ba5b1e19a6
add vision average to client stats other stuff
189 lines
5.8 KiB
C#
189 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.ComponentModel.DataAnnotations.Schema;
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using System.Linq;
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using System.Threading.Tasks;
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namespace SharedLibraryCore.Objects
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{
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public class Player : Database.Models.EFClient
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{
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public enum ClientState
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{
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/// <summary>
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/// represents when the client has been detected as joining
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/// by the log file, but has not be authenticated by RCon
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/// </summary>
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Connecting,
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/// <summary>
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/// represents when the client has been parsed by RCon,
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/// but has not been validated against the database
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/// </summary>
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Authenticated,
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/// <summary>
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/// represents when the client has been authenticated by RCon
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/// and validated by the database
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/// </summary>
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Connected,
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/// <summary>
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/// represents when the client is leaving (either through RCon or log file)
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/// </summary>
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Disconnecting,
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}
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public enum Permission
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{
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/// <summary>
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/// client has been banned
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/// </summary>
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Banned = -1,
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/// <summary>
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/// default client state upon first connect
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/// </summary>
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User = 0,
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/// <summary>
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/// client has been flagged
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/// </summary>
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Flagged = 1,
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/// <summary>
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/// client is trusted
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/// </summary>
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Trusted = 2,
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/// <summary>
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/// client is a moderator
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/// </summary>
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Moderator = 3,
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/// <summary>
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/// client is an administrator
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/// </summary>
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Administrator = 4,
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/// <summary>
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/// client is a senior administrator
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/// </summary>
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SeniorAdmin = 5,
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/// <summary>
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/// client is a owner
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/// </summary>
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Owner = 6,
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/// <summary>
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/// not used
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/// </summary>
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Creator = 7,
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/// <summary>
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/// reserved for default account
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/// </summary>
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Console = 8
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}
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public Player()
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{
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ConnectionTime = DateTime.UtcNow;
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ClientNumber = -1;
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DelayedEvents = new Queue<GameEvent>();
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_additionalProperties = new Dictionary<string, object>();
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}
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public override string ToString() => $"{Name}::{NetworkId}";
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public String GetLastConnection()
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{
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return Utilities.GetTimePassed(LastConnection);
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}
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public async Task Tell(String Message)
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{
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// this is console or remote so send immediately
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if (ClientNumber < 0)
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{
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await CurrentServer.Tell(Message, this);
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}
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else
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{
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var e = new GameEvent()
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{
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Message = Message,
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Target = this,
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Owner = CurrentServer,
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Type = GameEvent.EventType.Tell,
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Data = Message
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};
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CurrentServer.Manager.GetEventHandler().AddEvent(e);
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}
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}
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public async Task Kick(String Message, Player Sender)
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{
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await CurrentServer.Kick(Message, this, Sender);
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}
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public async Task TempBan(String Message, TimeSpan Length, Player Sender)
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{
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await CurrentServer.TempBan(Message, Length, this, Sender);
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}
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public async Task Warn(String Message, Player Sender)
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{
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await CurrentServer.Warn(Message, this, Sender);
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}
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public async Task Ban(String Message, Player Sender)
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{
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await CurrentServer.Ban(Message, this, Sender);
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}
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[NotMapped]
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Dictionary<string, object> _additionalProperties;
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public T GetAdditionalProperty<T>(string name) => (T)_additionalProperties[name];
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public void SetAdditionalProperty(string name, object value) => _additionalProperties.Add(name, value);
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[NotMapped]
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public int ClientNumber { get; set; }
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[NotMapped]
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public int Ping { get; set; }
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[NotMapped]
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public int Warnings { get; set; }
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[NotMapped]
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public DateTime ConnectionTime { get; set; }
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[NotMapped]
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public int ConnectionLength => (int)(DateTime.UtcNow - ConnectionTime).TotalSeconds;
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[NotMapped]
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public Server CurrentServer { get; set; }
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[NotMapped]
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public int Score { get; set; }
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[NotMapped]
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public bool IsBot { get; set; }
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private int _ipaddress;
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public override int IPAddress
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{
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get { return _ipaddress; }
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set { _ipaddress = value; }
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}
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private string _name;
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public override string Name
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{
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get { return _name; }
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set { _name = value; }
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}
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[NotMapped]
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public ClientState State { get; set; }
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[NotMapped]
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public Queue<GameEvent> DelayedEvents { get; set; }
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[NotMapped]
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// this is kinda dirty, but I need localizable level names
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public ClientPermission ClientPermission => new ClientPermission()
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{
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Level = Level,
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Name = Utilities.CurrentLocalization
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.LocalizationIndex[$"GLOBAL_PERMISSION_{Level.ToString().ToUpper()}"]
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};
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public override bool Equals(object obj)
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{
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return ((Player)obj).NetworkId == NetworkId;
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}
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public override int GetHashCode() => (int)NetworkId;
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}
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}
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