mirror of
https://github.com/ACEmulator/ACE
synced 2026-08-17 12:26:06 -04:00
* Enum ToSentence improvements * Network.EnqueueSend improvements * Improve SerializePhysicsData * GameMessage improvements * GameEventMessage updates * more initial sizes * Few more GameMessages * few more
48 lines
2.3 KiB
C#
48 lines
2.3 KiB
C#
using System;
|
|
|
|
using ACE.Entity;
|
|
using ACE.Server.Network.GameMessages;
|
|
|
|
namespace ACE.Server.Network.GameEvent
|
|
{
|
|
public abstract class GameEventMessage : GameMessage
|
|
{
|
|
public GameEventType EventType { get; private set; }
|
|
|
|
protected Session Session { get; private set; }
|
|
|
|
protected GameEventMessage(GameEventType eventType, GameMessageGroup group, Session session) : base(GameMessageOpcode.GameEvent, group)
|
|
{
|
|
EventType = eventType;
|
|
Session = session;
|
|
|
|
var guid = session.Player != null ? session.Player.Guid : new ObjectGuid(0);
|
|
|
|
Writer.WriteGuid(guid);
|
|
//var debugMessage = $"GameEventSequence Update - {eventType} - GameEventSequence was {session.GameEventSequence}";
|
|
Writer.Write(session.GameEventSequence++);
|
|
//Console.WriteLine(debugMessage + $" and is now {session.GameEventSequence}");
|
|
Writer.Write((uint)EventType);
|
|
}
|
|
|
|
/// <param name="dataInitialCapacity">
|
|
/// This is an optimization to help us seed the Data MemoryStream with an initial capacity.<para />
|
|
/// MemoryStream starts off as 0 capacity, then the first use it initailizes an array of 256 bytes, then doubles each type capacity is reached.<para />
|
|
/// By using the out of the box method for all, we can be over allocating for some opcodes, and re-allocating (via array doubling) for others<para />
|
|
/// We're only helping Data with an initial capacity. If the MemoryStream needs more, it will still double itself and work as intended.
|
|
/// </param>
|
|
protected GameEventMessage(GameEventType eventType, GameMessageGroup group, Session session, int dataInitialCapacity) : base(GameMessageOpcode.GameEvent, group, dataInitialCapacity)
|
|
{
|
|
EventType = eventType;
|
|
Session = session;
|
|
|
|
var guid = session.Player != null ? session.Player.Guid : new ObjectGuid(0);
|
|
|
|
Writer.WriteGuid(guid);
|
|
//var debugMessage = $"GameEventSequence Update - {eventType} - GameEventSequence was {session.GameEventSequence}";
|
|
Writer.Write(session.GameEventSequence++);
|
|
//Console.WriteLine(debugMessage + $" and is now {session.GameEventSequence}");
|
|
Writer.Write((uint)EventType);
|
|
}
|
|
}
|
|
}
|