acdream/src/AcDream.Core.Net/Messages/SoulEmote.cs
Erik e928c5dd02 perf(net): borrow inbound packet storage
Decode headers, optional fields, fragments, and single-fragment messages directly over pooled datagrams. Copy only fragment state that crosses a datagram lifetime, preserve synchronous dispatch and ACK ordering, and lock the path to the owned decoder with differential and zero-allocation tests.
2026-07-25 05:58:55 +02:00

51 lines
1.5 KiB
C#

using System;
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>0x01E2 SoulEmote</c> top-level GameMessage.
/// Server-driven complex emote with optional animation pairing.
/// Wire layout is identical to <see cref="EmoteText"/>; the difference
/// is only how the client renders it (chat-only vs paired with a
/// <c>PlayScript</c> on the same target).
///
/// <para>
/// Wire layout (port from holtburger
/// <c>references/holtburger/.../messages/chat/types.rs::SoulEmoteData</c>,
/// see also opcodes.rs:158):
/// <code>
/// u32 opcode // 0x01E2
/// u32 senderGuid
/// string16L senderName
/// string16L text
/// </code>
/// </para>
/// </summary>
public static class SoulEmote
{
public const uint Opcode = 0x01E2u;
public readonly record struct Parsed(
uint SenderGuid,
string SenderName,
string Text);
public static Parsed? TryParse(ReadOnlySpan<byte> body)
{
if (body.Length < 8) return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
if (opcode != Opcode) return null;
try
{
int pos = 4;
uint senderGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
string senderName = StringReader.ReadString16L(body, ref pos);
string text = StringReader.ReadString16L(body, ref pos);
return new Parsed(senderGuid, senderName, text);
}
catch { return null; }
}
}