L2Bot2.0/L2BotDll/Services/WorldHandler.h
2023-01-24 02:49:35 +04:00

166 lines
4.0 KiB
C++

#pragma once
#include <cstdint>
#include <thread>
#include <memory>
#include <Windows.h>
#include "Domain/Services/EntityService.h"
#include "Domain/Serializers/SerializableStateContainer.h"
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "Domain/Transports/TransportInterface.h"
using namespace L2Bot::Domain;
class WorldHandler
{
public:
WorldHandler(
Repositories::EntityRepositoryInterface& heroRepository,
Repositories::EntityRepositoryInterface& dropRepository,
Repositories::EntityRepositoryInterface& npcRepository,
Repositories::EntityRepositoryInterface& playerRepository,
Repositories::EntityRepositoryInterface& skillRepository,
Repositories::EntityRepositoryInterface& itemRepository,
const Serializers::SerializerInterface& serializer,
Transports::TransportInterface& transport
) :
m_HeroService(Services::EntityService(heroRepository)),
m_DropService(Services::EntityService(dropRepository)),
m_NPCService(Services::EntityService(npcRepository)),
m_PlayerService(Services::EntityService(playerRepository)),
m_SkillService(Services::EntityService(skillRepository)),
m_ItemService(Services::EntityService(itemRepository)),
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::SerializableStateContainer> items
{
/*Serializers::SerializableStateContainer{m_HeroService.GetEntities(), "hero"},
Serializers::SerializableStateContainer{m_DropService.GetEntities(), "drop"},
Serializers::SerializableStateContainer{m_NPCService.GetEntities(), "npc"},
Serializers::SerializableStateContainer{m_PlayerService.GetEntities(), "player"},
Serializers::SerializableStateContainer{m_SkillService.GetEntities(), "skill"},*/
Serializers::SerializableStateContainer{m_ItemService.GetEntities(), "item"},
};
std::vector<Serializers::Node> result;
for (const auto& item : items)
{
for (const auto node : item.BuildSerializationNodes())
{
result.push_back(node);
}
}
return result;
}
void Invalidate()
{
m_DropService.Invalidate();
m_HeroService.Invalidate();
m_NPCService.Invalidate();
m_PlayerService.Invalidate();
m_SkillService.Invalidate();
m_ItemService.Invalidate();
}
private:
Services::EntityService m_DropService;
Services::EntityService m_HeroService;
Services::EntityService m_NPCService;
Services::EntityService m_PlayerService;
Services::EntityService m_SkillService;
Services::EntityService m_ItemService;
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;
};