mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-17 18:06:03 -05:00
113 lines
3.5 KiB
Go
113 lines
3.5 KiB
Go
package d2localclient
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import (
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"github.com/google/uuid"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2server"
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)
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// LocalClientConnection is the implementation of ClientConnection
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// for a local client.
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type LocalClientConnection struct {
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asset *d2asset.AssetManager
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heroState *d2hero.HeroStateFactory
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clientListener d2networking.ClientListener // The game client
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uniqueID string // Unique ID generated on construction
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openNetworkServer bool // True if this is a server
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playerState *d2hero.HeroState // Local player state
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gameServer *d2server.GameServer // Game Server
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}
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// GetUniqueID returns LocalClientConnection.uniqueID.
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func (l LocalClientConnection) GetUniqueID() string {
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return l.uniqueID
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}
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// GetConnectionType returns an enum representing the connection type.
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// See: d2clientconnectiontype
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func (l LocalClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
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return d2clientconnectiontype.Local
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}
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// SendPacketToClient passes a packet to the game client for processing.
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func (l *LocalClientConnection) SendPacketToClient(packet d2netpacket.NetPacket) error {
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return l.clientListener.OnPacketReceived(packet)
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}
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// Create constructs a new LocalClientConnection and returns
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// a pointer to it.
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func Create(asset *d2asset.AssetManager, openNetworkServer bool) (*LocalClientConnection, error) {
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heroStateFactory, err := d2hero.NewHeroStateFactory(asset)
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if err != nil {
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return nil, err
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}
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result := &LocalClientConnection{
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heroState: heroStateFactory,
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asset: asset,
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uniqueID: uuid.New().String(),
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openNetworkServer: openNetworkServer,
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}
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return result, nil
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}
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// Open creates a new GameServer, runs the server and connects this client to it.
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func (l *LocalClientConnection) Open(_, saveFilePath string) error {
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var err error
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l.SetPlayerState(l.heroState.LoadHeroState(saveFilePath))
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l.gameServer, err = d2server.NewGameServer(l.asset, l.openNetworkServer, 30)
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if err != nil {
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return err
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}
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if err := l.gameServer.Start(); err != nil {
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return err
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}
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d2server.OnClientConnected(l)
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return nil
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}
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// Close disconnects from the server and destroys it.
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func (l *LocalClientConnection) Close() error {
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err := l.SendPacketToServer(d2netpacket.CreateServerClosedPacket())
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if err != nil {
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return err
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}
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d2server.OnClientDisconnected(l)
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l.gameServer.Stop()
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return nil
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}
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// SendPacketToServer calls d2server.OnPacketReceived with the given packet.
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func (l *LocalClientConnection) SendPacketToServer(packet d2netpacket.NetPacket) error {
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return d2server.OnPacketReceived(l, packet)
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}
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// SetClientListener sets LocalClientConnection.clientListener to the given value.
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func (l *LocalClientConnection) SetClientListener(listener d2networking.ClientListener) {
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l.clientListener = listener
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}
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// GetPlayerState returns LocalClientConnection.playerState.
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func (l *LocalClientConnection) GetPlayerState() *d2hero.HeroState {
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return l.playerState
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}
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// SetPlayerState sets LocalClientConnection.playerState to the given value.
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func (l *LocalClientConnection) SetPlayerState(playerState *d2hero.HeroState) {
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l.playerState = playerState
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}
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