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* Core/DBLayer: Implement async transaction completion callbacks (cherry picked from commit0f0ca3a919) # Conflicts: # src/server/bnetserver/REST/LoginRESTService.cpp # src/server/bnetserver/Server/Session.cpp # src/server/bnetserver/Server/Session.h # src/server/database/Database/Transaction.cpp # src/server/game/Handlers/CharacterHandler.cpp # src/server/game/Handlers/SpellHandler.cpp # src/server/game/Server/WorldSession.cpp # src/server/game/Server/WorldSocket.cpp # src/server/game/Server/WorldSocket.h * Core/Misc: Fixed char enum packet sometimes not showing newly created character when client latency is too low (cherry picked from commitfc9d2e728e) # Conflicts: # src/server/game/Handlers/CharacterHandler.cpp * Fix no-pch build * Core/Player: Wait for correct transaction on character creation (cherry picked from commit01c68b2aa2) # Conflicts: # src/server/game/Entities/Player/Player.cpp * Fix warning * Remove unused login transaction Co-authored-by: Shauren <shauren.trinity@gmail.com>
64 lines
2.0 KiB
C++
64 lines
2.0 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef AsyncCallbackProcessor_h__
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#define AsyncCallbackProcessor_h__
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#include "Define.h"
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#include <algorithm>
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#include <vector>
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//template <class T>
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//concept AsyncCallback = requires(T t) { { t.InvokeIfReady() } -> std::convertible_to<bool> };
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template<typename T> // requires AsyncCallback<T>
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class AsyncCallbackProcessor
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{
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public:
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AsyncCallbackProcessor() = default;
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~AsyncCallbackProcessor() = default;
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T& AddCallback(T&& query)
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{
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_callbacks.emplace_back(std::move(query));
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return _callbacks.back();
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}
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void ProcessReadyCallbacks()
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{
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if (_callbacks.empty())
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return;
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std::vector<T> updateCallbacks{ std::move(_callbacks) };
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updateCallbacks.erase(std::remove_if(updateCallbacks.begin(), updateCallbacks.end(), [](T& callback)
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{
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return callback.InvokeIfReady();
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}), updateCallbacks.end());
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_callbacks.insert(_callbacks.end(), std::make_move_iterator(updateCallbacks.begin()), std::make_move_iterator(updateCallbacks.end()));
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}
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private:
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AsyncCallbackProcessor(AsyncCallbackProcessor const&) = delete;
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AsyncCallbackProcessor& operator=(AsyncCallbackProcessor const&) = delete;
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std::vector<T> _callbacks;
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};
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#endif // AsyncCallbackProcessor_h__
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