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