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https://github.com/EQEmu/Server.git
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Tons of renames
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#ifndef STRUCTSTRATEGY_H_
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#define STRUCTSTRATEGY_H_
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class EQApplicationPacket;
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class EQStream;
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#include "emu_opcodes.h"
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#include "clientversions.h"
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#include <string>
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class StructStrategy {
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public:
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//the encoder takes ownership of the supplied packet, and may enqueue multiple resulting packets into the stream
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typedef void (*Encoder)(EQApplicationPacket **p, EQStream *dest, bool ack_req);
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//the decoder may only edit the supplied packet, producing a single packet for eqemu to consume.
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typedef void (*Decoder)(EQApplicationPacket *p);
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StructStrategy();
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virtual ~StructStrategy() {}
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//this method takes an eqemu struct, and enqueues the produced structs into the stream.
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void Encode(EQApplicationPacket **p, EQStream *dest, bool ack_req) const;
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//this method takes an EQ wire struct, and converts it into an eqemu struct
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void Decode(EQApplicationPacket *p) const;
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virtual std::string Describe() const = 0;
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virtual const EQClientVersion ClientVersion() const = 0;
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protected:
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//some common coders:
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//Print an error saying unknown struct/opcode and drop it
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static void ErrorEncoder(EQApplicationPacket **p, EQStream *dest, bool ack_req);
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static void ErrorDecoder(EQApplicationPacket *p);
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//pass the packet through without modification (emu == EQ) (default)
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static void PassEncoder(EQApplicationPacket **p, EQStream *dest, bool ack_req);
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static void PassDecoder(EQApplicationPacket *p);
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Encoder encoders[_maxEmuOpcode];
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Decoder decoders[_maxEmuOpcode];
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};
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//effectively a singleton, but I decided to do it this way for no apparent reason.
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namespace StructStrategyFactory {
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void RegisterPatch(EmuOpcode first_opcode, const StructStrategy *structs);
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//does NOT return ownership of the strategy.
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const StructStrategy *FindPatch(EmuOpcode first_opcode);
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};
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#endif /*STRUCTSTRATEGY_H_*/
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