290 lines
8.6 KiB
C#
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)
|
|
{
|
|
#if DEBUG
|
|
throw new Exception();
|
|
#endif
|
|
Owner?.Logger.WriteError("Waiting for event to complete timed out");
|
|
Owner?.Logger.WriteDebug($"{Id}, {Type}, {Data}, {Extra}, {FailReason.ToString()}, {Message}, {Origin}, {Target}");
|
|
}
|
|
|
|
|
|
// this lets us know if the the action timed out
|
|
FailReason = FailReason == EventFailReason.None && !processed ? EventFailReason.Timeout : FailReason;
|
|
return this;
|
|
}
|
|
}
|
|
}
|