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https://github.com/DarkflameUniverse/DarkflameServer.git
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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* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names.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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@@ -1,24 +1,24 @@
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#include "BankInteractServer.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "AMFFormat.h"
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#include "Amf3.h"
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void BankInteractServer::OnUse(Entity* self, Entity* user) {
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AMFArrayValue args;
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AMFStringValue* bank = new AMFStringValue();
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bank->SetStringValue("bank");
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args.InsertValue("state", bank);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
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args.Insert("state", "bank");
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
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}
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void BankInteractServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "ToggleBank") {
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AMFArrayValue args;
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args.InsertValue("visible", new AMFFalseValue());
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", &args);
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args.Insert("visible", false);
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", args);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"CloseBank", 0, 0, LWOOBJID_EMPTY, "", sender->GetSystemAddress());
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}
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@@ -1,19 +1,20 @@
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#include "MailBoxServer.h"
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#include "AMFFormat.h"
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#include "Amf3.h"
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#include "GameMessages.h"
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#include "Entity.h"
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void MailBoxServer::OnUse(Entity* self, Entity* user) {
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AMFStringValue* value = new AMFStringValue();
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value->SetStringValue("Mail");
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AMFArrayValue args;
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args.InsertValue("state", value);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
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args.Insert("state", "Mail");
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
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}
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void MailBoxServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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if (args == "toggleMail") {
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AMFArrayValue args;
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args.InsertValue("visible", new AMFFalseValue());
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleMail", &args);
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args.Insert("visible", false);
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleMail", args);
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}
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}
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@@ -2,7 +2,8 @@
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#include "Character.h"
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#include "GameMessages.h"
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#include "dServer.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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void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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if (self->GetVar<bool>(u"hasCustomText")) {
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@@ -11,24 +12,18 @@ void StoryBoxInteractServer::OnUse(Entity* self, Entity* user) {
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{
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AMFArrayValue args;
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auto* state = new AMFStringValue();
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state->SetStringValue("Story");
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args.Insert("state", "Story");
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args.InsertValue("state", state);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
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}
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user->AddCallbackTimer(0.1f, [user, customText]() {
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AMFArrayValue args;
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auto* text = new AMFStringValue();
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text->SetStringValue(customText);
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args.Insert("visible", true);
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args.Insert("text", customText);
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args.InsertValue("visible", new AMFTrueValue());
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args.InsertValue("text", text);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "ToggleStoryBox", &args);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "ToggleStoryBox", args);
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});
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return;
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