Implement handshake Hello NetControlMessage, recv and send
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@@ -1,56 +1,83 @@
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using System.Diagnostics.CodeAnalysis;
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Core.Names;
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using Prospect.Unreal.Net.Packets.Bunch;
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using Prospect.Unreal.Serialization;
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namespace Prospect.Unreal.Net;
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public class UPackageMap
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{
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public static unsafe bool StaticSerializeName(FBitReader ar, [MaybeNullWhen(false)] out FName name)
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public static unsafe bool StaticSerializeName(FArchive ar, [MaybeNullWhen(false)] ref FName name)
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{
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if (!ar.IsLoading())
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if (ar.IsLoading())
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{
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throw new NotImplementedException();
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}
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name = null;
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name = null;
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bool bHardcoded;
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ar.SerializeBits(&bHardcoded, 1);
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bool bHardcoded;
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ar.SerializeBits(&bHardcoded, 1);
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if (bHardcoded)
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{
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// replicated by hardcoded index
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uint nameIndex;
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if (ar.EngineNetVer() < EEngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
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if (bHardcoded)
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{
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ar.SerializeInt(&nameIndex, UnrealNames.MaxNetworkedHardcodedName);
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// replicated by hardcoded index
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uint nameIndex;
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if (ar.EngineNetVer() < EEngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
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{
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ar.SerializeInt(&nameIndex, UnrealNames.MaxNetworkedHardcodedName);
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}
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else
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{
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ar.SerializeIntPacked(&nameIndex);
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}
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if (nameIndex < UnrealNames.MaxHardcodedNameIndex)
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{
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// hardcoded names never have a Number
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name = UnrealNames.FNames[(UnrealNameKey) nameIndex];
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}
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else
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{
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ar.SetError();
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}
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}
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else
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{
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ar.SerializeIntPacked(&nameIndex);
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}
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if (nameIndex < UnrealNames.MaxHardcodedNameIndex)
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{
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// hardcoded names never have a Number
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name = UnrealNames.FNames[(UnrealNameKey) nameIndex];
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}
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else
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{
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ar.SetError();
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// replicated by string
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var inString = FString.Deserialize(ar);
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var inNumber = ar.ReadInt32();
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name = new FName(inString, inNumber);
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}
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}
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else
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{
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// replicated by string
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var inString = FString.Deserialize(ar);
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var inNumber = ar.ReadInt32();
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name = new FName(inString, inNumber);
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var bHardcoded = (byte)(ShouldReplicateAsInteger(name) ? 1 : 0);
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ar.SerializeBits(&bHardcoded, 1); // 25
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if (bHardcoded != 0)
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{
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ar.SerializeIntPacked((uint)name.Number);
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}
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else
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{
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// send by string
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var outString = name.Str;
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var outNumber = name.Number;
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ar.WriteString(outString);
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ar.WriteInt32(outNumber);
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}
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}
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return true;
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}
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private static bool ShouldReplicateAsInteger(FName name)
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{
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return name.Number <= UnrealNames.MaxNetworkedHardcodedName;
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}
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public void NotifyBunchCommit(int bunchPacketId, FOutBunch bunch)
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{
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throw new NotImplementedException();
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}
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}
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