begin packet serialization

This commit is contained in:
2024-07-18 15:28:01 +02:00
parent 2e63a474b8
commit 6e9c747b2d
17 changed files with 842 additions and 0 deletions

35
src/blitz/common/Log.cpp Normal file
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#include <blitz/common/Log.h>
#ifdef BLITZ_ANDROID_LOGGING
#include <android/log.h>
#else
#include <iostream>
#endif
namespace blitz {
void Log(const std::string& msg) {
#ifdef BLITZ_ANDROID_LOGGING
__android_log_print(ANDROID_LOG_INFO, "TRACKERS", "%s", msg.c_str());
#else
std::cout << msg << "\n";
#endif
}
void LogD(const std::string& msg) {
#if !defined(NDEBUG)
Log(msg);
#endif
}
void LogE(const std::string& err) {
#ifdef BLITZ_ANDROID_LOGGING
__android_log_print(ANDROID_LOG_ERROR, "TRACKERS", "%s", err.c_str());
#else
std::cerr << err << "\n";
#endif
}
} // namespace blitz

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#include <blitz/protocol/PacketFactory.h>
#include <array>
#include <functional>
namespace blitz {
namespace protocol {
namespace PacketFactory {
using PacketCreator = std::function<std::unique_ptr<Packet>()>;
static const std::array<std::unique_ptr<Packet>, static_cast<std::size_t>(PacketType::PACKET_COUNT)> Packets = {
std::make_unique<packets::PlayerLogin>(),
std::make_unique<packets::UpdateHealth>(),
std::make_unique<packets::LoggingSuccess>(),
std::make_unique<packets::PlayerDeath>(),
std::make_unique<packets::PlayerJoin>(),
std::make_unique<packets::PlayerLeave>(),
std::make_unique<packets::PlayerList>(),
std::make_unique<packets::PlayerStats>(),
std::make_unique<packets::ServerConfig>(),
std::make_unique<packets::ServerTps>(),
std::make_unique<packets::UpdateGameState>(),
std::make_unique<packets::KeepAlive>(),
std::make_unique<packets::Disconnect>(),
std::make_unique<packets::ChatMessage>(),
std::make_unique<packets::PlayerPositionAndRotation>(),
std::make_unique<packets::PlayerShoot>(),
};
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type) {
return Packets[static_cast<std::size_t>(a_Type)];
}
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketSerializer.h>
#include <Nazara/Core/ByteStream.hpp>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketVisitor.h>
#include <iostream>
namespace blitz {
namespace protocol {
namespace PacketSerializer {
#define VisitSerialize(ClassName) \
void Visit(const ClassName& a_Packet) override { \
const auto& packetData = a_Packet.m_Data; \
SerializePacketData(packetData); \
} \
\
void SerializePacketData(const ClassName::PacketDataType& a_Packet)
#define VisitDeserialize(ClassName) \
void Visit(const ClassName& a_Packet) override { \
auto packetPtr = PacketFactory::CreatePacket<ClassName>(); \
auto& packetData = packetPtr->m_Data; \
\
DeserializePacketData(packetData); \
\
m_Packet = std::move(packetPtr); \
} \
\
void DeserializePacketData(ClassName::PacketDataType& a_Packet)
class Serializer : public PacketVisitor {
private:
Nz::ByteStream& m_Buffer;
public:
Serializer(Nz::ByteStream& a_Buffer) : m_Buffer(a_Buffer) {}
void Serialize(const Packet& a_Packet) {
m_Buffer << static_cast<PacketID>(a_Packet.GetType());
Check(a_Packet);
}
VisitSerialize(packets::PlayerLogin);
VisitSerialize(packets::UpdateHealth);
VisitSerialize(packets::LoggingSuccess);
VisitSerialize(packets::PlayerDeath);
VisitSerialize(packets::PlayerJoin);
VisitSerialize(packets::PlayerLeave);
VisitSerialize(packets::PlayerList);
VisitSerialize(packets::PlayerStats);
VisitSerialize(packets::ServerConfig);
VisitSerialize(packets::ServerTps);
VisitSerialize(packets::UpdateGameState);
VisitSerialize(packets::KeepAlive);
VisitSerialize(packets::Disconnect);
VisitSerialize(packets::ChatMessage);
VisitSerialize(packets::PlayerPositionAndRotation);
VisitSerialize(packets::PlayerShoot);
};
class Deserializer : public PacketVisitor {
private:
Nz::ByteStream& m_Buffer;
PacketPtr m_Packet;
public:
Deserializer(Nz::ByteStream&& a_Buffer) : m_Buffer(a_Buffer) {}
bool Deserialize(const PacketPtr& a_Packet) {
try {
Check(*a_Packet.get());
} catch (std::exception& e) {
return false;
}
return true;
}
PacketPtr& GetPacket() {
return m_Packet;
}
VisitDeserialize(packets::PlayerLogin);
VisitDeserialize(packets::UpdateHealth);
VisitDeserialize(packets::LoggingSuccess);
VisitDeserialize(packets::PlayerDeath);
VisitDeserialize(packets::PlayerJoin);
VisitDeserialize(packets::PlayerLeave);
VisitDeserialize(packets::PlayerList);
VisitDeserialize(packets::PlayerStats);
VisitDeserialize(packets::ServerConfig);
VisitDeserialize(packets::ServerTps);
VisitDeserialize(packets::UpdateGameState);
VisitDeserialize(packets::KeepAlive);
VisitDeserialize(packets::Disconnect);
VisitDeserialize(packets::ChatMessage);
VisitDeserialize(packets::PlayerPositionAndRotation);
VisitDeserialize(packets::PlayerShoot);
};
Nz::ByteArray Serialize(const Packet& a_Packet) {
Nz::ByteArray buffer;
Nz::ByteStream stream(&buffer, Nz::OpenMode::Write);
Serializer serializer(stream);
serializer.Serialize(a_Packet);
buffer.ShrinkToFit();
return buffer;
}
std::unique_ptr<Packet> Deserialize(Nz::ByteArray& a_Data) {
Nz::ByteStream stream(&a_Data, Nz::OpenMode::Read);
PacketID packetId;
stream >> packetId;
if (packetId >= static_cast<PacketID>(PacketType::PACKET_COUNT))
return nullptr;
PacketType packetType = PacketType(packetId);
// for double-dispatch
const PacketPtr& emptyPacket = PacketFactory::CreateReadOnlyPacket(packetType);
Deserializer deserializer(std::move(stream));
if (deserializer.Deserialize(emptyPacket)) {
PacketPtr packet = std::move(deserializer.GetPacket());
return packet;
}
return nullptr;
}
//---------------------------------------------
// Packet serializer implementation
//----------------------------------------------
void Serializer::SerializePacketData(const data::PlayerLogin& a_Packet) {
m_Buffer << a_Packet.m_PlayerName;
}
void Deserializer::DeserializePacketData(data::PlayerLogin& a_Packet) {
m_Buffer >> a_Packet.m_PlayerName;
}
void Serializer::SerializePacketData(const data::UpdateHealth& a_Packet) {
m_Buffer << a_Packet.m_NewHealth;
}
void Deserializer::DeserializePacketData(data::UpdateHealth& a_Packet) {
m_Buffer >> a_Packet.m_NewHealth;
}
void Serializer::SerializePacketData(const data::LoggingSuccess& a_Packet) {}
void Deserializer::DeserializePacketData(data::LoggingSuccess& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerDeath& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerDeath& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerJoin& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerJoin& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerLeave& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerLeave& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerList& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerList& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerStats& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerStats& a_Packet) {}
void Serializer::SerializePacketData(const data::ServerConfig& a_Packet) {}
void Deserializer::DeserializePacketData(data::ServerConfig& a_Packet) {}
void Serializer::SerializePacketData(const data::ServerTps& a_Packet) {}
void Deserializer::DeserializePacketData(data::ServerTps& a_Packet) {}
void Serializer::SerializePacketData(const data::UpdateGameState& a_Packet) {}
void Deserializer::DeserializePacketData(data::UpdateGameState& a_Packet) {}
void Serializer::SerializePacketData(const data::KeepAlive& a_Packet) {}
void Deserializer::DeserializePacketData(data::KeepAlive& a_Packet) {}
void Serializer::SerializePacketData(const data::Disconnect& a_Packet) {}
void Deserializer::DeserializePacketData(data::Disconnect& a_Packet) {}
void Serializer::SerializePacketData(const data::ChatMessage& a_Packet) {}
void Deserializer::DeserializePacketData(data::ChatMessage& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerPositionAndRotation& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
} // namespace PacketSerializer
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
namespace protocol {
void PacketVisitor::Check(const Packet& a_Packet) {
a_Packet.Accept(*this);
}
} // namespace protocol
} // namespace blitz

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#define BLITZ_INSTANCIATE_PACKETS
#include <blitz/protocol/Packets.h>
#include <blitz/protocol/PacketVisitor.h>
namespace blitz {
namespace protocol {
template <PacketType PT, typename Data>
packets::ConcretePacket<PT, Data>::ConcretePacket(const PacketDataType& a_Data) : m_Data(a_Data) {}
template <PacketType PT, typename Data>
void packets::ConcretePacket<PT, Data>::Accept(PacketVisitor& a_Visitor) const {
a_Visitor.Visit(*this);
}
} // namespace protocol
} // namespace blitz

14
src/blitz/utils/Test.cpp Normal file
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#include <blitz/utils/Test.h>
#include <blitz/common/Format.h>
#include <blitz/common/Log.h>
namespace blitz {
namespace test {
void LogAssert(const char* expression, const char* file, int line, const char* function) {
LogE(Format("%s:%i: %s: Assertion failed !", file, line, function));
LogE(Format(" %i |\t%s;", line, expression));
}
} // namespace utils
} // namespace blitz