#include "debug.h" #include "eqemu_logsys.h" #include "struct_strategy.h" #include "logsys.h" #include "eq_stream.h" #include //note: all encoders and decoders must be valid functions. //so if you specify set_defaults=false StructStrategy::StructStrategy() { int r; for(r = 0; r < _maxEmuOpcode; r++) { encoders[r] = PassEncoder; decoders[r] = PassDecoder; } } void StructStrategy::Encode(EQApplicationPacket **p, EQStream *dest, bool ack_req) const { if((*p)->GetOpcodeBypass() != 0) { PassEncoder(p, dest, ack_req); return; } EmuOpcode op = (*p)->GetOpcode(); Encoder proc = encoders[op]; proc(p, dest, ack_req); } void StructStrategy::Decode(EQApplicationPacket *p) const { EmuOpcode op = p->GetOpcode(); Decoder proc = decoders[op]; proc(p); } void StructStrategy::ErrorEncoder(EQApplicationPacket **in_p, EQStream *dest, bool ack_req) { EQApplicationPacket *p = *in_p; *in_p = nullptr; Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Netcode, "[STRUCTS] Error encoding opcode %s: no encoder provided. Dropping.", OpcodeManager::EmuToName(p->GetOpcode())); delete p; } void StructStrategy::ErrorDecoder(EQApplicationPacket *p) { Log.DebugCategory(EQEmuLogSys::General, EQEmuLogSys::Netcode, "[STRUCTS] Error decoding opcode %s: no decoder provided. Invalidating.", OpcodeManager::EmuToName(p->GetOpcode())); p->SetOpcode(OP_Unknown); } void StructStrategy::PassEncoder(EQApplicationPacket **p, EQStream *dest, bool ack_req) { dest->FastQueuePacket(p, ack_req); } void StructStrategy::PassDecoder(EQApplicationPacket *p) { //do nothing since we decode in place } //effectively a singleton, but I decided to do it this way for no apparent reason. namespace StructStrategyFactory { static std::map strategies; void RegisterPatch(EmuOpcode first_opcode, const StructStrategy *structs) { strategies[first_opcode] = structs; } const StructStrategy *FindPatch(EmuOpcode first_opcode) { std::map::const_iterator res; res = strategies.find(first_opcode); if(res == strategies.end()) return(nullptr); return(res->second); } };