Everything is now OpenRA, not OpenRa
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182
OpenRA.Game/Network/Order.cs
Executable file
182
OpenRA.Game/Network/Order.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.IO;
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using System.Linq;
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namespace OpenRA
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{
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public sealed class Order
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{
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public readonly string OrderString;
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public readonly Actor Subject;
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public readonly Actor TargetActor;
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public readonly int2 TargetLocation;
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public readonly string TargetString;
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public bool IsImmediate;
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public Player Player { get { return Subject.Owner; } }
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString)
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{
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this.OrderString = orderString;
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this.Subject = subject;
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this.TargetActor = targetActor;
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this.TargetLocation = targetLocation;
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this.TargetString = targetString;
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}
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public Order(string orderString, Actor subject)
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: this(orderString, subject, null, int2.Zero, null) { }
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public Order(string orderString, Actor subject, Actor targetActor)
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: this(orderString, subject, targetActor, int2.Zero, null) { }
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public Order(string orderString, Actor subject, int2 targetLocation)
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: this(orderString, subject, null, targetLocation, null) { }
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public Order(string orderString, Actor subject, string targetString)
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: this(orderString, subject, null, int2.Zero, targetString) { }
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public Order(string orderString, Actor subject, Actor targetActor, int2 targetLocation)
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: this(orderString, subject, targetActor, targetLocation, null) { }
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public Order(string orderString, Actor subject, Actor targetActor, string targetString)
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: this(orderString, subject, targetActor, int2.Zero, targetString) { }
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public Order(string orderString, Actor subject, int2 targetLocation, string targetString)
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: this(orderString, subject, null, targetLocation, targetString) { }
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public byte[] Serialize()
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{
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if (IsImmediate) /* chat, whatever */
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{
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write((byte)0xfe);
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w.Write(OrderString);
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w.Write(TargetString);
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return ret.ToArray();
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}
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switch (OrderString)
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{
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// Format:
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// u8 : orderID.
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// 0xFF: Full serialized order.
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// varies: rest of order.
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default:
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// TODO: specific serializers for specific orders.
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{
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write( (byte)0xFF );
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w.Write(OrderString);
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w.Write(UIntFromActor(Subject));
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w.Write(UIntFromActor(TargetActor));
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w.Write(TargetLocation.X);
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w.Write(TargetLocation.Y);
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w.Write(TargetString != null);
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if (TargetString != null)
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w.Write(TargetString);
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return ret.ToArray();
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}
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}
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}
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public static Order Deserialize(World world, BinaryReader r)
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{
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switch (r.ReadByte())
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{
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case 0xFF:
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{
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var order = r.ReadString();
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var subjectId = r.ReadUInt32();
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var targetActorId = r.ReadUInt32();
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var targetLocation = new int2(r.ReadInt32(), 0);
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targetLocation.Y = r.ReadInt32();
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var targetString = null as string;
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if (r.ReadBoolean())
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targetString = r.ReadString();
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Actor subject, targetActor;
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if( !TryGetActorFromUInt( world, subjectId, out subject ) || !TryGetActorFromUInt( world, targetActorId, out targetActor ) )
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return null;
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return new Order( order, subject, targetActor, targetLocation, targetString);
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}
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case 0xfe:
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{
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var name = r.ReadString();
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var data = r.ReadString();
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return new Order( name, null, data ) { IsImmediate = true };
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}
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default:
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throw new NotImplementedException();
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}
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}
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static uint UIntFromActor(Actor a)
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{
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if (a == null) return 0xffffffff;
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return a.ActorID;
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}
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static bool TryGetActorFromUInt(World world, uint aID, out Actor ret )
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{
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if( aID == 0xFFFFFFFF )
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{
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ret = null;
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return true;
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}
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else
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{
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foreach( var a in world.Actors.Where( x => x.ActorID == aID ) )
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{
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ret = a;
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return true;
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}
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ret = null;
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return false;
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}
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}
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// Named constructors for Orders.
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// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
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public static Order Chat(string text)
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{
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return new Order("Chat", null, text) { IsImmediate = true };
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}
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public static Order StartProduction(Player subject, string item)
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{
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return new Order("StartProduction", subject.PlayerActor, item );
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}
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public static Order PauseProduction(Player subject, string item, bool pause)
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{
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return new Order("PauseProduction", subject.PlayerActor, new int2( pause ? 1 : 0, 0 ), item);
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}
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public static Order CancelProduction(Player subject, string item)
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{
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return new Order("CancelProduction", subject.PlayerActor, item);
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}
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}
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}
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