begin packet serialization
This commit is contained in:
35
src/blitz/common/Log.cpp
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35
src/blitz/common/Log.cpp
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#include <blitz/common/Log.h>
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#ifdef BLITZ_ANDROID_LOGGING
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#include <android/log.h>
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#else
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#include <iostream>
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#endif
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namespace blitz {
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void Log(const std::string& msg) {
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#ifdef BLITZ_ANDROID_LOGGING
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__android_log_print(ANDROID_LOG_INFO, "TRACKERS", "%s", msg.c_str());
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#else
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std::cout << msg << "\n";
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#endif
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}
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void LogD(const std::string& msg) {
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#if !defined(NDEBUG)
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Log(msg);
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#endif
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}
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void LogE(const std::string& err) {
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#ifdef BLITZ_ANDROID_LOGGING
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__android_log_print(ANDROID_LOG_ERROR, "TRACKERS", "%s", err.c_str());
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#else
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std::cerr << err << "\n";
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#endif
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}
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} // namespace blitz
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37
src/blitz/protocol/PacketFactory.cpp
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37
src/blitz/protocol/PacketFactory.cpp
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#include <blitz/protocol/PacketFactory.h>
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#include <array>
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#include <functional>
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namespace blitz {
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namespace protocol {
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namespace PacketFactory {
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using PacketCreator = std::function<std::unique_ptr<Packet>()>;
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static const std::array<std::unique_ptr<Packet>, static_cast<std::size_t>(PacketType::PACKET_COUNT)> Packets = {
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std::make_unique<packets::PlayerLogin>(),
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std::make_unique<packets::UpdateHealth>(),
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std::make_unique<packets::LoggingSuccess>(),
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std::make_unique<packets::PlayerDeath>(),
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std::make_unique<packets::PlayerJoin>(),
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std::make_unique<packets::PlayerLeave>(),
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std::make_unique<packets::PlayerList>(),
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std::make_unique<packets::PlayerStats>(),
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std::make_unique<packets::ServerConfig>(),
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std::make_unique<packets::ServerTps>(),
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std::make_unique<packets::UpdateGameState>(),
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std::make_unique<packets::KeepAlive>(),
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std::make_unique<packets::Disconnect>(),
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std::make_unique<packets::ChatMessage>(),
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std::make_unique<packets::PlayerPositionAndRotation>(),
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std::make_unique<packets::PlayerShoot>(),
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};
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const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type) {
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return Packets[static_cast<std::size_t>(a_Type)];
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}
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} // namespace PacketFactory
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} // namespace protocol
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} // namespace blitz
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279
src/blitz/protocol/PacketSerializer.cpp
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279
src/blitz/protocol/PacketSerializer.cpp
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#include <blitz/protocol/PacketSerializer.h>
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#include <Nazara/Core/ByteStream.hpp>
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketVisitor.h>
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#include <iostream>
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namespace blitz {
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namespace protocol {
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namespace PacketSerializer {
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#define VisitSerialize(ClassName) \
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void Visit(const ClassName& a_Packet) override { \
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const auto& packetData = a_Packet.m_Data; \
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SerializePacketData(packetData); \
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} \
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\
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void SerializePacketData(const ClassName::PacketDataType& a_Packet)
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#define VisitDeserialize(ClassName) \
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void Visit(const ClassName& a_Packet) override { \
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auto packetPtr = PacketFactory::CreatePacket<ClassName>(); \
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auto& packetData = packetPtr->m_Data; \
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\
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DeserializePacketData(packetData); \
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\
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m_Packet = std::move(packetPtr); \
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} \
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\
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void DeserializePacketData(ClassName::PacketDataType& a_Packet)
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class Serializer : public PacketVisitor {
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private:
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Nz::ByteStream& m_Buffer;
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public:
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Serializer(Nz::ByteStream& a_Buffer) : m_Buffer(a_Buffer) {}
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void Serialize(const Packet& a_Packet) {
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m_Buffer << static_cast<PacketID>(a_Packet.GetType());
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Check(a_Packet);
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}
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VisitSerialize(packets::PlayerLogin);
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VisitSerialize(packets::UpdateHealth);
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VisitSerialize(packets::LoggingSuccess);
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VisitSerialize(packets::PlayerDeath);
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VisitSerialize(packets::PlayerJoin);
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VisitSerialize(packets::PlayerLeave);
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VisitSerialize(packets::PlayerList);
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VisitSerialize(packets::PlayerStats);
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VisitSerialize(packets::ServerConfig);
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VisitSerialize(packets::ServerTps);
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VisitSerialize(packets::UpdateGameState);
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VisitSerialize(packets::KeepAlive);
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VisitSerialize(packets::Disconnect);
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VisitSerialize(packets::ChatMessage);
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VisitSerialize(packets::PlayerPositionAndRotation);
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VisitSerialize(packets::PlayerShoot);
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};
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class Deserializer : public PacketVisitor {
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private:
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Nz::ByteStream& m_Buffer;
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PacketPtr m_Packet;
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public:
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Deserializer(Nz::ByteStream&& a_Buffer) : m_Buffer(a_Buffer) {}
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bool Deserialize(const PacketPtr& a_Packet) {
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try {
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Check(*a_Packet.get());
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} catch (std::exception& e) {
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return false;
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}
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return true;
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}
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PacketPtr& GetPacket() {
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return m_Packet;
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}
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VisitDeserialize(packets::PlayerLogin);
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VisitDeserialize(packets::UpdateHealth);
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VisitDeserialize(packets::LoggingSuccess);
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VisitDeserialize(packets::PlayerDeath);
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VisitDeserialize(packets::PlayerJoin);
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VisitDeserialize(packets::PlayerLeave);
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VisitDeserialize(packets::PlayerList);
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VisitDeserialize(packets::PlayerStats);
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VisitDeserialize(packets::ServerConfig);
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VisitDeserialize(packets::ServerTps);
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VisitDeserialize(packets::UpdateGameState);
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VisitDeserialize(packets::KeepAlive);
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VisitDeserialize(packets::Disconnect);
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VisitDeserialize(packets::ChatMessage);
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VisitDeserialize(packets::PlayerPositionAndRotation);
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VisitDeserialize(packets::PlayerShoot);
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};
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Nz::ByteArray Serialize(const Packet& a_Packet) {
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Nz::ByteArray buffer;
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Nz::ByteStream stream(&buffer, Nz::OpenMode::Write);
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Serializer serializer(stream);
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serializer.Serialize(a_Packet);
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buffer.ShrinkToFit();
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return buffer;
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}
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std::unique_ptr<Packet> Deserialize(Nz::ByteArray& a_Data) {
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Nz::ByteStream stream(&a_Data, Nz::OpenMode::Read);
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PacketID packetId;
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stream >> packetId;
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if (packetId >= static_cast<PacketID>(PacketType::PACKET_COUNT))
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return nullptr;
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PacketType packetType = PacketType(packetId);
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// for double-dispatch
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const PacketPtr& emptyPacket = PacketFactory::CreateReadOnlyPacket(packetType);
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Deserializer deserializer(std::move(stream));
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if (deserializer.Deserialize(emptyPacket)) {
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PacketPtr packet = std::move(deserializer.GetPacket());
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return packet;
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}
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return nullptr;
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}
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//---------------------------------------------
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// Packet serializer implementation
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//----------------------------------------------
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void Serializer::SerializePacketData(const data::PlayerLogin& a_Packet) {
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m_Buffer << a_Packet.m_PlayerName;
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}
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void Deserializer::DeserializePacketData(data::PlayerLogin& a_Packet) {
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m_Buffer >> a_Packet.m_PlayerName;
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}
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void Serializer::SerializePacketData(const data::UpdateHealth& a_Packet) {
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m_Buffer << a_Packet.m_NewHealth;
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}
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void Deserializer::DeserializePacketData(data::UpdateHealth& a_Packet) {
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m_Buffer >> a_Packet.m_NewHealth;
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}
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void Serializer::SerializePacketData(const data::LoggingSuccess& a_Packet) {}
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void Deserializer::DeserializePacketData(data::LoggingSuccess& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerDeath& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerDeath& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerJoin& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerJoin& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerLeave& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerLeave& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerList& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerList& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerStats& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerStats& a_Packet) {}
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void Serializer::SerializePacketData(const data::ServerConfig& a_Packet) {}
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void Deserializer::DeserializePacketData(data::ServerConfig& a_Packet) {}
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void Serializer::SerializePacketData(const data::ServerTps& a_Packet) {}
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void Deserializer::DeserializePacketData(data::ServerTps& a_Packet) {}
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void Serializer::SerializePacketData(const data::UpdateGameState& a_Packet) {}
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void Deserializer::DeserializePacketData(data::UpdateGameState& a_Packet) {}
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void Serializer::SerializePacketData(const data::KeepAlive& a_Packet) {}
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void Deserializer::DeserializePacketData(data::KeepAlive& a_Packet) {}
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void Serializer::SerializePacketData(const data::Disconnect& a_Packet) {}
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void Deserializer::DeserializePacketData(data::Disconnect& a_Packet) {}
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void Serializer::SerializePacketData(const data::ChatMessage& a_Packet) {}
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void Deserializer::DeserializePacketData(data::ChatMessage& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerPositionAndRotation& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Packet) {}
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void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
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void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
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} // namespace PacketSerializer
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} // namespace protocol
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} // namespace blitz
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11
src/blitz/protocol/PacketVisitor.cpp
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11
src/blitz/protocol/PacketVisitor.cpp
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@@ -0,0 +1,11 @@
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#include <blitz/protocol/PacketVisitor.h>
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namespace blitz {
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namespace protocol {
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void PacketVisitor::Check(const Packet& a_Packet) {
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a_Packet.Accept(*this);
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}
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} // namespace protocol
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} // namespace blitz
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18
src/blitz/protocol/Packets.cpp
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18
src/blitz/protocol/Packets.cpp
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#define BLITZ_INSTANCIATE_PACKETS
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#include <blitz/protocol/Packets.h>
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#include <blitz/protocol/PacketVisitor.h>
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namespace blitz {
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namespace protocol {
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template <PacketType PT, typename Data>
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packets::ConcretePacket<PT, Data>::ConcretePacket(const PacketDataType& a_Data) : m_Data(a_Data) {}
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template <PacketType PT, typename Data>
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void packets::ConcretePacket<PT, Data>::Accept(PacketVisitor& a_Visitor) const {
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a_Visitor.Visit(*this);
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}
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} // namespace protocol
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} // namespace blitz
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14
src/blitz/utils/Test.cpp
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14
src/blitz/utils/Test.cpp
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#include <blitz/utils/Test.h>
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#include <blitz/common/Format.h>
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#include <blitz/common/Log.h>
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namespace blitz {
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namespace test {
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void LogAssert(const char* expression, const char* file, int line, const char* function) {
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LogE(Format("%s:%i: %s: Assertion failed !", file, line, function));
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LogE(Format(" %i |\t%s;", line, expression));
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}
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} // namespace utils
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} // namespace blitz
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