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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 18:36:12 -05:00
OpenDiablo2/d2networking/d2client/d2remoteclient/remote_client_connection.go
danhale-git 6367929688
Tidy remote_client_connection.go and resolve lint warnings (#522)
* 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.
2020-07-02 16:29:28 -04:00

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
}