f40bcce44f
fix bower repo deprecation
533 lines
20 KiB
C#
533 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.IO;
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using System.Threading.Tasks;
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using SharedLibraryCore;
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using SharedLibraryCore.Interfaces;
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using SharedLibraryCore.Commands;
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using SharedLibraryCore.Helpers;
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using SharedLibraryCore.Exceptions;
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using SharedLibraryCore.Objects;
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using SharedLibraryCore.Services;
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using IW4MAdmin.Application.API;
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using Microsoft.Extensions.Configuration;
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using WebfrontCore;
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using SharedLibraryCore.Configuration;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using System.Text;
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using IW4MAdmin.Application.API.Master;
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using System.Reflection;
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namespace IW4MAdmin.Application
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{
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public class ApplicationManager : IManager
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{
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private List<Server> _servers;
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public List<Server> Servers => _servers.OrderByDescending(s => s.ClientNum).ToList();
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public Dictionary<int, Player> PrivilegedClients { get; set; }
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public ILogger Logger { get; private set; }
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public bool Running { get; private set; }
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public bool IsInitialized { get; private set; }
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public EventHandler<GameEvent> ServerEventOccurred { get; private set; }
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public DateTime StartTime { get; private set; }
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static ApplicationManager Instance;
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List<AsyncStatus> TaskStatuses;
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List<Command> Commands;
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List<MessageToken> MessageTokens;
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ClientService ClientSvc;
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AliasService AliasSvc;
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PenaltyService PenaltySvc;
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BaseConfigurationHandler<ApplicationConfiguration> ConfigHandler;
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EventApi Api;
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GameEventHandler Handler;
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ManualResetEventSlim OnEvent;
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private ApplicationManager()
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{
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Logger = new Logger($@"{Utilities.OperatingDirectory}IW4MAdmin.log");
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_servers = new List<Server>();
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Commands = new List<Command>();
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TaskStatuses = new List<AsyncStatus>();
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MessageTokens = new List<MessageToken>();
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ClientSvc = new ClientService();
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AliasSvc = new AliasService();
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PenaltySvc = new PenaltyService();
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PrivilegedClients = new Dictionary<int, Player>();
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Api = new EventApi();
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ServerEventOccurred += Api.OnServerEvent;
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ConfigHandler = new BaseConfigurationHandler<ApplicationConfiguration>("IW4MAdminSettings");
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StartTime = DateTime.UtcNow;
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OnEvent = new ManualResetEventSlim();
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}
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public IList<Server> GetServers()
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{
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return Servers;
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}
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public IList<Command> GetCommands()
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{
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return Commands;
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}
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public static ApplicationManager GetInstance()
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{
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return Instance ?? (Instance = new ApplicationManager());
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}
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public async Task UpdateServerStates()
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{
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// store the server hash code and task for it
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var runningUpdateTasks = new Dictionary<int, Task>();
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while (Running)
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{
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// select the server ids that have completed the update task
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var serverTasksToRemove = runningUpdateTasks
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.Where(ut => ut.Value.Status != TaskStatus.Running)
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.Select(ut => ut.Key)
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.ToList();
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// this is to prevent the log reader from starting before the initial
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// query of players on the server
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if (serverTasksToRemove.Count > 0)
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{
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IsInitialized = true;
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}
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// remove the update tasks as they have completd
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foreach (int serverId in serverTasksToRemove)
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{
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runningUpdateTasks.Remove(serverId);
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}
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// select the servers where the tasks have completed
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foreach (var server in Servers.Where(s => serverTasksToRemove.Count == 0 ? true : serverTasksToRemove.Contains(GetHashCode())))
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{
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runningUpdateTasks.Add(server.GetHashCode(), Task.Run(async () =>
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{
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try
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{
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await server.ProcessUpdatesAsync(new CancellationToken());
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}
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catch (Exception e)
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{
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Logger.WriteWarning($"Failed to update status for {server}");
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Logger.WriteDebug($"Exception: {e.Message}");
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Logger.WriteDebug($"StackTrace: {e.StackTrace}");
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}
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}));
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}
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#if DEBUG
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Logger.WriteDebug($"{runningUpdateTasks.Count} servers queued for stats updates");
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ThreadPool.GetMaxThreads(out int workerThreads, out int n);
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ThreadPool.GetAvailableThreads(out int availableThreads, out int m);
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Logger.WriteDebug($"There are {workerThreads - availableThreads} active threading tasks");
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#endif
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#if DEBUG
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await Task.Delay(30000);
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#else
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await Task.Delay(ConfigHandler.Configuration().RConPollRate);
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#endif
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}
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}
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public async Task Init()
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{
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Running = true;
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#region DATABASE
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var ipList = (await ClientSvc.Find(c => c.Level > Player.Permission.Trusted))
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.Select(c => new
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{
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c.Password,
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c.PasswordSalt,
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c.ClientId,
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c.Level,
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c.Name
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});
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foreach (var a in ipList)
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{
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try
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{
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PrivilegedClients.Add(a.ClientId, new Player()
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{
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Name = a.Name,
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ClientId = a.ClientId,
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Level = a.Level,
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PasswordSalt = a.PasswordSalt,
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Password = a.Password
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});
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}
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catch (ArgumentException)
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{
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continue;
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}
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}
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#endregion
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#region CONFIG
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var config = ConfigHandler.Configuration();
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// copy over default config if it doesn't exist
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if (config == null)
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{
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var defaultConfig = new BaseConfigurationHandler<DefaultConfiguration>("DefaultSettings").Configuration();
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ConfigHandler.Set((ApplicationConfiguration)new ApplicationConfiguration().Generate());
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var newConfig = ConfigHandler.Configuration();
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newConfig.AutoMessagePeriod = defaultConfig.AutoMessagePeriod;
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newConfig.AutoMessages = defaultConfig.AutoMessages;
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newConfig.GlobalRules = defaultConfig.GlobalRules;
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newConfig.Maps = defaultConfig.Maps;
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if (newConfig.Servers == null)
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{
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ConfigHandler.Set(newConfig);
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newConfig.Servers = new List<ServerConfiguration>();
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do
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{
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newConfig.Servers.Add((ServerConfiguration)new ServerConfiguration().Generate());
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} while (Utilities.PromptBool(Utilities.CurrentLocalization.LocalizationIndex["SETUP_SERVER_SAVE"]));
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config = newConfig;
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await ConfigHandler.Save();
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}
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}
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else if (config != null)
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{
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if (string.IsNullOrEmpty(config.Id))
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{
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config.Id = Guid.NewGuid().ToString();
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await ConfigHandler.Save();
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}
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if (string.IsNullOrEmpty(config.WebfrontBindUrl))
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{
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config.WebfrontBindUrl = "http://127.0.0.1:1624";
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await ConfigHandler.Save();
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}
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}
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else if (config.Servers.Count == 0)
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throw new ServerException("A server configuration in IW4MAdminSettings.json is invalid");
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Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
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Utilities.EncodingType = Encoding.GetEncoding(!string.IsNullOrEmpty(config.CustomParserEncoding) ? config.CustomParserEncoding : "windows-1252");
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#endregion
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#region PLUGINS
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SharedLibraryCore.Plugins.PluginImporter.Load(this);
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foreach (var Plugin in SharedLibraryCore.Plugins.PluginImporter.ActivePlugins)
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{
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try
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{
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await Plugin.OnLoadAsync(this);
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}
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catch (Exception e)
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{
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Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_PLUGIN"]} {Plugin.Name}");
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Logger.WriteDebug($"Exception: {e.Message}");
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Logger.WriteDebug($"Stack Trace: {e.StackTrace}");
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}
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}
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#endregion
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#region COMMANDS
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if (ClientSvc.GetOwners().Result.Count == 0)
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Commands.Add(new COwner());
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Commands.Add(new CQuit());
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Commands.Add(new CKick());
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Commands.Add(new CSay());
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Commands.Add(new CTempBan());
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Commands.Add(new CBan());
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Commands.Add(new CWhoAmI());
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Commands.Add(new CList());
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Commands.Add(new CHelp());
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Commands.Add(new CFastRestart());
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Commands.Add(new CMapRotate());
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Commands.Add(new CSetLevel());
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Commands.Add(new CUsage());
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Commands.Add(new CUptime());
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Commands.Add(new CWarn());
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Commands.Add(new CWarnClear());
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Commands.Add(new CUnban());
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Commands.Add(new CListAdmins());
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Commands.Add(new CLoadMap());
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Commands.Add(new CFindPlayer());
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Commands.Add(new CListRules());
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Commands.Add(new CPrivateMessage());
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Commands.Add(new CFlag());
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Commands.Add(new CUnflag());
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Commands.Add(new CReport());
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Commands.Add(new CListReports());
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Commands.Add(new CListBanInfo());
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Commands.Add(new CListAlias());
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Commands.Add(new CExecuteRCON());
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Commands.Add(new CPlugins());
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Commands.Add(new CIP());
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Commands.Add(new CMask());
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Commands.Add(new CPruneAdmins());
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Commands.Add(new CKillServer());
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Commands.Add(new CSetPassword());
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Commands.Add(new CPing());
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Commands.Add(new CSetGravatar());
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Commands.Add(new CNextMap());
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foreach (Command C in SharedLibraryCore.Plugins.PluginImporter.ActiveCommands)
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Commands.Add(C);
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#endregion
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#region INIT
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async Task Init(ServerConfiguration Conf)
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{
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// setup the event handler after the class is initialized
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Handler = new GameEventHandler(this);
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try
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{
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var ServerInstance = new IW4MServer(this, Conf);
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await ServerInstance.Initialize();
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lock (_servers)
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{
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_servers.Add(ServerInstance);
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}
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Logger.WriteVerbose($"{Utilities.CurrentLocalization.LocalizationIndex["MANAGER_MONITORING_TEXT"]} {ServerInstance.Hostname}");
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// add the start event for this server
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Handler.AddEvent(new GameEvent(GameEvent.EventType.Start, "Server started", null, null, ServerInstance));
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}
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catch (ServerException e)
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{
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Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_UNFIXABLE"]} [{Conf.IPAddress}:{Conf.Port}]");
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if (e.GetType() == typeof(DvarException))
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Logger.WriteDebug($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_DVAR"]} {(e as DvarException).Data["dvar_name"]} ({Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_DVAR_HELP"]})");
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else if (e.GetType() == typeof(NetworkException))
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{
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Logger.WriteDebug(e.Message);
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}
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// throw the exception to the main method to stop before instantly exiting
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throw e;
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}
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}
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await Task.WhenAll(config.Servers.Select(c => Init(c)).ToArray());
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#endregion
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}
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private async Task SendHeartbeat(object state)
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{
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var heartbeatState = (HeartbeatState)state;
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while (Running)
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{
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if (!heartbeatState.Connected)
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{
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try
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{
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await Heartbeat.Send(this, true);
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heartbeatState.Connected = true;
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}
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catch (Exception e)
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{
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heartbeatState.Connected = false;
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Logger.WriteWarning($"Could not connect to heartbeat server - {e.Message}");
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}
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}
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else
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{
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try
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{
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await Heartbeat.Send(this);
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}
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catch (System.Net.Http.HttpRequestException e)
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{
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Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
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}
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catch (AggregateException e)
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{
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Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
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var exceptions = e.InnerExceptions.Where(ex => ex.GetType() == typeof(RestEase.ApiException));
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foreach (var ex in exceptions)
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{
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if (((RestEase.ApiException)ex).StatusCode == System.Net.HttpStatusCode.Unauthorized)
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{
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heartbeatState.Connected = false;
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}
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}
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}
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catch (RestEase.ApiException e)
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{
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Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
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if (e.StatusCode == System.Net.HttpStatusCode.Unauthorized)
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{
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heartbeatState.Connected = false;
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}
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}
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catch (Exception e)
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{
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Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
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}
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}
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await Task.Delay(30000);
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}
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}
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public async Task Start()
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{
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// this needs to be run seperately from the main thread
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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#if !DEBUG
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// start heartbeat
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Task.Run(() => SendHeartbeat(new HeartbeatState()));
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#endif
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Task.Run(() => UpdateServerStates());
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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var eventList = new List<Task>();
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async Task processEvent(GameEvent newEvent)
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{
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try
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{
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await newEvent.Owner.ExecuteEvent(newEvent);
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#if DEBUG
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Logger.WriteDebug("Processed Event");
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#endif
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}
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// this happens if a plugin requires login
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catch (AuthorizationException e)
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{
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await newEvent.Origin.Tell($"{Utilities.CurrentLocalization.LocalizationIndex["COMMAND_NOTAUTHORIZED"]} - {e.Message}");
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}
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catch (NetworkException e)
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{
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Logger.WriteError(e.Message);
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}
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catch (Exception E)
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{
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Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EXCEPTION"]} {newEvent.Owner}");
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Logger.WriteDebug("Error Message: " + E.Message);
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Logger.WriteDebug("Error Trace: " + E.StackTrace);
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}
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// tell anyone waiting for the output that we're done
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newEvent.OnProcessed.Set();
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};
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GameEvent queuedEvent = null;
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while (Running)
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{
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// wait for new event to be added
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OnEvent.Wait();
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while ((queuedEvent = Handler.GetNextEvent()) != null)
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{
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if (GameEvent.ShouldOriginEventBeDelayed(queuedEvent))
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{
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Logger.WriteDebug($"Delaying origin execution of event type {queuedEvent.Type} for {queuedEvent.Origin} because they are not authed");
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// offload it to the player to keep
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queuedEvent.Origin.DelayedEvents.Enqueue(queuedEvent);
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continue;
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}
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if (GameEvent.ShouldTargetEventBeDelayed(queuedEvent))
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{
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Logger.WriteDebug($"Delaying target execution of event type {queuedEvent.Type} for {queuedEvent.Target} because they are not authed");
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// offload it to the player to keep
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queuedEvent.Target.DelayedEvents.Enqueue(queuedEvent);
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continue;
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}
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if (queuedEvent.Type == GameEvent.EventType.Connect)
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{
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// we don't want to block here to due to needing event completion in the addplayer method
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processEvent(queuedEvent);
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}
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else
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{
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await processEvent(queuedEvent);
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}
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}
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// signal that all events have been processed
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OnEvent.Reset();
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}
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#if !DEBUG
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foreach (var S in _servers)
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await S.Broadcast("^1" + Utilities.CurrentLocalization.LocalizationIndex["BROADCAST_OFFLINE"]);
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#endif
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_servers.Clear();
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}
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public void Stop()
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{
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Running = false;
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// trigger the event processing loop to end
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SetHasEvent();
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}
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public ILogger GetLogger()
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{
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return Logger;
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}
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public IList<MessageToken> GetMessageTokens()
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{
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return MessageTokens;
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}
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public IList<Player> GetActiveClients()
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{
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var ActiveClients = new List<Player>();
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foreach (var server in _servers)
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ActiveClients.AddRange(server.Players.Where(p => p != null));
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return ActiveClients;
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}
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public ClientService GetClientService() => ClientSvc;
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public AliasService GetAliasService() => AliasSvc;
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public PenaltyService GetPenaltyService() => PenaltySvc;
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public IConfigurationHandler<ApplicationConfiguration> GetApplicationSettings() => ConfigHandler;
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public IDictionary<int, Player> GetPrivilegedClients() => PrivilegedClients;
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public IEventApi GetEventApi() => Api;
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public bool ShutdownRequested() => !Running;
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public IEventHandler GetEventHandler() => Handler;
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public void SetHasEvent()
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{
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OnEvent.Set();
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}
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public IList<Assembly> GetPluginAssemblies() => SharedLibraryCore.Plugins.PluginImporter.PluginAssemblies;
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}
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}
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