public override Packet CreatePacket() { var packet = new Packet(); WriteHeaders(packet); // Construct the ushort flag representing which packets are included // in this update, we need a ushort since we have more than 8 possible packet IDs ushort dataPacketIdFlag = 0; // Keep track of value of current bit ushort currentTypeValue = 1; for (var i = 0; i < Enum.GetNames(typeof(ClientPacketId)).Length; i++) { // Cast the current index of the loop to a ClientPacketId and check if it is // contained in the update type list, if so, we add the current bit to the flag if (DataPacketIds.Contains((ClientPacketId)i)) { dataPacketIdFlag |= currentTypeValue; } currentTypeValue *= 2; } packet.Write(dataPacketIdFlag); if (DataPacketIds.Contains(ClientPacketId.PlayerConnect)) { PlayerConnect.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDisconnect)) { PlayerDisconnect.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEnterScene)) { PlayerEnterScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene)) { PlayerAlreadyInScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene)) { PlayerLeaveScene.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerUpdate)) { PlayerUpdates.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.EntityUpdate)) { EntityUpdates.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerDeath)) { PlayerDeath.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.WriteData(packet); } if (DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated)) { GameSettingsUpdate.WriteData(packet); } _containsReliableData = DataPacketIds.Contains(ClientPacketId.PlayerConnect) || DataPacketIds.Contains(ClientPacketId.PlayerDisconnect) || DataPacketIds.Contains(ClientPacketId.PlayerEnterScene) || DataPacketIds.Contains(ClientPacketId.PlayerAlreadyInScene) || DataPacketIds.Contains(ClientPacketId.PlayerLeaveScene) || DataPacketIds.Contains(ClientPacketId.PlayerDeath) || DataPacketIds.Contains(ClientPacketId.PlayerTeamUpdate) || DataPacketIds.Contains(ClientPacketId.PlayerSkinUpdate) || DataPacketIds.Contains(ClientPacketId.GameSettingsUpdated); packet.WriteLength(); return(packet); }
public override Packet CreatePacket() { var packet = new Packet(); WriteHeaders(packet); // Construct the byte flag representing which packets are included // in this update ushort dataPacketIdFlag = 0; // Keep track of value of current bit ushort currentTypeValue = 1; /* * foreach (var item in DataPacketIds) * { * Logger.Info(this,$"creating packet with {Enum.GetName(typeof(ServerPacketId), item)}"); * } */ for (var i = 0; i < Enum.GetNames(typeof(ServerPacketId)).Length; i++) { // Cast the current index of the loop to a ServerPacketId and check if it is // contained in the update type list, if so, we add the current bit to the flag if (DataPacketIds.Contains((ServerPacketId)i)) { dataPacketIdFlag |= currentTypeValue; } currentTypeValue *= 2; } packet.Write(dataPacketIdFlag); // TODO: this is a mess, we have an interface that exposes a write and read method // to packets, but we don't really use the abstraction since we still need to // write and read in a specific order to ensure consistency // The same holds then for determining whether this packet contains reliable data // and finding a way to elegantly copy reliable data to a new packet if (DataPacketIds.Contains(ServerPacketId.HelloServer)) { HelloServer.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerUpdate)) { PlayerUpdate.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.EntityUpdate)) { EntityUpdates.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerEnterScene)) { PlayerEnterScene.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerTeamUpdate)) { PlayerTeamUpdate.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerSkinUpdate)) { PlayerSkinUpdate.WriteData(packet); } if (DataPacketIds.Contains(ServerPacketId.PlayerEmoteUpdate)) { PlayerEmoteUpdate.WriteData(packet); } // Check whether there is reliable data written in this packet // and set the boolean value accordingly _containsReliableData = DataPacketIds.Contains(ServerPacketId.HelloServer) || DataPacketIds.Contains(ServerPacketId.PlayerEnterScene) || DataPacketIds.Contains(ServerPacketId.PlayerLeaveScene) || DataPacketIds.Contains(ServerPacketId.PlayerDeath) || DataPacketIds.Contains(ServerPacketId.PlayerTeamUpdate) || DataPacketIds.Contains(ServerPacketId.PlayerSkinUpdate); packet.WriteLength(); return(packet); }