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https://github.com/HarbourMasters/Shipwright.git
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107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
#ifdef ENABLE_CROWD_CONTROL
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#ifndef _CROWDCONTROL_C
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#define _CROWDCONTROL_C
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#endif
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#include "stdint.h"
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#ifdef __cplusplus
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#include <SDL2/SDL_net.h>
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#include <cstdint>
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#include <thread>
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#include <memory>
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#include <map>
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#include <vector>
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#include <iostream>
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#include <chrono>
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#include <future>
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class CrowdControl {
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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 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 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 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 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 {
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EffectRequest = 0x00,
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Login = 0xF0,
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LoginSuccess = 0xF1,
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Disconnect = 0xFE,
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KeepAlive = 0xFF
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};
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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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std::string type;
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uint32_t value;
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std::string category;
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long timeRemaining;
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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 ccThreadReceive;
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std::thread ccThreadProcess;
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TCPsocket tcpsock;
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IPaddress ip;
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bool isEnabled;
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bool connected;
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char received[512];
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std::vector<Effect*> activeEffects;
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std::mutex activeEffectsMutex;
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void ListenToServer();
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void ProcessActiveEffects();
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void EmitMessage(TCPsocket socket, uint32_t eventId, long timeRemaining,
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CrowdControl::EffectResult status);
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Effect* ParseMessage(char payload[512]);
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EffectResult ExecuteEffect(std::string effectId, uint32_t value, bool dryRun);
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void RemoveEffect(std::string effectId);
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bool SpawnEnemy(std::string effectId);
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public:
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static CrowdControl* Instance;
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void Init();
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void Shutdown();
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void Enable();
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void Disable();
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};
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#endif
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#endif
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