110 lines
5.3 KiB
C#
110 lines
5.3 KiB
C#
using System;
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using System.Threading;
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using System.Threading.Tasks;
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using SharedLibraryCore.Events;
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using SharedLibraryCore.Events.Server;
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namespace SharedLibraryCore.Interfaces.Events;
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public interface IGameServerEventSubscriptions
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{
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/// <summary>
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/// Raised when IW4MAdmin starts monitoring a game server
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/// <value><see cref="MonitorStartEvent"/></value>
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/// </summary>
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static event Func<MonitorStartEvent, CancellationToken, Task> MonitoringStarted;
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/// <summary>
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/// Raised when IW4MAdmin stops monitoring a game server
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/// <value><see cref="MonitorStopEvent"/></value>
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/// </summary>
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static event Func<MonitorStopEvent, CancellationToken, Task> MonitoringStopped;
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/// <summary>
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/// Raised when communication was interrupted with a game server
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/// <value><see cref="ConnectionInterruptEvent"/></value>
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/// </summary>
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static event Func<ConnectionInterruptEvent, CancellationToken, Task> ConnectionInterrupted;
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/// <summary>
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/// Raised when communication was resumed with a game server
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/// <value><see cref="ConnectionRestoreEvent"/></value>
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/// </summary>
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static event Func<ConnectionRestoreEvent, CancellationToken, Task> ConnectionRestored;
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/// <summary>
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/// Raised when updated client data was received from a game server
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/// <value><see cref="ClientDataUpdateEvent"/></value>
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/// </summary>
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static event Func<ClientDataUpdateEvent, CancellationToken, Task> ClientDataUpdated;
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/// <summary>
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/// Raised when a command is requested to be executed on a game server
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/// </summary>
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static event Func<ServerCommandRequestExecuteEvent, CancellationToken, Task> ServerCommandExecuteRequested;
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/// <summary>
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/// Raised when a command was executed on a game server
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/// <value><see cref="ServerCommandExecuteEvent"/></value>
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/// </summary>
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static event Func<ServerCommandExecuteEvent, CancellationToken, Task> ServerCommandExecuted;
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/// <summary>
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/// Raised when a server value is requested for a game server
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/// <value><see cref="ServerValueRequestEvent"/></value>
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/// </summary>
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static event Func<ServerValueRequestEvent, CancellationToken, Task> ServerValueRequested;
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/// <summary>
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/// Raised when a server value was received from a game server (success or fail)
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/// <value><see cref="ServerValueReceiveEvent"/></value>
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/// </summary>
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static event Func<ServerValueReceiveEvent, CancellationToken, Task> ServerValueReceived;
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/// <summary>
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/// Raised when a request to set a server value on a game server is received
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/// <value><see cref="ServerValueSetRequestEvent"/></value>
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/// </summary>
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static event Func<ServerValueSetRequestEvent, CancellationToken, Task> ServerValueSetRequested;
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/// <summary>
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/// Raised when a setting server value on a game server is completed (success or fail)
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/// <value><see cref="ServerValueSetRequestEvent"/></value>
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/// </summary>
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static event Func<ServerValueSetCompleteEvent, CancellationToken, Task> ServerValueSetCompleted;
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static Task InvokeEventAsync(CoreEvent coreEvent, CancellationToken token)
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{
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return coreEvent switch
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{
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MonitorStartEvent monitoringStartEvent => MonitoringStarted?.InvokeAsync(monitoringStartEvent, token) ?? Task.CompletedTask,
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MonitorStopEvent monitorStopEvent => MonitoringStopped?.InvokeAsync(monitorStopEvent, CancellationToken.None) ?? Task.CompletedTask,
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ConnectionInterruptEvent connectionInterruptEvent => ConnectionInterrupted?.InvokeAsync(connectionInterruptEvent, token) ?? Task.CompletedTask,
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ConnectionRestoreEvent connectionRestoreEvent => ConnectionRestored?.InvokeAsync(connectionRestoreEvent, token) ?? Task.CompletedTask,
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ClientDataUpdateEvent clientDataUpdateEvent => ClientDataUpdated?.InvokeAsync(clientDataUpdateEvent, token) ?? Task.CompletedTask,
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ServerCommandRequestExecuteEvent serverCommandRequestExecuteEvent => ServerCommandExecuteRequested?.InvokeAsync(serverCommandRequestExecuteEvent, token) ?? Task.CompletedTask,
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ServerCommandExecuteEvent dataReceiveEvent => ServerCommandExecuted?.InvokeAsync(dataReceiveEvent, token) ?? Task.CompletedTask,
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ServerValueRequestEvent serverValueRequestEvent => ServerValueRequested?.InvokeAsync(serverValueRequestEvent, token) ?? Task.CompletedTask,
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ServerValueReceiveEvent serverValueReceiveEvent => ServerValueReceived?.InvokeAsync(serverValueReceiveEvent, token) ?? Task.CompletedTask,
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ServerValueSetRequestEvent serverValueSetRequestEvent => ServerValueSetRequested?.InvokeAsync(serverValueSetRequestEvent, token) ?? Task.CompletedTask,
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ServerValueSetCompleteEvent serverValueSetCompleteEvent => ServerValueSetCompleted?.InvokeAsync(serverValueSetCompleteEvent, token) ?? Task.CompletedTask,
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_ => Task.CompletedTask
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};
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}
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static void ClearEventInvocations()
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{
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MonitoringStarted = null;
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MonitoringStopped = null;
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ConnectionInterrupted = null;
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ConnectionRestored = null;
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ClientDataUpdated = null;
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ServerCommandExecuteRequested = null;
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ServerCommandExecuted = null;
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ServerValueReceived = null;
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ServerValueRequested = null;
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ServerValueSetRequested = null;
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ServerValueSetCompleted = null;
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}
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}
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