66 lines
2.4 KiB
C#
66 lines
2.4 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using SharedLibraryCore.Database.Models;
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using SharedLibraryCore.RCon;
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using static SharedLibraryCore.Server;
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namespace SharedLibraryCore.Interfaces
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{
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public interface IRConParser
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{
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/// <summary>
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/// retrieves the value of a given DVAR
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/// </summary>
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/// <typeparam name="T">type of DVAR expected (string, int, float etc...)</typeparam>
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/// <param name="connection">RCon connection to retrieve with</param>
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/// <param name="dvarName">name of DVAR</param>
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/// <returns></returns>
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Task<Dvar<T>> GetDvarAsync<T>(Connection connection, string dvarName);
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/// <summary>
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/// set value of DVAR by name
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/// </summary>
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/// <param name="connection">RCon connection to use</param>
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/// <param name="dvarName">name of DVAR to set</param>
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/// <param name="dvarValue">value to set DVAR to</param>
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/// <returns></returns>
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Task<bool> SetDvarAsync(Connection connection, string dvarName, object dvarValue);
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/// <summary>
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/// executes a console command on the server
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/// </summary>
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/// <param name="connection">RCon connection to use</param>
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/// <param name="command">console command to execute</param>
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/// <returns></returns>
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Task<string[]> ExecuteCommandAsync(Connection connection, string command);
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/// <summary>
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/// get the list of connected clients from status response
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/// </summary>
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/// <param name="connection">RCon connection to use</param>
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/// <returns>list of clients, and current map</returns>
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Task<(List<EFClient>, string)> GetStatusAsync(Connection connection);
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/// <summary>
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/// stores the RCon configuration
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/// </summary>
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IRConParserConfiguration Configuration { get; set; }
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/// <summary>
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/// stores the game/client specific version (usually the value of the "version" DVAR)
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/// </summary>
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string Version { get; set; }
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/// <summary>
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/// specifies the game name (usually the internal studio iteration ie: IW4, T5 etc...)
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/// </summary>
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Game GameName { get; set; }
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/// <summary>
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/// indicates if the game supports generating a log path from DVAR retrieval
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/// of fs_game, fs_basepath, g_log
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/// </summary>
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bool CanGenerateLogPath { get; set; }
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}
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}
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