ace/Source/ACE.Server/Network/GameMessages/GameMessage.cs
Mag-nus bb8e6a9ac3
Improvements to help garbage collection (#4104)
* Enum ToSentence improvements

* Network.EnqueueSend improvements

* Improve SerializePhysicsData

* GameMessage improvements

* GameEventMessage updates

* more initial sizes

* Few more GameMessages

* few more
2024-03-13 02:37:40 +00:00

49 lines
1.7 KiB
C#

using System;
namespace ACE.Server.Network.GameMessages
{
public abstract class GameMessage
{
public GameMessageOpcode Opcode { get; private set; }
public GameMessageGroup Group { get; private set; }
public System.IO.MemoryStream Data { get; private set; }
protected System.IO.BinaryWriter Writer { get; private set; }
protected GameMessage(GameMessageOpcode opCode, GameMessageGroup group)
{
Opcode = opCode;
Group = group;
Data = new System.IO.MemoryStream();
Writer = new System.IO.BinaryWriter(Data);
if (Opcode != GameMessageOpcode.None)
Writer.Write((uint)Opcode);
}
/// <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 GameMessage(GameMessageOpcode opCode, GameMessageGroup group, int dataInitialCapacity)
{
Opcode = opCode;
Group = group;
Data = new System.IO.MemoryStream(dataInitialCapacity);
Writer = new System.IO.BinaryWriter(Data);
if (Opcode != GameMessageOpcode.None)
Writer.Write((uint)Opcode);
}
}
}