OpenDiablo2/d2networking/d2client/d2remoteclient/remote_client_connection.go

238 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
}