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>0x019E PlayerKilled</c> top-level GameMessage.
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/// Server announcement that a player was killed in combat — used for
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/// the death-message scroll and chat-log lines like
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/// "Caith was killed by an Olthoi Soldier."
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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/combat/types.rs::PlayerKilledData</c>,
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/// see also opcodes.rs:150):
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/// <code>
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/// u32 opcode // 0x019E
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/// string16L deathMessage
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/// u32 victimGuid
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/// u32 killerGuid
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/// </code>
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/// </para>
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/// </summary>
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public static class PlayerKilled
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{
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public const uint Opcode = 0x019Eu;
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public readonly record struct Parsed(
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string DeathMessage,
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uint VictimGuid,
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uint KillerGuid);
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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if (body.Length < 4) 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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string deathMessage = StringReader.ReadString16L(body, ref pos);
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if (body.Length - pos < 8) return null;
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uint victimGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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pos += 4;
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uint killerGuid = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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return new Parsed(deathMessage, victimGuid, killerGuid);
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}
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catch { return null; }
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}
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}
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