Refactor: Amf3 implementation (#998)

* Update AMFDeserializeTests.cpp

Redo Amf3 functionality

Overhaul the whole thing due to it being outdated and clunky to use

Sometimes you want to keep the value

Update AMFDeserializeTests.cpp

* Fix enum and constructors

Correct enum to a class and simplify names.
Add a proper default constructor

* Update MasterServer.cpp

* Fix bugs and add more tests

* Refactor: AMF with templates in mind

- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability

Refactor: Convert AMF implementation to templates

- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase

* Fix compiler errors

* Check for null first

* Add specialization for const char*

* Update tests for new template specialization

* Switch BitStream to use references

* Rename files

* Check enum bounds on deserialize

I did this on a phone
This commit is contained in:
David Markowitz
2023-05-13 15:22:00 -07:00
committed by GitHub
parent 9d105a287d
commit 4fe335cc66
46 changed files with 1081 additions and 1420 deletions

View File

@@ -28,7 +28,7 @@
#include "eUnequippableActiveType.h"
#include "eMovementPlatformState.h"
#include "LeaderboardManager.h"
#include "AMFFormat.h"
#include "Amf3.h"
#include "Loot.h"
#include "eRacingTaskParam.h"
#include "eMissionTaskType.h"
@@ -87,7 +87,7 @@
#include "AMFDeserialize.h"
#include "eBlueprintSaveResponseType.h"
#include "eAninmationFlags.h"
#include "AMFFormat_BitStream.h"
#include "AmfSerialize.h"
#include "eReplicaComponentType.h"
#include "eClientMessageType.h"
#include "eGameMessageType.h"
@@ -596,14 +596,14 @@ void GameMessages::SendModifyLEGOScore(Entity* entity, const SystemAddress& sysA
SEND_PACKET;
}
void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFValue* args) {
void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write((uint16_t)eGameMessageType::UI_MESSAGE_SERVER_TO_SINGLE_CLIENT);
bitStream.Write(args);
bitStream.Write<AMFBaseValue&>(args);
uint32_t strMessageNameLength = message.size();
bitStream.Write(strMessageNameLength);
@@ -614,7 +614,7 @@ void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const Syste
SEND_PACKET;
}
void GameMessages::SendUIMessageServerToAllClients(const std::string& message, AMFValue* args) {
void GameMessages::SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args) {
CBITSTREAM;
CMSGHEADER;
@@ -622,7 +622,7 @@ void GameMessages::SendUIMessageServerToAllClients(const std::string& message, A
bitStream.Write(empty);
bitStream.Write((uint16_t)eGameMessageType::UI_MESSAGE_SERVER_TO_ALL_CLIENTS);
bitStream.Write(args);
bitStream.Write<AMFBaseValue&>(args);
uint32_t strMessageNameLength = message.size();
bitStream.Write(strMessageNameLength);
@@ -2486,8 +2486,8 @@ void GameMessages::SendUnSmash(Entity* entity, LWOOBJID builderID, float duratio
void GameMessages::HandleControlBehaviors(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
AMFDeserialize reader;
std::unique_ptr<AMFValue> amfArguments(reader.Read(inStream));
if (amfArguments->GetValueType() != AMFValueType::AMFArray) return;
std::unique_ptr<AMFBaseValue> amfArguments(reader.Read(inStream));
if (amfArguments->GetValueType() != eAmf::Array) return;
uint32_t commandLength{};
inStream->Read(commandLength);

View File

@@ -12,7 +12,7 @@
#include "eLootSourceType.h"
#include "Brick.h"
class AMFValue;
class AMFBaseValue;
class Entity;
class Item;
class NiQuaternion;
@@ -88,8 +88,8 @@ namespace GameMessages {
void NotifyLevelRewards(LWOOBJID objectID, const SystemAddress& sysAddr, int level, bool sending_rewards);
void SendModifyLEGOScore(Entity* entity, const SystemAddress& sysAddr, int64_t score, eLootSourceType sourceType);
void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFValue* args);
void SendUIMessageServerToAllClients(const std::string& message, AMFValue* args);
void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args);
void SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args);
void SendPlayEmbeddedEffectOnAllClientsNearObject(Entity* entity, std::u16string effectName, const LWOOBJID& fromObjectID, float radius);
void SendPlayFXEffect(Entity* entity, int32_t effectID, const std::u16string& effectType, const std::string& name, LWOOBJID secondary, float priority = 1, float scale = 1, bool serialize = true);