APM!
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@@ -1,264 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace AnotherReplayReader.ReplayFile
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{
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internal static class RA3Commands
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{
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private static readonly Dictionary<byte, Action<BinaryReader>> _commandParser;
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private static readonly Dictionary<byte, string> _commandNames;
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static RA3Commands()
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{
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Action<BinaryReader> fixedSizeParser(byte command, int size)
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{
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return (BinaryReader current) =>
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{
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var lastByte = current.ReadBytes(size - 2).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException($"Failed to parse command {command:X}, last byte is {lastByte:X}");
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}
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};
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}
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Action<BinaryReader> variableSizeParser(byte command, int offset)
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{
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return (BinaryReader current) =>
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{
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var totalBytes = 2;
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totalBytes += current.ReadBytes(offset - 2).Length;
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for (var x = current.ReadByte(); x != 0xFF; x = current.ReadByte())
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{
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totalBytes += 1;
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var size = ((x >> 4) + 1) * 4;
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totalBytes += current.ReadBytes(size).Length;
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}
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totalBytes += 1;
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var chk = totalBytes;
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};
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};
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var list = new List<(byte, Func<byte, int, Action<BinaryReader>>, int, string)>
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{
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(0x00, fixedSizeParser, 45, "展开建筑/建造碉堡(?)"),
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(0x03, fixedSizeParser, 17, "开始升级"),
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(0x04, fixedSizeParser, 17, "暂停/中止升级"),
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(0x05, fixedSizeParser, 20, "开始生产单位或纳米核心"),
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(0x06, fixedSizeParser, 20, "暂停/取消生产单位或纳米核心"),
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(0x07, fixedSizeParser, 17, "开始建造建筑"),
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(0x08, fixedSizeParser, 17, "暂停/取消建造建筑"),
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(0x09, fixedSizeParser, 35, "摆放建筑"),
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(0x0F, fixedSizeParser, 16, "(未知指令)"),
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(0x14, fixedSizeParser, 16, "移动"),
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(0x15, fixedSizeParser, 16, "移动攻击(A)"),
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(0x16, fixedSizeParser, 16, "强制移动/碾压(G)"),
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(0x21, fixedSizeParser, 20, "[游戏每3秒自动产生的指令]"),
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(0x2C, fixedSizeParser, 29, "队形移动(左右键)"),
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(0x32, fixedSizeParser, 53, "释放技能或协议(多个目标,如侦察扫描协议)"),
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(0x34, fixedSizeParser, 45, "[游戏自动产生的UUID]"),
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(0x35, fixedSizeParser, 1049, "[玩家信息(?)]"),
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(0x36, fixedSizeParser, 16, "倒车移动(D)"),
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(0x5F, fixedSizeParser, 11, "(未知指令)"),
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(0x0A, variableSizeParser, 2, "出售建筑"),
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(0x0D, variableSizeParser, 2, "右键攻击"),
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(0x0E, variableSizeParser, 2, "强制攻击(Ctrl)"),
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(0x12, variableSizeParser, 2, "(未知指令)"),
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(0x1A, variableSizeParser, 2, "停止(S)"),
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(0x1B, variableSizeParser, 2, "(未知指令)"),
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(0x28, variableSizeParser, 2, "开始维修建筑"),
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(0x29, variableSizeParser, 2, "停止维修建筑"),
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(0x2A, variableSizeParser, 2, "选择所有单位(Q)"),
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(0x2E, variableSizeParser, 2, "切换警戒/侵略/固守/停火模式"),
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(0x2F, variableSizeParser, 2, "路径点模式(Alt)(?)"),
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(0x37, variableSizeParser, 2, "[游戏不定期自动产生的指令]"),
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(0x47, variableSizeParser, 2, "[游戏在第五帧自动产生的指令]"),
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(0x48, variableSizeParser, 2, "(未知指令)"),
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(0x4C, variableSizeParser, 2, "删除信标(或F9?)"),
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(0x4E, variableSizeParser, 2, "选择协议"),
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(0x52, variableSizeParser, 2, "(未知指令)"),
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(0xF5, variableSizeParser, 5, "选择单位"),
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(0xF6, variableSizeParser, 5, "[未知指令,貌似会在展开兵营核心时自动产生?]"),
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(0xF8, variableSizeParser, 4, "鼠标左键单击/取消选择"),
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(0xF9, variableSizeParser, 2, "[可能是步兵自行从进驻的建筑撤出]"),
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(0xFA, variableSizeParser, 7, "创建编队"),
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(0xFB, variableSizeParser, 2, "选择编队"),
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(0xFC, variableSizeParser, 2, "(未知指令)"),
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(0xFD, variableSizeParser, 7, "(未知指令)"),
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(0xFE, variableSizeParser, 15, "释放技能或协议(无目标)"),
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(0xFF, variableSizeParser, 34, "释放技能或协议(单个目标)"),
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};
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var specialList = new List<(byte, Action<BinaryReader>, string)>
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{
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(0x01, ParseSpecialChunk0x01, "[游戏自动生成的指令]"),
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(0x02, ParseSetRallyPoint0x02, "设计集结点"),
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(0x0C, ParseUngarrison0x0C, "从进驻的建筑撤出(?)"),
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(0x10, ParseGarrison0x10, "进驻建筑"),
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(0x33, ParseUuid0x33, "[游戏自动生成的UUID指令]"),
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(0x4B, ParsePlaceBeacon0x4B, "信标")
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};
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_commandParser = new Dictionary<byte, Action<BinaryReader>>();
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_commandNames = new Dictionary<byte, string>();
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foreach (var (id, maker, size, description) in list)
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{
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_commandParser.Add(id, maker(id, size));
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_commandNames.Add(id, description);
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}
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foreach (var (id, parser, description) in specialList)
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{
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_commandParser.Add(id, parser);
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_commandNames.Add(id, description);
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}
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_commandNames.Add(0x4D, "在信标里输入文字");
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}
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public static void ReadCommandData(this BinaryReader reader, byte commandId)
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{
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if (_commandParser.TryGetValue(commandId, out var parser))
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{
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_commandParser[commandId](reader);
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}
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else
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{
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UnknownCommandParser(reader, commandId);
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}
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}
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public static string GetCommandName(byte commandId)
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{
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return _commandNames.TryGetValue(commandId, out var storedName) ? storedName : $"(未知指令 0x{commandId:X2})";
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}
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public static void UnknownCommandParser(BinaryReader current, byte commandId)
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{
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while (true)
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{
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var value = current.ReadByte();
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if (value == 0xFF)
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{
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break;
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}
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}
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//return $"(未知指令 0x{commandID:2X})";
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}
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private static void ParseSpecialChunk0x01(BinaryReader current)
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{
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var firstByte = current.ReadByte();
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if (firstByte == 0xFF)
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{
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return;
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}
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var sixthByte = current.ReadBytes(5).Last();
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if (sixthByte == 0xFF)
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{
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return;
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}
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var sixteenthByte = current.ReadBytes(10).Last();
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var size = (int)(sixteenthByte + 1) * 4 + 14;
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var lastByte = current.ReadBytes(size).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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return;
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}
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private static void ParseSetRallyPoint0x02(BinaryReader current)
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{
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var size = (current.ReadBytes(23).Last() + 1) * 2 + 1;
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var lastByte = current.ReadBytes(size).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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}
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private static void ParseUngarrison0x0C(BinaryReader current)
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{
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current.ReadByte();
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var size = (current.ReadByte() + 1) * 4 + 1;
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var lastByte = current.ReadBytes(size).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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}
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private static void ParseGarrison0x10(BinaryReader current)
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{
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var type = current.ReadByte();
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var size = -1;
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if (type == 0x14)
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{
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size = 9;
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}
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else if (type == 0x04)
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{
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size = 10;
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}
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var lastByte = current.ReadBytes(size).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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}
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private static void ParseUuid0x33(BinaryReader current)
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{
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current.ReadByte();
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var firstStringLength = (int)current.ReadByte();
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current.ReadBytes(firstStringLength + 1);
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var secondStringLength = current.ReadByte() * 2;
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var lastByte = current.ReadBytes(secondStringLength + 6).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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}
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private static void ParsePlaceBeacon0x4B(BinaryReader current)
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{
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var type = current.ReadByte();
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var size = -1;
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if (type == 0x04)
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{
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size = 5;
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}
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else if (type == 0x07)
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{
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size = 13;
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}
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var lastByte = current.ReadBytes(size).Last();
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if (lastByte != 0xFF)
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{
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throw new InvalidDataException();
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}
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}
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}
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internal sealed class CommandChunk
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{
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public byte CommandId { get; private set; }
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public int PlayerIndex { get; private set; }
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public static List<CommandChunk> Parse(in ReplayChunk chunk)
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public static List<CommandChunk> Parse(ReplayChunk chunk)
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{
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if (chunk.Type != 1)
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{
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@@ -297,5 +48,10 @@ namespace AnotherReplayReader.ReplayFile
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return list;
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}
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public override string ToString()
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{
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return $"[玩家 {PlayerIndex},{RA3Commands.GetCommandName(CommandId)}]";
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}
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}
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}
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