IW4M-Admin/SharedLibraryCore/Events/GameEvent.cs

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using System;
using System.Collections.Generic;
using System.Threading;
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using System.Threading.Tasks;
using Microsoft.Extensions.Logging;
using Serilog.Context;
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using SharedLibraryCore.Database.Models;
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namespace SharedLibraryCore
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{
public class GameEvent
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{
public enum EventFailReason
{
/// <summary>
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/// event execution did not fail
/// </summary>
None,
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/// <summary>
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/// an internal exception prevented the event
/// from executing
/// </summary>
Exception,
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/// <summary>
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/// event origin didn't have the necessary privileges
/// to execute the command
/// </summary>
Permission,
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/// <summary>
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/// executing the event would cause an invalid state
/// </summary>
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Invalid,
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/// <summary>
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/// client is doing too much of something
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/// </summary>
Throttle,
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/// <summary>
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/// the event timed out before completion
/// </summary>
Timeout
}
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[Flags]
public enum EventRequiredEntity
{
None = 1,
Origin = 2,
Target = 4
}
public enum EventSource
{
Unspecified,
Log,
Status,
Internal
}
public enum EventType
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{
/// <summary>
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/// the event wasn't parsed properly
/// </summary>
Unknown,
// events "generated" by the server
/// <summary>
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/// a server started being monitored
/// </summary>
Start,
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/// <summary>
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/// a server stopped being monitored
/// </summary>
Stop,
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/// <summary>
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/// a client was detecting as connecting via log
/// </summary>
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Connect,
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/// <summary>
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/// a client was detecting joining by RCon
/// </summary>
Join,
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/// <summary>
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/// a client was detected leaving via log
/// </summary>
Quit,
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/// <summary>
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/// a client was detected leaving by RCon
/// </summary>
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Disconnect,
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/// <summary>
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/// the current map ended
/// </summary>
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MapEnd,
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/// <summary>
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/// the current map changed
/// </summary>
MapChange,
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/// <summary>
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/// a client was detected as starting to connect
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/// </summary>
PreConnect,
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/// <summary>
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/// a client was detecting as starting to disconnect
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/// </summary>
PreDisconnect,
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/// <summary>
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/// a client's information was updated
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/// </summary>
Update,
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/// <summary>
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/// connection was lost to a server (the server has not responded after a number of attempts)
/// </summary>
ConnectionLost,
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/// <summary>
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/// connection was restored to a server (the server began responding again)
/// </summary>
ConnectionRestored,
// events "generated" by clients
/// <summary>
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/// a client sent a message
/// </summary>
Say = 100,
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/// <summary>
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/// a client was warned
/// </summary>
Warn = 101,
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/// <summary>
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/// all warnings for a client were cleared
/// </summary>
WarnClear = 102,
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/// <summary>
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/// a client was reported
/// </summary>
Report = 103,
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/// <summary>
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/// a client was flagged
/// </summary>
Flag = 104,
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/// <summary>
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/// a client was unflagged
/// </summary>
Unflag = 105,
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/// <summary>
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/// a client was kicked
/// </summary>
Kick = 106,
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/// <summary>
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/// a client was tempbanned
/// </summary>
TempBan = 107,
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/// <summary>
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/// a client was banned
/// </summary>
Ban = 108,
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/// <summary>
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/// a client was unbanned
/// </summary>
Unban = 109,
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/// <summary>
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/// a client entered a command
/// </summary>
Command = 110,
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/// <summary>
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/// a client's permission was changed
/// </summary>
ChangePermission = 111,
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/// <summary>
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/// client logged in to webfront
/// </summary>
Login = 112,
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/// <summary>
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/// client logged out of webfront
/// </summary>
Logout = 113,
// events "generated" by IW4MAdmin
/// <summary>
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/// a message is sent to all clients
/// </summary>
Broadcast = 200,
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/// <summary>
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/// a message is sent to a specific client
/// </summary>
Tell = 201,
// events "generated" by script/log
/// <summary>
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/// AC Damage Log
/// </summary>
ScriptDamage = 300,
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/// <summary>
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/// AC Kill Log
/// </summary>
ScriptKill = 301,
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/// <summary>
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/// damage info printed out by game script
/// </summary>
Damage = 302,
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/// <summary>
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/// kill info printed out by game script
/// </summary>
Kill = 303,
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/// <summary>
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/// team info printed out by game script
/// </summary>
JoinTeam = 304,
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/// <summary>
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/// used for community generated plugin events
/// </summary>
Other
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}
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private static long NextEventId;
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private readonly SemaphoreSlim _eventFinishedWaiter = new(0, 1);
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public string Data; // Data is usually the message sent by player
public string Message;
public EFClient Origin;
public Server Owner;
public EFClient Target;
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public EventType Type;
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public GameEvent()
{
Time = DateTime.UtcNow;
Id = GetNextEventId();
}
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~GameEvent()
{
_eventFinishedWaiter.Dispose();
}
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public EventSource Source { get; set; }
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/// <summary>
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/// suptype of the event for more detailed classification
/// </summary>
public string Subtype { get; set; }
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public EventRequiredEntity RequiredEntity { get; set; }
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/// <summary>
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/// Specifies the game time offset as printed in the log
/// </summary>
public long? GameTime { get; set; }
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public EFClient ImpersonationOrigin { get; set; }
public bool IsRemote { get; set; }
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public object Extra { get; set; }
public DateTime Time { get; set; }
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public long Id { get; }
public EventFailReason FailReason { get; set; }
public bool Failed => FailReason != EventFailReason.None;
public Guid CorrelationId { get; set; } = Guid.NewGuid();
public List<string> Output { get; set; } = new List<string>();
/// <summary>
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/// Indicates if the event should block until it is complete
/// </summary>
public bool IsBlocking { get; set; }
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private static long GetNextEventId()
{
return Interlocked.Increment(ref NextEventId);
}
public void Complete()
{
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if (_eventFinishedWaiter.CurrentCount == 0)
{
_eventFinishedWaiter.Release();
}
}
public async Task<GameEvent> WaitAsync()
{
return await WaitAsync(Utilities.DefaultCommandTimeout, new CancellationToken());
}
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/// <summary>
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/// asynchronously wait for GameEvent to be processed
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/// </summary>
/// <returns>waitable task </returns>
public async Task<GameEvent> WaitAsync(TimeSpan timeSpan, CancellationToken token)
{
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var processed = false;
Utilities.DefaultLogger.LogDebug("Begin wait for event {Id}", Id);
try
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{
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processed = await _eventFinishedWaiter.WaitAsync(timeSpan, token);
}
catch (TaskCanceledException)
{
processed = true;
}
if (!processed)
{
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using (LogContext.PushProperty("Server", Owner?.ToString()))
{
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Utilities.DefaultLogger.LogError("Waiting for event to complete timed out {@eventData}",
new { Event = this, Message, Origin = Origin?.ToString(), Target = Target?.ToString() });
}
}
// this lets us know if the the action timed out
FailReason = FailReason == EventFailReason.None && !processed ? EventFailReason.Timeout : FailReason;
return this;
}
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}
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}