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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-07 18:57:18 -05:00
OpenDiablo2/d2networking/d2netpacket/packet_ping.go
Ian Ling 3936e01afb Networking bugfixes and cleanup
Make sure connections close properly, without weird error messages
Remove player map entity when a player disconnects from a multiplayer game
Close server properly when host disconnects, handle ServerClose on remote clients
Don't mix JSON decoders and raw TCP writes
Actually handle incoming packets from remote clients
General code cleanup for simplicity and consistency
2020-12-28 13:33:17 -08:00

43 lines
1022 B
Go

package d2netpacket //nolint:dupl // ServerClosed and Ping just happen to be very similar packets
import (
"encoding/json"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket/d2netpackettype"
)
// PingPacket contains the time at which it was sent. It is sent by the
// server and instructs the client to respond with a Pong packet.
type PingPacket struct {
TS time.Time `json:"ts"`
}
// CreatePingPacket returns a NetPacket which declares a GenerateMapPacket
// with the the current time.
func CreatePingPacket() (NetPacket, error) {
ping := PingPacket{
TS: time.Now(),
}
b, err := json.Marshal(ping)
if err != nil {
return NetPacket{PacketType: d2netpackettype.Ping}, err
}
return NetPacket{
PacketType: d2netpackettype.Ping,
PacketData: b,
}, nil
}
// UnmarshalPing unmarshals the given data to a PingPacket struct
func UnmarshalPing(packet []byte) (PingPacket, error) {
var p PingPacket
if err := json.Unmarshal(packet, &p); err != nil {
return p, err
}
return p, nil
}