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OpenDiablo2/d2networking/d2netpacket/packet_save_player.go
Thomas Christlieb 40cc421f51
Saving and loading game data, Fixes #868 #799 (#883)
* saving of player should be done on the server. That's also where the loading happens.

* refactor nearly everything, but this time it looks not that bad...

* MAke Linter happy

* Typo... uuups
2020-10-31 14:30:08 -04:00

45 lines
1.1 KiB
Go

package d2netpacket
import (
"encoding/json"
"log"
"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 {
LeftSkill int `json:"leftSkill"`
RightSkill int `json:"rightSkill"`
}
// CreateSavePlayerPacket sends a packet which instructs the server to save the Player
func CreateSavePlayerPacket(playerState *d2mapentity.Player) NetPacket {
savePlayerData := SavePlayerPacket{
LeftSkill: playerState.LeftSkill.ID,
RightSkill: playerState.RightSkill.ID,
}
b, err := json.Marshal(savePlayerData)
if err != nil {
log.Print(err)
}
return NetPacket{
PacketType: d2netpackettype.SavePlayer,
PacketData: b,
}
}
// 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
}