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Shipwright/soh/soh/Network/CrowdControl/CrowdControl.h
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3.1 KiB
C++

#ifndef NETWORK_CROWD_CONTROL_H
#define NETWORK_CROWD_CONTROL_H
#ifdef __cplusplus
#include <thread>
#include <memory>
#include <vector>
#include "soh/Network/Network.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
class CrowdControl : public Network {
private:
enum EffectResult {
/// <summary>The effect executed successfully.</summary>
Success = 0x00,
/// <summary>The effect failed to trigger, but is still available for use. Viewer(s) will be refunded. You
/// probably don't want this.</summary>
Failure = 0x01,
/// <summary>Same as <see cref="Failure"/> but the effect is no longer available for use for the remainder of
/// the game. You probably don't want this.</summary>
Unavailable = 0x02,
/// <summary>The effect cannot be triggered right now, try again in a few seconds. This is the "normal" failure
/// response.</summary>
Retry = 0x03,
/// <summary>INTERNAL USE ONLY. The effect has been queued for execution after the current one ends.</summary>
Queue = 0x04,
/// <summary>INTERNAL USE ONLY. The effect triggered successfully and is now active until it ends.</summary>
Running = 0x05,
/// <summary>The timed effect has been paused and is now waiting.</summary>
Paused = 0x06,
/// <summary>The timed effect has been resumed and is counting down again.</summary>
Resumed = 0x07,
/// <summary>The timed effect has finished.</summary>
Finished = 0x08,
/// <summary>Effect is being initiated. SoH exclusive to check against if an effect state has changed or
/// not.</summary>
Initiate = 0xFE,
/// <summary>The processor isn't ready to start or has shut down.</summary>
NotReady = 0xFF
};
enum ResponseType { EffectRequest = 0x00, Login = 0xF0, LoginSuccess = 0xF1, Disconnect = 0xFE, KeepAlive = 0xFF };
struct Response {
int id;
EffectResult status;
long timeRemaining;
ResponseType type = ResponseType::EffectRequest;
};
typedef struct Effect {
uint32_t id;
uint32_t spawnParams[2];
uint32_t category = 0;
long timeRemaining;
GameInteractionEffectBase* giEffect;
std::string viewerName;
// Metadata used while executing (only for timed effects)
bool isPaused;
EffectResult lastExecutionResult;
} Effect;
std::thread ccThreadProcess;
std::vector<Effect*> activeEffects;
std::mutex activeEffectsMutex;
void HandleRemoteData(nlohmann::json payload);
void ProcessActiveEffects();
void EmitMessage(uint32_t eventId, long timeRemaining, EffectResult status);
Effect* ParseMessage(nlohmann::json payload);
EffectResult ExecuteEffect(Effect* effect);
EffectResult CanApplyEffect(Effect* effect);
EffectResult TranslateGiEnum(GameInteractionEffectQueryResult giResult);
public:
static CrowdControl* Instance;
void Enable();
void OnIncomingJson(nlohmann::json payload);
void OnConnected();
void OnDisconnected();
};
#endif // __cplusplus
#endif // NETWORK_CROWD_CONTROL_H