small updates for game interface
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parent
f3c6b10a35
commit
3640d1df54
@ -33,7 +33,12 @@ init()
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level.eventCallbacks[level.eventTypes.clientDataReceived] = ::OnClientDataReceived;
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level.eventCallbacks[level.eventTypes.executeCommandRequested] = ::OnExecuteCommand;
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level.eventCallbacks[level.eventTypes.setClientDataCompleted] = ::OnSetClientDataCompleted;
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if ( GetDvarInt( "sv_iw4madmin_integration_enabled" ) != 1 )
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{
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return;
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}
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// start long running tasks
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level thread MonitorClientEvents();
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level thread MonitorBus();
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@ -233,6 +238,7 @@ SaveTrackingMetrics()
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currentShotCount = self getPlayerStat( "mostshotsfired" );
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change = currentShotCount - self.lastShotCount;
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self.lastShotCount = currentShotCount;
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if ( level.iw4adminIntegrationDebug == 1 )
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{
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@ -251,7 +257,6 @@ SaveTrackingMetrics()
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IncrementClientMeta( "TotalShotsFired", change, self.persistentClientId );
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self.lastShotCount = currentShotCount;
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}
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BuildEventRequest( responseExpected, eventType, eventSubtype, entOrId, data )
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@ -17,12 +17,16 @@ let plugin = {
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name: 'Game Interface',
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onEventAsync: (gameEvent, server) => {
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const eventType = eventTypes[gameEvent.Type];
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if (servers[server.EndPoint] != null && !servers[server.EndPoint].enabled) {
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return;
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}
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const eventType = eventTypes[gameEvent.Type];
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if (eventType === undefined) {
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return;
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}
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switch (eventType) {
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case 'start':
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const enabled = initialize(server);
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@ -265,6 +269,11 @@ const parseEvent = (input) => {
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const initialize = (server) => {
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const logger = _serviceResolver.ResolveService('ILogger');
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servers[server.EndPoint] = {
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enabled: false
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}
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let enabled = false;
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try {
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enabled = server.GetServerDvar('sv_iw4madmin_integration_enabled') === '1';
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@ -275,9 +284,6 @@ const initialize = (server) => {
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logger.WriteInfo(`GSC Integration enabled = ${enabled}`);
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if (!enabled) {
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servers[server.EndPoint] = {
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enabled: false
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}
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return false;
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}
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@ -288,10 +294,8 @@ const initialize = (server) => {
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// necessary to prevent multi-threaded access to the JS context
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timer.SetDependency(_lock);
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servers[server.EndPoint] = {
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timer: timer,
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enabled: true
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}
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servers[server.EndPoint].timer = timer;
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servers[server.EndPoint].enabled = true;
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try {
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server.SetServerDvar(inDvar, '');
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