/// <summary>
        /// see https://github.com/EpicGames/UnrealEngine/blob/6c20d9831a968ad3cb156442bebb41a883e62152/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp#L311
        /// see https://github.com/EpicGames/UnrealEngine/blob/6c20d9831a968ad3cb156442bebb41a883e62152/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp#L177
        /// </summary>
        /// <param name="reader"></param>
        public void Serialize(NetBitReader reader)
        {
            var validData = reader.ReadBit();

            if (validData)
            {
                var RepBits = reader.ReadBitsToInt(7);

                if ((RepBits & (1 << 0)) > 0)
                {
                    Instigator = reader.ReadIntPacked();
                }
                if ((RepBits & (1 << 1)) > 0)
                {
                    EffectCauser = reader.ReadIntPacked();
                }
                if ((RepBits & (1 << 2)) > 0)
                {
                    AbilityCDO = reader.ReadIntPacked();
                }
                if ((RepBits & (1 << 3)) > 0)
                {
                    SourceObject = reader.ReadIntPacked();
                }
                if ((RepBits & (1 << 4)) > 0)
                {
                    // SafeNetSerializeTArray_HeaderOnly
                    var bitCount = (int)Math.Ceiling(Math.Log2(31));
                    var arrayNum = reader.ReadBitsToInt(bitCount);

                    // SafeNetSerializeTArray_Default
                    Actors = new ActorGuid[arrayNum];
                    for (var i = 0; i < arrayNum; i++)
                    {
                        Actors[i] = new ActorGuid()
                        {
                            Value = reader.ReadIntPacked()
                        };
                    }
                }
                if ((RepBits & (1 << 5)) > 0)
                {
                    HitResult = new FHitResult(reader);
                }
                if ((RepBits & (1 << 6)) > 0)
                {
                    WorldOrigin     = reader.SerializePropertyVector100();
                    bHasWorldOrigin = true;
                }
                else
                {
                    bHasWorldOrigin = false;
                }
            }
        }
コード例 #2
0
        public void Serialize(NetBitReader reader)
        {
            var isHardcoded = reader.ReadBoolean();

            if (isHardcoded)
            {
                uint nameIndex;
                if (reader.EngineNetworkVersion < EngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
                {
                    nameIndex = reader.ReadUInt32();
                }
                else
                {
                    nameIndex = reader.ReadIntPacked();
                }

                Value = ((UnrealNames)nameIndex).ToString();

                return;
            }

            var inString = reader.ReadFString();
            var inNumber = reader.ReadInt32();

            Value = inString;
        }
コード例 #3
0
        public void Serialize(NetBitReader reader)
        {
            uint total = reader.ReadIntPacked();

            if (total == 0)
            {
                RemoveAll = true;
            }
            else
            {
                uint id = reader.ReadIntPacked();

                if (id == 0)
                {
                    RemoveId = (total);
                }
                else
                {
                    Ids = new string[total];

                    Ids[id - 1] = ParseId();

                    while (id < total)
                    {
                        id = reader.ReadIntPacked();

                        Ids[id - 1] = ParseId();
                    }
                }
            }

            reader.SkipBits(8);

            string ParseId()
            {
                reader.SkipBits(32); //Always the same

                string playerId = reader.SerializePropertyNetId();

                reader.SkipBits(8); //Always 0

                return(playerId);
            }
        }
コード例 #4
0
 public void Serialize(NetBitReader reader)
 {
     if (reader.EngineNetworkVersion >= EngineNetworkVersionHistory.HISTORY_FAST_ARRAY_DELTA_STRUCT)
     {
         reader.ReadBit();
     }
     reader.ReadBit();
     Id = reader.ReadIntPacked();
     reader.SkipBits(31);
 }
コード例 #5
0
        public void Serialize(NetBitReader reader)
        {
            reader.ReadBits(2); //Unknown

            Id = new NetworkGUID
            {
                Value = reader.ReadIntPacked()
            };

            reader.ReadBits(31); //Unknown
        }
        public void Serialize(NetBitReader reader)
        {
            bool repPosition = reader.ReadBoolean();

            if (repPosition)
            {
                bRepPosition           = true;
                SectionIdToPlay        = 0;
                SkipPositionCorrection = false;

                uint packedPosition = reader.ReadIntPacked();

                Position = packedPosition / 100;
            }
            else
            {
                bRepPosition = false;

                SkipPositionCorrection = true;
                Position        = 0;
                SectionIdToPlay = reader.ReadBitsToInt(7);
            }

            IsStopped              = reader.ReadBit();
            ForcePlayBit           = reader.ReadBit();
            SkipPositionCorrection = reader.ReadBit();
            bSkipPlayRate          = reader.ReadBit();

            AnimMontage = new UObjectGUID {
                Value = reader.ReadIntPacked()
            };
            PlayRate      = reader.SerializePropertyFloat();
            BlendTime     = reader.SerializePropertyFloat();
            NextSectionID = reader.ReadByte();

            PredictionKey = new FPredictionKey();
            PredictionKey.Serialize(reader);
        }
コード例 #7
0
        /*
         * private FRepMovement AsRepMovement()
         * {
         *  _reader.Reset();
         *
         *  FRepMovement repMovement = _reader.SerializeRepMovement();
         *
         *  if(_reader.IsError || !_reader.AtEnd())
         *  {
         *      return null;
         *  }
         *
         *  return repMovement;
         * }
         */

        private string AsStaticName()
        {
            _reader.Reset();

            var isHardcoded = _reader.ReadBoolean();

            if (isHardcoded)
            {
                uint nameIndex;
                if (_reader.EngineNetworkVersion < EngineNetworkVersionHistory.HISTORY_CHANNEL_NAMES)
                {
                    nameIndex = _reader.ReadUInt32();
                }
                else
                {
                    nameIndex = _reader.ReadIntPacked();
                }

                if (_reader.IsError || !_reader.AtEnd())
                {
                    return(null);
                }

                return(((UnrealNames)nameIndex).ToString());
            }

            var inString = _reader.ReadFString();
            var inNumber = _reader.ReadInt32();

            if (_reader.IsError || !_reader.AtEnd())
            {
                return(null);
            }

            return(inString);
        }
コード例 #8
0
 public void Serialize(NetBitReader reader)
 {
     TagIndex = reader.ReadIntPacked();
 }
コード例 #9
0
 private uint AsIntPacked()
 {
     _reader.Reset();
     return(_reader.ReadIntPacked());
 }
コード例 #10
0
        /// <summary>
        /// see https://github.com/EpicGames/UnrealEngine/blob/6c20d9831a968ad3cb156442bebb41a883e62152/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp#L789
        /// </summary>
        /// <param name="reader"></param>
        public void Serialize(NetBitReader reader)
        {
            const byte NUM_LEVEL_BITS = 5; // need to bump this up to support 20 levels for AbilityLevel
            // const byte MAX_LEVEL = (1 << NUM_LEVEL_BITS) - 1;

            var RepBits = reader.ReadBitsToInt((int)RepFlag.REP_MAX);

            // Tag containers serialize empty containers with 1 bit, so no need to serialize this in the RepBits field.
            AggregatedSourceTags.Serialize(reader);
            AggregatedTargetTags.Serialize(reader);

            if ((RepBits & (1 << (int)RepFlag.REP_NormalizedMagnitude)) > 0)
            {
                NormalizedMagnitude = reader.ReadSingle();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_RawMagnitude)) > 0)
            {
                RawMagnitude = reader.ReadSingle();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_EffectContext)) > 0)
            {
                // FGameplayEffectContextHandle
                if (reader.ReadBit())
                {
                    var handle = new FGameplayEffectContextHandle();
                    handle.Serialize(reader);
                }
            }
            if ((RepBits & (1 << (int)RepFlag.REP_Location)) > 0)
            {
                Location = reader.SerializePropertyVector10();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_Normal)) > 0)
            {
                Normal = reader.SerializePropertyVectorNormal();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_Instigator)) > 0)
            {
                Instigator = reader.ReadIntPacked();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_EffectCauser)) > 0)
            {
                EffectCauser = reader.ReadIntPacked();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_SourceObject)) > 0)
            {
                SourceObject = reader.ReadIntPacked();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_TargetAttachComponent)) > 0)
            {
                TargetAttachComponent = reader.ReadIntPacked();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_PhysMaterial)) > 0)
            {
                PhysicalMaterial = reader.ReadIntPacked();
            }
            if ((RepBits & (1 << (int)RepFlag.REP_GELevel)) > 0)
            {
                GameplayEffectLevel = reader.ReadBitsToInt(NUM_LEVEL_BITS);
            }
            if ((RepBits & (1 << (int)RepFlag.REP_AbilityLevel)) > 0)
            {
                AbilityLevel = reader.ReadBitsToInt(NUM_LEVEL_BITS);
            }
        }
コード例 #11
0
 public void Serialize(NetBitReader reader)
 {
     Value = reader.ReadIntPacked();
 }