ModernUO/Projects/Scripts/Engines/Quests/Core/QuestSerializer.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

174 lines
3.9 KiB
C#

using System;
namespace Server.Engines.Quests
{
public class QuestSerializer
{
public static object Construct(Type type)
{
try
{
return Activator.CreateInstance(type);
}
catch
{
return null;
}
}
public static void Write(Type type, Type[] referenceTable, GenericWriter writer)
{
if (type == null)
{
writer.WriteEncodedInt(0x00);
}
else
{
for (int i = 0; i < referenceTable.Length; ++i)
if (referenceTable[i] == type)
{
writer.WriteEncodedInt(0x01);
writer.WriteEncodedInt(i);
return;
}
writer.WriteEncodedInt(0x02);
writer.Write(type.FullName);
}
}
public static Type ReadType(Type[] referenceTable, GenericReader reader)
{
int encoding = reader.ReadEncodedInt();
switch (encoding)
{
default:
return null;
case 0x01: // indexed
{
int index = reader.ReadEncodedInt();
if (index >= 0 && index < referenceTable.Length)
return referenceTable[index];
return null;
}
case 0x02: // by name
{
string fullName = reader.ReadString();
if (fullName == null)
return null;
return AssemblyHandler.FindTypeByFullName(fullName, false);
}
}
}
public static QuestSystem DeserializeQuest(GenericReader reader)
{
int encoding = reader.ReadEncodedInt();
switch (encoding)
{
default:
return null;
case 0x01:
{
Type type = ReadType(QuestSystem.QuestTypes, reader);
QuestSystem qs = Construct(type) as QuestSystem;
qs?.BaseDeserialize(reader);
return qs;
}
}
}
public static void Serialize(QuestSystem qs, GenericWriter writer)
{
if (qs == null)
writer.WriteEncodedInt(0x00);
else
{
writer.WriteEncodedInt(0x01);
Write(qs.GetType(), QuestSystem.QuestTypes, writer);
qs.BaseSerialize(writer);
}
}
public static QuestObjective DeserializeObjective(Type[] referenceTable, GenericReader reader)
{
int encoding = reader.ReadEncodedInt();
switch (encoding)
{
default:
return null;
case 0x01:
{
Type type = ReadType(referenceTable, reader);
QuestObjective obj = Construct(type) as QuestObjective;
obj?.BaseDeserialize(reader);
return obj;
}
}
}
public static void Serialize(Type[] referenceTable, QuestObjective obj, GenericWriter writer)
{
if (obj == null)
writer.WriteEncodedInt(0x00);
else
{
writer.WriteEncodedInt(0x01);
Write(obj.GetType(), referenceTable, writer);
obj.BaseSerialize(writer);
}
}
public static QuestConversation DeserializeConversation(Type[] referenceTable, GenericReader reader)
{
int encoding = reader.ReadEncodedInt();
switch (encoding)
{
default:
return null;
case 0x01:
{
Type type = ReadType(referenceTable, reader);
QuestConversation conv = Construct(type) as QuestConversation;
conv?.BaseDeserialize(reader);
return conv;
}
}
}
public static void Serialize(Type[] referenceTable, QuestConversation conv, GenericWriter writer)
{
if (conv == null)
writer.WriteEncodedInt(0x00);
else
{
writer.WriteEncodedInt(0x01);
Write(conv.GetType(), referenceTable, writer);
conv.BaseSerialize(writer);
}
}
}
}