Files
OpenRA/OpenRA.Game/Network/Order.cs
2011-09-26 08:40:39 +13:00

224 lines
6.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.IO;
using System.Linq;
using OpenRA.Network;
namespace OpenRA
{
[Flags]
enum OrderFields : byte
{
TargetActor = 0x01,
TargetLocation = 0x02,
TargetString = 0x04,
Queued = 0x08,
ExtraLocation = 0x10,
}
static class OrderFieldsExts
{
public static bool HasField(this OrderFields of, OrderFields f)
{
return (of & f) != 0;
}
}
public sealed class Order
{
public readonly string OrderString;
public readonly Actor Subject;
public readonly bool Queued;
public Actor TargetActor;
public int2 TargetLocation;
public string TargetString;
public int2 ExtraLocation;
public bool IsImmediate;
public Player Player { get { return Subject.Owner; } }
Order(string orderString, Actor subject,
Actor targetActor, int2 targetLocation, string targetString, bool queued, int2 extraLocation)
{
this.OrderString = orderString;
this.Subject = subject;
this.TargetActor = targetActor;
this.TargetLocation = targetLocation;
this.TargetString = targetString;
this.Queued = queued;
this.ExtraLocation = extraLocation;
}
// For scripting special powers
public Order()
: this(null, null, null, int2.Zero, null, false, int2.Zero) { }
public Order(string orderString, Actor subject, bool queued)
: this(orderString, subject, null, int2.Zero, null, queued, int2.Zero) { }
public Order(string orderstring, Order order)
: this(orderstring, order.Subject, order.TargetActor, order.TargetLocation,
order.TargetString, order.Queued, order.ExtraLocation) {}
public byte[] Serialize()
{
if (IsImmediate) /* chat, whatever */
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((byte)0xfe);
w.Write(OrderString);
w.Write(TargetString);
return ret.ToArray();
}
switch (OrderString)
{
// Format:
// u8 : orderID.
// 0xFF: Full serialized order.
// varies: rest of order.
default:
// TODO: specific serializers for specific orders.
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write( (byte)0xFF );
w.Write(OrderString);
w.Write(UIntFromActor(Subject));
OrderFields fields = 0;
if (TargetActor != null) fields |= OrderFields.TargetActor;
if (TargetLocation != int2.Zero) fields |= OrderFields.TargetLocation;
if (TargetString != null) fields |= OrderFields.TargetString;
if (Queued) fields |= OrderFields.Queued;
if (ExtraLocation != int2.Zero) fields |= OrderFields.ExtraLocation;
w.Write((byte)fields);
if (TargetActor != null)
w.Write(UIntFromActor(TargetActor));
if (TargetLocation != int2.Zero)
w.Write(TargetLocation);
if (TargetString != null)
w.Write(TargetString);
if (ExtraLocation != int2.Zero)
w.Write(ExtraLocation);
return ret.ToArray();
}
}
}
public static Order Deserialize(World world, BinaryReader r)
{
switch (r.ReadByte())
{
case 0xFF:
{
var order = r.ReadString();
var subjectId = r.ReadUInt32();
var flags = (OrderFields)r.ReadByte();
var targetActorId = flags.HasField(OrderFields.TargetActor) ? r.ReadUInt32() : 0xffffffff;
var targetLocation = flags.HasField(OrderFields.TargetLocation) ? r.ReadInt2() : int2.Zero;
var targetString = flags.HasField(OrderFields.TargetString) ? r.ReadString() : null;
var queued = flags.HasField(OrderFields.Queued);
var extraLocation = flags.HasField(OrderFields.ExtraLocation) ? r.ReadInt2() : int2.Zero;
Actor subject, targetActor;
if( !TryGetActorFromUInt( world, subjectId, out subject ) || !TryGetActorFromUInt( world, targetActorId, out targetActor ) )
return null;
return new Order( order, subject, targetActor, targetLocation, targetString, queued, extraLocation);
}
case 0xfe:
{
var name = r.ReadString();
var data = r.ReadString();
return new Order( name, null, false ) { IsImmediate = true, TargetString = data };
}
default:
throw new NotImplementedException();
}
}
public override string ToString()
{
return ("OrderString: \"{0}\" \n\t Subject: \"{1}\". \n\t TargetActor: \"{2}\" \n\t TargetLocation: {3}." +
"\n\t TargetString: \"{4}\".\n\t IsImmediate: {5}.\n\t Player(PlayerName): {6}\n").F(
OrderString, Subject, TargetActor != null ? TargetActor.Info.Name : null , TargetLocation, TargetString, IsImmediate, Player != null ? Player.PlayerName : null);
}
static uint UIntFromActor(Actor a)
{
if (a == null) return 0xffffffff;
return a.ActorID;
}
static bool TryGetActorFromUInt(World world, uint aID, out Actor ret )
{
if( aID == 0xFFFFFFFF )
{
ret = null;
return true;
}
else
{
foreach( var a in world.Actors.Where( x => x.ActorID == aID ) )
{
ret = a;
return true;
}
ret = null;
return false;
}
}
// Named constructors for Orders.
// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
public static Order Chat(bool team, string text)
{
return new Order(team ? "TeamChat" : "Chat", null, false) { IsImmediate = true, TargetString = text};
}
public static Order HandshakeResponse(string text)
{
return new Order("HandshakeResponse", null, false) { IsImmediate = true, TargetString = text };
}
public static Order Command(string text)
{
return new Order("Command", null, false) { IsImmediate = true, TargetString = text };
}
public static Order StartProduction(Actor subject, string item, int count)
{
return new Order("StartProduction", subject, false) { TargetLocation = new int2(count, 0), TargetString = item };
}
public static Order PauseProduction(Actor subject, string item, bool pause)
{
return new Order("PauseProduction", subject, false) { TargetLocation = new int2(pause ? 1 : 0, 0), TargetString = item };
}
public static Order CancelProduction(Actor subject, string item, int count)
{
return new Order("CancelProduction", subject, false) { TargetLocation = new int2(count, 0), TargetString = item };
}
}
}