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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-24 08:05:24 +00:00
OpenDiablo2/d2networking/d2client/game_client.go
presiyan-ivanov 88326b5278
Initial cast overlay implementation. Fix HeroSkill deserialization & map entities processing crashing for remote client. (#766)
* Casting a skill now plays the corresponding overlay(if any).

* Prevent a crash caused by nil pointer in HeroSkill deserialization, happening when
unmarshalling HeroSkill from packets as a remote client.

* Add PlayerAnimationModeNone to handle some of the Skills(e.g.
Paladin auras) having "" as animation mode.

* Joining a game as remote client now waits for map generation to finish
before rendering map or processing map entities. This is temporary hack to prevent the game from
crashing due to concurrent map read & write exception.

* Send CastSkill packet to other clients.

Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-10-10 18:47:51 -04:00

369 lines
11 KiB
Go

package d2client
import (
"fmt"
"log"
"os"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2localclient"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2remoteclient"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
"github.com/OpenDiablo2/OpenDiablo2/d2script"
)
const (
numSubtilesPerTile = 5
)
// GameClient manages a connection to d2server.GameServer
// and keeps a synchronized copy of the map and entities.
type GameClient struct {
clientConnection ServerConnection // Abstract local/remote connection
connectionType d2clientconnectiontype.ClientConnectionType // Type of connection (local or remote)
asset *d2asset.AssetManager
scriptEngine *d2script.ScriptEngine
GameState *d2hero.HeroState // local player state
MapEngine *d2mapengine.MapEngine // Map and entities
mapGen *d2mapgen.MapGenerator // map generator
PlayerID string // ID of the local player
Players map[string]*d2mapentity.Player // IDs of the other players
Seed int64 // Map seed
RegenMap bool // Regenerate tile cache on render (map has changed)
}
// Create constructs a new GameClient and returns a pointer to it.
func Create(connectionType d2clientconnectiontype.ClientConnectionType,
asset *d2asset.AssetManager, scriptEngine *d2script.ScriptEngine) (*GameClient, error) {
result := &GameClient{
asset: asset,
MapEngine: d2mapengine.CreateMapEngine(asset), // TODO: Mapgen - Needs levels.txt stuff
Players: make(map[string]*d2mapentity.Player),
connectionType: connectionType,
scriptEngine: scriptEngine,
}
// for a remote client connection, set loading to true - wait until we process the GenerateMapPacket
// before we start updating map entites
result.MapEngine.IsLoading = connectionType == d2clientconnectiontype.LANClient
mapGen, err := d2mapgen.NewMapGenerator(asset, result.MapEngine)
if err != nil {
return nil, err
}
result.mapGen = mapGen
switch connectionType {
case d2clientconnectiontype.LANClient:
result.clientConnection, err = d2remoteclient.Create(asset)
case d2clientconnectiontype.LANServer:
result.clientConnection, err = d2localclient.Create(asset, true)
case d2clientconnectiontype.Local:
result.clientConnection, err = d2localclient.Create(asset, false)
default:
err = fmt.Errorf("unknown client connection type specified: %d", connectionType)
}
if err != nil {
return nil, err
}
result.clientConnection.SetClientListener(result)
return result, nil
}
// Open creates the server and connects to it if the client is local.
// If the client is remote it sends a PlayerConnectionRequestPacket to the
// server (see d2netpacket).
func (g *GameClient) Open(connectionString, saveFilePath string) error {
switch g.connectionType {
case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local:
g.scriptEngine.AllowEval()
}
return g.clientConnection.Open(connectionString, saveFilePath)
}
// Close destroys the server if the client is local. For remote clients
// it sends a DisconnectRequestPacket (see d2netpacket).
func (g *GameClient) Close() error {
switch g.connectionType {
case d2clientconnectiontype.LANServer, d2clientconnectiontype.Local:
g.scriptEngine.DisallowEval()
}
return g.clientConnection.Close()
}
// Destroy does the same thing as Close.
func (g *GameClient) Destroy() error {
return g.Close()
}
// OnPacketReceived is called by the ClientConection and processes incoming
// packets.
func (g *GameClient) OnPacketReceived(packet d2netpacket.NetPacket) error {
switch packet.PacketType {
case d2netpackettype.GenerateMap:
if err := g.handleGenerateMapPacket(packet); err != nil {
return err
}
case d2netpackettype.UpdateServerInfo:
if err := g.handleUpdateServerInfoPacket(packet); err != nil {
return err
}
case d2netpackettype.AddPlayer:
if err := g.handleAddPlayerPacket(packet); err != nil {
return err
}
case d2netpackettype.MovePlayer:
if err := g.handleMovePlayerPacket(packet); err != nil {
return err
}
case d2netpackettype.CastSkill:
if err := g.handleCastSkillPacket(packet); err != nil {
return err
}
case d2netpackettype.SpawnItem:
if err := g.handleSpawnItemPacket(packet); err != nil {
return err
}
case d2netpackettype.Ping:
if err := g.handlePingPacket(); err != nil {
log.Printf("GameClient: error responding to server ping: %s", err)
}
case d2netpackettype.PlayerDisconnectionNotification:
// Not implemented
log.Printf("RemoteClientConnection: received disconnect: %s", packet.PacketData)
case d2netpackettype.ServerClosed:
// TODO: Need to be tied into a character save and exit
log.Print("Server has been closed")
os.Exit(0)
default:
log.Fatalf("Invalid packet type: %d", packet.PacketType)
}
return nil
}
// SendPacketToServer calls server.OnPacketReceived if the client is local.
// If it is remote the NetPacket sent over a UDP connection to the server.
func (g *GameClient) SendPacketToServer(packet d2netpacket.NetPacket) error {
return g.clientConnection.SendPacketToServer(packet)
}
func (g *GameClient) handleGenerateMapPacket(packet d2netpacket.NetPacket) error {
mapData, err := d2netpacket.UnmarshalGenerateMap(packet.PacketData)
if err != nil {
return err
}
if mapData.RegionType == d2enum.RegionAct1Town {
g.mapGen.GenerateAct1Overworld()
}
g.RegenMap = true
return nil
}
func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket) error {
serverInfo, err := d2netpacket.UnmarshalUpdateServerInfo(packet.PacketData)
if err != nil {
return err
}
g.MapEngine.SetSeed(serverInfo.Seed)
g.PlayerID = serverInfo.PlayerID
g.Seed = serverInfo.Seed
log.Printf("Player id set to %s", serverInfo.PlayerID)
return nil
}
func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
player, err := d2netpacket.UnmarshalAddPlayer(packet.PacketData)
if err != nil {
return err
}
d2hero.HydrateSkills(player.Skills, g.asset)
newPlayer := g.MapEngine.NewPlayer(player.ID, player.Name, player.X, player.Y, 0,
player.HeroType, player.Stats, player.Skills, &player.Equipment)
g.Players[newPlayer.ID()] = newPlayer
g.MapEngine.AddEntity(newPlayer)
return nil
}
func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error {
item, err := d2netpacket.UnmarshalSpawnItem(packet.PacketData)
if err != nil {
return err
}
itemEntity, err := g.MapEngine.NewItem(item.X, item.Y, item.Codes...)
if err == nil {
g.MapEngine.AddEntity(itemEntity)
}
return err
}
func (g *GameClient) handleMovePlayerPacket(packet d2netpacket.NetPacket) error {
movePlayer, err := d2netpacket.UnmarshalMovePlayer(packet.PacketData)
if err != nil {
return err
}
player := g.Players[movePlayer.PlayerID]
start := d2vector.NewPositionTile(movePlayer.StartX, movePlayer.StartY)
dest := d2vector.NewPositionTile(movePlayer.DestX, movePlayer.DestY)
path := g.MapEngine.PathFind(start, dest)
if len(path) > 0 {
player.SetPath(path, func() {
tilePosition := player.Position.Tile()
tile := g.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y()))
if tile == nil {
return
}
player.SetIsInTown(tile.RegionType == d2enum.RegionAct1Town)
err := player.SetAnimationMode(player.GetAnimationMode())
if err != nil {
fmtStr := "GameClient: error setting animation mode for player %s: %s"
log.Printf(fmtStr, player.ID(), err)
}
})
}
return nil
}
func (g *GameClient) handleCastSkillPacket(packet d2netpacket.NetPacket) error {
playerCast, err := d2netpacket.UnmarshalCast(packet.PacketData)
if err != nil {
return err
}
player := g.Players[playerCast.SourceEntityID]
player.StopMoving()
castX := playerCast.TargetX * numSubtilesPerTile
castY := playerCast.TargetY * numSubtilesPerTile
direction := player.Position.DirectionTo(*d2vector.NewVector(castX, castY))
player.SetDirection(direction)
skillRecord := g.asset.Records.Skill.Details[playerCast.SkillID]
missileEntity, err := g.createMissileEntity(skillRecord, player, castX, castY)
if err != nil {
return err
}
player.StartCasting(skillRecord.Anim, func() {
if missileEntity != nil {
// shoot the missile after the player has finished casting
g.MapEngine.AddEntity(missileEntity)
}
})
overlayRecord := g.asset.Records.Layout.Overlays[skillRecord.Castoverlay]
g.playCastOverlay(overlayRecord, int(player.Position.X()), int(player.Position.Y()))
return nil
}
func (g *GameClient) createMissileEntity(skillRecord *d2records.SkillRecord, player *d2mapentity.Player, castX float64, castY float64) (*d2mapentity.Missile, error) {
missileRecord := g.asset.Records.GetMissileByName(skillRecord.Cltmissile)
if missileRecord == nil {
return nil, nil
}
var missileEntity *d2mapentity.Missile
radians := d2math.GetRadiansBetween(
player.Position.X(),
player.Position.Y(),
castX,
castY,
)
missileEntity, err := g.MapEngine.NewMissile(
int(player.Position.X()),
int(player.Position.Y()),
g.asset.Records.Missiles[missileRecord.Id],
)
if err != nil {
return nil, err
}
missileEntity.SetRadians(radians, func() {
g.MapEngine.RemoveEntity(missileEntity)
})
return missileEntity, nil
}
func (g *GameClient) playCastOverlay(overlayRecord *d2records.OverlayRecord, x int, y int) error {
if overlayRecord == nil {
return nil
}
overlayEntity, err := g.MapEngine.NewCastOverlay(
x,
y,
overlayRecord,
)
if err != nil {
return err
}
overlayEntity.SetOnDoneFunc(func() {
g.MapEngine.RemoveEntity(overlayEntity)
})
g.MapEngine.AddEntity(overlayEntity)
return nil
}
func (g *GameClient) handlePingPacket() error {
pongPacket := d2netpacket.CreatePongPacket(g.PlayerID)
err := g.clientConnection.SendPacketToServer(pongPacket)
if err != nil {
return err
}
return nil
}
func (g *GameClient) IsSinglePlayer() bool {
return g.connectionType == d2clientconnectiontype.Local
}