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OpenDiablo2/d2networking/d2netpacket/packet_save_player.go

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package d2netpacket
import (
"encoding/json"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// SavePlayerPacket has the actual selected left and right skill
// the Server has to check if these skills are actually allowed for the Player
type SavePlayerPacket struct {
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Player *d2mapentity.Player `json:"Player"`
Difficulty d2enum.DifficultyType `json:"Difficulty"`
}
// CreateSavePlayerPacket sends a packet which instructs the server to save the Player
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func CreateSavePlayerPacket(playerState *d2mapentity.Player, difficulty d2enum.DifficultyType) (NetPacket, error) {
savePlayerData := SavePlayerPacket{
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Player: playerState,
Difficulty: difficulty,
}
b, err := json.Marshal(savePlayerData)
if err != nil {
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return NetPacket{PacketType: d2netpackettype.SavePlayer}, err
}
return NetPacket{
PacketType: d2netpackettype.SavePlayer,
PacketData: b,
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}, nil
}
// UnmarshalSavePlayer unmarshalls the given data to a SavePlayerPacket struct
func UnmarshalSavePlayer(packet []byte) (SavePlayerPacket, error) {
var p SavePlayerPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}