fix: add lock to repositories
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9a0204c6ed
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1bd107ad0a
@ -2,6 +2,7 @@
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#include <map>
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#include <memory>
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#include <shared_mutex>
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "Domain/DTO/EntityState.h"
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#include "../Factories/DropFactory.h"
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@ -18,6 +19,8 @@ namespace Interlude
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public:
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const std::vector<std::shared_ptr<DTO::EntityState>> GetEntities() override
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{
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std::unique_lock<std::shared_timed_mutex>(m_Mutex);
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const std::map<uint32_t, Item*> items = FindAllObjects<Item*>(m_Radius, [this](float_t radius, int32_t prevId) {
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return m_NetworkHandler.GetNextItem(radius, prevId);
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});
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@ -37,6 +40,7 @@ namespace Interlude
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_Container.Reset();
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}
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@ -57,5 +61,6 @@ namespace Interlude
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const DropFactory& m_Factory;
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const uint16_t m_Radius;
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EntityHandler& m_Container;
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std::shared_timed_mutex m_Mutex;
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};
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include <shared_mutex>
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "../Factories/HeroFactory.h"
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#include "../../../Events/EventDispatcher.h"
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@ -17,6 +18,7 @@ namespace Interlude
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public:
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const std::vector<std::shared_ptr<DTO::EntityState>> GetEntities() override
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{
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std::unique_lock<std::shared_timed_mutex>(m_Mutex);
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auto hero = m_NetworkHandler.GetHero();
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@ -53,6 +55,7 @@ namespace Interlude
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_EntityHandler.Reset();
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}
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@ -72,5 +75,6 @@ namespace Interlude
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const NetworkHandlerWrapper& m_NetworkHandler;
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User* m_PrevHero = nullptr;
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EntityHandler& m_EntityHandler;
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std::shared_timed_mutex m_Mutex;
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};
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}
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@ -1,6 +1,7 @@
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#pragma once
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#include <map>
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#include <shared_mutex>
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#include "../GameStructs/NetworkHandlerWrapper.h"
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "../Factories/NPCFactory.h"
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@ -19,6 +20,8 @@ namespace Interlude
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public:
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const std::vector<std::shared_ptr<DTO::EntityState>> GetEntities() override
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{
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std::unique_lock<std::shared_timed_mutex>(m_Mutex);
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const auto creatures = FindAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
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return m_NetworkHandler.GetNextCreature(radius, prevId);
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});
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@ -49,6 +52,7 @@ namespace Interlude
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_EntityHandler.Reset();
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}
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@ -112,5 +116,6 @@ namespace Interlude
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const NetworkHandlerWrapper& m_NetworkHandler;
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const uint16_t m_Radius = 0;
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EntityHandler& m_EntityHandler;
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std::shared_timed_mutex m_Mutex;
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};
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include <map>
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#include <shared_mutex>
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "../Factories/PlayerFactory.h"
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#include "../../GameStructs/FindObjectsTrait.h"
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@ -15,6 +16,8 @@ namespace Interlude
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public:
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const std::vector<std::shared_ptr<DTO::EntityState>> GetEntities() override
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{
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std::unique_lock<std::shared_timed_mutex>(m_Mutex);
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const auto creatures = FindAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
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return m_NetworkHandler.GetNextCreature(radius, prevId);
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});
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@ -44,6 +47,7 @@ namespace Interlude
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_EntityHandler.Reset();
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}
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@ -64,5 +68,6 @@ namespace Interlude
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const NetworkHandlerWrapper& m_NetworkHandler;
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const uint16_t m_Radius;
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EntityHandler& m_EntityHandler;
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std::shared_timed_mutex m_Mutex;
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};
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}
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