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https://github.com/OpenDiablo2/OpenDiablo2
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2254e4b2a6
* Networking refactor * Networking refactor * Networking refactor * Networking refactor * Refactor netpacket for json.Rawmessages as the data type and client side JSON decoder. * Move game server connection handler to json decoder. * Move game server connection handler to json decoder.
45 lines
1.2 KiB
Go
45 lines
1.2 KiB
Go
package d2netpacket
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import (
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"encoding/json"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
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)
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// MovePlayerPacket contains a movement command for a specific player entity.
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// It is sent by the server to move a player entity on a client.
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// TODO: Need to handle being on different maps
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type MovePlayerPacket struct {
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PlayerID string `json:"playerId"`
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StartX float64 `json:"startX"`
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StartY float64 `json:"startY"`
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DestX float64 `json:"destX"`
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DestY float64 `json:"destY"`
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}
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// CreateMovePlayerPacket returns a NetPacket which declares a MovePlayerPacket
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// with the given ID and movement command.
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func CreateMovePlayerPacket(playerID string, startX, startY, destX, destY float64) NetPacket {
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movePlayerPacket := MovePlayerPacket{
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PlayerID: playerID,
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StartX: startX,
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StartY: startY,
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DestX: destX,
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DestY: destY,
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}
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b, _ := json.Marshal(movePlayerPacket)
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return NetPacket{
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PacketType: d2netpackettype.MovePlayer,
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PacketData: b,
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}
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}
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func UnmarshalMovePlayer(packet []byte) (MovePlayerPacket, error) {
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var p MovePlayerPacket
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if err := json.Unmarshal(packet, &p); err != nil {
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return p, err
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}
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return p, nil
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}
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