mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
118 lines
4 KiB
C#
118 lines
4 KiB
C#
using System;
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using Server.Network;
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using Xunit;
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namespace Server.Tests.Network
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{
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public class EffectPackets
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{
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[Theory, InlineData(10, 1000, 10, 5)]
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public void TestSoundEffect(ushort soundID, int x, int y, int z)
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{
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var p = new Point3D(x, y, z);
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var expected = new PlaySound(soundID, p).Compile();
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var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendSoundEffect(soundID, p);
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var result = ns.SendPipe.Reader.AvailableToRead();
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AssertThat.Equal(result, expected);
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}
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[Fact]
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public void TestParticleEffect()
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{
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var effectType = EffectType.Moving;
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Serial serial = (Serial)0x4000;
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Serial from = (Serial)0x1000;
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Serial to = (Serial)0x2000;
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var itemId = 0x100;
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var fromPoint = new Point3D(1000, 100, -10);
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var toPoint = new Point3D(1500, 500, 0);
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byte speed = 3;
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byte duration = 2;
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var direction = false;
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var explode = false;
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var hue = 0x1024;
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var renderMode = 1;
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ushort effect = 3;
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ushort explodeEffect = 0;
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ushort explodeSound = 0;
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byte layer = 9;
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ushort unknown = 0;
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var expected = new ParticleEffect(
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effectType, from, to, itemId, fromPoint, toPoint, speed, duration, direction,
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explode, hue, renderMode, effect, explodeEffect, explodeSound, serial, layer,
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unknown
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).Compile();
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Span<byte> actual = stackalloc byte[OutgoingEffectPackets.ParticleEffectLength];
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OutgoingEffectPackets.CreateParticleEffect(
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actual,
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effectType, from, to, itemId, fromPoint, toPoint, speed, duration, direction,
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explode, hue, renderMode, effect, explodeEffect, explodeSound, serial, layer,
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unknown
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);
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AssertThat.Equal(actual, expected);
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}
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[Fact]
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public void TestHuedEffect()
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{
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var effectType = EffectType.Moving;
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Serial from = (Serial)0x1000;
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Serial to = (Serial)0x2000;
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var itemId = 0x100;
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var fromPoint = new Point3D(1000, 100, -10);
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var toPoint = new Point3D(1500, 500, 0);
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byte speed = 3;
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byte duration = 2;
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var direction = false;
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var explode = false;
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var hue = 0x1024;
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var renderMode = 1;
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var expected = new HuedEffect(
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effectType, from, to, itemId, fromPoint, toPoint, speed,
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duration, direction, explode, hue, renderMode
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).Compile();
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Span<byte> actual = stackalloc byte[OutgoingEffectPackets.HuedEffectLength];
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OutgoingEffectPackets.CreateHuedEffect(
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actual,
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effectType, from, to, itemId, fromPoint, toPoint, speed,
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duration, direction, explode, hue, renderMode
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);
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AssertThat.Equal(actual, expected);
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}
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[Theory, InlineData(ScreenEffectType.DarkFlash), InlineData(ScreenEffectType.FadeInOut)]
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public void TestScreenEffect(ScreenEffectType screenType)
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{
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var expected = new ScreenEffect(screenType).Compile();
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var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendScreenEffect(screenType);
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var result = ns.SendPipe.Reader.AvailableToRead();
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AssertThat.Equal(result, expected);
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}
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[Fact]
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public void TestBoltEffect()
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{
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IEntity entity = new Entity((Serial)0x1000, new Point3D(1000, 100, -10), Map.Felucca);
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var hue = 0x1024;
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var expected = new BoltEffect(entity, hue).Compile();
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Span<byte> actual = stackalloc byte[OutgoingEffectPackets.BoltEffectLength];
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OutgoingEffectPackets.CreateBoltEffect(actual, entity, hue);
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AssertThat.Equal(actual, expected);
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}
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}
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}
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