5f588bb0f7
cleaned up the base event parser to not need the server object to generate the event Hopefully prevent anticheat from freaking out when database connection is lost
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using static SharedLibraryCore.Server;
|
|
|
|
namespace SharedLibraryCore.Interfaces
|
|
{
|
|
public interface IEventParser
|
|
{
|
|
/// <summary>
|
|
/// Generates a game event based on log line input
|
|
/// </summary>
|
|
/// <param name="logLine">single log line string</param>
|
|
/// <returns></returns>
|
|
/// todo: make this integrate without needing the server
|
|
GameEvent GenerateGameEvent(string logLine);
|
|
/// <summary>
|
|
/// Get game specific folder prefix for log files
|
|
/// </summary>
|
|
/// <returns>Game directory prefix</returns>
|
|
IEventParserConfiguration Configuration { get; set; }
|
|
|
|
/// <summary>
|
|
/// stores the game/client specific version (usually the value of the "version" DVAR)
|
|
/// </summary>
|
|
string Version { get; set; }
|
|
|
|
/// <summary>
|
|
/// specifies the game name (usually the internal studio iteration ie: IW4, T5 etc...)
|
|
/// </summary>
|
|
Game GameName { get; set; }
|
|
|
|
/// <summary>
|
|
/// specifies the connect URI used to join game servers via web browser
|
|
/// </summary>
|
|
string URLProtocolFormat { get; set; }
|
|
}
|
|
}
|