Files
Blitz3/src/blitz/protocol/PacketSerializer.cpp

286 lines
7.5 KiB
C++

#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 (ByteBuffer::ReadError& e) {
godot::UtilityFunctions::printerr("[PacketSerializer::Deserializer] ", e.what());
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;
}
void Deserializer::DeserializePacketData(data::PlayerList& a_Packet) {
m_Buffer >> a_Packet.m_Players;
}
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 << a_Packet.m_Velocity;
}
void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Packet) {
m_Buffer >> a_Packet.m_Player >> a_Packet.m_Position >> a_Packet.m_Rotation >> a_Packet.m_Velocity;
}
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
} // namespace PacketSerializer
} // namespace protocol
} // namespace blitz