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
1.6 KiB
C#
51 lines
1.6 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>0xF7E0 ServerMessage</c> top-level GameMessage.
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/// General-purpose server-broadcast text — admin announcements,
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/// combat logs, and routine error messages routed by the server
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/// instead of via WeenieError.
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///
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/// <para>
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/// This is a standalone GameMessage — NOT wrapped in 0xF7B0
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/// GameEvent envelope. Dispatched directly from
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/// <see cref="WorldSession.ProcessDatagram"/>.
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/// </para>
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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::ServerMessageData</c>,
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/// see also opcodes.rs:167):
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/// <code>
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/// u32 opcode // 0xF7E0
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/// string16L message
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/// u32 chatType // ChatMessageType (Broadcast / System / etc)
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/// </code>
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/// </para>
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/// </summary>
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public static class ServerMessage
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{
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public const uint Opcode = 0xF7E0u;
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public readonly record struct Parsed(string Message, uint ChatType);
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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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string message = StringReader.ReadString16L(body, ref pos);
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if (body.Length - pos < 4) return null;
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uint chatType = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
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return new Parsed(message, chatType);
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}
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catch { return null; }
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}
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}
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