Split up the serial code, but had to gut it in the process
Since the contents of the packets are different than before, I decided to gut the serialization code. I'll reimplement the internals soon.
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "serial.hpp"
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#include "serial_util.hpp"
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//simple type functions
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void serializeType(SerialPacketBase* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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}
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void deserializeType(SerialPacketBase* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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}
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//main switch functions
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void serializePacket(SerialPacketBase* packet, void* buffer) {
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switch(packet->type) {
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//no extra data
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case SerialPacketType::NONE:
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case SerialPacketType::PING:
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case SerialPacketType::PONG:
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case SerialPacketType::BROADCAST_REQUEST:
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//all rejections
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case SerialPacketType::BROADCAST_REJECTION:
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case SerialPacketType::JOIN_REJECTION:
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case SerialPacketType::REGION_REJECTION:
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case SerialPacketType::CHARACTER_REJECTION:
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case SerialPacketType::ENEMY_REJECTION:
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case SerialPacketType::COMBAT_REJECTION:
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serializeType(packet, buffer);
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break;
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//character info
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case SerialPacketType::CHARACTER_NEW:
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case SerialPacketType::CHARACTER_DELETE:
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST:
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case SerialPacketType::CHARACTER_STATS_RESPONSE:
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serializeCharacter(dynamic_cast<CharacterPacket*>(packet), buffer);
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break;
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//client info
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case SerialPacketType::JOIN_REQUEST:
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case SerialPacketType::JOIN_RESPONSE:
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case SerialPacketType::SYNCHRONIZE:
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case SerialPacketType::DISCONNECT:
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case SerialPacketType::SHUTDOWN:
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serializeClient(dynamic_cast<ClientPacket*>(packet), buffer);
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break;
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//combat info
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case SerialPacketType::COMBAT_NEW:
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case SerialPacketType::COMBAT_DELETE:
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case SerialPacketType::COMBAT_UPDATE:
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//TODO: is this the best fit?
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case SerialPacketType::COMBAT_ENTER_REQUEST:
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case SerialPacketType::COMBAT_ENTER_RESPONSE:
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case SerialPacketType::COMBAT_EXIT_REQUEST:
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case SerialPacketType::COMBAT_EXIT_RESPONSE:
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serializeCombat(dynamic_cast<CombatPacket*>(packet), buffer);
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break;
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//enemy info
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case SerialPacketType::ENEMY_NEW:
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case SerialPacketType::ENEMY_DELETE:
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case SerialPacketType::ENEMY_UPDATE:
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case SerialPacketType::ENEMY_STATS_REQUEST:
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case SerialPacketType::ENEMY_STATS_RESPONSE:
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serializeEnemy(dynamic_cast<EnemyPacket*>(packet), buffer);
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break;
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//region info
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case SerialPacketType::REGION_REQUEST:
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serializeRegionFormat(dynamic_cast<RegionPacket*>(packet), buffer);
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break;
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case SerialPacketType::REGION_CONTENT:
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serializeRegionContent(dynamic_cast<RegionPacket*>(packet), buffer);
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break;
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//server info
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case SerialPacketType::BROADCAST_RESPONSE:
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serializeServer(dynamic_cast<ServerPacket*>(packet), buffer);
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break;
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}
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}
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void deserializePacket(SerialPacketBase* packet, void* buffer) {
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//find the type, so that you can actually deserialize the packet!
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deserializeType(packet, buffer);
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switch(packet->type) {
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//no extra data
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case SerialPacketType::NONE:
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case SerialPacketType::PING:
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case SerialPacketType::PONG:
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case SerialPacketType::BROADCAST_REQUEST:
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//all rejections
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case SerialPacketType::BROADCAST_REJECTION:
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case SerialPacketType::JOIN_REJECTION:
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case SerialPacketType::REGION_REJECTION:
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case SerialPacketType::CHARACTER_REJECTION:
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case SerialPacketType::ENEMY_REJECTION:
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case SerialPacketType::COMBAT_REJECTION:
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//NOTHING
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break;
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//character info
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case SerialPacketType::CHARACTER_NEW:
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case SerialPacketType::CHARACTER_DELETE:
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST:
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case SerialPacketType::CHARACTER_STATS_RESPONSE:
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deserializeCharacter(dynamic_cast<CharacterPacket*>(packet), buffer);
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break;
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//client info
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case SerialPacketType::JOIN_REQUEST:
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case SerialPacketType::JOIN_RESPONSE:
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case SerialPacketType::SYNCHRONIZE:
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case SerialPacketType::DISCONNECT:
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case SerialPacketType::SHUTDOWN:
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deserializeClient(dynamic_cast<ClientPacket*>(packet), buffer);
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break;
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//combat info
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case SerialPacketType::COMBAT_NEW:
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case SerialPacketType::COMBAT_DELETE:
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case SerialPacketType::COMBAT_UPDATE:
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//TODO: is this the best fit?
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case SerialPacketType::COMBAT_ENTER_REQUEST:
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case SerialPacketType::COMBAT_ENTER_RESPONSE:
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case SerialPacketType::COMBAT_EXIT_REQUEST:
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case SerialPacketType::COMBAT_EXIT_RESPONSE:
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serializeCombat(dynamic_cast<CombatPacket*>(packet), buffer);
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break;
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//enemy info
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case SerialPacketType::ENEMY_NEW:
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case SerialPacketType::ENEMY_DELETE:
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case SerialPacketType::ENEMY_UPDATE:
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case SerialPacketType::ENEMY_STATS_REQUEST:
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case SerialPacketType::ENEMY_STATS_RESPONSE:
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serializeEnemy(dynamic_cast<EnemyPacket*>(packet), buffer);
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break;
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//region info
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case SerialPacketType::REGION_REQUEST:
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deserializeRegionFormat(dynamic_cast<RegionPacket*>(packet), buffer);
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break;
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case SerialPacketType::REGION_CONTENT:
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deserializeRegionContent(dynamic_cast<RegionPacket*>(packet), buffer);
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break;
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//server info
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case SerialPacketType::BROADCAST_RESPONSE:
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deserializeServer(dynamic_cast<ServerPacket*>(packet), buffer);
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break;
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}
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}
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