using SharedLibraryCore.Database.Models; using System; using System.Threading; using System.Threading.Tasks; namespace SharedLibraryCore { public class GameEvent { public enum EventFailReason { /// <summary> /// event execution did not fail /// </summary> None, /// <summary> /// an internal exception prevented the event /// from executing /// </summary> Exception, /// <summary> /// event origin didn't have the necessary privileges /// to execute the command /// </summary> Permission, /// <summary> /// executing the event would cause an invalid state /// </summary> Invalid, /// <summary> /// client is doing too much of something /// </summary> Throttle, /// <summary> /// the event timed out before completion /// </summary> Timeout } public enum EventType { /// <summary> /// the event wasn't parsed properly /// </summary> Unknown, // events "generated" by the server /// <summary> /// a server started being monitored /// </summary> Start, /// <summary> /// a server stopped being monitored /// </summary> Stop, /// <summary> /// a client was detecting as connecting via log /// </summary> Connect, /// <summary> /// a client was detecting joining by RCon /// </summary> Join, /// <summary> /// a client was detected leaving via log /// </summary> Quit, /// <summary> /// a client was detected leaving by RCon /// </summary> Disconnect, /// <summary> /// the current map ended /// </summary> MapEnd, /// <summary> /// the current map changed /// </summary> MapChange, /// <summary> /// a client was detected as starting to connect /// </summary> PreConnect, /// <summary> /// a client was detecting as starting to disconnect /// </summary> PreDisconnect, /// <summary> /// a client's information was updated /// </summary> Update, /// <summary> /// connection was lost to a server (the server has not responded after a number of attempts) /// </summary> ConnectionLost, /// <summary> /// connection was restored to a server (the server began responding again) /// </summary> ConnectionRestored, // events "generated" by clients /// <summary> /// a client sent a message /// </summary> Say = 100, /// <summary> /// a client was warned /// </summary> Warn = 101, /// <summary> /// all warnings for a client were cleared /// </summary> WarnClear = 102, /// <summary> /// a client was reported /// </summary> Report = 103, /// <summary> /// a client was flagged /// </summary> Flag = 104, /// <summary> /// a client was unflagged /// </summary> Unflag = 105, /// <summary> /// a client was kicked /// </summary> Kick = 106, /// <summary> /// a client was tempbanned /// </summary> TempBan = 107, /// <summary> /// a client was banned /// </summary> Ban = 108, /// <summary> /// a client was unbanned /// </summary> Unban = 109, /// <summary> /// a client entered a command /// </summary> Command = 110, /// <summary> /// a client's permission was changed /// </summary> ChangePermission = 111, // events "generated" by IW4MAdmin /// <summary> /// a message is sent to all clients /// </summary> Broadcast = 200, /// <summary> /// a message is sent to a specific client /// </summary> Tell = 201, // events "generated" by script/log /// <summary> /// AC Damage Log /// </summary> ScriptDamage = 300, /// <summary> /// AC Kill Log /// </summary> ScriptKill = 301, /// <summary> /// damage info printed out by game script /// </summary> Damage = 302, /// <summary> /// kill info printed out by game script /// </summary> Kill = 303, /// <summary> /// team info printed out by game script /// </summary> JoinTeam = 304, /// <summary> /// used for community generated plugin events /// </summary> 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; /// <summary> /// asynchronously wait for GameEvent to be processed /// </summary> /// <returns>waitable task </returns> public Task<GameEvent> 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; }); } } }