IW4M-Admin/SharedLibary/Server.cs

522 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharedLibrary
{
public abstract class Server
{
public Server(string address, int port, string password, int H, int PID)
{
this.PID = PID;
Handle = H;
IP = address;
Port = port;
clientnum = 0;
logFile = new IFile("admin_" + port + ".log", true);
#if DEBUG
Log = new Log(logFile, Log.Level.Debug, port);
#else
Log = new Log(logFile, Log.Level.Production, port);
#endif
clientDB = new ClientsDB("clients.rm");
aliasDB = new AliasesDB("aliases.rm");
Bans = new List<Ban>();
players = new List<Player>(new Player[18]);
events = new Queue<Event>();
Macros = new Dictionary<String, Object>();
Reports = new List<Report>();
statusPlayers = new Dictionary<string, Player>();
playerHistory = new Queue<PlayerHistory>();
chatHistory = new List<Chat>();
lastWebChat = DateTime.Now;
nextMessage = 0;
initCommands();
initMacros();
initMessages();
initMaps();
initRules();
}
//Returns the current server name -- *STRING*
public String getName()
{
return hostname;
}
public String getMap()
{
return mapname;
}
public String getGametype()
{
return Gametype;
}
//Returns current server IP set by `net_ip` -- *STRING*
public String getIP()
{
return IP;
}
//Returns current server port set by `net_port` -- *INT*
public int getPort()
{
return Port;
}
//Returns number of active clients on server -- *INT*
public int getNumPlayers()
{
return clientnum;
}
//Returns the list of commands
public List<Command> getCommands()
{
return commands;
}
//Returns list of all current players
public List<Player> getPlayers()
{
return players;
}
public int getClientNum()
{
return clientnum;
}
public int getMaxClients()
{
return maxClients;
}
//Returns list of all active bans (loaded at runtime)
public List<Ban> getBans()
{
return Bans;
}
public int pID()
{
return this.PID;
}
/// <summary>
/// Get any know aliases ( name or ip based ) from the database
/// </summary>
/// <param name="Origin">Player to scan for aliases</param>
abstract public List<Aliases> getAliases(Player Origin);
public List<Player> getPlayerAliases(Player Origin)
{
List<int> databaseIDs = new List<int>();
foreach (Aliases A in getAliases(Origin))
databaseIDs.Add(A.Number);
return clientDB.getPlayers(databaseIDs);
}
/// <summary>
/// Add a player to the server's player list
/// </summary>
/// <param name="P">Player pulled from memory reading</param>
/// <returns>True if player added sucessfully, false otherwise</returns>
abstract public bool addPlayer(Player P);
/// <summary>
/// Remove player by client number
/// </summary>
/// <param name="cNum">Client ID of player to be removed</param>
/// <returns>true if removal succeded, false otherwise</returns>
abstract public bool removePlayer(int cNum);
/// <summary>
/// Get the player from the server's list by line from game long
/// </summary>
/// <param name="L">Game log line containing event</param>
/// <param name="cIDPos">Position in the line where the cliet ID is written</param>
/// <returns>Matching player if found</returns>
abstract public Player clientFromEventLine(String[] L, int cIDPos);
/// <summary>
/// Get a player by name
/// </summary>
/// <param name="pName">Player name to search for</param>
/// <returns>Matching player if found</returns>
public Player clientFromName(String pName)
{
lock (players)
{
foreach (var P in players)
{
if (P != null && P.Name.ToLower().Contains(pName.ToLower()))
return P;
}
}
return null;
}
/// <summary>
/// Check ban list for every banned player and return ban if match is found
/// </summary>
/// <param name="C">Player to check if banned</param>
/// <returns>Matching ban if found</returns>
abstract public Ban isBanned(Player C);
/// <summary>
/// Process requested command correlating to an event
/// </summary>
/// <param name="E">Event parameter</param>
/// <param name="C">Command requested from the event</param>
/// <returns></returns>
abstract public Command processCommand(Event E, Command C);
/// <summary>
/// Execute a command on the server
/// </summary>
/// <param name="CMD">Command to execute</param>
abstract public void executeCommand(String CMD);
/// <summary>
/// Retrieve a Dvar from the server
/// </summary>
/// <param name="DvarName">Name of Dvar to retrieve</param>
/// <returns>Dvar if found</returns>
abstract public dvar getDvar(String DvarName);
/// <summary>
/// Set a Dvar on the server
/// </summary>
/// <param name="Dvar">Name of the</param>
/// <param name="Value"></param>
abstract public void setDvar(String Dvar, String Value);
/// <summary>
/// Main loop for the monitoring processes of the server ( handles events and connects/disconnects )
/// </summary>
abstract public void Monitor();
/// <summary>
/// Set up the basic variables ( base path / hostname / etc ) that allow the monitor thread to work
/// </summary>
/// <returns>True if no issues initializing, false otherwise</returns>
abstract public bool intializeBasics();
/// <summary>
/// Process any server event
/// </summary>
/// <param name="E">Event</param>
/// <returns>True on sucess</returns>
abstract public bool processEvent(Event E);
/// <summary>
/// Reloads all the server configurations
/// </summary>
/// <returns>True on sucess</returns>
abstract public bool Reload();
/// <summary>
/// Send a message to all players
/// </summary>
/// <param name="Message">Message to be sent to all players</param>
public void Broadcast(String Message)
{
executeCommand("sayraw " + Message);
}
/// <summary>
/// Send a message to a particular players
/// </summary>
/// <param name="Message">Message to send</param>
/// <param name="Target">Player to send message to</param>
public void Tell(String Message, Player Target)
{
if (Target.clientID > -1)
executeCommand("tellraw " + Target.clientID + " " + Message + "^7");
if (Target.Level == Player.Permission.Console)
{
Console.ForegroundColor = ConsoleColor.Cyan;
Console.WriteLine(Utilities.stripColors(Message));
Console.ForegroundColor = ConsoleColor.Gray;
}
}
/// <summary>
/// Send a message to all admins on the server
/// </summary>
/// <param name="message">Message to send out</param>
public void ToAdmins(String message)
{
lock (players) // threading can modify list while we do this
{
foreach (Player P in players)
{
if (P == null)
continue;
if (P.Level > Player.Permission.Flagged)
{
P.Alert();
P.Tell(message);
}
}
}
}
/// <summary>
/// Alert a player via gsc implementation
/// </summary>
/// <param name="P"></param>
public void Alert(Player P)
{
executeCommand("admin_lastevent alert;" + P.npID + ";0;mp_killstreak_nuclearstrike");
}
/// <summary>
/// Kick a player from the server
/// </summary>
/// <param name="Reason">Reason for kicking</param>
/// <param name="Target">Player to kick</param>
public void Kick(String Reason, Player Target)
{
if (Target.clientID > -1)
executeCommand("clientkick " + Target.clientID + " \"" + Reason + "^7\"");
}
/// <summary>
/// Temporarily ban a player ( default 1 hour ) from the server
/// </summary>
/// <param name="Reason">Reason for banning the player</param>
/// <param name="Target">The player to ban</param>
public void tempBan(String Reason, Player Target)
{
executeCommand("tempbanclient " + Target.clientID + " \"" + Reason + "\"");
}
/// <summary>
/// Perm ban a player from the server
/// </summary>
/// <param name="Reason">The reason for the ban</param>
/// <param name="Target">The person to ban</param>
/// <param name="Origin">The person who banned the target</param>
abstract public void Ban(String Reason, Player Target, Player Origin);
/// <summary>
/// Unban a player by npID / GUID
/// </summary>
/// <param name="npID">npID of the player</param>
/// <param name="Target">I don't remember what this is for</param>
/// <returns></returns>
abstract public bool Unban(String npID, Player Target);
/// <summary>
/// Fast restart the server with a specified delay
/// </summary>
/// <param name="delay"></param>
public void fastRestart(int delay)
{
Utilities.Wait(delay);
executeCommand("fast_restart");
}
/// <summary>
/// Rotate the server to the next map with specified delay
/// </summary>
/// <param name="delay"></param>
public void mapRotate(int delay)
{
Utilities.Wait(delay);
executeCommand("map_rotate");
}
/// <summary>
/// Map rotate without delay
/// </summary>
public void mapRotate()
{
mapRotate(0);
}
/// <summary>
/// Change the current searver map
/// </summary>
/// <param name="mapName">Non-localized map name</param>
public void Map(String mapName)
{
executeCommand("map " + mapName);
}
public void webChat(Player P, String Message)
{
DateTime requestTime = DateTime.Now;
if ((requestTime - lastWebChat).TotalSeconds > 1)
{
Broadcast("^1[WEBCHAT] ^5" + P.Name + "^7 - " + Message);
while (chatHistory.Count > Math.Ceiling((double)clientnum / 2))
chatHistory.RemoveAt(0);
if (Message.Length > 50)
Message = Message.Substring(0, 50) + "...";
chatHistory.Add(new Chat(P, Utilities.stripColors(Message), DateTime.Now));
lastWebChat = DateTime.Now;
}
}
/// <summary>
/// Initalize the macro variables
/// </summary>
abstract public void initMacros();
/// <summary>
/// Read the map configuration
/// </summary>
protected void initMaps()
{
maps = new List<Map>();
IFile mapfile = new IFile("config\\maps.cfg");
String[] _maps = mapfile.readAll();
mapfile.Close();
if (_maps.Length > 2) // readAll returns minimum one empty string
{
foreach (String m in _maps)
{
String[] m2 = m.Split(':');
if (m2.Length > 1)
{
Map map = new Map(m2[0].Trim(), m2[1].Trim());
maps.Add(map);
}
}
}
else
Log.Write("Maps configuration appears to be empty - skipping...", Log.Level.All);
}
/// <summary>
/// Initialize the messages to be broadcasted
/// </summary>
protected void initMessages()
{
messages = new List<String>();
IFile messageCFG = new IFile("config\\messages.cfg");
String[] lines = messageCFG.readAll();
messageCFG.Close();
if (lines.Length < 2) //readAll returns minimum one empty string
{
Log.Write("Messages configuration appears empty - skipping...", Log.Level.All);
return;
}
int mTime = -1;
int.TryParse(lines[0], out mTime);
if (messageTime == -1)
messageTime = 60;
else
messageTime = mTime;
foreach (String l in lines)
{
if (lines[0] != l && l.Length > 1)
messages.Add(l);
}
messageCFG.Close();
//if (Program.Version != Program.latestVersion && Program.latestVersion != 0)
// messages.Add("^5IW4M Admin ^7is outdated. Please ^5update ^7to version " + Program.latestVersion);
}
/// <summary>
/// Initialize the rules configuration
/// </summary>
protected void initRules()
{
rules = new List<String>();
IFile ruleFile = new IFile("config\\rules.cfg");
String[] _rules = ruleFile.readAll();
ruleFile.Close();
if (_rules.Length > 2) // readAll returns minimum one empty string
{
foreach (String r in _rules)
{
if (r.Length > 1)
rules.Add(r);
}
}
else
Log.Write("Rules configuration appears empty - skipping...", Log.Level.All);
ruleFile.Close();
}
/// <summary>
/// Load up the built in commands
/// </summary>
abstract public void initCommands();
//Objects
public Log Log { get; private set; }
public List<Ban> Bans;
public Player owner;
public List<Map> maps;
public List<String> rules;
public Queue<Event> events;
public String Website;
public String Gametype;
public int totalKills = 0;
public List<Report> Reports;
public List<Chat> chatHistory;
public Queue<PlayerHistory> playerHistory { get; private set; }
//Info
protected String IP;
protected int Port;
protected String hostname;
protected String mapname;
protected int clientnum;
protected List<Player> players;
protected List<Command> commands;
protected List<String> messages;
protected int messageTime;
protected TimeSpan lastMessage;
protected DateTime lastPoll;
protected int nextMessage;
protected String IW_Ver;
protected int maxClients;
protected Dictionary<String, Object> Macros;
protected DateTime lastWebChat;
protected int Handle;
protected int PID;
protected IFile logFile;
// Will probably move this later
public Dictionary<String, Player> statusPlayers;
public bool isRunning;
// Log stuff
protected String Basepath;
protected String Mod;
protected String logPath;
// Databases
public ClientsDB clientDB;
public AliasesDB aliasDB;
}
}