add blitz files

This commit is contained in:
2024-08-19 11:04:37 +02:00
parent ccb6870567
commit 665dc4938f
19 changed files with 987 additions and 0 deletions

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#include <blitz/protocol/ByteBuffer.h>
#include <blitz/protocol/PacketData.h>
namespace blitz {
namespace protocol {
ByteBuffer& ByteBuffer::operator>>(PlayerInfo& a_Data) {
*this >> a_Data.m_PlayerId >> a_Data.m_PlayerName;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const PlayerInfo& a_Data) {
*this << a_Data.m_PlayerId << a_Data.m_PlayerName;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const godot::Vector3& a_Data) {
*this << a_Data.x << a_Data.y << a_Data.z;
return *this;
}
ByteBuffer& ByteBuffer::operator>>(godot::Vector3& a_Data) {
*this >> a_Data.x >> a_Data.y >> a_Data.z;
return *this;
}
ByteBuffer& ByteBuffer::operator>>(godot::String& a_Data) {
int nullPos = m_Buffer.find(0, m_ReadOffset);
// TODO: error handling
if (nullPos < 0)
return *this;
godot::PackedByteArray stringBuffer = m_Buffer.slice(m_ReadOffset, nullPos);
a_Data = stringBuffer.get_string_from_utf8();
m_ReadOffset = nullPos + 1;
return *this;
}
ByteBuffer& ByteBuffer::operator<<(const godot::String& a_Data) {
godot::PackedByteArray stringBuffer = a_Data.to_utf8_buffer();
m_Buffer.append_array(stringBuffer);
// ends the string
*this << static_cast<std::uint8_t>(0);
return *this;
}
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketDispatcher.h>
#include <algorithm>
#include <blitz/protocol/PacketHandler.h>
namespace blitz {
namespace protocol {
void PacketDispatcher::RegisterHandler(PacketType type, PacketHandler& handler) {
auto found = std::find(m_Handlers[type].begin(), m_Handlers[type].end(), &handler);
if (found == m_Handlers[type].end())
m_Handlers[type].push_back(&handler);
}
void PacketDispatcher::UnregisterHandler(PacketType type, PacketHandler& handler) {
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
void PacketDispatcher::UnregisterHandler(PacketHandler& handler) {
for (auto& pair : m_Handlers) {
if (pair.second.empty())
continue;
PacketType type = pair.first;
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
}
void PacketDispatcher::Dispatch(const Packet& packet) {
PacketType type = packet.GetType();
for (PacketHandler* handler : m_Handlers[type])
handler->Check(packet);
}
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketFactory.h>
#include <array>
#include <cassert>
#include <functional>
namespace blitz {
namespace protocol {
namespace PacketFactory {
using PacketCreator = std::function<std::unique_ptr<Packet>()>;
#define DeclarePacket(PacketName, ...) std::make_unique<packets::PacketName>(),
static std::array<std::unique_ptr<Packet>, static_cast<std::size_t>(PacketType::PACKET_COUNT)> Packets;
void Init() {
Packets = {
DeclareAllPacket()
};
}
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type) {
assert(a_Type < PacketType::PACKET_COUNT);
return Packets[static_cast<std::size_t>(a_Type)];
}
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketHandler.h>
namespace blitz {
namespace protocol {
#define DeclarePacket(PacketName, ...) \
void PacketHandler::Visit(const packets::PacketName& a_Packet) { \
HandlePacket(a_Packet); \
}
DeclareAllPacket()
} // namespace protocol
} // namespace blitz

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#include <blitz/protocol/PacketSerializer.h>
#include <blitz/protocol/ByteBuffer.h>
#include <blitz/protocol/PacketFactory.h>
#include <blitz/protocol/PacketVisitor.h>
#include <godot_cpp/variant/utility_functions.hpp>
#include <godot_cpp/variant/variant.hpp>
namespace blitz {
namespace protocol {
namespace PacketSerializer {
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
const auto& packetData = a_Packet.m_Data; \
SerializePacketData(packetData); \
} \
\
void SerializePacketData(const packets::PacketName::PacketDataType& a_Packet);
class Serializer : public PacketVisitor {
private:
ByteBuffer& m_Buffer;
public:
Serializer(ByteBuffer& a_Buffer) : m_Buffer(a_Buffer) {}
void Serialize(const Packet& a_Packet) {
m_Buffer << static_cast<PacketID>(a_Packet.GetType());
Check(a_Packet);
}
DeclareAllPacket()
};
#undef DeclarePacket
#define DeclarePacket(PacketName, ...) \
void Visit(const packets::PacketName& a_Packet) override { \
auto packetPtr = PacketFactory::CreatePacket<packets::PacketName>(); \
auto& packetData = packetPtr->m_Data; \
\
DeserializePacketData(packetData); \
\
m_Packet = std::move(packetPtr); \
} \
\
void DeserializePacketData(packets::PacketName::PacketDataType& a_Packet);
class Deserializer : public PacketVisitor {
private:
ByteBuffer& m_Buffer;
PacketPtr m_Packet;
public:
Deserializer(ByteBuffer&& 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;
}
DeclareAllPacket()
};
godot::PackedByteArray Serialize(const Packet& a_Packet) {
ByteBuffer stream;
Serializer serializer(stream);
serializer.Serialize(a_Packet);
return stream.GetByteArray();
}
std::unique_ptr<Packet> Deserialize(godot::PackedByteArray& a_Data) {
ByteBuffer stream(std::move(a_Data));
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) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(data::LoggingSuccess& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const data::PlayerDeath& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerDeath& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerJoin& a_Packet) {
m_Buffer << a_Packet.m_Player;
}
void Deserializer::DeserializePacketData(data::PlayerJoin& a_Packet) {
m_Buffer >> a_Packet.m_Player;
}
void Serializer::SerializePacketData(const data::PlayerLeave& a_Packet) {
m_Buffer << a_Packet.m_PlayerId;
}
void Deserializer::DeserializePacketData(data::PlayerLeave& a_Packet) {
m_Buffer >> a_Packet.m_PlayerId;
}
void Serializer::SerializePacketData(const data::PlayerList& a_Packet) {
m_Buffer << a_Packet.m_Players;
// m_Buffer << static_cast<std::uint8_t>(a_Packet.m_Players.size());
// for (auto player : a_Packet.m_Players) {
// m_Buffer << player.m_PlayerId << player.m_PlayerName;
// }
}
void Deserializer::DeserializePacketData(data::PlayerList& a_Packet) {
m_Buffer >> a_Packet.m_Players;
// std::uint8_t playerCount;
// m_Buffer >> playerCount;
// for (std::uint8_t i = 0; i < playerCount; i++) {
// PlayerInfo player;
// m_Buffer >> player.m_PlayerId >> player.m_PlayerName;
// a_Packet.m_Players.push_back(player);
// }
}
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) {
m_Buffer << a_Packet.m_KeepAliveId;
}
void Deserializer::DeserializePacketData(data::KeepAlive& a_Packet) {
m_Buffer >> a_Packet.m_KeepAliveId;
}
void Serializer::SerializePacketData(const data::Disconnect& a_Packet) {}
void Deserializer::DeserializePacketData(data::Disconnect& a_Packet) {}
void Serializer::SerializePacketData(const data::ChatMessage& a_Packet) {
m_Buffer << a_Packet.m_Text;
}
void Deserializer::DeserializePacketData(data::ChatMessage& a_Packet) {
m_Buffer >> a_Packet.m_Text;
}
void Serializer::SerializePacketData(const data::PlayerPositionAndRotation& a_Packet) {
m_Buffer << a_Packet.m_Player << a_Packet.m_Position << a_Packet.m_Rotation;
}
void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Packet) {
m_Buffer >> a_Packet.m_Player >> a_Packet.m_Position >> a_Packet.m_Rotation;
}
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