nil { return err } } if err := a.loadEngine(); err != nil { a.renderer.ShowPanicScreen(err.Error()) return err } windowTitle := fmt.Sprintf("OpenDiablo2 (%s)", a.gitBranch) // If we fail to initialize, we will show the error screen if err := a.initialize(); err != nil { if a.errorMessage == nil { a.errorMessage = err // if there was an error during init, don't clobber it } gameErr := a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, windowTitle) if gameErr != nil { return gameErr } return err } a.ToMainMenu() if err := a.renderer.Run(a.update, a.advance, 800, 600, windowTitle); err != nil { return err } return nil } func (a *App) initialize() error { if err := a.initConfig(a.config); err != nil { return err } a.initLanguage() if err := a.initDataDictionaries(); err != nil { return err } a.timeScale = 1.0 a.lastTime = d2util.Now() a.lastScreenAdvance = a.lastTime a.renderer.SetWindowIcon("d2logo.png") a.terminal.BindLogger() terminalActions := [...]bindTerminalEntry{ {"dumpheap", "dumps the heap to pprof/heap.pprof", a.dumpHeap}, {"fullscreen", "toggles fullscreen", a.toggleFullScreen}, {"capframe", "captures a still frame", a.setupCaptureFrame}, {"capgifstart", "captures an animation (start)", a.startAnimationCapture}, {"capgifstop", "captures an animation (stop)", a.stopAnimationCapture}, {"vsync", "toggles vsync", a.toggleVsync}, {"fps", "toggle fps counter", a.toggleFpsCounter}, {"timescale", "set scalar for elapsed time", a.setTimeScale}, {"quit", "exits the game", a.quitGame}, {"screen-gui", "enters the gui playground screen", a.enterGuiPlayground}, {"js", "eval JS scripts", a.evalJS}, } for idx := range terminalActions { action := &terminalActions[idx] if err := a.terminal.BindAction(action.name, action.description, action.action); err != nil { log.Fatal(err) } } gui, err := d2gui.CreateGuiManager(a.asset, a.inputManager) if err != nil { return err } a.guiManager = gui a.screen = d2screen.NewScreenManager(a.ui, a.guiManager) a.audio.SetVolumes(a.config.BgmVolume, a.config.SfxVolume) if err := a.loadStrings(); err != nil { return err } a.ui.Initialize() return nil } const ( fmtErrSourceNotFound = `file not found: %s Please check your config file at %s Also, verify that the MPQ files exist at %s Capitalization in the file name matters. ` ) func (a *App) initConfig(config *d2config.Configuration) error { a.config = config for _, mpqName := range a.config.MpqLoadOrder { cleanDir := filepath.Clean(a.config.MpqPath) srcPath := filepath.Join(cleanDir, mpqName) _, err := a.asset.AddSource(srcPath) if err != nil { // nolint:stylecheck // we want a multiline error message here.. return fmt.Errorf(fmtErrSourceNotFound, srcPath, a.config.Path(), a.config.MpqPath) } } return nil } func (a *App) initLanguage() { a.language = a.asset.LoadLanguage(d2resource.LocalLanguage) a.asset.Loader.SetLanguage(&a.language) } func (a *App) initDataDictionaries() error { dictPaths := []string{ d2resource.LevelType, d2resource.LevelPreset, d2resource.LevelWarp, d2resource.ObjectType, d2resource.ObjectDetails, d2resource.Weapons, d2resource.Armor, d2resource.Misc, d2resource.Books, d2resource.ItemTypes, d2resource.UniqueItems, d2resource.Missiles, d2resource.SoundSettings, d2resource.MonStats, d2resource.MonStats2, d2resource.MonPreset, d2resource.MonProp, d2resource.MonType, d2resource.MonMode, d2resource.MagicPrefix, d2resource.MagicSuffix, d2resource.ItemStatCost, d2resource.ItemRatio, d2resource.StorePage, d2resource.Overlays, d2resource.CharStats, d2resource.Hireling, d2resource.Experience, d2resource.Gems, d2resource.QualityItems, d2resource.Runes, d2resource.DifficultyLevels, d2resource.AutoMap, d2resource.LevelDetails, d2resource.LevelMaze, d2resource.LevelSubstitutions, d2resource.CubeRecipes, d2resource.SuperUniques, d2resource.Inventory, d2resource.Skills, d2resource.SkillCalc, d2resource.MissileCalc, d2resource.Properties, d2resource.SkillDesc, d2resource.BodyLocations, d2resource.Sets, d2resource.SetItems, d2resource.AutoMagic, d2resource.TreasureClass, d2resource.TreasureClassEx, d2resource.States, d2resource.SoundEnvirons, d2resource.Shrines, d2resource.ElemType, d2resource.PlrMode, d2resource.PetType, d2resource.NPC, d2resource.MonsterUniqueModifier, d2resource.MonsterEquipment, d2resource.UniqueAppellation, d2resource.MonsterLevel, d2resource.MonsterSound, d2resource.MonsterSequence, d2resource.PlayerClass, d2resource.MonsterPlacement, d2resource.ObjectGroup, d2resource.CompCode, d2resource.MonsterAI, d2resource.RarePrefix, d2resource.RareSuffix, d2resource.Events, d2resource.Colors, d2resource.ArmorType, d2resource.WeaponClass, d2resource.PlayerType, d2resource.Composite, d2resource.HitClass, d2resource.UniquePrefix, d2resource.UniqueSuffix, d2resource.CubeModifier, d2resource.CubeType, d2resource.HirelingDescription, d2resource.LowQualityItems, } a.logger.Info("Initializing asset manager") for _, path := range dictPaths { err := a.asset.LoadRecords(path) if err != nil { return err } } err := a.initAnimationData(d2resource.AnimationData) if err != nil { return err } return nil } const ( fmtLoadAnimData = "loading animation data from: %s" ) func (a *App) initAnimationData(path string) error { animDataBytes, err := a.asset.LoadFile(path) if err != nil { return err } a.logger.Debug(fmt.Sprintf(fmtLoadAnimData, path)) animData := d2data.LoadAnimationData(animDataBytes) a.logger.Infof("Loaded %d animation data records", len(animData)) a.asset.Records.Animation.Data = animData return nil } func (a *App) loadStrings() error { tablePaths := []string{ d2resource.PatchStringTable, d2resource.ExpansionStringTable, d2resource.StringTable, } for _, tablePath := range tablePaths { _, err := a.asset.LoadStringTable(tablePath) if err != nil { return err } } return nil } func (a *App) renderDebug(target d2interface.Surface) { if !a.showFPS { return } vsyncEnabled := a.renderer.GetVSyncEnabled() fps := a.renderer.CurrentFPS() cx, cy := a.renderer.GetCursorPos() target.PushTranslation(fpsX, fpsY) target.DrawTextf("vsync:" + strconv.FormatBool(vsyncEnabled) + "\nFPS:" + strconv.Itoa(int(fps))) target.Pop() var m runtime.MemStats runtime.ReadMemStats(&m) target.PushTranslation(memInfoX, memInfoY) target.DrawTextf("Alloc " + strconv.FormatInt(int64(m.Alloc)/bytesToMegabyte, 10)) target.PushTranslation(0, debugLineHeight) target.DrawTextf("TAlloc/s " + strconv.FormatFloat(a.allocRate(m.TotalAlloc, fps), 'f', 2, 64)) target.PushTranslation(0, debugLineHeight) target.DrawTextf("Pause " + strconv.FormatInt(int64(m.PauseTotalNs/bytesToMegabyte), 10)) target.PushTranslation(0, debugLineHeight) target.DrawTextf("HeapSys " + strconv.FormatInt(int64(m.HeapSys/bytesToMegabyte), 10)) target.PushTranslation(0, debugLineHeight) target.DrawTextf("NumGC " + strconv.FormatInt(int64(m.NumGC), 10)) target.PushTranslation(0, debugLineHeight) target.DrawTextf("Coords " + strconv.FormatInt(int64(cx), 10) + "," + strconv.FormatInt(int64(cy), 10)) target.PopN(debugPopN) } func (a *App) renderCapture(target d2interface.Surface) error { cleanupCapture := func() { a.captureState = captureStateNone a.capturePath = "" a.captureFrames = nil } switch a.captureState { case captureStateFrame: defer cleanupCapture() if err := a.doCaptureFrame(target); err != nil { return err } case captureStateGif: a.doCaptureGif(target) case captureStateNone: if len(a.captureFrames) > 0 { defer cleanupCapture() if err := a.convertFramesToGif(); err != nil { return err } } } return nil } func (a *App) render(target d2interface.Surface) { a.screen.Render(target) a.ui.Render(target) if err := a.guiManager.Render(target); err != nil { return } a.renderDebug(target) if err := a.renderCapture(target); err != nil { return } if err := a.terminal.Render(target); err != nil { return } } func (a *App) advance() error { current := d2util.Now() elapsedUnscaled := current - a.lastTime elapsed := elapsedUnscaled * a.timeScale a.lastTime = current elapsedLastScreenAdvance := (current - a.lastScreenAdvance) * a.timeScale a.lastScreenAdvance = current if err := a.screen.Advance(elapsedLastScreenAdvance); err != nil { return err } a.ui.Advance(elapsed) if err := a.inputManager.Advance(elapsed, current); err != nil { return err } if err := a.guiManager.Advance(elapsed); err != nil { return err } if err := a.terminal.Advance(elapsedUnscaled); err != nil { return err } return nil } func (a *App) update(target d2interface.Surface) error { a.render(target) if target.GetDepth() > 0 { return errors.New("detected surface stack leak") } return nil } func (a *App) allocRate(totalAlloc uint64, fps float64) float64 { a.tAllocSamples.Value = totalAlloc a.tAllocSamples = a.tAllocSamples.Next() deltaAllocPerFrame := float64(totalAlloc-a.tAllocSamples.Value.(uint64)) / nSamplesTAlloc return deltaAllocPerFrame * fps / bytesToMegabyte } func (a *App) dumpHeap() { if _, err := os.Stat("./pprof/"); os.IsNotExist(err) { if err := os.Mkdir("./pprof/", 0750); err != nil { log.Fatal(err) } } fileOut, err := os.Create("./pprof/heap.pprof") if err != nil { log.Print(err) } if err := pprof.WriteHeapProfile(fileOut); err != nil { log.Fatal(err) } if err := fileOut.Close(); err != nil { log.Fatal(err) } } func (a *App) evalJS(code string) { val, err := a.scriptEngine.Eval(code) if err != nil { a.terminal.OutputErrorf("%s", err) return } log.Printf("%s", val) } func (a *App) toggleFullScreen() { fullscreen := !a.renderer.IsFullScreen() a.renderer.SetFullScreen(fullscreen) a.terminal.OutputInfof("fullscreen is now: %v", fullscreen) } func (a *App) setupCaptureFrame(path string) { a.captureState = captureStateFrame a.capturePath = path a.captureFrames = nil } func (a *App) doCaptureFrame(target d2interface.Surface) error { fp, err := os.Create(a.capturePath) if err != nil { return err } defer func() { if err := fp.Close(); err != nil { log.Fatal(err) } }() screenshot := target.Screenshot() if err := png.Encode(fp, screenshot); err != nil { return err } log.Printf("saved frame to %s", a.capturePath) return nil } func (a *App) doCaptureGif(target d2interface.Surface) { screenshot := target.Screenshot() a.captureFrames = append(a.captureFrames, screenshot) } func (a *App) convertFramesToGif() error { fp, err := os.Create(a.capturePath) if err != nil { return err } defer func() { if err := fp.Close(); err != nil { log.Fatal(err) } }() var ( framesTotal = len(a.captureFrames) framesPal = make([]*image.Paletted, framesTotal) frameDelays = make([]int, framesTotal) framesPerCPU = framesTotal / runtime.NumCPU() ) var waitGroup sync.WaitGroup for i := 0; i < framesTotal; i += framesPerCPU { waitGroup.Add(1) go func(start, end int) { defer waitGroup.Done() for j := start; j < end; j++ { var buffer bytes.Buffer if err := gif.Encode(&buffer, a.captureFrames[j], nil); err != nil { panic(err) } framePal, err := gif.Decode(&buffer) if err != nil { panic(err) } framesPal[j] = framePal.(*image.Paletted) frameDelays[j] = 5 } }(i, d2math.MinInt(i+framesPerCPU, framesTotal)) } waitGroup.Wait() if err := gif.EncodeAll(fp, &gif.GIF{Image: framesPal, Delay: frameDelays}); err != nil { return err } log.Printf("saved animation to %s", a.capturePath) return nil } func (a *App) startAnimationCapture(path string) { a.captureState = captureStateGif a.capturePath = path a.captureFrames = nil } func (a *App) stopAnimationCapture() { a.captureState = captureStateNone } func (a *App) toggleVsync() { vsync := !a.renderer.GetVSyncEnabled() a.renderer.SetVSyncEnabled(vsync) a.terminal.OutputInfof("vsync is now: %v", vsync) } func (a *App) toggleFpsCounter() { a.showFPS = !a.showFPS a.terminal.OutputInfof("fps counter is now: %v", a.showFPS) } func (a *App) setTimeScale(timeScale float64) { if timeScale <= 0 { a.terminal.OutputErrorf("invalid time scale value") } else { a.terminal.OutputInfof("timescale changed from %f to %f", a.timeScale, timeScale) a.timeScale = timeScale } } func (a *App) quitGame() { os.Exit(0) } func (a *App) enterGuiPlayground() { a.screen.SetNextScreen(d2gamescreen.CreateGuiTestMain(a.renderer, a.guiManager, a.asset)) } func createZeroedRing(n int) *ring.Ring { r := ring.New(n) for i := 0; i < n; i++ { r.Value = uint64(0) r = r.Next() } return r } func enableProfiler(profileOption string) interface{ Stop() } { var options []func(*profile.Profile) switch strings.ToLower(strings.Trim(profileOption, " ")) { case "cpu": log.Printf("CPU profiling is enabled.") options = append(options, profile.CPUProfile) case "mem": log.Printf("Memory profiling is enabled.") options = append(options, profile.MemProfile) case "block": log.Printf("Block profiling is enabled.") options = append(options, profile.BlockProfile) case "goroutine": log.Printf("Goroutine profiling is enabled.") options = append(options, profile.GoroutineProfile) case "trace": log.Printf("Trace profiling is enabled.") options = append(options, profile.TraceProfile) case "thread": log.Printf("Thread creation profiling is enabled.") options = append(options, profile.ThreadcreationProfile) case "mutex": log.Printf("Mutex profiling is enabled.") options = append(options, profile.MutexProfile) } options = append(options, profile.ProfilePath("./pprof/")) if len(options) > 1 { return profile.Start(options...) } return nil } func (a *App) updateInitError(target d2interface.Surface) error { target.Clear(colornames.Darkred) target.PushTranslation(errMsgPadding, errMsgPadding) target.DrawTextf(a.errorMessage.Error()) return nil } // ToMainMenu forces the game to transition to the Main Menu func (a *App) ToMainMenu(errorMessageOptional ...string) { buildInfo := d2gamescreen.BuildInfo{Branch: a.gitBranch, Commit: a.gitCommit} mainMenu, err := d2gamescreen.CreateMainMenu(a, a.asset, a.renderer, a.inputManager, a.audio, a.ui, buildInfo, errorMessageOptional...) if err != nil { log.Print(err) return } a.screen.SetNextScreen(mainMenu) } // ToSelectHero forces the game to transition to the Select Hero (create character) screen func (a *App) ToSelectHero(connType d2clientconnectiontype.ClientConnectionType, host string) { selectHero, err := d2gamescreen.CreateSelectHeroClass(a, a.asset, a.renderer, a.audio, a.ui, connType, host) if err != nil { log.Print(err) return } a.screen.SetNextScreen(selectHero) } // ToCreateGame forces the game to transition to the Create Game screen func (a *App) ToCreateGame(filePath string, connType d2clientconnectiontype.ClientConnectionType, host string) { gameClient, err := d2client.Create(connType, a.asset, a.scriptEngine) if err != nil { log.Print(err) } if err = gameClient.Open(host, filePath); err != nil { errorMessage := fmt.Sprintf("can not connect to the host: %s", host) fmt.Println(errorMessage) a.ToMainMenu(errorMessage) } else { a.screen.SetNextScreen(d2gamescreen.CreateGame( a, a.asset, a.ui, a.renderer, a.inputManager, a.audio, gameClient, a.terminal, a.guiManager, )) } } // ToCharacterSelect forces the game to transition to the Character Select (load character) screen func (a *App) ToCharacterSelect(connType d2clientconnectiontype.ClientConnectionType, connHost string) { characterSelect, err := d2gamescreen.CreateCharacterSelect(a, a.asset, a.renderer, a.inputManager, a.audio, a.ui, connType, connHost) if err != nil { fmt.Printf("unable to create character select screen: %s", err) } a.screen.SetNextScreen(characterSelect) } // ToMapEngineTest forces the game to transition to the map engine test screen func (a *App) ToMapEngineTest(region, level int) { met, err := d2gamescreen.CreateMapEngineTest(region, level, a.asset, a.terminal, a.renderer, a.inputManager, a.audio, a.screen) if err != nil { log.Print(err) return } a.screen.SetNextScreen(met) } // ToCredits forces the game to transition to the credits screen func (a *App) ToCredits() { a.screen.SetNextScreen(d2gamescreen.CreateCredits(a, a.asset, a.renderer, a.ui)) } // ToCinematics forces the game to transition to the cinematics menu func (a *App) ToCinematics() { a.screen.SetNextScreen(d2gamescreen.CreateCinematics(a, a.asset, a.renderer, a.audio, a.ui)) }