IW4M-Admin/Application/GameEventHandler.cs

94 lines
2.6 KiB
C#
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using SharedLibraryCore;
using SharedLibraryCore.Interfaces;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Text;
namespace IW4MAdmin.Application
{
class GameEventHandler : IEventHandler
{
private ConcurrentQueue<GameEvent> EventQueue;
private ConcurrentQueue<GameEvent> StatusSensitiveQueue;
private IManager Manager;
public GameEventHandler(IManager mgr)
{
EventQueue = new ConcurrentQueue<GameEvent>();
StatusSensitiveQueue = new ConcurrentQueue<GameEvent>();
Manager = mgr;
}
public void AddEvent(GameEvent gameEvent)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Got new event of type {gameEvent.Type} for {gameEvent.Owner}");
#endif
// we need this to keep accurate track of the score
if (gameEvent.Type == GameEvent.EventType.Script ||
gameEvent.Type == GameEvent.EventType.Kill)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Added sensitive event to queue");
#endif
StatusSensitiveQueue.Enqueue(gameEvent);
return;
}
else
{
EventQueue.Enqueue(gameEvent);
}
#if DEBUG
Manager.GetLogger().WriteDebug($"There are now {EventQueue.Count} events in queue");
#endif
Manager.SetHasEvent();
}
public string[] GetEventOutput()
{
throw new NotImplementedException();
}
public GameEvent GetNextSensitiveEvent()
{
if (StatusSensitiveQueue.Count > 0)
{
if (!StatusSensitiveQueue.TryDequeue(out GameEvent newEvent))
{
Manager.GetLogger().WriteWarning("Could not dequeue time sensitive event for processing");
}
else
{
return newEvent;
}
}
return null;
}
public GameEvent GetNextEvent()
{
if (EventQueue.Count > 0)
{
#if DEBUG
Manager.GetLogger().WriteDebug("Getting next event to be processed");
#endif
if (!EventQueue.TryDequeue(out GameEvent newEvent))
{
Manager.GetLogger().WriteWarning("Could not dequeue event for processing");
}
else
{
return newEvent;
}
}
return null;
}
}
}