package ent import ( // "strings" "github.com/jordanorelli/hyperstone/bit" ) // a decoder decodes an entity value off of a bit reader type decoder func(bit.Reader) interface{} // creates a new field decoder for the field f. func newFieldDecoder(n *Namespace, f *Field) decoder { Debug.Printf("new decoder: type: %s name: %s sendNode: %s\n\tbits: %d low: %v high: %v\n\tflags: %d serializer: %v serializerVersion: %v\n\tclass: %v encoder: %v", f._type, f.name, f.sendNode, f.bits, f.low, f.high, f.flags, f.serializer, f.serializerVersion, f.class, f.encoder) typeName := f._type.String() switch typeName { case "bool": return decodeBool case "uint8", "uint16", "uint32", "uint64": return decodeVarInt64 case "Color": return decodeColor case "int8", "int16", "int32", "int64": return decodeZigZag case "CNetworkedQuantizedFloat", "float32": return floatDecoder(f) case "Vector": return vectorDecoder(f) case "QAngle": return qangleDecoder(f) case "CGameSceneNodeHandle": // ehhh maybe no? return decodeVarInt32 case "CUtlStringToken": return symbolDecoder(n) } // the field is itself an entity contained within the outer entity. if f.class != nil { return entityDecoder(f.class) } // for compound types such as handles, vectors (in the c++ std::vector // sense), and arrays ts := parseTypeName(n, typeName) switch ts.kind { case t_element: Debug.Printf("weird typespec: we shouldn't have elements here: %v", ts) return func(bit.Reader) interface{} { Info.Fatalf("unable to decode element of type: %v", ts.name) return nil } case t_object: return func(br bit.Reader) interface{} { Debug.Printf("unable to decode object of type: %v", ts.name) return decodeVarInt32(br) } case t_array: return arrayDecoder(n, f, ts) case t_template: return templateDecoder(f, ts) } return nil } func decodeBool(br bit.Reader) interface{} { return bit.ReadBool(br) } func decodeVarInt32(br bit.Reader) interface{} { return bit.ReadVarInt32(br) } func decodeVarInt64(br bit.Reader) interface{} { return bit.ReadVarInt(br) } func decodeZigZag(br bit.Reader) interface{} { return bit.ReadZigZag(br) } type color struct{ r, g, b, a uint8 } func decodeColor(br bit.Reader) interface{} { u := bit.ReadVarInt(br) return color{ r: uint8(u & 0xff000000), g: uint8(u & 0x00ff0000), b: uint8(u & 0x0000ff00), a: uint8(u & 0x000000ff), } } func entityDecoder(c *Class) decoder { return func(br bit.Reader) interface{} { if bit.ReadBool(br) { return c.New(-1) } return nil } } func vectorDecoder(f *Field) decoder { if f.encoder != nil { switch f.encoder.String() { case "normal": return decodeNormalVector default: return nil } } fn := floatDecoder(f) if fn == nil { return nil } return func(br bit.Reader) interface{} { return vector{fn(br).(float32), fn(br).(float32), fn(br).(float32)} } } type vector struct { x float32 y float32 z float32 } func decodeNormalVector(br bit.Reader) interface{} { var v vector x, y := bit.ReadBool(br), bit.ReadBool(br) if x { v.x = bit.ReadNormal(br) } if y { v.y = bit.ReadNormal(br) } // here comes a shitty hack! bit.ReadBool(br) // discard this flag, it's concerned with the sign of the z value, which // we're skipping. return v // ok, so. I have a suspicion that what we're interested in here is a // surface normal, and that it's describing something about the geometry of // the scene. I can't for the life of me see why in the hell we'd *ever* // care about this in the context of parsing a replay, so I'm just turning // off the z calculation. What follows is the original implementation as // adapted from Manta and Clarity. The reason I care to skip this is that // it involves a sqrt, which is a super slow operatation, and one worth // dispensing with if you don't need the data that it produces. // // p := v.x*v.x + v.y*v.y // if p < 1.0 { // v.z = float32(math.Sqrt(float64(1.0 - p))) // } // if bit.ReadBool(br) { // // we might wind up with the float representation of negative zero here, // // but as far as I can tell, negative zero is fine because negative // // zero is equivalent to positive zero. They'll print differently, but // // I don't think we care about that. // v.z = -v.z // } // return v } // decodes a qangle, which is a representation of an euler angle. that is, it's // a three-angle encoding of orientation. // https://developer.valvesoftware.com/wiki/QAngle // // the x, y, and z in this case do not refer to positions along a set of // cartesian axes, but degress of rotation in an Euler angle. // // (-45,10,0) means 45° up, 10° left and 0° roll. func qangleDecoder(f *Field) decoder { if f.encoder != nil && f.encoder.String() == "qangle_pitch_yaw" { return nil } bits := f.bits if bits == 32 { return nil } if bits == 0 { return func(br bit.Reader) interface{} { var ( v vector x = bit.ReadBool(br) y = bit.ReadBool(br) z = bit.ReadBool(br) ) if x { v.x = bit.ReadCoord(br) } if y { v.y = bit.ReadCoord(br) } if z { v.z = bit.ReadCoord(br) } return v } } return func(br bit.Reader) interface{} { return vector{ x: bit.ReadAngle(br, bits), y: bit.ReadAngle(br, bits), z: bit.ReadAngle(br, bits), } } } func arrayDecoder(n *Namespace, f *Field, ts typeSpec) decoder { return decodeVarInt32 } func templateDecoder(f *Field, ts typeSpec) decoder { switch ts.template { case "CHandle": return decodeVarInt32 case "CStrongHandle": return decodeVarInt64 case "CUtlVector": return decodeVarInt32 } return nil } // so far a sanity check on the values I'm seeing out of this seem wrong. func symbolDecoder(n *Namespace) decoder { return func(br bit.Reader) interface{} { u := bit.ReadVarInt32(br) return n.Symbol(int(u)) } }