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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* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names.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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@@ -1,6 +1,6 @@
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#include "ControlBehaviors.h"
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#include "AMFFormat.h"
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#include "Amf3.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameMessages.h"
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@@ -43,11 +43,11 @@ void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelComponent* mode
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// AMFArrayValue args;
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// AMFStringValue* behaviorIDString = new AMFStringValue();
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// behaviorIDString->SetStringValue(std::to_string(persistentId));
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// behaviorIDString->SetValue(std::to_string(persistentId));
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// args.InsertValue("behaviorID", behaviorIDString);
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// AMFStringValue* objectIDAsString = new AMFStringValue();
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// objectIDAsString->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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// objectIDAsString->SetValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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// args.InsertValue("objectID", objectIDAsString);
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// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
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@@ -63,8 +63,6 @@ void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const Syste
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AMFArrayValue behaviorsToSerialize;
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AMFArrayValue* behaviors = new AMFArrayValue(); // Empty for now
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/**
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* The behaviors AMFArray will have up to 5 elements in the dense portion.
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* Each element in the dense portion will be made up of another AMFArray
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@@ -75,20 +73,17 @@ void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const Syste
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* "name": The name of the behavior formatted as an AMFString
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*/
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behaviorsToSerialize.InsertValue("behaviors", behaviors);
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behaviorsToSerialize.Insert("behaviors");
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behaviorsToSerialize.Insert("objectID", std::to_string(modelComponent->GetParent()->GetObjectID()));
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AMFStringValue* amfStringValueForObjectID = new AMFStringValue();
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amfStringValueForObjectID->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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behaviorsToSerialize.InsertValue("objectID", amfStringValueForObjectID);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", &behaviorsToSerialize);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
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}
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void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent) {
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auto* modelTypeAmf = arguments->FindValue<AMFDoubleValue>("ModelType");
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auto* modelTypeAmf = arguments->Get<double>("ModelType");
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if (!modelTypeAmf) return;
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uint32_t modelType = static_cast<uint32_t>(modelTypeAmf->GetDoubleValue());
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uint32_t modelType = static_cast<uint32_t>(modelTypeAmf->GetValue());
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//TODO Update the model type here
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}
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@@ -179,7 +174,7 @@ void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent
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// AMFArrayValue* state = new AMFArrayValue();
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// AMFDoubleValue* stateAsDouble = new AMFDoubleValue();
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// stateAsDouble->SetDoubleValue(it->first);
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// stateAsDouble->SetValue(it->first);
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// state->InsertValue("id", stateAsDouble);
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// AMFArrayValue* strips = new AMFArrayValue();
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@@ -189,16 +184,16 @@ void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent
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// AMFArrayValue* thisStrip = new AMFArrayValue();
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// AMFDoubleValue* stripID = new AMFDoubleValue();
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// stripID->SetDoubleValue(strip->first);
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// stripID->SetValue(strip->first);
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// thisStrip->InsertValue("id", stripID);
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// AMFArrayValue* uiArray = new AMFArrayValue();
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// AMFDoubleValue* yPosition = new AMFDoubleValue();
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// yPosition->SetDoubleValue(strip->second->GetYPosition());
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// yPosition->SetValue(strip->second->GetYPosition());
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// uiArray->InsertValue("y", yPosition);
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// AMFDoubleValue* xPosition = new AMFDoubleValue();
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// xPosition->SetDoubleValue(strip->second->GetXPosition());
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// xPosition->SetValue(strip->second->GetXPosition());
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// uiArray->InsertValue("x", xPosition);
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// thisStrip->InsertValue("ui", uiArray);
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@@ -211,19 +206,19 @@ void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent
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// AMFArrayValue* thisAction = new AMFArrayValue();
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// AMFStringValue* actionName = new AMFStringValue();
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// actionName->SetStringValue(behaviorAction->actionName);
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// actionName->SetValue(behaviorAction->actionName);
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// thisAction->InsertValue("Type", actionName);
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// if (behaviorAction->parameterValueString != "")
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// {
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// AMFStringValue* valueAsString = new AMFStringValue();
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// valueAsString->SetStringValue(behaviorAction->parameterValueString);
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// valueAsString->SetValue(behaviorAction->parameterValueString);
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// thisAction->InsertValue(behaviorAction->parameterName, valueAsString);
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// }
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// else if (behaviorAction->parameterValueDouble != 0.0)
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// {
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// AMFDoubleValue* valueAsDouble = new AMFDoubleValue();
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// valueAsDouble->SetDoubleValue(behaviorAction->parameterValueDouble);
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// valueAsDouble->SetValue(behaviorAction->parameterValueDouble);
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// thisAction->InsertValue(behaviorAction->parameterName, valueAsDouble);
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// }
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// stripSerialize->PushBackValue(thisAction);
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@@ -237,11 +232,11 @@ void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent
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// behaviorInfo.InsertValue("states", stateSerialize);
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// AMFStringValue* objectidAsString = new AMFStringValue();
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// objectidAsString->SetStringValue(std::to_string(targetObjectID));
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// objectidAsString->SetValue(std::to_string(targetObjectID));
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// behaviorInfo.InsertValue("objectID", objectidAsString);
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// AMFStringValue* behaviorIDAsString = new AMFStringValue();
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// behaviorIDAsString->SetStringValue(std::to_string(behaviorID));
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// behaviorIDAsString->SetValue(std::to_string(behaviorID));
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// behaviorInfo.InsertValue("BehaviorID", behaviorIDAsString);
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// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorBlocks", &behaviorInfo);
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@@ -275,10 +270,9 @@ void ControlBehaviors::MoveToInventory(ModelComponent* modelComponent, const Sys
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// This closes the UI menu should it be open while the player is removing behaviors
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AMFArrayValue args;
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AMFFalseValue* stateToPop = new AMFFalseValue();
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args.InsertValue("visible", stateToPop);
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args.Insert("visible", false);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, modelOwner->GetParentUser()->GetSystemAddress(), "ToggleBehaviorEditor", &args);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, modelOwner->GetParentUser()->GetSystemAddress(), "ToggleBehaviorEditor", args);
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MoveToInventoryMessage moveToInventoryMessage(arguments);
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