L2Bot2.0/L2BotDll/Services/WorldHandler.h
2023-01-16 15:33:32 +04:00

169 lines
4.0 KiB
C++

#pragma once
#include <cstdint>
#include <thread>
#include <Windows.h>
#include "Domain/Services/DropService.h"
#include "Domain/Services/HeroService.h"
#include "Domain/Services/NPCService.h"
#include "Domain/Services/PlayerService.h"
#include "Domain/Services/SkillService.h"
#include "Domain/Serializers/SerializableStateContainer.h"
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Domain/Transports/TransportInterface.h"
using namespace L2Bot::Domain;
class WorldHandler
{
public:
WorldHandler(
Repositories::HeroRepositoryInterface& heroRepository,
Repositories::DropRepositoryInterface& dropRepository,
Repositories::NPCRepositoryInterface& npcRepository,
Repositories::PlayerRepositoryInterface& playerRepository,
Repositories::SkillRepositoryInterface& skillRepository,
const Serializers::SerializerInterface& serializer,
Transports::TransportInterface& transport
) :
m_DropService(Services::DropService(dropRepository)),
m_HeroService(Services::HeroService(heroRepository)),
m_NPCService(Services::NPCService(npcRepository)),
m_PlayerService(Services::PlayerService(playerRepository)),
m_SkillService(Services::SkillService(skillRepository)),
m_Serializer(serializer),
m_Transport(transport)
{
}
void Start()
{
m_ConnectingThread = std::thread(&WorldHandler::Connect, this);
m_SendingThread = std::thread(&WorldHandler::Send, this);
m_ReceivingThread = std::thread(&WorldHandler::Receive, this);
}
void Stop()
{
m_Stopped = true;
if (m_ConnectingThread.joinable())
{
m_ConnectingThread.join();
}
if (m_SendingThread.joinable())
{
m_SendingThread.join();
}
if (m_ReceivingThread.joinable())
{
m_ReceivingThread.join();
}
}
virtual ~WorldHandler()
{
Stop();
}
private:
void Send()
{
while (!m_Stopped)
{
const auto& data = GetData();
if (m_Transport.IsConnected())
{
for (const auto& item : data)
{
m_Transport.Send(
m_Serializer.Serialize({ item })
);
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
void Receive()
{
while (!m_Stopped)
{
if (m_Transport.IsConnected())
{
const std::string& response = m_Transport.Receive();
if (response == "invalidate")
{
Invalidate();
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
void Connect()
{
while (!m_Stopped)
{
if (!m_Transport.IsConnected())
{
m_Transport.Connect();
}
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
}
const std::vector<Serializers::Node> GetData()
{
std::vector<Serializers::Serializable*> items
{
new Serializers::SerializableStateContainer<Entities::Hero>(m_HeroService.GetObjects(), "hero"),
new Serializers::SerializableStateContainer<Entities::Drop>(m_DropService.GetObjects(), "drop"),
new Serializers::SerializableStateContainer<Entities::NPC>(m_NPCService.GetObjects(), "npc"),
new Serializers::SerializableStateContainer<Entities::Player>(m_PlayerService.GetObjects(), "player"),
new Serializers::SerializableStateContainer<ValueObjects::Skill>(m_SkillService.GetObjects(), "skill")
};
std::vector<Serializers::Node> result;
for (const auto& item : items)
{
for (const auto node : item->BuildSerializationNodes())
{
result.push_back(node);
}
}
for (const auto& item : items)
{
delete item;
}
return result;
}
void Invalidate()
{
m_HeroService.Invalidate();
m_DropService.Invalidate();
m_NPCService.Invalidate();
m_PlayerService.Invalidate();
m_SkillService.Invalidate();
}
private:
Services::DropService m_DropService;
Services::HeroService m_HeroService;
Services::NPCService m_NPCService;
Services::PlayerService m_PlayerService;
Services::SkillService m_SkillService;
const Serializers::SerializerInterface& m_Serializer;
Transports::TransportInterface& m_Transport;
bool m_Stopped = false;
std::thread m_ConnectingThread;
std::thread m_SendingThread;
std::thread m_ReceivingThread;
};