eqemu-server/common/struct_strategy.cpp
Knightly 7ab909ee47 Standardize Licensing
- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE
- This is confirmed by the inclusion of libraries that are incompatible with GPLv2
- This is also confirmed by KLS and the agreement of KLS's predecessors
- Added GPLv3 license headers to the compilable source files
- Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations
- Removed individual contributor license headers since the project has been under the "developer" mantle for many years
- Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
2026-04-01 17:09:57 -07:00

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2.6 KiB
C++

/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "struct_strategy.h"
#include "common/eq_stream_intf.h"
#include "common/eqemu_logsys.h"
#include "common/opcodemgr.h"
#include <map>
#include <memory>
//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, std::shared_ptr<EQStreamInterface> 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, std::shared_ptr<EQStreamInterface> dest, bool ack_req) {
EQApplicationPacket *p = *in_p;
*in_p = nullptr;
LogNetcode("[STRUCTS] Error encoding opcode [{}]: no encoder provided. Dropping", OpcodeManager::EmuToName(p->GetOpcode()));
delete p;
}
void StructStrategy::ErrorDecoder(EQApplicationPacket *p) {
LogNetcode("[STRUCTS] Error decoding opcode [{}]: no decoder provided. Invalidating", OpcodeManager::EmuToName(p->GetOpcode()));
p->SetOpcode(OP_Unknown);
}
void StructStrategy::PassEncoder(EQApplicationPacket **p, std::shared_ptr<EQStreamInterface> 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<EmuOpcode, const StructStrategy *> strategies;
void RegisterPatch(EmuOpcode first_opcode, const StructStrategy *structs) {
strategies[first_opcode] = structs;
}
};