L2Bot2.0/L2BotDll/Services/WorldHandler.h
2023-02-09 18:30:07 +04:00

222 lines
6.3 KiB
C++

#pragma once
#include <cstdint>
#include <thread>
#include <memory>
#include <Windows.h>
#include "Domain/Services/EntityHandler.h"
#include "Domain/Services/ChatMessageHandler.h"
#include "Domain/Services/HeroServiceInterface.h"
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Serializers/IncomingMessageFactoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "Domain/Transports/TransportInterface.h"
#include "Domain/DTO/Message.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,
Repositories::EntityRepositoryInterface& abnormalEffectRepository,
Repositories::ChatMessageRepositoryInterface& chatMessageRepository,
const Serializers::SerializerInterface& serializer,
const Serializers::IncomingMessageFactoryInterface& incomingMessageFactory,
Services::HeroServiceInterface& heroService,
Transports::TransportInterface& transport
) :
m_HeroHandler(Services::EntityHandler(heroRepository)),
m_DropHandler(Services::EntityHandler(dropRepository)),
m_NPCHandler(Services::EntityHandler(npcRepository)),
m_PlayerHandler(Services::EntityHandler(playerRepository)),
m_SkillHandler(Services::EntityHandler(skillRepository)),
m_ItemHandler(Services::EntityHandler(itemRepository)),
m_AbnormalEffectHandler(Services::EntityHandler(abnormalEffectRepository)),
m_ChatMessageHandler(Services::ChatMessageHandler(chatMessageRepository)),
m_Serializer(serializer),
m_IncomingMessageFactory(incomingMessageFactory),
m_HeroService(heroService),
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 auto message = m_IncomingMessageFactory.CreateMessage(m_Transport.Receive());
switch (message.GetType())
{
case Serializers::IncomingMessage::Type::invalidate:
Invalidate();
break;
case Serializers::IncomingMessage::Type::move:
m_HeroService.Move(message.GetRawContent<ValueObjects::Vector3>());
break;
case Serializers::IncomingMessage::Type::acquireTarget:
m_HeroService.AcquireTarget(message.GetRawContent<uint32_t>());
break;
case Serializers::IncomingMessage::Type::attack:
m_HeroService.Attack(message.GetRawContent<uint32_t>());
break;
case Serializers::IncomingMessage::Type::pickup:
m_HeroService.Pickup(message.GetRawContent<uint32_t>());
break;
case Serializers::IncomingMessage::Type::useSkill:
m_HeroService.UseSkill(message.GetRawContent<uint32_t>(), false, false);
break;
case Serializers::IncomingMessage::Type::useItem:
m_HeroService.UseItem(message.GetRawContent<uint32_t>());
break;
case Serializers::IncomingMessage::Type::toggleSoulshot:
m_HeroService.ToggleAutouseSoulshot(message.GetRawContent<uint32_t>());
break;
case Serializers::IncomingMessage::Type::sit:
m_HeroService.Sit();
break;
case Serializers::IncomingMessage::Type::stand:
m_HeroService.Stand();
break;
}
}
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<std::vector<Serializers::Node>> GetData()
{
std::map<std::wstring, Services::EntityHandler> handlers
{
{L"hero", m_HeroHandler},
{L"drop", m_DropHandler},
{L"npc", m_NPCHandler},
{L"player", m_PlayerHandler},
{L"skill", m_SkillHandler},
{L"item", m_ItemHandler},
{L"abnormalEffect", m_AbnormalEffectHandler}
};
std::vector<std::vector<Serializers::Node>> result;
for (auto& kvp : handlers)
{
for (const auto& entity : kvp.second.GetEntities())
{
if (entity->GetState() != Enums::EntityStateEnum::none)
{
const auto message = DTO::Message{ kvp.first, entity->GetState(), *entity->GetEntity().get() };
result.push_back(message.BuildSerializationNodes());
}
};
}
for (const auto& chatMessage : m_ChatMessageHandler.GetMessages())
{
const auto message = DTO::Message{ L"chat", Enums::EntityStateEnum::created, chatMessage };
result.push_back(message.BuildSerializationNodes());
}
return result;
}
void Invalidate()
{
m_DropHandler.Invalidate();
m_HeroHandler.Invalidate();
m_NPCHandler.Invalidate();
m_PlayerHandler.Invalidate();
m_SkillHandler.Invalidate();
m_ItemHandler.Invalidate();
m_AbnormalEffectHandler.Invalidate();
}
private:
Services::EntityHandler m_DropHandler;
Services::EntityHandler m_HeroHandler;
Services::EntityHandler m_NPCHandler;
Services::EntityHandler m_PlayerHandler;
Services::EntityHandler m_SkillHandler;
Services::EntityHandler m_ItemHandler;
Services::EntityHandler m_AbnormalEffectHandler;
Services::ChatMessageHandler m_ChatMessageHandler;
const Serializers::SerializerInterface& m_Serializer;
const Serializers::IncomingMessageFactoryInterface& m_IncomingMessageFactory;
Services::HeroServiceInterface& m_HeroService;
Transports::TransportInterface& m_Transport;
bool m_Stopped = false;
std::thread m_ConnectingThread;
std::thread m_SendingThread;
std::thread m_ReceivingThread;
};