eqemu-server/common/StructStrategy.h

76 lines
1.8 KiB
C++

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