This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/common/network/serial.cpp
T
Kayne Ruse fb6fba9564 Removed BBox, renamed position to origin
I've replaced the BBox class with a pair of inline functions in
check_bounds.hpp. I've also renamed the 'position' variable to 'origin' in
several locations.

These changes are mostly to alleviate ambiguity.
2014-06-02 21:13:08 +10:00

473 lines
16 KiB
C++

/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "serial.hpp"
#include "map_allocator.hpp"
#include "statistics.hpp"
#include <cstring>
//-------------------------
//Convenience Macros
//-------------------------
#define SERIALIZE(buffer, data, size) memcpy(buffer, data, size); buffer += size;
#define DESERIALIZE(buffer, data, size) memcpy(data, buffer, size); buffer += size;
//-------------------------
//internal serialization functions
//-------------------------
void serializeType(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
}
void serializeServer(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//server info
SERIALIZE(buffer, &packet->serverInfo.networkVersion, sizeof(int));
SERIALIZE(buffer, packet->serverInfo.name, PACKET_STRING_SIZE);
SERIALIZE(buffer, &packet->serverInfo.playerCount, sizeof(int));
}
void serializeClient(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
SERIALIZE(buffer, &packet->clientInfo.clientIndex, sizeof(int));
SERIALIZE(buffer, &packet->clientInfo.accountIndex, sizeof(int));
SERIALIZE(buffer, &packet->clientInfo.characterIndex, sizeof(int));
//texts
SERIALIZE(buffer, packet->clientInfo.username, PACKET_STRING_SIZE);
//TODO: password
SERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
SERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
}
void serializeRegionFormat(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//format
SERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
SERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
SERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
}
void serializeRegionContent(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//format
SERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
SERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
SERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
//content
for (register int i = 0; i < REGION_WIDTH; i++) {
for (register int j = 0; j < REGION_HEIGHT; j++) {
for (register int k = 0; k < REGION_DEPTH; k++) {
*reinterpret_cast<Region::type_t*>(buffer) = packet->regionInfo.region->GetTile(i, j, k);
buffer += sizeof(Region::type_t);
}
}
}
}
void serializeCombat(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//integers
SERIALIZE(buffer, &packet->combatInfo.combatIndex, sizeof(int));
SERIALIZE(buffer, &packet->combatInfo.difficulty, sizeof(int));
SERIALIZE(buffer, &packet->combatInfo.terrainType, sizeof(CombatData::Terrain));
//arrays
SERIALIZE(buffer, &packet->combatInfo.characterArray, COMBAT_MAX_CHARACTER_COUNT);
SERIALIZE(buffer, &packet->combatInfo.enemyArray, COMBAT_MAX_ENEMY_COUNT);
//position
SERIALIZE(buffer, &packet->combatInfo.mapIndex, sizeof(int));
SERIALIZE(buffer, &packet->combatInfo.origin.x, sizeof(double));
SERIALIZE(buffer, &packet->combatInfo.origin.y, sizeof(double));
//TODO: rewards
}
void serializeStatistics(Statistics* stats, char* buffer) {
//integers
SERIALIZE(buffer, &stats->level, sizeof(int));
SERIALIZE(buffer, &stats->exp, sizeof(int));
SERIALIZE(buffer, &stats->maxHP, sizeof(int));
SERIALIZE(buffer, &stats->health, sizeof(int));
SERIALIZE(buffer, &stats->maxMP, sizeof(int));
SERIALIZE(buffer, &stats->mana, sizeof(int));
SERIALIZE(buffer, &stats->attack, sizeof(int));
SERIALIZE(buffer, &stats->defence, sizeof(int));
SERIALIZE(buffer, &stats->intelligence, sizeof(int));
SERIALIZE(buffer, &stats->resistance, sizeof(int));
SERIALIZE(buffer, &stats->speed, sizeof(int));
//floats
SERIALIZE(buffer, &stats->accuracy, sizeof(float));
SERIALIZE(buffer, &stats->evasion, sizeof(float));
SERIALIZE(buffer, &stats->luck, sizeof(float));
}
void serializeCharacter(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
SERIALIZE(buffer, &packet->characterInfo.clientIndex, sizeof(int));
SERIALIZE(buffer, &packet->characterInfo.accountIndex, sizeof(int));
SERIALIZE(buffer, &packet->characterInfo.characterIndex, sizeof(int));
//texts
SERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
SERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//vectors
SERIALIZE(buffer, &packet->characterInfo.origin.x, sizeof(double));
SERIALIZE(buffer, &packet->characterInfo.origin.y, sizeof(double));
SERIALIZE(buffer, &packet->characterInfo.motion.x, sizeof(double));
SERIALIZE(buffer, &packet->characterInfo.motion.y, sizeof(double));
//stats structure
serializeStatistics(&packet->characterInfo.stats, buffer);
buffer += sizeof(Statistics);
}
void serializeEnemy(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//texts
SERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
SERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//stats structure
serializeStatistics(&packet->characterInfo.stats, buffer);
buffer += sizeof(Statistics);
}
//-------------------------
//internal deserialization functions
//-------------------------
void deserializeType(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
}
void deserializeServer(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//server info
DESERIALIZE(buffer, &packet->serverInfo.networkVersion, sizeof(int));
DESERIALIZE(buffer, packet->serverInfo.name, PACKET_STRING_SIZE);
DESERIALIZE(buffer, &packet->serverInfo.playerCount, sizeof(int));
}
void deserializeClient(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
DESERIALIZE(buffer, &packet->clientInfo.clientIndex, sizeof(int));
DESERIALIZE(buffer, &packet->clientInfo.accountIndex, sizeof(int));
DESERIALIZE(buffer, &packet->clientInfo.characterIndex, sizeof(int));
//texts
DESERIALIZE(buffer, packet->clientInfo.username, PACKET_STRING_SIZE);
//TODO: password
DESERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
DESERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
}
void deserializeRegionFormat(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//format
DESERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
DESERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
DESERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
}
void deserializeRegionContent(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//format
DESERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
DESERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
DESERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
//an object to work on
BlankAllocator().Create(
&packet->regionInfo.region,
packet->regionInfo.x,
packet->regionInfo.y
);
//content
for (register int i = 0; i < REGION_WIDTH; i++) {
for (register int j = 0; j < REGION_HEIGHT; j++) {
for (register int k = 0; k < REGION_DEPTH; k++) {
packet->regionInfo.region->SetTile(i, j, k, *reinterpret_cast<Region::type_t*>(buffer));
buffer += sizeof(Region::type_t);
}
}
}
}
void deserializeCombat(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//integers
DESERIALIZE(buffer, &packet->combatInfo.combatIndex, sizeof(int));
DESERIALIZE(buffer, &packet->combatInfo.difficulty, sizeof(int));
DESERIALIZE(buffer, &packet->combatInfo.terrainType, sizeof(CombatData::Terrain));
//arrays
DESERIALIZE(buffer, &packet->combatInfo.characterArray, COMBAT_MAX_CHARACTER_COUNT);
DESERIALIZE(buffer, &packet->combatInfo.enemyArray, COMBAT_MAX_ENEMY_COUNT);
//position
DESERIALIZE(buffer, &packet->combatInfo.mapIndex, sizeof(int));
DESERIALIZE(buffer, &packet->combatInfo.origin.x, sizeof(double));
DESERIALIZE(buffer, &packet->combatInfo.origin.y, sizeof(double));
//TODO: rewards
}
void deserializeStatistics(Statistics* stats, char* buffer) {
//integers
DESERIALIZE(buffer, &stats->level, sizeof(int));
DESERIALIZE(buffer, &stats->exp, sizeof(int));
DESERIALIZE(buffer, &stats->maxHP, sizeof(int));
DESERIALIZE(buffer, &stats->health, sizeof(int));
DESERIALIZE(buffer, &stats->maxMP, sizeof(int));
DESERIALIZE(buffer, &stats->mana, sizeof(int));
DESERIALIZE(buffer, &stats->attack, sizeof(int));
DESERIALIZE(buffer, &stats->defence, sizeof(int));
DESERIALIZE(buffer, &stats->intelligence, sizeof(int));
DESERIALIZE(buffer, &stats->resistance, sizeof(int));
DESERIALIZE(buffer, &stats->speed, sizeof(int));
//floats
DESERIALIZE(buffer, &stats->accuracy, sizeof(float));
DESERIALIZE(buffer, &stats->evasion, sizeof(float));
DESERIALIZE(buffer, &stats->luck, sizeof(float));
}
void deserializeCharacter(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
DESERIALIZE(buffer, &packet->characterInfo.clientIndex, sizeof(int));
DESERIALIZE(buffer, &packet->characterInfo.accountIndex, sizeof(int));
DESERIALIZE(buffer, &packet->characterInfo.characterIndex, sizeof(int));
//texts
DESERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
DESERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//vectors
DESERIALIZE(buffer, &packet->characterInfo.origin.x, sizeof(double));
DESERIALIZE(buffer, &packet->characterInfo.origin.y, sizeof(double));
DESERIALIZE(buffer, &packet->characterInfo.motion.x, sizeof(double));
DESERIALIZE(buffer, &packet->characterInfo.motion.y, sizeof(double));
//stats structure
deserializeStatistics(&packet->characterInfo.stats, buffer);
buffer += sizeof(Statistics);
}
void deserializeEnemy(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//texts
DESERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
DESERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//stats structure
deserializeStatistics(&packet->characterInfo.stats, buffer);
buffer += sizeof(Statistics);
}
//-------------------------
//the interface functions
//-------------------------
void serialize(SerialPacket* packet, void* buffer) {
switch(packet->meta.type) {
//no extra data
case SerialPacket::Type::NONE:
case SerialPacket::Type::PING:
case SerialPacket::Type::PONG:
case SerialPacket::Type::BROADCAST_REQUEST:
//all rejections
case SerialPacket::Type::BROADCAST_REJECTION:
case SerialPacket::Type::JOIN_REJECTION:
case SerialPacket::Type::REGION_REJECTION:
case SerialPacket::Type::CHARACTER_REJECTION:
case SerialPacket::Type::ENEMY_REJECTION:
case SerialPacket::Type::COMBAT_REJECTION:
serializeType(packet, reinterpret_cast<char*>(buffer));
break;
//server info
case SerialPacket::Type::BROADCAST_RESPONSE:
serializeServer(packet, reinterpret_cast<char*>(buffer));
break;
//client info
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::JOIN_RESPONSE:
case SerialPacket::Type::SYNCHRONIZE:
case SerialPacket::Type::DISCONNECT:
case SerialPacket::Type::SHUTDOWN:
serializeClient(packet, reinterpret_cast<char*>(buffer));
break;
//region info
case SerialPacket::Type::REGION_REQUEST:
serializeRegionFormat(packet, reinterpret_cast<char*>(buffer));
break;
case SerialPacket::Type::REGION_CONTENT:
serializeRegionContent(packet, reinterpret_cast<char*>(buffer));
break;
//combat info
case SerialPacket::Type::COMBAT_NEW:
case SerialPacket::Type::COMBAT_DELETE:
case SerialPacket::Type::COMBAT_UPDATE:
//TODO: is this the best fit?
case SerialPacket::Type::COMBAT_ENTER_REQUEST:
case SerialPacket::Type::COMBAT_ENTER_RESPONSE:
case SerialPacket::Type::COMBAT_EXIT_REQUEST:
case SerialPacket::Type::COMBAT_EXIT_RESPONSE:
serializeCombat(packet, reinterpret_cast<char*>(buffer));
break;
//character info
case SerialPacket::Type::CHARACTER_NEW:
case SerialPacket::Type::CHARACTER_DELETE:
case SerialPacket::Type::CHARACTER_UPDATE:
case SerialPacket::Type::CHARACTER_STATS_REQUEST:
case SerialPacket::Type::CHARACTER_STATS_RESPONSE:
serializeCharacter(packet, reinterpret_cast<char*>(buffer));
break;
//enemy info
case SerialPacket::Type::ENEMY_NEW:
case SerialPacket::Type::ENEMY_DELETE:
case SerialPacket::Type::ENEMY_UPDATE:
case SerialPacket::Type::ENEMY_STATS_REQUEST:
case SerialPacket::Type::ENEMY_STATS_RESPONSE:
serializeEnemy(packet, reinterpret_cast<char*>(buffer));
break;
}
}
void deserialize(SerialPacket* packet, void* buffer) {
//find the type, so that you can actually deserialize the packet!
deserializeType(packet, reinterpret_cast<char*>(buffer));
switch(packet->meta.type) {
//no extra data
case SerialPacket::Type::NONE:
case SerialPacket::Type::PING:
case SerialPacket::Type::PONG:
case SerialPacket::Type::BROADCAST_REQUEST:
//all rejections
case SerialPacket::Type::BROADCAST_REJECTION:
case SerialPacket::Type::JOIN_REJECTION:
case SerialPacket::Type::REGION_REJECTION:
case SerialPacket::Type::CHARACTER_REJECTION:
case SerialPacket::Type::ENEMY_REJECTION:
case SerialPacket::Type::COMBAT_REJECTION:
//NOTHING
break;
//server info
case SerialPacket::Type::BROADCAST_RESPONSE:
deserializeServer(packet, reinterpret_cast<char*>(buffer));
break;
//client info
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::JOIN_RESPONSE:
case SerialPacket::Type::SYNCHRONIZE:
case SerialPacket::Type::DISCONNECT:
case SerialPacket::Type::SHUTDOWN:
deserializeClient(packet, reinterpret_cast<char*>(buffer));
break;
//region info
case SerialPacket::Type::REGION_REQUEST:
deserializeRegionFormat(packet, reinterpret_cast<char*>(buffer));
break;
case SerialPacket::Type::REGION_CONTENT:
deserializeRegionContent(packet, reinterpret_cast<char*>(buffer));
break;
//combat info
case SerialPacket::Type::COMBAT_NEW:
case SerialPacket::Type::COMBAT_DELETE:
case SerialPacket::Type::COMBAT_UPDATE:
//TODO: is this the best fit?
case SerialPacket::Type::COMBAT_ENTER_REQUEST:
case SerialPacket::Type::COMBAT_ENTER_RESPONSE:
case SerialPacket::Type::COMBAT_EXIT_REQUEST:
case SerialPacket::Type::COMBAT_EXIT_RESPONSE:
serializeCombat(packet, reinterpret_cast<char*>(buffer));
break;
//character info
case SerialPacket::Type::CHARACTER_NEW:
case SerialPacket::Type::CHARACTER_DELETE:
case SerialPacket::Type::CHARACTER_UPDATE:
case SerialPacket::Type::CHARACTER_STATS_REQUEST:
case SerialPacket::Type::CHARACTER_STATS_RESPONSE:
deserializeCharacter(packet, reinterpret_cast<char*>(buffer));
break;
//enemy info
case SerialPacket::Type::ENEMY_NEW:
case SerialPacket::Type::ENEMY_DELETE:
case SerialPacket::Type::ENEMY_UPDATE:
case SerialPacket::Type::ENEMY_STATS_REQUEST:
case SerialPacket::Type::ENEMY_STATS_RESPONSE:
serializeEnemy(packet, reinterpret_cast<char*>(buffer));
break;
}
}