DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviorMessages/UpdateActionMessage.cpp
David Markowitz 72c93c8913
Further implement Property Behavior parsing (#936)
Further implements the ControlBehavior processing and adds preparations for cheat detection
2023-02-13 18:55:44 -08:00

39 lines
1.6 KiB
C++

#include "UpdateActionMessage.h"
UpdateActionMessage::UpdateActionMessage(AMFArrayValue* arguments) {
type = "";
valueParameterName = "";
valueParameterString = "";
valueParameterDouble = 0.0;
auto* actionAsArray = arguments->FindValue<AMFArrayValue>("action");
if (!actionAsArray) return;
for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) {
if (typeValueMap.first == "Type") {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
} else {
valueParameterName = typeValueMap.first;
// Message is the only known string parameter
if (valueParameterName == "Message") {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
} else {
if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
}
}
}
behaviorID = GetBehaviorIDFromArgument(arguments);
auto* actionIndexValue = arguments->FindValue<AMFDoubleValue>("actionIndex");
if (!actionIndexValue) return;
actionIndex = static_cast<uint32_t>(actionIndexValue->GetDoubleValue());
stripID = GetStripIDFromArgument(arguments);
stateID = GetBehaviorStateFromArgument(arguments);
Game::logger->LogDebug("UpdateActionMessage", "t %s vpn %s vps %s vpd %f bhId %i acnNdx %i stpId %i sttId %i", type.c_str(), valueParameterName.c_str(), valueParameterString.c_str(), valueParameterDouble, behaviorID, actionIndex, stripID, stateID);
}