refactor some event handling
add concept of blocking events
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@ -19,7 +19,6 @@ namespace IW4MAdmin.Application.IO
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readonly IEventParser Parser;
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readonly IGameLogServer Api;
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readonly string logPath;
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private bool? ignoreBots;
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private string lastKey = "next";
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public GameLogReaderHttp(Uri gameLogServerUri, string logPath, IEventParser parser)
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@ -35,11 +34,6 @@ namespace IW4MAdmin.Application.IO
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public async Task<ICollection<GameEvent>> ReadEventsFromLog(Server server, long fileSizeDiff, long startPosition)
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{
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if (!ignoreBots.HasValue)
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{
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ignoreBots = server.Manager.GetApplicationSettings().Configuration().IgnoreBots;
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}
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var events = new List<GameEvent>();
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string b64Path = logPath;
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var response = await Api.Log(b64Path, lastKey);
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@ -53,64 +47,25 @@ namespace IW4MAdmin.Application.IO
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else if (!string.IsNullOrWhiteSpace(response.Data))
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{
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#if DEBUG
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server.Manager.GetLogger(0).WriteInfo(response.Data);
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#endif
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// parse each line
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foreach (string eventLine in response.Data.Split(Environment.NewLine))
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foreach (string eventLine in response.Data
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.Split(Environment.NewLine)
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.Where(_line => _line.Length > 0))
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{
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if (eventLine.Length > 0)
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try
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{
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try
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{
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var gameEvent = Parser.GenerateGameEvent(eventLine);
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// we don't want to add the event if ignoreBots is on and the event comes from a bot
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if (!ignoreBots.Value || (ignoreBots.Value && !((gameEvent.Origin?.IsBot ?? false) || (gameEvent.Target?.IsBot ?? false))))
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{
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gameEvent.Owner = server;
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if ((gameEvent.RequiredEntity & GameEvent.EventRequiredEntity.Origin) == GameEvent.EventRequiredEntity.Origin && gameEvent.Origin.NetworkId != 1)
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{
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gameEvent.Origin = server.GetClientsAsList().First(_client => _client.NetworkId == gameEvent.Origin?.NetworkId);
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}
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if ((gameEvent.RequiredEntity & GameEvent.EventRequiredEntity.Target) == GameEvent.EventRequiredEntity.Target)
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{
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gameEvent.Target = server.GetClientsAsList().First(_client => _client.NetworkId == gameEvent.Target?.NetworkId);
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}
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if (gameEvent.Origin != null)
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{
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gameEvent.Origin.CurrentServer = server;
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}
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if (gameEvent.Target != null)
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{
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gameEvent.Target.CurrentServer = server;
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}
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events.Add(gameEvent);
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}
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var gameEvent = Parser.GenerateGameEvent(eventLine);
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events.Add(gameEvent);
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#if DEBUG == true
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server.Logger.WriteDebug($"Parsed event with id {gameEvent.Id} from http");
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server.Logger.WriteDebug($"Parsed event with id {gameEvent.Id} from http");
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#endif
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}
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}
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catch (InvalidOperationException)
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{
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if (!ignoreBots.Value)
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{
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server.Logger.WriteWarning("Could not find client in client list when parsing event line");
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server.Logger.WriteDebug(eventLine);
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}
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}
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catch (Exception e)
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{
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server.Logger.WriteWarning("Could not properly parse remote event line");
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server.Logger.WriteDebug(e.Message);
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server.Logger.WriteDebug(eventLine);
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}
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catch (Exception e)
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{
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server.Logger.WriteError("Could not properly parse event line from http");
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server.Logger.WriteDebug(e.Message);
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server.Logger.WriteDebug(eventLine);
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}
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}
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}
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