222 lines
6.3 KiB
C++
222 lines
6.3 KiB
C++
#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/EntityHandler.h"
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#include "Domain/Services/ChatMessageHandler.h"
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#include "Domain/Services/HeroServiceInterface.h"
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#include "Domain/Serializers/SerializerInterface.h"
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#include "Domain/Serializers/IncomingMessageFactoryInterface.h"
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "Domain/Transports/TransportInterface.h"
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#include "Domain/DTO/Message.h"
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using namespace L2Bot::Domain;
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class WorldHandler
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{
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public:
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WorldHandler(
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Repositories::EntityRepositoryInterface& heroRepository,
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Repositories::EntityRepositoryInterface& dropRepository,
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Repositories::EntityRepositoryInterface& npcRepository,
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Repositories::EntityRepositoryInterface& playerRepository,
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Repositories::EntityRepositoryInterface& skillRepository,
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Repositories::EntityRepositoryInterface& itemRepository,
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Repositories::EntityRepositoryInterface& abnormalEffectRepository,
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Repositories::ChatMessageRepositoryInterface& chatMessageRepository,
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const Serializers::SerializerInterface& serializer,
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const Serializers::IncomingMessageFactoryInterface& incomingMessageFactory,
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Services::HeroServiceInterface& heroService,
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Transports::TransportInterface& transport
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) :
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m_HeroHandler(Services::EntityHandler(heroRepository)),
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m_DropHandler(Services::EntityHandler(dropRepository)),
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m_NPCHandler(Services::EntityHandler(npcRepository)),
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m_PlayerHandler(Services::EntityHandler(playerRepository)),
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m_SkillHandler(Services::EntityHandler(skillRepository)),
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m_ItemHandler(Services::EntityHandler(itemRepository)),
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m_AbnormalEffectHandler(Services::EntityHandler(abnormalEffectRepository)),
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m_ChatMessageHandler(Services::ChatMessageHandler(chatMessageRepository)),
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m_Serializer(serializer),
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m_IncomingMessageFactory(incomingMessageFactory),
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m_HeroService(heroService),
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m_Transport(transport)
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{
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}
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void Start()
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{
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m_ConnectingThread = std::thread(&WorldHandler::Connect, this);
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m_SendingThread = std::thread(&WorldHandler::Send, this);
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m_ReceivingThread = std::thread(&WorldHandler::Receive, this);
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}
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void Stop()
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{
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m_Stopped = true;
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if (m_ConnectingThread.joinable())
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{
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m_ConnectingThread.join();
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}
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if (m_SendingThread.joinable())
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{
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m_SendingThread.join();
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}
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if (m_ReceivingThread.joinable())
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{
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m_ReceivingThread.join();
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}
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}
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virtual ~WorldHandler()
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{
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Stop();
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}
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private:
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void Send()
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{
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while (!m_Stopped)
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{
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const auto& data = GetData();
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if (m_Transport.IsConnected())
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{
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for (const auto& item : data)
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{
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m_Transport.Send(
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m_Serializer.Serialize(item)
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);
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}
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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void Receive()
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{
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while (!m_Stopped)
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{
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if (m_Transport.IsConnected())
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{
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const auto message = m_IncomingMessageFactory.CreateMessage(m_Transport.Receive());
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switch (message.GetType())
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{
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case Serializers::IncomingMessage::Type::invalidate:
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Invalidate();
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break;
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case Serializers::IncomingMessage::Type::move:
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m_HeroService.Move(message.GetRawContent<ValueObjects::Vector3>());
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break;
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case Serializers::IncomingMessage::Type::acquireTarget:
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m_HeroService.AcquireTarget(message.GetRawContent<uint32_t>());
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break;
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case Serializers::IncomingMessage::Type::attack:
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m_HeroService.Attack(message.GetRawContent<uint32_t>());
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break;
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case Serializers::IncomingMessage::Type::pickup:
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m_HeroService.Pickup(message.GetRawContent<uint32_t>());
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break;
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case Serializers::IncomingMessage::Type::useSkill:
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m_HeroService.UseSkill(message.GetRawContent<uint32_t>(), false, false);
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break;
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case Serializers::IncomingMessage::Type::useItem:
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m_HeroService.UseItem(message.GetRawContent<uint32_t>());
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break;
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case Serializers::IncomingMessage::Type::toggleSoulshot:
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m_HeroService.ToggleAutouseSoulshot(message.GetRawContent<uint32_t>());
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break;
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case Serializers::IncomingMessage::Type::sit:
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m_HeroService.Sit();
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break;
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case Serializers::IncomingMessage::Type::stand:
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m_HeroService.Stand();
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break;
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}
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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void Connect()
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{
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while (!m_Stopped)
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{
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if (!m_Transport.IsConnected())
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{
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m_Transport.Connect();
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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const std::vector<std::vector<Serializers::Node>> GetData()
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{
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std::map<std::wstring, Services::EntityHandler> handlers
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{
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{L"hero", m_HeroHandler},
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{L"drop", m_DropHandler},
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{L"npc", m_NPCHandler},
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{L"player", m_PlayerHandler},
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{L"skill", m_SkillHandler},
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{L"item", m_ItemHandler},
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{L"abnormalEffect", m_AbnormalEffectHandler}
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};
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std::vector<std::vector<Serializers::Node>> result;
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for (auto& kvp : handlers)
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{
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for (const auto& entity : kvp.second.GetEntities())
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{
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if (entity->GetState() != Enums::EntityStateEnum::none)
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{
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const auto message = DTO::Message{ kvp.first, entity->GetState(), *entity->GetEntity().get() };
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result.push_back(message.BuildSerializationNodes());
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}
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};
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}
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for (const auto& chatMessage : m_ChatMessageHandler.GetMessages())
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{
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const auto message = DTO::Message{ L"chat", Enums::EntityStateEnum::created, chatMessage };
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result.push_back(message.BuildSerializationNodes());
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}
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return result;
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}
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void Invalidate()
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{
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m_DropHandler.Invalidate();
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m_HeroHandler.Invalidate();
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m_NPCHandler.Invalidate();
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m_PlayerHandler.Invalidate();
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m_SkillHandler.Invalidate();
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m_ItemHandler.Invalidate();
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m_AbnormalEffectHandler.Invalidate();
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}
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private:
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Services::EntityHandler m_DropHandler;
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Services::EntityHandler m_HeroHandler;
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Services::EntityHandler m_NPCHandler;
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Services::EntityHandler m_PlayerHandler;
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Services::EntityHandler m_SkillHandler;
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Services::EntityHandler m_ItemHandler;
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Services::EntityHandler m_AbnormalEffectHandler;
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Services::ChatMessageHandler m_ChatMessageHandler;
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const Serializers::SerializerInterface& m_Serializer;
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const Serializers::IncomingMessageFactoryInterface& m_IncomingMessageFactory;
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Services::HeroServiceInterface& m_HeroService;
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Transports::TransportInterface& m_Transport;
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bool m_Stopped = false;
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std::thread m_ConnectingThread;
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std::thread m_SendingThread;
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std::thread m_ReceivingThread;
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};
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