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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Data.Models;
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2020-11-17 19:24:54 -05:00
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using SharedLibraryCore.Database.Models;
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namespace SharedLibraryCore.Interfaces
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{
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public interface IGameServer
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{
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/// <summary>
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/// kicks target on behalf of origin for given reason
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/// </summary>
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/// <param name="reason">reason client is being kicked</param>
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/// <param name="target">client to kick</param>
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/// <param name="origin">source of kick action</param>
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/// <param name="previousPenalty">previous penalty the kick is occuring for (if applicable)</param>
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/// <returns></returns>
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Task Kick(string reason, EFClient target, EFClient origin, EFPenalty previousPenalty = null);
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/// <summary>
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/// Execute a server command
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/// </summary>
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/// <param name="command">Server command to execute</param>
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/// <param name="token"><see cref="CancellationToken"/></param>
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/// <returns>Collection of console command output lines</returns>
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Task<string[]> ExecuteCommandAsync(string command, CancellationToken token = default);
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/// <summary>
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/// Set value for server dvar
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/// </summary>
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/// <param name="name">Name of the server value to set</param>
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/// <param name="value">Value of the server value</param>
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/// <param name="token"><see cref="CancellationToken"/></param>
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/// <returns></returns>
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Task SetDvarAsync(string name, object value, CancellationToken token = default);
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/// <summary>
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/// Time the most recent match ended
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/// </summary>
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DateTime? MatchEndTime { get; }
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/// <summary>
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/// Time the current match started
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/// </summary>
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DateTime? MatchStartTime { get; }
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/// <summary>
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/// List of connected clients
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/// </summary>
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IReadOnlyList<EFClient> ConnectedClients { get; }
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/// <summary>
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/// Game code corresponding to the development studio project
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/// </summary>
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Reference.Game GameCode { get; }
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/// <summary>
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/// Indicates if the anticheat/custom callbacks/live radar integration is enabled
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/// </summary>
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bool IsLegacyGameIntegrationEnabled { get; }
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/// <summary>
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/// Unique identifier for the server (typically ip:port)
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/// </summary>
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string Id { get; }
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/// <summary>
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/// Network address the server is listening on
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/// </summary>
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string ListenAddress { get; }
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/// <summary>
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/// Network port the server is listening on
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/// </summary>
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int ListenPort { get; }
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/// <summary>
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/// Name of the server (hostname)
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/// </summary>
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string ServerName { get; }
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/// <summary>
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/// Current gametype
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/// </summary>
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string Gametype { get; }
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/// <summary>
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/// Game password (required to join)
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/// </summary>
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string GamePassword { get; }
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/// <summary>
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/// Number of private client slots
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/// </summary>
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int PrivateClientSlots { get; }
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/// <summary>
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/// Current map the game server is running
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/// </summary>
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Map Map { get; }
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/// <summary>
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/// Database id for EFServer table and references
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/// </summary>
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long LegacyDatabaseId { get; }
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}
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}
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