IW4M-Admin/SharedLibraryCore/Events/GameEvent.cs
RaidMax 1dc0f5a240 fix aggregate issue with KDR on global top stats
refactor some of the main application code to have a cleaner code flow
add enviroment flag to opt out of .net core telemetry in start script
fixed "a moment" missing the "ago"
fixed case sensitive client searches on postgresql
clean up command code flow
Add missing map "mp_cairo" to default settings
2019-05-08 20:34:17 -05:00

225 lines
6.7 KiB
C#

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
}
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
}
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 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(() =>
{
OnProcessed.Wait(timeSpan, token);
return this;
});
}
}
}