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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-28 06:06:29 -04:00
OpenDiablo2/d2networking/d2server/d2udpclientconnection/udp_client_connection.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

92 lines
2.6 KiB
Go

// Package d2udpclientconnection provides an implementation of a UDP client connection with a game state.
package d2udpclientconnection
import (
"bytes"
"compress/gzip"
"encoding/json"
"fmt"
"net"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
// UDPClientConnection is the implementation of the
// d2server.ClientConnection interface to represent remote client from the
// server perspective.
type UDPClientConnection struct {
id string // ID of the associated RemoteClientConnection
address *net.UDPAddr // IP address of the associated RemoteClientConnection
udpConnection *net.UDPConn // Server's UDP Connection
playerState *d2hero.HeroState // Client's game state
}
// CreateUDPClientConnection constructs a new UDPClientConnection and
// returns a pointer to it.
func CreateUDPClientConnection(udpConnection *net.UDPConn, id string, address *net.UDPAddr) *UDPClientConnection {
result := &UDPClientConnection{
id: id,
address: address,
udpConnection: udpConnection,
}
return result
}
// GetUniqueID returns UDPClientConnection.id
func (u UDPClientConnection) GetUniqueID() string {
return u.id
}
// GetConnectionType returns an enum representing the connection type.
// See: d2clientconnectiontype.
func (u UDPClientConnection) GetConnectionType() d2clientconnectiontype.ClientConnectionType {
return d2clientconnectiontype.LANClient
}
// SendPacketToClient compresses the JSON encoding of a NetPacket and
// sends it to the client.
func (u *UDPClientConnection) SendPacketToClient(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)
if written, writeErr := writer.Write(data); writeErr != nil {
return writeErr
} else if written == 0 {
return fmt.Errorf("RemoteClientConnection: attempted to send empty %v packet body",
packet.PacketType)
}
if writeErr := writer.Close(); writeErr != nil {
return writeErr
}
if _, udpErr := u.udpConnection.WriteToUDP(buff.Bytes(), u.address); udpErr != nil {
return udpErr
}
return nil
}
// SetHeroState sets UDP.playerState to the given value.
func (u *UDPClientConnection) SetHeroState(playerState *d2hero.HeroState) {
u.playerState = playerState
}
// GetHeroState returns UDPClientConnection.playerState.
func (u *UDPClientConnection) GetHeroState() *d2hero.HeroState {
return u.playerState
}