1
0
forked from 0ad/0ad
0ad/source/network/NetMessageSim.cpp
Ykkrosh 8a98102195 Fix serialize/deserialize API asymmetry.
Add serialization support to more components.

This was SVN commit r8122.
2010-09-17 17:53:26 +00:00

206 lines
5.9 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "NetMessage.h"
#include "lib/utf8.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/serialization/BinarySerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include <sstream>
class CBufferBinarySerializerImpl
{
public:
CBufferBinarySerializerImpl(u8* buffer) :
m_Buffer(buffer)
{
}
void Put(const char* UNUSED(name), const u8* data, size_t len)
{
memcpy(m_Buffer, data, len);
m_Buffer += len;
}
u8* m_Buffer;
};
/**
* Serializer instance that writes directly to a buffer (which must be long enough).
*/
class CBufferBinarySerializer : public CBinarySerializer<CBufferBinarySerializerImpl>
{
public:
CBufferBinarySerializer(ScriptInterface& scriptInterface, u8* buffer) :
CBinarySerializer<CBufferBinarySerializerImpl>(scriptInterface, buffer)
{
}
u8* GetBuffer()
{
return m_Impl.m_Buffer;
}
};
class CLengthBinarySerializerImpl
{
public:
CLengthBinarySerializerImpl() :
m_Length(0)
{
}
void Put(const char* UNUSED(name), const u8* UNUSED(data), size_t len)
{
m_Length += len;
}
size_t m_Length;
};
/**
* Serializer instance that simply counts how many bytes would be written.
*/
class CLengthBinarySerializer : public CBinarySerializer<CLengthBinarySerializerImpl>
{
public:
CLengthBinarySerializer(ScriptInterface& scriptInterface) :
CBinarySerializer<CLengthBinarySerializerImpl>(scriptInterface)
{
}
size_t GetLength()
{
return m_Impl.m_Length;
}
};
CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface)
{
}
CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, jsval data) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface),
m_Client(client), m_Player(player), m_Turn(turn), m_Data(scriptInterface.GetContext(), data)
{
}
u8* CSimulationMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", m_Data);
return serializer.GetBuffer();
}
const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.NumberU32_Unbounded("client", m_Client);
deserializer.NumberI32_Unbounded("player", m_Player);
deserializer.NumberU32_Unbounded("turn", m_Turn);
deserializer.ScriptVal("command", m_Data);
return pEnd;
}
size_t CSimulationMessage::GetSerializedLength() const
{
// TODO: serializing twice is stupidly inefficient - we should just
// do it once, store the result, and use it here and in Serialize
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", m_Data);
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CSimulationMessage::ToString() const
{
std::string source = utf8_from_wstring(m_ScriptInterface.ToString(m_Data.get()));
std::stringstream stream;
stream << "CSimulationMessage { m_Client: " << m_Client << ", m_Player: " << m_Player << ", m_Turn: " << m_Turn << ", m_Data: " << source << " }";
return stream.str();
}
CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface)
{
}
CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface, jsval data) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface),
m_Data(scriptInterface.GetContext(), data)
{
}
u8* CGameSetupMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.ScriptVal("command", m_Data);
return serializer.GetBuffer();
}
const u8* CGameSetupMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.ScriptVal("command", m_Data);
return pEnd;
}
size_t CGameSetupMessage::GetSerializedLength() const
{
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.ScriptVal("command", m_Data);
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CGameSetupMessage::ToString() const
{
std::string source = utf8_from_wstring(m_ScriptInterface.ToString(m_Data.get()));
std::stringstream stream;
stream << "CGameSetupMessage { m_Data: " << source << " }";
return stream.str();
}