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#pragma once
#include <queue>
#include <map>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <chrono>
#include <variant>
#include <functional>
#include <SDL.h>
#include "Vector.hpp"
#include "Packet.hpp"
enum class EventType {
Echo,
ChunkChanged,
ConnectToServer,
ConnectionSuccessfull,
Disconnect,
RequestNetworkClient,
RegisterNetworkClient,
PlayerConnected,
RemoveLoadingScreen,
ConnectionFailed,
Exit,
Disconnected,
Connecting,
NetworkClientException,
MouseMoved,
KeyPressed,
KeyReleased,
InitalizeSectionRender,
UpdateSectionsRender,
CreateSectionRender,
CreatedSectionRender,
PlayerPosChanged,
DeleteSectionRender,
EntityChanged,
NewRenderDataAvailable,
BlockChange,
RendererWorkerTask,
ChunkDeleted,
};
struct EchoData {
std::chrono::time_point<std::chrono::high_resolution_clock> time;
};
struct ChunkChangedData {
Vector chunkPosition;
};
struct ConnectToServerData {
std::string address;
unsigned short port;
};
class NetworkClient;
struct ConnectionSuccessfullData {
std::shared_ptr<NetworkClient> ptr;
};
struct DisconnectData {
std::string reason;
};
struct SendPacketData {
std::shared_ptr<Packet> packet;
};
struct ReceivePacketData {
std::shared_ptr<Packet> packet;
};
struct RequestNetworkClientData {
};
struct RegisterNetworkClientData {
NetworkClient *ptr;
};
class GameState;
struct PlayerConnectedData {
std::shared_ptr<GameState> ptr;
};
struct RemoveLoadingScreenData {
};
struct ConnectionFailedData {
std::string reason;
};
struct ExitData {
};
struct DisconnectedData {
std::string reason;
};
struct ConnectingData {
};
struct NetworkClientExceptionData {
std::string what;
};
struct MouseMovedData {
double x, y;
};
struct KeyPressedData {
SDL_Scancode key;
};
struct KeyReleasedData {
SDL_Scancode key;
};
struct InitalizeSectionRenderData {
Vector pos;
};
struct CreateSectionRenderData {
Vector pos;
};
struct CreatedSectionRenderData {
Vector pos;
};
struct PlayerPosChangedData {
VectorF newPos;
};
struct UpdateSectionsRenderData {
};
struct DeleteSectionRenderData {
Vector pos;
};
struct EntityChangedData {
unsigned int EntityId;
};
struct NewRenderDataAvailableData {
};
struct BlockChangeData {
Vector SectionPos;
};
struct RendererWorkerTaskData {
size_t WorkerId;
Vector Task;
};
struct ChunkDeletedData {
Vector pos;
};
using EventData = std::variant<EchoData, ChunkChangedData, ConnectToServerData, ConnectionSuccessfullData,
DisconnectData, SendPacketData, ReceivePacketData, RequestNetworkClientData, RegisterNetworkClientData,
PlayerConnectedData, RemoveLoadingScreenData, ConnectionFailedData, ExitData, DisconnectedData,
ConnectingData, NetworkClientExceptionData, MouseMovedData, KeyPressedData, KeyReleasedData,
InitalizeSectionRenderData, CreateSectionRenderData, CreatedSectionRenderData, PlayerPosChangedData,
UpdateSectionsRenderData, DeleteSectionRenderData, EntityChangedData,NewRenderDataAvailableData,
BlockChangeData, RendererWorkerTaskData, ChunkDeletedData>;
struct Event {
EventType type;
EventData data;
};
class EventListener {
friend class EventAgregator;
using HandlerFunc = std::function<void(EventData)>;
std::map<EventType, HandlerFunc> handlers; //TODO: There must be more elegant solution than std::variant of all data
std::mutex handlersMutex;
std::queue<Event> events;
std::mutex eventsMutex;
void PushEvent(Event event);
void DirectCall(Event event);
public:
EventListener();
~EventListener();
bool IsEventsQueueIsNotEmpty();
void RegisterHandler(EventType type, HandlerFunc handler);
void HandleEvent();
};
class EventAgregator {
friend EventListener;
EventAgregator() = default;
static std::queue<Event> eventsToHandle;
static std::mutex queueMutex;
static bool isStarted;
static std::vector<EventListener *> listeners;
static std::mutex listenersMutex;
static void EventHandlingLoop();
static void RegisterListener(EventListener &listener);
static void UnregisterListener(EventListener &listener);
public:
static void PushEvent(EventType type, EventData data);
static void DirectEventCall(EventType, EventData data);
};
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