refactor: remove usage of raw pointers
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@ -1,6 +1,8 @@
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#pragma once
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#pragma once
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#include <cstdint>
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#include <thread>
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#include <memory>
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#include <Windows.h>
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#include "Domain/Services/EntityService.h"
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#include "Domain/Serializers/SerializableStateContainer.h"
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@ -113,29 +115,24 @@ private:
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const std::vector<Serializers::Node> GetData()
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{
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std::vector<Serializers::Serializable*> items
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std::vector<Serializers::SerializableStateContainer> items
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{
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new Serializers::SerializableStateContainer(m_HeroService.GetEntities(), "hero"),
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new Serializers::SerializableStateContainer(m_DropService.GetEntities(), "drop"),
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new Serializers::SerializableStateContainer(m_NPCService.GetEntities(), "npc"),
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new Serializers::SerializableStateContainer(m_PlayerService.GetEntities(), "player"),
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new Serializers::SerializableStateContainer(m_SkillService.GetEntities(), "skill"),
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Serializers::SerializableStateContainer{m_HeroService.GetEntities(), "hero"},
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Serializers::SerializableStateContainer{m_DropService.GetEntities(), "drop"},
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Serializers::SerializableStateContainer{m_NPCService.GetEntities(), "npc"},
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Serializers::SerializableStateContainer{m_PlayerService.GetEntities(), "player"},
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Serializers::SerializableStateContainer{m_SkillService.GetEntities(), "skill"},
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};
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std::vector<Serializers::Node> result;
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for (const auto& item : items)
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{
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for (const auto node : item->BuildSerializationNodes())
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for (const auto node : item.BuildSerializationNodes())
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{
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result.push_back(node);
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}
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}
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for (const auto& item : items)
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{
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delete item;
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}
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return result;
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}
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