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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.
39 lines
1.2 KiB
Go
39 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/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
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)
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// PlayerConnectionRequestPacket contains a player ID and game state.
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// It is sent by a remote client to initiate a connection (join a game).
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type PlayerConnectionRequestPacket struct {
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ID string `json:"id"`
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PlayerState *d2player.PlayerState `json:"gameState"`
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}
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// CreatePlayerConnectionRequestPacket returns a NetPacket which defines a
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// PlayerConnectionRequestPacket with the given ID and game state.
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func CreatePlayerConnectionRequestPacket(id string, playerState *d2player.PlayerState) NetPacket {
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playerConnectionRequest := PlayerConnectionRequestPacket{
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ID: id,
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PlayerState: playerState,
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}
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b, _ := json.Marshal(playerConnectionRequest)
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return NetPacket{
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PacketType: d2netpackettype.PlayerConnectionRequest,
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PacketData: b,
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}
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}
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func UnmarshalPlayerConnectionRequest(packet []byte) (PlayerConnectionRequestPacket, error) {
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var resp PlayerConnectionRequestPacket
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if err := json.Unmarshal(packet, &resp); err != nil {
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return PlayerConnectionRequestPacket{}, err
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}
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return resp, nil
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}
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