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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* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names.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
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@@ -28,7 +28,7 @@
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#include "eUnequippableActiveType.h"
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#include "eMovementPlatformState.h"
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#include "LeaderboardManager.h"
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#include "AMFFormat.h"
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#include "Amf3.h"
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#include "Loot.h"
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#include "eRacingTaskParam.h"
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#include "eMissionTaskType.h"
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@@ -87,7 +87,7 @@
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#include "AMFDeserialize.h"
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#include "eBlueprintSaveResponseType.h"
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#include "eAninmationFlags.h"
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#include "AMFFormat_BitStream.h"
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#include "AmfSerialize.h"
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#include "eReplicaComponentType.h"
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#include "eClientMessageType.h"
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#include "eGameMessageType.h"
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@@ -596,14 +596,14 @@ void GameMessages::SendModifyLEGOScore(Entity* entity, const SystemAddress& sysA
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SEND_PACKET;
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}
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void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFValue* args) {
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void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(entity->GetObjectID());
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bitStream.Write((uint16_t)eGameMessageType::UI_MESSAGE_SERVER_TO_SINGLE_CLIENT);
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bitStream.Write(args);
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bitStream.Write<AMFBaseValue&>(args);
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uint32_t strMessageNameLength = message.size();
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bitStream.Write(strMessageNameLength);
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@@ -614,7 +614,7 @@ void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const Syste
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SEND_PACKET;
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}
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void GameMessages::SendUIMessageServerToAllClients(const std::string& message, AMFValue* args) {
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void GameMessages::SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args) {
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CBITSTREAM;
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CMSGHEADER;
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@@ -622,7 +622,7 @@ void GameMessages::SendUIMessageServerToAllClients(const std::string& message, A
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bitStream.Write(empty);
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bitStream.Write((uint16_t)eGameMessageType::UI_MESSAGE_SERVER_TO_ALL_CLIENTS);
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bitStream.Write(args);
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bitStream.Write<AMFBaseValue&>(args);
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uint32_t strMessageNameLength = message.size();
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bitStream.Write(strMessageNameLength);
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@@ -2486,8 +2486,8 @@ void GameMessages::SendUnSmash(Entity* entity, LWOOBJID builderID, float duratio
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void GameMessages::HandleControlBehaviors(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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AMFDeserialize reader;
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std::unique_ptr<AMFValue> amfArguments(reader.Read(inStream));
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if (amfArguments->GetValueType() != AMFValueType::AMFArray) return;
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std::unique_ptr<AMFBaseValue> amfArguments(reader.Read(inStream));
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if (amfArguments->GetValueType() != eAmf::Array) return;
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uint32_t commandLength{};
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inStream->Read(commandLength);
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@@ -12,7 +12,7 @@
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#include "eLootSourceType.h"
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#include "Brick.h"
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class AMFValue;
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class AMFBaseValue;
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class Entity;
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class Item;
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class NiQuaternion;
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@@ -88,8 +88,8 @@ namespace GameMessages {
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void NotifyLevelRewards(LWOOBJID objectID, const SystemAddress& sysAddr, int level, bool sending_rewards);
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void SendModifyLEGOScore(Entity* entity, const SystemAddress& sysAddr, int64_t score, eLootSourceType sourceType);
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void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFValue* args);
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void SendUIMessageServerToAllClients(const std::string& message, AMFValue* args);
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void SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args);
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void SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args);
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void SendPlayEmbeddedEffectOnAllClientsNearObject(Entity* entity, std::u16string effectName, const LWOOBJID& fromObjectID, float radius);
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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);
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