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