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Overhaul the whole thing due to it being outdated and clunky to use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

@@ -1,7 +1,8 @@
#include "PropertyBankInteract.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "AMFFormat.h"
#include "Amf3.h"
#include "Entity.h"
void PropertyBankInteract::OnStartup(Entity* self) {
auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
@@ -20,11 +21,10 @@ void PropertyBankInteract::OnPlayerLoaded(Entity* self, Entity* player) {
void PropertyBankInteract::OnUse(Entity* self, Entity* user) {
AMFArrayValue args;
auto* value = new AMFStringValue();
value->SetStringValue("bank");
args.InsertValue("state", value);
GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
args.Insert("state", "bank");
GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"OpenBank", 0, 0, LWOOBJID_EMPTY,
"", user->GetSystemAddress());
@@ -34,9 +34,10 @@ void PropertyBankInteract::OnFireEventServerSide(Entity* self, Entity* sender, s
int32_t param2, int32_t param3) {
if (args == "ToggleBank") {
AMFArrayValue amfArgs;
amfArgs.InsertValue("visible", new AMFFalseValue());
GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", &amfArgs);
amfArgs.Insert("visible", false);
GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", amfArgs);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"CloseBank", 0, 0, LWOOBJID_EMPTY,
"", sender->GetSystemAddress());