package d2client import ( "fmt" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math" "log" "os" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2player" "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 ( 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) scriptEngine *d2script.ScriptEngine GameState *d2player.PlayerState // local player state MapEngine *d2mapengine.MapEngine // Map and entities 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) } // Create constructs a new GameClient and returns a pointer to it. func Create(connectionType d2clientconnectiontype.ClientConnectionType, scriptEngine *d2script.ScriptEngine) (*GameClient, error) { result := &GameClient{ MapEngine: d2mapengine.CreateMapEngine(), // TODO: Mapgen - Needs levels.txt stuff Players: make(map[string]*d2mapentity.Player), connectionType: connectionType, scriptEngine: scriptEngine, } switch connectionType { case d2clientconnectiontype.LANClient: result.clientConnection = d2remoteclient.Create() case d2clientconnectiontype.LANServer: result.clientConnection = d2localclient.Create(true) case d2clientconnectiontype.Local: result.clientConnection = d2localclient.Create(false) default: return nil, fmt.Errorf("unknown client connection type specified: %d", connectionType) } 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. 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 { log.Printf("GameClient: error responding to server ping: %s", err) } case d2netpackettype.PlayerDisconnectionNotification: // Not implemented log.Printf("RemoteClientConnection: received disconnect: %s", packet.PacketData) case d2netpackettype.ServerClosed: // TODO: Need to be tied into a character save and exit log.Print("Server has been closed") os.Exit(0) default: log.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 { d2mapgen.GenerateAct1Overworld(g.MapEngine) } 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 log.Printf("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 } newPlayer := d2mapentity.NewPlayer(player.ID, player.Name, player.X, player.Y, 0, player.HeroType, player.Stats, &player.Equipment) 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 := d2mapentity.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 } regionType := tile.RegionType if regionType == d2enum.RegionAct1Town { player.SetIsInTown(true) } else { player.SetIsInTown(false) } err := player.SetAnimationMode(player.GetAnimationMode()) if err != nil { fmtStr := "GameClient: error setting animation mode for player %s: %s" log.Printf(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.SetCasting() player.ClearPath() // currently hardcoded to missile skill missile, err := d2mapentity.NewMissile( int(player.Position.X()), int(player.Position.Y()), d2datadict.Missiles[playerCast.SkillID], ) if err != nil { return err } rads := d2math.GetRadiansBetween( player.Position.X(), player.Position.Y(), playerCast.TargetX*numSubtilesPerTile, playerCast.TargetY*numSubtilesPerTile, ) missile.SetRadians(rads, func() { g.MapEngine.RemoveEntity(missile) }) g.MapEngine.AddEntity(missile) return nil } func (g *GameClient) handlePingPacket() error { pongPacket := d2netpacket.CreatePongPacket(g.PlayerID) err := g.clientConnection.SendPacketToServer(pongPacket) if err != nil { return err } return nil }