OpenDiablo2/d2networking/d2client/d2localclient/local_client_connection.go

69 lines
1.8 KiB
Go

package d2localclient
import (
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server"
uuid "github.com/satori/go.uuid"
)
type LocalClientConnection struct {
clientListener d2networking.ClientListener
uniqueId string
openNetworkServer bool
playerState *d2player.PlayerState
}
func (l LocalClientConnection) GetUniqueId() string {
return l.uniqueId
}
func (l LocalClientConnection) GetConnectionType() string {
return "Local Client"
}
func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
return l.clientListener.OnPacketReceived(packet)
}
func Create(openNetworkServer bool) *LocalClientConnection {
result := &LocalClientConnection{
uniqueId: uuid.NewV4().String(),
openNetworkServer: openNetworkServer,
}
return result
}
func (l *LocalClientConnection) Open(connectionString string, saveFilePath string) error {
l.SetPlayerState(d2player.LoadPlayerState(saveFilePath))
d2server.Create(l.openNetworkServer)
go d2server.Run()
d2server.OnClientConnected(l)
return nil
}
func (l *LocalClientConnection) Close() error {
d2server.OnClientDisconnected(l)
d2server.Destroy()
return nil
}
func (l *LocalClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
// TODO: This is going to blow up if the server has ceased to be.
return d2server.OnPacketReceived(l, packet)
}
func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
l.clientListener = listener
}
func (l *LocalClientConnection) GetPlayerState() *d2player.PlayerState {
return l.playerState
}
func (l *LocalClientConnection) SetPlayerState(playerState *d2player.PlayerState) {
l.playerState = playerState
}