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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-05 09:47:18 -05:00
OpenDiablo2/d2networking/d2client/game_client.go
2020-11-23 14:18:30 +01:00

453 lines
13 KiB
Go

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:
// Not implemented
g.Infof("RemoteClientConnection: received disconnect: %s", packet.PacketData)
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
}
// IsSinglePlayer returns a bool for whether the game is a single-player game
func (g *GameClient) IsSinglePlayer() bool {
return g.connectionType == d2clientconnectiontype.Local
}