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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-06 11:34:15 -04:00
OpenDiablo2/d2networking/d2netpacket/packet_player_connection_request.go
Brendan Porter ca45be0948
Adds error handling everywhere (#743)
* adds error handling, returns early from funcs where it makes sense

* fixes build errors

* merge ballresin PR with upstream

* adds error handling, returns early from funcs where it makes sense

* fixes build errors

* merge ballresin PR with upstream

Co-authored-by: dknuth <dknuth0101@gmail.com>
2020-09-23 13:30:54 -04:00

46 lines
1.2 KiB
Go

package d2netpacket
import (
"encoding/json"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// PlayerConnectionRequestPacket contains a player ID and game state.
// It is sent by a remote client to initiate a connection (join a game).
type PlayerConnectionRequestPacket struct {
ID string `json:"id"`
PlayerState *d2hero.HeroState `json:"gameState"`
}
// CreatePlayerConnectionRequestPacket returns a NetPacket which defines a
// PlayerConnectionRequestPacket with the given ID and game state.
func CreatePlayerConnectionRequestPacket(id string, playerState *d2hero.HeroState) NetPacket {
playerConnectionRequest := PlayerConnectionRequestPacket{
ID: id,
PlayerState: playerState,
}
b, err := json.Marshal(playerConnectionRequest)
if err != nil {
log.Print(err)
}
return NetPacket{
PacketType: d2netpackettype.PlayerConnectionRequest,
PacketData: b,
}
}
func UnmarshalPlayerConnectionRequest(packet []byte) (PlayerConnectionRequestPacket, error) {
var resp PlayerConnectionRequestPacket
if err := json.Unmarshal(packet, &resp); err != nil {
return PlayerConnectionRequestPacket{}, err
}
return resp, nil
}