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Overhaul the whole thing due to it being outdated and clunky to use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

@@ -69,7 +69,7 @@
#include "BinaryPathFinder.h"
#include "dConfig.h"
#include "eBubbleType.h"
#include "AMFFormat.h"
#include "Amf3.h"
#include "MovingPlatformComponent.h"
#include "eMissionState.h"
#include "TriggerComponent.h"
@@ -251,26 +251,20 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
{
AMFArrayValue args;
auto* state = new AMFStringValue();
state->SetStringValue("Story");
args.Insert("state", "Story");
args.InsertValue("state", state);
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", &args);
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args);
}
entity->AddCallbackTimer(0.5f, [customText, entity]() {
AMFArrayValue args;
auto* text = new AMFStringValue();
text->SetStringValue(customText);
args.InsertValue("visible", new AMFTrueValue());
args.InsertValue("text", text);
args.Insert("visible", true);
args.Insert("text", customText);
Game::logger->Log("SlashCommandHandler", "Sending %s", customText.c_str());
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "ToggleStoryBox", &args);
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "ToggleStoryBox", args);
});
return;
@@ -530,12 +524,11 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
}
if (chatCommand == "setuistate" && args.size() == 1 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
AMFStringValue* value = new AMFStringValue();
value->SetStringValue(args[0]);
AMFArrayValue uiState;
AMFArrayValue args;
args.InsertValue("state", value);
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, "pushGameState", &args);
uiState.Insert("state", args.at(0));
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, "pushGameState", uiState);
ChatPackets::SendSystemMessage(sysAddr, u"Switched UI state.");
@@ -543,11 +536,11 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
}
if (chatCommand == "toggle" && args.size() == 1 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
AMFTrueValue* value = new AMFTrueValue();
AMFArrayValue amfArgs;
amfArgs.InsertValue("visible", value);
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, args[0], &amfArgs);
amfArgs.Insert("visible", true);
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, args[0], amfArgs);
ChatPackets::SendSystemMessage(sysAddr, u"Toggled UI state.");
@@ -1617,7 +1610,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
if ((chatCommand == "debugui") && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
ChatPackets::SendSystemMessage(sysAddr, u"Opening UIDebugger...");
AMFArrayValue args;
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, "ToggleUIDebugger;", nullptr);
GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, "ToggleUIDebugger;", args);
}
if ((chatCommand == "boost") && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
@@ -2023,15 +2016,11 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
void SlashCommandHandler::SendAnnouncement(const std::string& title, const std::string& message) {
AMFArrayValue args;
auto* titleValue = new AMFStringValue();
titleValue->SetStringValue(title);
auto* messageValue = new AMFStringValue();
messageValue->SetStringValue(message);
args.InsertValue("title", titleValue);
args.InsertValue("message", messageValue);
args.Insert("title", title);
args.Insert("message", message);
GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", &args);
GameMessages::SendUIMessageServerToAllClients("ToggleAnnounce", args);
//Notify chat about it
CBITSTREAM;