TmpMenu/src/services/gta_data/gta_data_service.hpp

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#pragma once
#include "cache_file.hpp"
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#include "ped_item.hpp"
#include "vehicle_item.hpp"
#include "weapon_file.hpp"
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namespace big
{
enum class eGtaDataUpdateState
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{
IDLE,
NEEDS_UPDATE,
WAITING_FOR_SINGLE_PLAYER,
UPDATING
};
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using ped_map = std::map<std::string, ped_item>;
using vehicle_map = std::map<std::string, vehicle_item>;
using string_vec = std::vector<std::string>;
class gta_data_service final
{
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public:
gta_data_service();
~gta_data_service();
bool cache_needs_update() const;
eGtaDataUpdateState state() const;
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void set_state(eGtaDataUpdateState state);
void update_now();
const ped_item& ped_by_hash(std::uint32_t hash);
const vehicle_item& vehicle_by_hash(std::uint32_t hash);
const weapon_item& weapon_by_hash(std::uint32_t hash);
const weapon_component& weapon_component_by_hash(std::uint32_t hash);
const weapon_component& weapon_component_by_name(std::string name);
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string_vec& ped_types();
string_vec& vehicle_classes();
string_vec& weapon_types();
ped_map& peds()
{
return m_peds;
}
vehicle_map& vehicles()
{
return m_vehicles;
}
std::map<std::string, weapon_item>& weapons()
{
return m_weapons_cache.weapon_map;
}
std::map<std::string, weapon_component>& weapon_components()
{
return m_weapons_cache.weapon_components;
}
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private:
bool is_cache_up_to_date();
void load_data();
void load_peds();
void load_vehicles();
void load_weapons();
void rebuild_cache();
private:
cache_file m_peds_cache;
cache_file m_vehicles_cache;
weapon_file m_weapons_cache;
// std::map is free sorting algo
ped_map m_peds;
vehicle_map m_vehicles;
string_vec m_ped_types;
string_vec m_vehicle_classes;
string_vec m_weapon_types;
eGtaDataUpdateState m_update_state;
private:
static constexpr ped_item empty_ped{};
static constexpr vehicle_item empty_vehicle{};
static constexpr weapon_item empty_weapon{};
static constexpr weapon_component empty_component{};
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};
inline gta_data_service* g_gta_data_service{};
}