fix: Updates encoded packet handler to use function pointers (#1066)

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Kamron Batman 2022-06-15 17:20:36 -07:00 committed by GitHub
parent f24b98f8e2
commit 057cf87e60
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6 changed files with 79 additions and 54 deletions

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@ -1,20 +1,32 @@
namespace Server.Network
/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: EncodedPacketHandler.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
namespace Server.Network;
public unsafe class EncodedPacketHandler
{
public delegate void OnEncodedPacketReceive(NetState state, IEntity ent, EncodedReader reader);
public class EncodedPacketHandler
public EncodedPacketHandler(int packetID, bool ingame, delegate*<NetState, IEntity, EncodedReader, void> onReceive)
{
public EncodedPacketHandler(int packetID, bool ingame, OnEncodedPacketReceive onReceive)
{
PacketID = packetID;
Ingame = ingame;
OnReceive = onReceive;
}
public int PacketID { get; }
public OnEncodedPacketReceive OnReceive { get; }
public bool Ingame { get; }
PacketID = packetID;
Ingame = ingame;
OnReceive = onReceive;
}
public int PacketID { get; }
public delegate*<NetState, IEntity, EncodedReader, void> OnReceive { get; }
public bool Ingame { get; }
}

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@ -1,26 +1,37 @@
namespace Server.Network
/*************************************************************************
* ModernUO *
* Copyright 2019-2022 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: EncodedReader.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
namespace Server.Network;
public ref struct EncodedReader
{
public ref struct EncodedReader
{
private CircularBufferReader m_Reader;
private CircularBufferReader _reader;
public EncodedReader(CircularBufferReader reader) => m_Reader = reader;
public EncodedReader(CircularBufferReader reader) => _reader = reader;
public void Trace(NetState state)
{
m_Reader.Trace(state);
}
public void Trace(NetState state) => _reader.Trace(state);
public int ReadInt32() => m_Reader.ReadByte() != 0 ? 0 : m_Reader.ReadInt32();
public int ReadInt32() => _reader.ReadByte() != 0 ? 0 : _reader.ReadInt32();
public Point3D ReadPoint3D() => m_Reader.ReadByte() != 3
? Point3D.Zero
: new Point3D(m_Reader.ReadInt16(), m_Reader.ReadInt16(), m_Reader.ReadByte());
public Point3D ReadPoint3D() => _reader.ReadByte() != 3
? Point3D.Zero
: new Point3D(_reader.ReadInt16(), _reader.ReadInt16(), _reader.ReadByte());
public string ReadUnicodeStringSafe() =>
m_Reader.ReadByte() != 2 ? string.Empty : m_Reader.ReadBigUniSafe(m_Reader.ReadUInt16());
public string ReadUnicodeStringSafe() =>
_reader.ReadByte() != 2 ? string.Empty : _reader.ReadBigUniSafe(_reader.ReadUInt16());
public string ReadUnicodeString() =>
m_Reader.ReadByte() != 2 ? string.Empty : m_Reader.ReadBigUni(m_Reader.ReadUInt16());
}
public string ReadUnicodeString() =>
_reader.ReadByte() != 2 ? string.Empty : _reader.ReadBigUni(_reader.ReadUInt16());
}

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@ -35,7 +35,9 @@ public static class IncomingPackets
public static PacketHandler GetHandler(int packetID) => Handlers[packetID];
public static void RegisterEncoded(int packetID, bool ingame, OnEncodedPacketReceive onReceive)
public static unsafe void RegisterEncoded(
int packetID, bool ingame, delegate*<NetState, IEntity, EncodedReader, void> onReceive
)
{
if (packetID is >= 0 and < 0x100)
{

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@ -48,8 +48,8 @@ public static class IncomingPlayerPackets
IncomingPackets.Register(0xD7, 0, true, &EncodedCommand);
IncomingPackets.Register(0xF4, 0, false, &CrashReport);
IncomingPackets.RegisterEncoded(0x28, true, GuildGumpRequest);
IncomingPackets.RegisterEncoded(0x32, true, QuestGumpRequest);
IncomingPackets.RegisterEncoded(0x28, true, &GuildGumpRequest);
IncomingPackets.RegisterEncoded(0x32, true, &QuestGumpRequest);
}
public static void DeathStatusResponse(NetState state, CircularBufferReader reader, int packetLength)
@ -593,7 +593,7 @@ public static class IncomingPlayerPackets
EventSink.InvokeQuestGumpRequest(state.Mobile);
}
public static void EncodedCommand(NetState state, CircularBufferReader reader, int packetLength)
public static unsafe void EncodedCommand(NetState state, CircularBufferReader reader, int packetLength)
{
var e = World.FindEntity((Serial)reader.ReadUInt32());
int packetId = reader.ReadUInt16();

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@ -6,12 +6,12 @@ namespace Server.Items
{
public static class WeaponAbilityPackets
{
public static void Configure()
public static unsafe void Configure()
{
IncomingPackets.RegisterEncoded(0x19, true, SetAbility);
IncomingPackets.RegisterEncoded(0x19, true, &SetAbility);
}
public static void SetAbility(NetState state, IEntity e, EncodedReader reader)
public static unsafe void SetAbility(NetState state, IEntity e, EncodedReader reader)
{
var m = state.Mobile;
var index = reader.ReadInt32();

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@ -976,21 +976,21 @@ namespace Server.Multis
{
IncomingExtendedCommandPackets.RegisterExtended(0x1E, true, &QueryDesignDetails);
IncomingPackets.RegisterEncoded(0x02, true, Designer_Backup);
IncomingPackets.RegisterEncoded(0x03, true, Designer_Restore);
IncomingPackets.RegisterEncoded(0x04, true, Designer_Commit);
IncomingPackets.RegisterEncoded(0x05, true, Designer_Delete);
IncomingPackets.RegisterEncoded(0x06, true, Designer_Build);
IncomingPackets.RegisterEncoded(0x0C, true, Designer_Close);
IncomingPackets.RegisterEncoded(0x0D, true, Designer_Stairs);
IncomingPackets.RegisterEncoded(0x0E, true, Designer_Sync);
IncomingPackets.RegisterEncoded(0x10, true, Designer_Clear);
IncomingPackets.RegisterEncoded(0x12, true, Designer_Level);
IncomingPackets.RegisterEncoded(0x02, true, &Designer_Backup);
IncomingPackets.RegisterEncoded(0x03, true, &Designer_Restore);
IncomingPackets.RegisterEncoded(0x04, true, &Designer_Commit);
IncomingPackets.RegisterEncoded(0x05, true, &Designer_Delete);
IncomingPackets.RegisterEncoded(0x06, true, &Designer_Build);
IncomingPackets.RegisterEncoded(0x0C, true, &Designer_Close);
IncomingPackets.RegisterEncoded(0x0D, true, &Designer_Stairs);
IncomingPackets.RegisterEncoded(0x0E, true, &Designer_Sync);
IncomingPackets.RegisterEncoded(0x10, true, &Designer_Clear);
IncomingPackets.RegisterEncoded(0x12, true, &Designer_Level);
IncomingPackets.RegisterEncoded(0x13, true, Designer_Roof); // Samurai Empire roof
IncomingPackets.RegisterEncoded(0x14, true, Designer_RoofDelete); // Samurai Empire roof
IncomingPackets.RegisterEncoded(0x13, true, &Designer_Roof); // Samurai Empire roof
IncomingPackets.RegisterEncoded(0x14, true, &Designer_RoofDelete); // Samurai Empire roof
IncomingPackets.RegisterEncoded(0x1A, true, Designer_Revert);
IncomingPackets.RegisterEncoded(0x1A, true, &Designer_Revert);
EventSink.Speech += EventSink_Speech;
}