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#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License
#region Using clause
using System;
using System.IO;
using Microsoft.Xna.Framework.Graphics;
#endregion Using clause
namespace Microsoft.Xna.Framework.Net
{
public class PacketReader : BinaryReader
{
// Read comments within the PacketWriter
#region Constructors
public PacketReader() : this(0)
{
}
public PacketReader(int capacity) : base(new MemoryStream(0))
{
}
#endregion
#region Methods
internal byte[] Data
{
get {
MemoryStream stream = (MemoryStream)this.BaseStream;
return stream.GetBuffer();
}
set {
MemoryStream ms = (MemoryStream)this.BaseStream;
ms.Write(value, 0, value.Length);
}
}
public Color ReadColor()
{
Color newColor = Color.Transparent;
newColor.PackedValue = this.ReadUInt32();
return newColor;
}
public override double ReadDouble()
{
return this.ReadDouble();
}
public Matrix ReadMatrix()
{
Matrix matrix = new Matrix();
matrix.M11 = this.ReadSingle();
matrix.M12 = this.ReadSingle();
matrix.M13 = this.ReadSingle();
matrix.M14 = this.ReadSingle();
matrix.M21 = this.ReadSingle();
matrix.M22 = this.ReadSingle();
matrix.M23 = this.ReadSingle();
matrix.M24 = this.ReadSingle();
matrix.M31 = this.ReadSingle();
matrix.M32 = this.ReadSingle();
matrix.M33 = this.ReadSingle();
matrix.M34 = this.ReadSingle();
matrix.M41 = this.ReadSingle();
matrix.M42 = this.ReadSingle();
matrix.M43 = this.ReadSingle();
matrix.M44 = this.ReadSingle();
return matrix;
}
public Quaternion ReadQuaternion()
{
Quaternion quat = new Quaternion();
quat.X = this.ReadSingle();
quat.Y = this.ReadSingle();
quat.Z = this.ReadSingle();
quat.W = this.ReadSingle();
return quat;
}
// public override float ReadSingle()
// {
// return this.ReadSingle();
// }
public Vector2 ReadVector2()
{
Vector2 vect = new Vector2();
vect.X = this.ReadSingle();
vect.Y = this.ReadSingle();
return vect; }
public Vector3 ReadVector3()
{
Vector3 vect = new Vector3();
vect.X = this.ReadSingle();
vect.Y = this.ReadSingle();
vect.Z = this.ReadSingle();
return vect;
}
public Vector4 ReadVector4()
{
Vector4 vect = new Vector4();
vect.X = this.ReadSingle();
vect.Y = this.ReadSingle();
vect.Z = this.ReadSingle();
vect.W = this.ReadSingle();
return vect;
}
internal void Reset(int size) {
MemoryStream ms = (MemoryStream)BaseStream;
ms.SetLength(size);
ms.Position = 0;
}
#endregion
#region Properties
public int Length {
get {
return (int)BaseStream.Length;
}
}
public int Position {
get {
return (int)BaseStream.Position;
}
set {
if (BaseStream.Position != value)
BaseStream.Position = value;
}
}
#endregion
}
}
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