Keep running thread
This commit is contained in:
parent
01b5a4945f
commit
8b374e73a9
42
CS2GSI.cs
42
CS2GSI.cs
@ -26,26 +26,32 @@ public class CS2GSI
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this._gsiServer = new GSIServer(3000);
|
this._gsiServer = new GSIServer(3000);
|
||||||
this._gsiServer.OnMessage += messageJson =>
|
this._gsiServer.OnMessage += GsiServerOnOnMessage;
|
||||||
{
|
|
||||||
JObject jsonObject = JObject.Parse(messageJson);
|
while(this._gsiServer.IsRunning)
|
||||||
CS2GameState newState = CS2GameState.ParseFromJObject(jsonObject);
|
Thread.Sleep(10);
|
||||||
this.logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
|
|
||||||
this._lastLocalGameState = newState.UpdateGameStateForLocal(_lastLocalGameState);
|
|
||||||
this.logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
|
|
||||||
|
|
||||||
if (_lastLocalGameState is not null)
|
|
||||||
{
|
|
||||||
List<ValueTuple<CS2Event, CS2EventArgs>> generatedEvents = CS2EventGenerator.GenerateEvents(_lastLocalGameState.Value, newState, _allGameStates.Last());
|
|
||||||
this.logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events.");
|
|
||||||
if(generatedEvents.Count > 0)
|
|
||||||
this.logger?.Log(LogLevel.Debug, $"Events:\n\t{string.Join("\n\t", generatedEvents)}");
|
|
||||||
InvokeEvents(generatedEvents);
|
|
||||||
}
|
|
||||||
_allGameStates.Add(newState);
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void GsiServerOnOnMessage(string messageJson)
|
||||||
|
{
|
||||||
|
JObject jsonObject = JObject.Parse(messageJson);
|
||||||
|
CS2GameState newState = CS2GameState.ParseFromJObject(jsonObject);
|
||||||
|
this.logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
|
||||||
|
this._lastLocalGameState = newState.UpdateGameStateForLocal(_lastLocalGameState);
|
||||||
|
this.logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
|
||||||
|
|
||||||
|
if (_lastLocalGameState is not null)
|
||||||
|
{
|
||||||
|
List<ValueTuple<CS2Event, CS2EventArgs>> generatedEvents = CS2EventGenerator.GenerateEvents(_lastLocalGameState.Value, newState, _allGameStates.Last());
|
||||||
|
this.logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events.");
|
||||||
|
if(generatedEvents.Count > 0)
|
||||||
|
this.logger?.Log(LogLevel.Debug, $"Events:\n\t{string.Join("\n\t", generatedEvents)}");
|
||||||
|
InvokeEvents(generatedEvents);
|
||||||
|
}
|
||||||
|
_allGameStates.Add(newState);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
private void InvokeEvents(List<ValueTuple<CS2Event, CS2EventArgs>> cs2Events)
|
private void InvokeEvents(List<ValueTuple<CS2Event, CS2EventArgs>> cs2Events)
|
||||||
{
|
{
|
||||||
foreach(ValueTuple<CS2Event, CS2EventArgs> cs2Event in cs2Events)
|
foreach(ValueTuple<CS2Event, CS2EventArgs> cs2Event in cs2Events)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user