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Buffer.cs
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Buffer.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Mooege.Net.GS.Message;
using System.Reflection;
using System.Runtime.Serialization;
using Mooege.Net.GS.Message.Fields;
using Mooege.Net.GS.Message.Definitions.Misc;
using Mooege.Net.GS.Message.Definitions.Skill;
namespace GameMessageViewer
{
/// <summary>
/// Proxy to the GameBitBuffer that does not rely on IncomingMessage - Attribute to parse messages
/// </summary>
class GameMessageProxy
{
//static Dictionary<string, Type> MessageTypes = new Dictionary<string,Type>();
private static readonly Dictionary<Opcodes, Type> MessageTypes = new Dictionary<Opcodes, Type>();
// Load all types in the AppDomain that inherit from GameMessage
static GameMessageProxy()
{
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
foreach (Type type in assembly.GetTypes())
if (type.IsSubclassOf(typeof(GameMessage)) || type == typeof(HeroStateData))
{
var attributes = (MessageAttribute[])type.GetCustomAttributes(typeof(MessageAttribute), true);
if (attributes.Length == 0) continue;
foreach (MessageAttribute attribute in attributes)
{
foreach (var opcode in attribute.Opcodes)
{
MessageTypes.Add(opcode, type);
}
}
}
}
public static GameMessage ParseMessage(GameBitBuffer buffer)
{
GameMessage msg = null;
Opcodes opcode = (Opcodes)buffer.ReadInt(9);
if (MessageTypes.ContainsKey(opcode))
{
msg = (GameMessage)FormatterServices.GetUninitializedObject(MessageTypes[opcode]);
msg.Id = (int)opcode;
msg.Parse(buffer);
}
return msg as GameMessage;
}
}
/// <summary>
/// Proxys a buffer, so messages created when parsing the buffer dont use the Incoming-attribute
/// </summary>
class Buffer : GameBitBuffer
{
public Buffer(byte[] data) : base(data) { }
public new GameMessage ParseMessage()
{
return GameMessageProxy.ParseMessage(this);
}
}
}