152 lines
3.1 KiB
C++
152 lines
3.1 KiB
C++
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#include <stdinc.hpp>
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#include "scheduler.hpp"
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#include "game/game.hpp"
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#include <utils/hook.hpp>
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#include <utils/concurrency.hpp>
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namespace scheduler
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{
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namespace
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{
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struct task
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{
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std::function<bool()> handler{};
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std::chrono::milliseconds interval{};
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std::chrono::high_resolution_clock::time_point last_call{};
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};
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using task_list = std::vector<task>;
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class task_pipeline
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{
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public:
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void add(task&& task)
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{
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new_callbacks_.access([&task](task_list& tasks)
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{
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tasks.emplace_back(std::move(task));
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});
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}
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void execute()
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{
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callbacks_.access([&](task_list& tasks)
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{
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this->merge_callbacks();
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for (auto i = tasks.begin(); i != tasks.end();)
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{
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const auto now = std::chrono::high_resolution_clock::now();
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const auto diff = now - i->last_call;
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if (diff < i->interval)
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{
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++i;
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continue;
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}
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i->last_call = now;
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const auto res = i->handler();
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if (res == cond_end)
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{
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i = tasks.erase(i);
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}
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else
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{
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++i;
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}
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}
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});
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}
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private:
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utils::concurrency::container<task_list> new_callbacks_;
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utils::concurrency::container<task_list, std::recursive_mutex> callbacks_;
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void merge_callbacks()
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{
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callbacks_.access([&](task_list& tasks)
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{
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new_callbacks_.access([&](task_list& new_tasks)
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{
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tasks.insert(tasks.end(), std::move_iterator<task_list::iterator>(new_tasks.begin()), std::move_iterator<task_list::iterator>(new_tasks.end()));
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new_tasks = {};
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});
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});
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}
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};
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volatile bool kill = false;
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std::thread thread;
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task_pipeline pipelines[pipeline::count];
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utils::hook::detour r_end_frame_hook;
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void execute(const pipeline type)
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{
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assert(type >= 0 && type < pipeline::count);
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pipelines[type].execute();
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}
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void r_end_frame_stub()
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{
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execute(pipeline::renderer);
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r_end_frame_hook.invoke<void>();
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}
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void server_frame_stub()
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{
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//game::G_Glass_Update();
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execute(pipeline::server);
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}
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}
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void schedule(const std::function<bool()>& callback, const pipeline type,
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const std::chrono::milliseconds delay)
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{
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assert(type >= 0 && type < pipeline::count);
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task task;
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task.handler = callback;
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task.interval = delay;
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task.last_call = std::chrono::high_resolution_clock::now();
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pipelines[type].add(std::move(task));
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}
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void loop(const std::function<void()>& callback, const pipeline type,
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const std::chrono::milliseconds delay)
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{
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schedule([callback]()
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{
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callback();
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return cond_continue;
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}, type, delay);
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}
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void once(const std::function<void()>& callback, const pipeline type,
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const std::chrono::milliseconds delay)
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{
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schedule([callback]()
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{
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callback();
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return cond_end;
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}, type, delay);
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}
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void init()
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{
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thread = std::thread([]()
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{
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while (!kill)
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{
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execute(pipeline::async);
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std::this_thread::sleep_for(10ms);
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}
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});
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r_end_frame_hook.create(game::base_address + 0x76D7B0, scheduler::r_end_frame_stub);
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//utils::hook::call(0x1402F8879, scheduler::server_frame_stub);
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}
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}
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