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Events.cs
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// <copyright file="Events.cs" company="EnsageSharp">
// Copyright (c) 2017 EnsageSharp.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
// </copyright>
namespace Ensage.Common
{
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using Ensage.Common.AbilityInfo;
using Ensage.Common.Extensions;
using Ensage.Common.Extensions.Damage;
using Ensage.Common.Objects;
using Ensage.Common.Threading;
/// <summary>
/// Provides custom events
/// </summary>
public class Events
{
#region Static Fields
private static readonly EdgeTrigger IngameTrigger = new EdgeTrigger();
private static readonly List<Delegate> NotifiedSubscribers = new List<Delegate>();
private static readonly Type Type;
private static CancellationTokenSource loaderTask;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Events" /> class.
/// </summary>
static Events()
{
Type = MethodBase.GetCurrentMethod().DeclaringType;
IngameTrigger.Fallen += IngameTriggerOnFallen;
IngameTrigger.Risen += IngameTriggerOnRisen;
Game.OnUpdate += UpdateTrigger;
}
#endregion
#region Delegates
/// <summary>
/// OnClose Delegate
/// </summary>
/// <param name="sender">the sender</param>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnCloseDelegate(object sender, EventArgs e);
/// <summary>
/// OnLoad Delegate.
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnLoadDelegate(object sender, EventArgs e);
/// <summary>
/// OnUpdate Delegate.
/// </summary>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnUpdateDelegate(EventArgs e);
#endregion
#region Public Events
/// <summary>
/// OnClose is getting called after game ends
/// </summary>
public static event OnCloseDelegate OnClose;
/// <summary>
/// OnLoad is getting called after you pick a hero (doesn't matter if started or restarted while game is already
/// running) and when reloading an assembly.
/// </summary>
public static event OnLoadDelegate OnLoad;
/// <summary>
/// Temporary fix for InvalidOperationException
/// </summary>
public static event OnUpdateDelegate OnUpdate;
#endregion
#region Methods
private static void IngameTriggerOnFallen(object sender, EventArgs eventArgs)
{
Console.WriteLine("Unloading...");
// cleanup
StopLoader();
// raise and reset framework
OnClose?.Invoke(Type, EventArgs.Empty);
Init();
}
private static void IngameTriggerOnRisen(object sender, EventArgs eventArgs)
{
Console.WriteLine("Loading...");
Init();
StartLoader();
}
/// <summary>
/// The load.
/// </summary>
private static void Init()
{
AbilityDatabase.Init();
AbilityDamage.Init();
AbilityExtensions.Init();
HeroExtensions.Init();
UnitExtensions.Init();
Names.Init();
Abilities.Init();
Calculations.Init();
EntityExtensions.Init();
Utils.Sleeps = new Dictionary<string, double>();
NotifiedSubscribers.Clear();
}
private static void StartLoader()
{
loaderTask = new CancellationTokenSource();
Task.Factory.StartNew(UpdateOnLoad, loaderTask.Token);
}
private static void StopLoader()
{
loaderTask?.Cancel();
}
private static async void UpdateOnLoad()
{
while (!loaderTask.IsCancellationRequested)
{
try
{
await Task.Delay(250, loaderTask.Token);
if (OnLoad == null)
{
continue;
}
if (!IngameTrigger.Value)
{
continue;
}
var subscribers = OnLoad.GetInvocationList();
foreach (var subscriber in subscribers.Where(s => !NotifiedSubscribers.Contains(s)))
{
NotifiedSubscribers.Add(subscriber);
GameDispatcher.BeginInvoke(() => { subscriber.DynamicInvoke(Type, EventArgs.Empty); });
}
}
catch (TaskCanceledException)
{
Console.WriteLine("Stopped LoaderTask");
}
catch (Exception e)
{
Console.WriteLine(e);
}
}
}
private static void UpdateTrigger(EventArgs args)
{
OnUpdate?.Invoke(EventArgs.Empty);
IngameTrigger.Value = Game.IsInGame && ObjectManager.LocalHero != null && ObjectManager.LocalHero.IsValid;
}
#endregion
}
}