mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 18:36:12 -05:00
6367929688
* Added automap.go stub * Fixed bad error handling * Handle header error from io.Copy() * d2client.ClientConnection renamed to ServerConnection Having two interfaces named ClientConnection in adjacent packages was a point of confusion for me. Renamed the client ClientConnection to ServerConnection since clients connect to servers and servers to clients. * Fix lint warnings in remote_client_connection.go * Tidying and lint warnings in remote_client_connection.go * Switch statement in remote_client_connection.go now has matching blocks. * RemoteClientConnection.serverListener refactor. The switch statement is still repetitive but now it's separate. I think we would need generics to make it smaller. * Receiver name change from l to r. * Comments and other adjustments. * Old commits * Fixed bad error handling * Cleaned up remote_client_connection.go * SendPacketToClient removed.
276 lines
7.4 KiB
Go
276 lines
7.4 KiB
Go
// Package d2remoteclient facilitates communication between a remote client and server.
|
|
package d2remoteclient
|
|
|
|
import (
|
|
"bytes"
|
|
"compress/gzip"
|
|
"encoding/json"
|
|
"fmt"
|
|
"io"
|
|
"log"
|
|
"net"
|
|
"strings"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2networking"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
|
|
uuid "github.com/satori/go.uuid"
|
|
)
|
|
|
|
// RemoteClientConnection is the implementation of ClientConnection
|
|
// for a remote client.
|
|
type RemoteClientConnection struct {
|
|
clientListener d2networking.ClientListener // The GameClient
|
|
uniqueID string // Unique ID generated on construction
|
|
udpConnection *net.UDPConn // 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() *RemoteClientConnection {
|
|
result := &RemoteClientConnection{
|
|
uniqueID: uuid.NewV4().String(),
|
|
}
|
|
|
|
return result
|
|
}
|
|
|
|
// 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
|
|
udpAddress, err := net.ResolveUDPAddr("udp", connectionString)
|
|
|
|
// TODO: Show connection error screen if connection fails
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
r.udpConnection, err = net.DialUDP("udp", nil, udpAddress)
|
|
// 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.udpConnection.RemoteAddr().String())
|
|
|
|
gameState := d2player.LoadPlayerState(saveFilePath)
|
|
err = r.SendPacketToServer(d2netpacket.CreatePlayerConnectionRequestPacket(r.GetUniqueID(), gameState))
|
|
|
|
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.PacketData)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
var buff bytes.Buffer
|
|
|
|
buff.WriteByte(byte(packet.PacketType))
|
|
writer, _ := gzip.NewWriterLevel(&buff, gzip.BestCompression)
|
|
|
|
var written int
|
|
|
|
if written, err = writer.Write(data); err != nil {
|
|
return err
|
|
} else if written == 0 {
|
|
return fmt.Errorf("remoteClientConnection: attempted to send empty %v packet body", packet.PacketType)
|
|
}
|
|
|
|
if err := writer.Close(); err != nil {
|
|
return err
|
|
}
|
|
|
|
if _, err = r.udpConnection.Write(buff.Bytes()); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// serverListener runs a while loop, reading from the GameServer's UDP
|
|
// connection.
|
|
func (r *RemoteClientConnection) serverListener() {
|
|
buffer := make([]byte, 4096)
|
|
|
|
for r.active {
|
|
n, _, err := r.udpConnection.ReadFromUDP(buffer)
|
|
if err != nil {
|
|
fmt.Printf("Socket error: %s\n", err)
|
|
continue
|
|
}
|
|
|
|
if n <= 0 {
|
|
continue
|
|
}
|
|
|
|
data, packetType, err := r.bytesToJSON(buffer)
|
|
if err != nil {
|
|
log.Println(packetType, err)
|
|
}
|
|
|
|
packet, err := r.decodeToPacket(packetType, data)
|
|
if err != nil {
|
|
log.Println(packetType, err)
|
|
}
|
|
|
|
err = r.clientListener.OnPacketReceived(packet)
|
|
if err != nil {
|
|
log.Println(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) {
|
|
buff := bytes.NewBuffer(buffer)
|
|
|
|
packetTypeID, err := buff.ReadByte()
|
|
if err != nil {
|
|
// The packet type here will be UpdateServerInfo. That shouldn't matter
|
|
// but perhaps we should have a 'None' packet type anyway.
|
|
return "", d2netpackettype.NetPacketType(0), fmt.Errorf("error reading packet type: %s", err)
|
|
}
|
|
|
|
packetType := d2netpackettype.NetPacketType(packetTypeID)
|
|
reader, err := gzip.NewReader(buff)
|
|
|
|
if err != nil {
|
|
return "", packetType, fmt.Errorf("error creating reader for %v packet: %s", packetType, err)
|
|
}
|
|
|
|
sb := new(strings.Builder)
|
|
|
|
// This will throw errors where packets are not compressed. This doesn't
|
|
// break anything, so the gzip.ErrHeader error is currently ignored to
|
|
// avoid noisy logging.
|
|
written, err := io.Copy(sb, reader)
|
|
|
|
if err != nil && err != gzip.ErrHeader {
|
|
return "", packetType, fmt.Errorf("error copying bytes from %v packet: %s", packetType, err)
|
|
}
|
|
|
|
if written == 0 {
|
|
return "", packetType, fmt.Errorf("empty %v packet received", packetType)
|
|
}
|
|
|
|
return sb.String(), 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: p}
|
|
|
|
case d2netpackettype.MovePlayer:
|
|
var p d2netpacket.MovePlayerPacket
|
|
if err = json.Unmarshal([]byte(data), &p); err != nil {
|
|
break
|
|
}
|
|
|
|
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
|
|
|
|
case d2netpackettype.UpdateServerInfo:
|
|
var p d2netpacket.UpdateServerInfoPacket
|
|
if err = json.Unmarshal([]byte(data), &p); err != nil {
|
|
break
|
|
}
|
|
|
|
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
|
|
|
|
case d2netpackettype.AddPlayer:
|
|
var p d2netpacket.AddPlayerPacket
|
|
if err = json.Unmarshal([]byte(data), &p); err != nil {
|
|
break
|
|
}
|
|
|
|
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
|
|
|
|
case d2netpackettype.Ping:
|
|
var p d2netpacket.PingPacket
|
|
if err = json.Unmarshal([]byte(data), &p); err != nil {
|
|
break
|
|
}
|
|
|
|
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
|
|
|
|
case d2netpackettype.PlayerDisconnectionNotification:
|
|
var p d2netpacket.PlayerDisconnectRequestPacket
|
|
if err = json.Unmarshal([]byte(data), &p); err != nil {
|
|
break
|
|
}
|
|
|
|
np = d2netpacket.NetPacket{PacketType: t, PacketData: p}
|
|
|
|
default:
|
|
err = fmt.Errorf("RemoteClientConnection: unrecognized packet type: %v", t)
|
|
}
|
|
|
|
if err != nil {
|
|
return np, err
|
|
}
|
|
|
|
return np, nil
|
|
}
|