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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)
65 lines
2.4 KiB
C++
65 lines
2.4 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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#pragma once
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#include "common/emu_opcodes.h"
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#include "common/emu_versions.h"
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#include <memory>
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#include <string>
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class EQApplicationPacket;
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class EQStreamInterface;
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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, std::shared_ptr<EQStreamInterface> 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, std::shared_ptr<EQStreamInterface> 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 EQ::versions::ClientVersion 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, std::shared_ptr<EQStreamInterface> 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, std::shared_ptr<EQStreamInterface> 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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};
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