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https://github.com/EQEmu/Server.git
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- 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)
91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "struct_strategy.h"
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#include "common/eq_stream_intf.h"
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#include "common/eqemu_logsys.h"
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#include "common/opcodemgr.h"
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#include <map>
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#include <memory>
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//note: all encoders and decoders must be valid functions.
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//so if you specify set_defaults=false
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StructStrategy::StructStrategy() {
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int r;
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for(r = 0; r < _maxEmuOpcode; r++) {
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encoders[r] = PassEncoder;
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decoders[r] = PassDecoder;
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}
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}
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void StructStrategy::Encode(EQApplicationPacket **p, std::shared_ptr<EQStreamInterface> dest, bool ack_req) const {
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if((*p)->GetOpcodeBypass() != 0) {
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PassEncoder(p, dest, ack_req);
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return;
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}
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EmuOpcode op = (*p)->GetOpcode();
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Encoder proc = encoders[op];
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proc(p, dest, ack_req);
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}
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void StructStrategy::Decode(EQApplicationPacket *p) const {
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EmuOpcode op = p->GetOpcode();
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Decoder proc = decoders[op];
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proc(p);
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}
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void StructStrategy::ErrorEncoder(EQApplicationPacket **in_p, std::shared_ptr<EQStreamInterface> dest, bool ack_req) {
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EQApplicationPacket *p = *in_p;
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*in_p = nullptr;
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LogNetcode("[STRUCTS] Error encoding opcode [{}]: no encoder provided. Dropping", OpcodeManager::EmuToName(p->GetOpcode()));
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delete p;
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}
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void StructStrategy::ErrorDecoder(EQApplicationPacket *p) {
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LogNetcode("[STRUCTS] Error decoding opcode [{}]: no decoder provided. Invalidating", OpcodeManager::EmuToName(p->GetOpcode()));
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p->SetOpcode(OP_Unknown);
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}
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void StructStrategy::PassEncoder(EQApplicationPacket **p, std::shared_ptr<EQStreamInterface> dest, bool ack_req) {
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dest->FastQueuePacket(p, ack_req);
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}
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void StructStrategy::PassDecoder(EQApplicationPacket *p) {
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//do nothing since we decode in place
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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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static std::map<EmuOpcode, const StructStrategy *> strategies;
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void RegisterPatch(EmuOpcode first_opcode, const StructStrategy *structs) {
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strategies[first_opcode] = structs;
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}
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};
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