IW4M-Admin/SharedLibraryCore/Event.cs
RaidMax bbefd53db4 think I finished reworking the event system
added http log reading support for debugging remotely
started working on unit test framework
2018-08-28 16:32:59 -05:00

115 lines
3.6 KiB
C#

using System;
using System.Threading;
using SharedLibraryCore.Objects;
namespace SharedLibraryCore
{
public class GameEvent
{
public enum EventType
{
Unknown,
// events "generated" by the server
Start,
Stop,
Connect,
Join,
Quit,
Disconnect,
MapEnd,
MapChange,
// events "generated" by clients
Say,
Report,
Flag,
Unflag,
Kick,
TempBan,
Ban,
Command,
// events "generated" by IW4MAdmin
Broadcast,
Tell,
// events "generated" by script/log
ScriptDamage,
ScriptKill,
Damage,
Kill,
JoinTeam,
StatusUpdate
}
public GameEvent(EventType t, string d, Player O, Player T, Server S)
{
Type = t;
Data = d?.Trim();
Origin = O;
Target = T;
Owner = S;
OnProcessed = new ManualResetEventSlim();
Time = DateTime.UtcNow;
CurrentEventId++;
Id = CurrentEventId;
}
public GameEvent()
{
OnProcessed = new ManualResetEventSlim();
Time = DateTime.UtcNow;
CurrentEventId++;
Id = CurrentEventId;
}
private static long CurrentEventId;
public EventType Type;
public string Data; // Data is usually the message sent by player
public string Message;
public Player Origin;
public Player Target;
public Server Owner;
public Boolean Remote = false;
public object Extra { get; set; }
public ManualResetEventSlim OnProcessed { get; set; }
public DateTime Time { get; private set; }
public long Id { get; private set; }
/// <summary>
/// determine whether an event should be delayed or not
/// applies only to the origin entity
/// </summary>
/// <param name="queuedEvent">event to determine status for</param>
/// <returns>true if event should be delayed, false otherwise</returns>
public static bool ShouldOriginEventBeDelayed(GameEvent queuedEvent)
{
return queuedEvent.Origin != null &&
queuedEvent.Origin.State != Player.ClientState.Connected &&
// we want to allow join and quit events
queuedEvent.Type != EventType.Connect &&
queuedEvent.Type != EventType.Join &&
queuedEvent.Type != EventType.Quit &&
queuedEvent.Type != EventType.Disconnect &&
// we don't care about unknown events
queuedEvent.Origin.NetworkId != 0;
}
/// <summary>
/// determine whether an event should be delayed or not
/// applies only to the target entity
/// </summary>
/// <param name="queuedEvent">event to determine status for</param>
/// <returns>true if event should be delayed, false otherwise</returns>
public static bool ShouldTargetEventBeDelayed(GameEvent queuedEvent)
{
return queuedEvent.Target != null &&
queuedEvent.Target.State != Player.ClientState.Connected &&
queuedEvent.Target.NetworkId != 0;
}
}
}