Implement handshake Hello NetControlMessage, recv and send

This commit is contained in:
AeonLucid
2022-01-12 07:26:25 +01:00
parent 0a27bdd3c0
commit 65a28b32ef
50 changed files with 2768 additions and 156 deletions
+57 -30
View File
@@ -1,56 +1,83 @@
using System.Diagnostics.CodeAnalysis;
using Prospect.Unreal.Core;
using Prospect.Unreal.Core.Names;
using Prospect.Unreal.Net.Packets.Bunch;
using Prospect.Unreal.Serialization;
namespace Prospect.Unreal.Net;
public class UPackageMap
{
public static unsafe bool StaticSerializeName(FBitReader ar, [MaybeNullWhen(false)] out FName name)
public static unsafe bool StaticSerializeName(FArchive ar, [MaybeNullWhen(false)] ref FName name)
{
if (!ar.IsLoading())
if (ar.IsLoading())
{
throw new NotImplementedException();
}
name = null;
name = null;
bool bHardcoded;
ar.SerializeBits(&bHardcoded, 1);
bool bHardcoded;
ar.SerializeBits(&bHardcoded, 1);
if (bHardcoded)
{
// replicated by hardcoded index
uint nameIndex;
if (ar.EngineNetVer() < EEngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
if (bHardcoded)
{
ar.SerializeInt(&nameIndex, UnrealNames.MaxNetworkedHardcodedName);
// replicated by hardcoded index
uint nameIndex;
if (ar.EngineNetVer() < EEngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
{
ar.SerializeInt(&nameIndex, UnrealNames.MaxNetworkedHardcodedName);
}
else
{
ar.SerializeIntPacked(&nameIndex);
}
if (nameIndex < UnrealNames.MaxHardcodedNameIndex)
{
// hardcoded names never have a Number
name = UnrealNames.FNames[(UnrealNameKey) nameIndex];
}
else
{
ar.SetError();
}
}
else
{
ar.SerializeIntPacked(&nameIndex);
}
if (nameIndex < UnrealNames.MaxHardcodedNameIndex)
{
// hardcoded names never have a Number
name = UnrealNames.FNames[(UnrealNameKey) nameIndex];
}
else
{
ar.SetError();
// replicated by string
var inString = FString.Deserialize(ar);
var inNumber = ar.ReadInt32();
name = new FName(inString, inNumber);
}
}
else
{
// replicated by string
var inString = FString.Deserialize(ar);
var inNumber = ar.ReadInt32();
name = new FName(inString, inNumber);
var bHardcoded = (byte)(ShouldReplicateAsInteger(name) ? 1 : 0);
ar.SerializeBits(&bHardcoded, 1); // 25
if (bHardcoded != 0)
{
ar.SerializeIntPacked((uint)name.Number);
}
else
{
// send by string
var outString = name.Str;
var outNumber = name.Number;
ar.WriteString(outString);
ar.WriteInt32(outNumber);
}
}
return true;
}
private static bool ShouldReplicateAsInteger(FName name)
{
return name.Number <= UnrealNames.MaxNetworkedHardcodedName;
}
public void NotifyBunchCommit(int bunchPacketId, FOutBunch bunch)
{
throw new NotImplementedException();
}
}