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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-17 18:06:03 -05:00
OpenDiablo2/d2networking/d2client/d2localclient/local_client_connection.go
2020-10-25 20:55:46 -07:00

113 lines
3.5 KiB
Go

package d2localclient
import (
"github.com/google/uuid"
"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/d2server"
)
// LocalClientConnection is the implementation of ClientConnection
// for a local client.
type LocalClientConnection struct {
asset *d2asset.AssetManager
heroState *d2hero.HeroStateFactory
clientListener d2networking.ClientListener // The game client
uniqueID string // Unique ID generated on construction
openNetworkServer bool // True if this is a server
playerState *d2hero.HeroState // Local player state
gameServer *d2server.GameServer // Game Server
}
// GetUniqueID returns LocalClientConnection.uniqueID.
func (l LocalClientConnection) GetUniqueID() string {
return l.uniqueID
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype
func (l LocalClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.Local
}
// SendPacketToClient passes a packet to the game client for processing.
func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
return l.clientListener.OnPacketReceived(packet)
}
// Create constructs a new LocalClientConnection and returns
// a pointer to it.
func Create(asset *d2asset.AssetManager, openNetworkServer bool) (*LocalClientConnection, error) {
heroStateFactory, err := d2hero.NewHeroStateFactory(asset)
if err != nil {
return nil, err
}
result := &LocalClientConnection{
heroState: heroStateFactory,
asset: asset,
uniqueID: uuid.New().String(),
openNetworkServer: openNetworkServer,
}
return result, nil
}
// Open creates a new GameServer, runs the server and connects this client to it.
func (l *LocalClientConnection) Open(_, saveFilePath string) error {
var err error
l.SetPlayerState(l.heroState.LoadHeroState(saveFilePath))
l.gameServer, err = d2server.NewGameServer(l.asset, l.openNetworkServer, 30)
if err != nil {
return err
}
if err := l.gameServer.Start(); err != nil {
return err
}
d2server.OnClientConnected(l)
return nil
}
// Close disconnects from the server and destroys it.
func (l *LocalClientConnection) Close() error {
err := l.SendPacketToServer(d2netpacket.CreateServerClosedPacket())
if err != nil {
return err
}
d2server.OnClientDisconnected(l)
l.gameServer.Stop()
return nil
}
// SendPacketToServer calls d2server.OnPacketReceived with the given packet.
func (l *LocalClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
return d2server.OnPacketReceived(l, packet)
}
// SetClientListener sets LocalClientConnection.clientListener to the given value.
func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
l.clientListener = listener
}
// GetPlayerState returns LocalClientConnection.playerState.
func (l *LocalClientConnection) GetPlayerState() *d2hero.HeroState {
return l.playerState
}
// SetPlayerState sets LocalClientConnection.playerState to the given value.
func (l *LocalClientConnection) SetPlayerState(playerState *d2hero.HeroState) {
l.playerState = playerState
}