mirror of
https://github.com/lcdr/lu_packets.git
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115 lines
5.6 KiB
Rust
115 lines
5.6 KiB
Rust
use std::collections::HashMap;
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use std::io::Result as Res;
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use endio_bit::BEBitReader;
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use lu_packets::{
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raknet::client::replica::{
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ComponentConstruction, ComponentSerialization, ReplicaContext,
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base_combat_ai::{BaseCombatAiConstruction, BaseCombatAiSerialization},
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bbb::{BbbConstruction, BbbSerialization},
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bouncer::{BouncerConstruction, BouncerSerialization},
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buff::BuffConstruction,
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character::{CharacterConstruction, CharacterSerialization},
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controllable_physics::{ControllablePhysicsConstruction, ControllablePhysicsSerialization},
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destroyable::{DestroyableConstruction, DestroyableSerialization},
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fx::FxConstruction,
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inventory::{InventoryConstruction, InventorySerialization},
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level_progression::{LevelProgressionConstruction, LevelProgressionSerialization},
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phantom_physics::{PhantomPhysicsConstruction, PhantomPhysicsSerialization},
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player_forced_movement::{PlayerForcedMovementConstruction, PlayerForcedMovementSerialization},
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possession_control::{PossessionControlConstruction, PossessionControlSerialization},
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quickbuild::{QuickbuildConstruction, QuickbuildSerialization},
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simple_physics::{SimplePhysicsConstruction, SimplePhysicsSerialization},
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script::ScriptConstruction,
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skill::SkillConstruction,
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vendor::{VendorConstruction, VendorSerialization},
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},
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world::Lot,
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};
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use zip::read::ZipFile;
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use super::Cdclient;
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pub struct ZipContext<'a> {
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pub zip: ZipFile<'a>,
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pub lots: &'a mut HashMap<u16, Lot>,
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pub cdclient: &'a mut Cdclient,
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pub assert_fully_read: bool,
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}
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impl std::io::Read for ZipContext<'_> {
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fn read(&mut self, buf: &mut [u8]) -> Res<usize> {
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self.zip.read(buf)
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}
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}
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// hacky hardcoded components to be able to read player replicas without DB lookup
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impl ReplicaContext for ZipContext<'_> {
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fn get_comp_constructions<R: std::io::Read>(&mut self, network_id: u16, lot: Lot) -> Vec<fn(&mut BEBitReader<R>) -> Res<Box<dyn ComponentConstruction>>> {
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use endio::Deserialize;
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let comps = self.cdclient.get_comps(lot);
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let mut constrs: Vec<fn(&mut BEBitReader<R>) -> Res<Box<dyn ComponentConstruction>>> = vec![];
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for comp in comps {
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match comp {
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1 => { constrs.push(|x| Ok(Box::new(ControllablePhysicsConstruction::deserialize(x)?))); }
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3 => { constrs.push(|x| Ok(Box::new(SimplePhysicsConstruction::deserialize(x)?))); }
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4 => { constrs.push(|x| Ok(Box::new(CharacterConstruction::deserialize(x)?))); }
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5 => { constrs.push(|x| Ok(Box::new(ScriptConstruction::deserialize(x)?))); }
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6 => { constrs.push(|x| Ok(Box::new(BouncerConstruction::deserialize(x)?))); }
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7 => { constrs.push(|x| Ok(Box::new(DestroyableConstruction::deserialize(x)?))); }
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9 => { constrs.push(|x| Ok(Box::new(SkillConstruction::deserialize(x)?))); }
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16 => { constrs.push(|x| Ok(Box::new(VendorConstruction::deserialize(x)?))); }
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17 => { constrs.push(|x| Ok(Box::new(InventoryConstruction::deserialize(x)?))); }
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40 => { constrs.push(|x| Ok(Box::new(PhantomPhysicsConstruction::deserialize(x)?))); }
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44 => { constrs.push(|x| Ok(Box::new(FxConstruction::deserialize(x)?))); }
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48 => { constrs.push(|x| Ok(Box::new(QuickbuildConstruction::deserialize(x)?))); }
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60 => { constrs.push(|x| Ok(Box::new(BaseCombatAiConstruction::deserialize(x)?))); }
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98 => { constrs.push(|x| Ok(Box::new(BuffConstruction::deserialize(x)?))); }
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106 => { constrs.push(|x| Ok(Box::new(PlayerForcedMovementConstruction::deserialize(x)?))); }
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107 => { constrs.push(|x| Ok(Box::new(BbbConstruction::deserialize(x)?))); }
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109 => { constrs.push(|x| Ok(Box::new(LevelProgressionConstruction::deserialize(x)?))); }
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110 => { constrs.push(|x| Ok(Box::new(PossessionControlConstruction::deserialize(x)?))); }
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2 | 31 | 35 | 55 | 56 | 64 | 68 | 73 => {},
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x => panic!("{}", x),
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}
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}
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self.lots.insert(network_id, lot);
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constrs
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}
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fn get_comp_serializations<R: std::io::Read>(&mut self, network_id: u16) -> Vec<fn(&mut BEBitReader<R>) -> Res<Box<dyn ComponentSerialization>>> {
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use endio::Deserialize;
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if let Some(lot) = self.lots.get(&network_id) {
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let comps = self.cdclient.get_comps(*lot);
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let mut sers: Vec<fn(&mut BEBitReader<R>) -> Res<Box<dyn ComponentSerialization>>> = vec![];
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for comp in comps {
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match comp {
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1 => { sers.push(|x| Ok(Box::new(ControllablePhysicsSerialization::deserialize(x)?))); }
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3 => { sers.push(|x| Ok(Box::new(SimplePhysicsSerialization::deserialize(x)?))); }
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4 => { sers.push(|x| Ok(Box::new(CharacterSerialization::deserialize(x)?))); }
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6 => { sers.push(|x| Ok(Box::new(BouncerSerialization::deserialize(x)?))); }
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7 => { sers.push(|x| Ok(Box::new(DestroyableSerialization::deserialize(x)?))); }
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16 => { sers.push(|x| Ok(Box::new(VendorSerialization::deserialize(x)?))); }
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17 => { sers.push(|x| Ok(Box::new(InventorySerialization::deserialize(x)?))); }
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40 => { sers.push(|x| Ok(Box::new(PhantomPhysicsSerialization::deserialize(x)?))); }
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48 => { sers.push(|x| Ok(Box::new(QuickbuildSerialization::deserialize(x)?))); }
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60 => { sers.push(|x| Ok(Box::new(BaseCombatAiSerialization::deserialize(x)?))); }
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106 => { sers.push(|x| Ok(Box::new(PlayerForcedMovementSerialization::deserialize(x)?))); }
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107 => { sers.push(|x| Ok(Box::new(BbbSerialization::deserialize(x)?))); }
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109 => { sers.push(|x| Ok(Box::new(LevelProgressionSerialization::deserialize(x)?))); }
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110 => { sers.push(|x| Ok(Box::new(PossessionControlSerialization::deserialize(x)?))); }
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2 | 5 | 9 | 31 | 35 | 44 | 55 | 56 | 64 | 68 | 73 | 98 => {},
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x => panic!("{}", x),
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}
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}
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self.assert_fully_read = true;
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return sers;
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}
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self.assert_fully_read = false;
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vec![]
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}
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}
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