using SharedLibraryCore.Database.Models; using SharedLibraryCore.Events; using System; using System.Threading; using System.Threading.Tasks; namespace SharedLibraryCore { public class GameEvent { // define what the delagate function looks like public delegate void OnServerEventEventHandler(object sender, GameEventArgs e); public enum EventFailReason { /// /// event execution did not fail /// None, /// /// an internal exception prevented the event /// from executing /// Exception, /// /// event origin didn't have the necessary privileges /// to execute the command /// Permission, /// /// executing the event would cause an invalid state /// Invalid, /// /// client is doing too much of something /// Throttle, /// /// the event timed out before completion /// Timeout } public enum EventType { /// /// the event wasn't parsed properly /// Unknown, // events "generated" by the server /// /// a server started being monitored /// Start, /// /// a server stopped being monitored /// Stop, /// /// a client was detecting as connecting via log /// Connect, /// /// a client was detecting joining by RCon /// Join, /// /// a client was detected leaving via log /// Quit, /// /// a client was detected leaving by RCon /// Disconnect, /// /// the current map ended /// MapEnd, /// /// the current map changed /// MapChange, /// /// a client was detected as starting to connect /// PreConnect, /// /// a client was detecting as starting to disconnect /// PreDisconnect, /// /// a client's information was updated /// Update, /// /// connection was lost to a server (the server has not responded after a number of attempts) /// ConnectionLost, /// /// connection was restored to a server (the server began responding again) /// ConnectionRestored, // events "generated" by clients /// /// a client sent a message /// Say = 100, /// /// a client was warned /// Warn = 101, /// /// all warnings for a client were cleared /// WarnClear = 102, /// /// a client was reported /// Report = 103, /// /// a client was flagged /// Flag = 104, /// /// a client was unflagged /// Unflag = 105, /// /// a client was kicked /// Kick = 106, /// /// a client was tempbanned /// TempBan = 107, /// /// a client was banned /// Ban = 108, /// /// a client was unbanned /// Unban = 109, /// /// a client entered a command /// Command = 110, /// /// a client's permission was changed /// ChangePermission = 111, // events "generated" by IW4MAdmin /// /// a message is sent to all clients /// Broadcast = 200, /// /// a message is sent to a specific client /// Tell = 201, // events "generated" by script/log /// /// AC Damage Log /// ScriptDamage = 300, /// /// AC Kill Log /// ScriptKill = 301, /// /// damage info printed out by game script /// Damage = 302, /// /// kill info printed out by game script /// Kill = 303, /// /// team info printed out by game script /// JoinTeam = 304, /// /// used for community generated plugin events /// Other } [Flags] public enum EventRequiredEntity { None = 1, Origin = 2, Target = 4 } static long NextEventId; static long GetNextEventId() { return Interlocked.Increment(ref NextEventId); } public GameEvent() { OnProcessed = new ManualResetEventSlim(false); Time = DateTime.UtcNow; Id = GetNextEventId(); } public EventType Type; public EventRequiredEntity RequiredEntity { get; set; } public string Data; // Data is usually the message sent by player public string Message; public EFClient Origin; public EFClient Target; public Server Owner; public bool IsRemote { get; set; } = false; public object Extra { get; set; } public ManualResetEventSlim OnProcessed { get; set; } public DateTime Time { get; set; } public long Id { get; private set; } public EventFailReason FailReason { get; set; } public bool Failed => FailReason != EventFailReason.None; /// /// Indicates if the event should block until it is complete /// public bool IsBlocking { get; set; } /// /// asynchronously wait for GameEvent to be processed /// /// waitable task public Task WaitAsync(TimeSpan timeSpan, CancellationToken token) { return Task.Run(() => { bool processed = OnProcessed.Wait(timeSpan, token); // this let's us know if the the action timed out FailReason = FailReason == EventFailReason.None & !processed ? EventFailReason.Timeout : FailReason; return this; }); } public GameEvent Wait() { OnProcessed.Wait(); return this; } } }