acdream/src/AcDream.Core.Net/Messages/EmoteText.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

55 lines
1.6 KiB
C#

using System;
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound <c>0x01E0 EmoteText</c> top-level GameMessage.
/// Server-driven third-person emote announcement (e.g.
/// "The Olthoi growls at you.").
///
/// <para>
/// This is a standalone GameMessage — NOT wrapped in the 0xF7B0
/// GameEvent envelope. Dispatched directly from the opcode switch in
/// <see cref="WorldSession.ProcessDatagram"/>.
/// </para>
///
/// <para>
/// Wire layout (port from holtburger
/// <c>references/holtburger/.../messages/chat/types.rs::EmoteTextData</c>,
/// see also opcodes.rs:155):
/// <code>
/// u32 opcode // 0x01E0
/// u32 senderGuid
/// string16L senderName
/// string16L text
/// </code>
/// </para>
/// </summary>
public static class EmoteText
{
public const uint Opcode = 0x01E0u;
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; }
}
}