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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 09:35:29 +00:00
OpenDiablo2/d2networking/d2client/d2remoteclient/remote_client_connection.go
presiyan-ivanov 88326b5278
Initial cast overlay implementation. Fix HeroSkill deserialization & map entities processing crashing for remote client. (#766)
* Casting a skill now plays the corresponding overlay(if any).

* Prevent a crash caused by nil pointer in HeroSkill deserialization, happening when
unmarshalling HeroSkill from packets as a remote client.

* Add PlayerAnimationModeNone to handle some of the Skills(e.g.
Paladin auras) having "" as animation mode.

* Joining a game as remote client now waits for map generation to finish
before rendering map or processing map entities. This is temporary hack to prevent the game from
crashing due to concurrent map read & write exception.

* Send CastSkill packet to other clients.

Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-10-10 18:47:51 -04:00

237 lines
6.7 KiB
Go

package d2remoteclient
import (
"encoding/json"
"fmt"
"log"
"net"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"github.com/google/uuid"
)
// RemoteClientConnection is the implementation of ClientConnection
// for a remote client.
type RemoteClientConnection struct {
asset *d2asset.AssetManager
heroState *d2hero.HeroStateFactory
clientListener d2networking.ClientListener // The GameClient
uniqueID string // Unique ID generated on construction
tcpConnection *net.TCPConn // UDP connection to the server
active bool // The connection is currently open
}
// Create constructs a new RemoteClientConnection
// and returns a pointer to it.
func Create(asset *d2asset.AssetManager) (*RemoteClientConnection, error) {
heroStateFactory, err := d2hero.NewHeroStateFactory(asset)
if err != nil {
return nil, err
}
result := &RemoteClientConnection{
heroState: heroStateFactory,
uniqueID: uuid.New().String(),
}
return result, nil
}
// Open runs serverListener() in a goroutine to continuously read UDP packets.
// It also sends a PlayerConnectionRequestPacket packet to the server (see d2netpacket).
func (r *RemoteClientConnection) Open(connectionString, saveFilePath string) error {
if !strings.Contains(connectionString, ":") {
connectionString += ":6669"
}
// TODO: Connect to the server
tcpAddress, err := net.ResolveTCPAddr("tcp", connectionString)
// TODO: Show connection error screen if connection fails
if err != nil {
return err
}
r.tcpConnection, err = net.DialTCP("tcp", nil, tcpAddress)
// TODO: Show connection error screen if connection fails
if err != nil {
return err
}
r.active = true
go r.serverListener()
log.Printf("Connected to server at %s", r.tcpConnection.RemoteAddr().String())
gameState := r.heroState.LoadHeroState(saveFilePath)
packet := d2netpacket.CreatePlayerConnectionRequestPacket(r.GetUniqueID(), gameState)
err = r.SendPacketToServer(packet)
if err != nil {
log.Print("RemoteClientConnection: error sending PlayerConnectionRequestPacket to server.")
return err
}
return nil
}
// Close informs the server that this client has disconnected and sets
// RemoteClientConnection.active to false.
func (r *RemoteClientConnection) Close() error {
r.active = false
err := r.SendPacketToServer(d2netpacket.CreatePlayerDisconnectRequestPacket(r.GetUniqueID()))
if err != nil {
return err
}
return nil
}
// GetUniqueID returns RemoteClientConnection.uniqueID.
func (r RemoteClientConnection) GetUniqueID() string {
return r.uniqueID
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype
func (r RemoteClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.LANClient
}
// SetClientListener sets RemoteClientConnection.clientListener to the given value.
func (r *RemoteClientConnection) SetClientListener(listener d2networking.ClientListener) {
r.clientListener = listener
}
// SendPacketToServer compresses the JSON encoding of a NetPacket and
// sends it to the server.
func (r *RemoteClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
data, err := json.Marshal(packet)
if err != nil {
return err
}
if _, err = r.tcpConnection.Write(data); err != nil {
return err
}
return nil
}
// serverListener runs a while loop, reading from the GameServer's TCP
// connection.
func (r *RemoteClientConnection) serverListener() {
var packet d2netpacket.NetPacket
decoder := json.NewDecoder(r.tcpConnection)
for {
err := decoder.Decode(&packet)
if err != nil {
log.Printf("failed to decode the packet, err: %v\n", err)
return
}
p, err := r.decodeToPacket(packet.PacketType, string(packet.PacketData))
if err != nil {
log.Println(packet.PacketType, err)
}
err = r.clientListener.OnPacketReceived(p)
if err != nil {
log.Println(packet.PacketType, err)
}
}
}
// bytesToJSON reads the packet type, decompresses the packet and returns a JSON string.
func (r *RemoteClientConnection) bytesToJSON(buffer []byte) (string, d2netpackettype.NetPacketType, error) {
packet, err := d2netpacket.UnmarshalNetPacket(buffer)
if err != nil {
return "", 0, err
}
return string(packet.PacketData), packet.PacketType, nil
}
// decodeToPacket unmarshals the JSON string into the correct struct
// and returns a NetPacket declaring that struct.
func (r *RemoteClientConnection) decodeToPacket(t d2netpackettype.NetPacketType, data string) (d2netpacket.NetPacket, error) {
var np = d2netpacket.NetPacket{}
var err error
switch t {
case d2netpackettype.GenerateMap:
var p d2netpacket.GenerateMapPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.MovePlayer:
var p d2netpacket.MovePlayerPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.UpdateServerInfo:
var p d2netpacket.UpdateServerInfoPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.AddPlayer:
var p d2netpacket.AddPlayerPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.CastSkill:
var p d2netpacket.CastPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.Ping:
var p d2netpacket.PingPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
case d2netpackettype.PlayerDisconnectionNotification:
var p d2netpacket.PlayerDisconnectRequestPacket
if err = json.Unmarshal([]byte(data), &p); err != nil {
break
}
np = d2netpacket.NetPacket{PacketType: t, PacketData: d2netpacket.MarshalPacket(p)}
default:
err = fmt.Errorf("RemoteClientConnection: unrecognized packet type: %v", t)
}
if err != nil {
return np, err
}
return np, nil
}