RaidMax 3ae2e42718 properly implement sv_sayName for custom say name
prevent trying to register live radar page for every server (oops)
optimize event processing to prevent slow plugins from affecting command processing
enable database connection resilency
trim extra characters from T7 reassembled response
2020-04-20 10:45:58 -05:00

290 lines
8.6 KiB
C#

using SharedLibraryCore.Database.Models;
using SharedLibraryCore.Events;
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()
{
_eventFinishedWaiter = new ManualResetEvent(false);
Time = DateTime.UtcNow;
Id = GetNextEventId();
}
~GameEvent()
{
_eventFinishedWaiter.Set();
_eventFinishedWaiter.Dispose();
}
public EventType Type;
/// <summary>
/// suptype of the event for more detailed classification
/// </summary>
public string Subtype { get; set; }
public EventRequiredEntity RequiredEntity { get; set; }
public string Data; // Data is usually the message sent by player
public string Message;
/// <summary>
/// Specifies the game time offset as printed in the log
/// </summary>
public int? GameTime { get; set; }
public EFClient Origin;
public EFClient Target;
public Server Owner;
public bool IsRemote { get; set; } = false;
public object Extra { get; set; }
private readonly ManualResetEvent _eventFinishedWaiter;
public DateTime Time { get; set; }
public long Id { get; private set; }
public EventFailReason FailReason { get; set; }
public bool Failed => FailReason != EventFailReason.None;
/// <summary>
/// Indicates if the event should block until it is complete
/// </summary>
public bool IsBlocking { get; set; }
public void Complete()
{
_eventFinishedWaiter.Set();
#if DEBUG
Owner?.Logger.WriteDebug($"Completed internal for event {Id}");
#endif
}
/// <summary>
/// asynchronously wait for GameEvent to be processed
/// </summary>
/// <returns>waitable task </returns>
public async Task<GameEvent> WaitAsync(TimeSpan timeSpan, CancellationToken token)
{
bool processed = false;
#if DEBUG
Owner?.Logger.WriteDebug($"Begin wait for event {Id}");
#endif
try
{
processed = await Task.Run(() => _eventFinishedWaiter.WaitOne(timeSpan), token);
}
catch (TaskCanceledException)
{
processed = true;
}
if (!processed)
{
Owner?.Logger.WriteError("Waiting for event to complete timed out");
Owner?.Logger.WriteDebug($"{Id}, {Type}, {Data}, {Extra}, {FailReason.ToString()}, {Message}, {Origin}, {Target}");
#if DEBUG
throw new Exception();
#endif
}
// this lets us know if the the action timed out
FailReason = FailReason == EventFailReason.None && !processed ? EventFailReason.Timeout : FailReason;
return this;
}
}
}