mirror of
https://github.com/RaidMax/IW4M-Admin.git
synced 2025-06-10 15:20:48 -05:00
reworked event management (again)
almost finished
This commit is contained in:
@ -32,7 +32,11 @@ namespace IW4MAdmin.Application
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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 EventHandler<GameEvent> ServerEventOccurred { get; private set; }
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// define what the delagate function looks like
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public delegate void OnServerEventEventHandler(object sender, GameEventArgs e);
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// expose the event handler so we can execute the events
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public OnServerEventEventHandler OnServerEvent { get; private set; }
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public DateTime StartTime { get; private set; }
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static ApplicationManager Instance;
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@ -48,6 +52,17 @@ namespace IW4MAdmin.Application
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ManualResetEventSlim OnEvent;
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readonly IPageList PageList;
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public class GameEventArgs : System.ComponentModel.AsyncCompletedEventArgs
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{
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public GameEventArgs(Exception error, bool cancelled, GameEvent userState) : base(error, cancelled, userState)
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{
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Event = userState;
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}
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public GameEvent Event { get; }
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}
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private ApplicationManager()
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{
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Logger = new Logger($@"{Utilities.OperatingDirectory}IW4MAdmin.log");
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@ -60,11 +75,96 @@ namespace IW4MAdmin.Application
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PenaltySvc = new PenaltyService();
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PrivilegedClients = new Dictionary<int, Player>();
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Api = new EventApi();
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ServerEventOccurred += Api.OnServerEvent;
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//ServerEventOccurred += Api.OnServerEvent;
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ConfigHandler = new BaseConfigurationHandler<ApplicationConfiguration>("IW4MAdminSettings");
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StartTime = DateTime.UtcNow;
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OnEvent = new ManualResetEventSlim();
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PageList = new PageList();
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OnServerEvent += OnServerEventAsync;
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}
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private async void OnServerEventAsync(object sender, GameEventArgs args)
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{
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var newEvent = args.Event;
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try
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{
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// if the origin client is not in an authorized state (detected by RCon) don't execute the event
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if (GameEvent.ShouldOriginEventBeDelayed(newEvent))
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{
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Logger.WriteDebug($"Delaying origin execution of event type {newEvent.Type} for {newEvent.Origin} because they are not authed");
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// offload it to the player to keep
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newEvent.Origin.DelayedEvents.Enqueue(newEvent);
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return;
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}
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// if the target client is not in an authorized state (detected by RCon) don't execute the event
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if (GameEvent.ShouldTargetEventBeDelayed(newEvent))
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{
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Logger.WriteDebug($"Delaying target execution of event type {newEvent.Type} for {newEvent.Target} because they are not authed");
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// offload it to the player to keep
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newEvent.Target.DelayedEvents.Enqueue(newEvent);
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return;
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}
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await newEvent.Owner.ExecuteEvent(newEvent);
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//// todo: this is a hacky mess
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if (newEvent.Origin?.DelayedEvents?.Count > 0 &&
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newEvent.Origin?.State == Player.ClientState.Connected)
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{
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var events = newEvent.Origin.DelayedEvents;
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// add the delayed event to the queue
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while (events?.Count > 0)
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{
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var e = events.Dequeue();
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e.Origin = newEvent.Origin;
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// check if the target was assigned
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if (e.Target != null)
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{
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// update the target incase they left or have newer info
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e.Target = newEvent.Owner.GetPlayersAsList()
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.FirstOrDefault(p => p.NetworkId == e.Target.NetworkId);
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// we have to throw out the event because they left
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if (e.Target == null)
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{
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Logger.WriteWarning($"Delayed event for {e.Origin} was removed because the target has left");
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continue;
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}
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}
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this.GetEventHandler().AddEvent(e);
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}
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}
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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 ex)
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{
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await newEvent.Origin.Tell($"{Utilities.CurrentLocalization.LocalizationIndex["COMMAND_NOTAUTHORIZED"]} - {ex.Message}");
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}
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catch (NetworkException ex)
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{
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Logger.WriteError(ex.Message);
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}
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catch (ServerException ex)
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{
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Logger.WriteWarning(ex.Message);
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}
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catch (Exception ex)
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{
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Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EXCEPTION"]} {newEvent.Owner}");
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Logger.WriteDebug("Error Message: " + ex.Message);
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Logger.WriteDebug("Error Trace: " + ex.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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public IList<Server> GetServers()
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@ -91,7 +191,9 @@ namespace IW4MAdmin.Application
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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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.Where(ut => ut.Value.Status == TaskStatus.RanToCompletion ||
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ut.Value.Status == TaskStatus.Canceled ||
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ut.Value.Status == TaskStatus.Faulted)
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.Select(ut => ut.Key)
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.ToList();
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@ -109,7 +211,8 @@ namespace IW4MAdmin.Application
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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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var serverIds = Servers.Select(s => s.GetHashCode()).Except(runningUpdateTasks.Select(r => r.Key)).ToList();
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foreach (var server in Servers.Where(s => serverIds.Contains(s.GetHashCode())))
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{
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runningUpdateTasks.Add(server.GetHashCode(), Task.Run(async () =>
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{
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@ -133,7 +236,7 @@ namespace IW4MAdmin.Application
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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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await Task.Delay(10000);
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#else
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await Task.Delay(ConfigHandler.Configuration().RConPollRate);
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#endif
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@ -397,7 +500,7 @@ namespace IW4MAdmin.Application
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}
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}
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public async Task Start()
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public void 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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@ -408,101 +511,11 @@ namespace IW4MAdmin.Application
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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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// todo: this is a hacky mess
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if (newEvent.Origin?.DelayedEvents?.Count > 0 &&
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newEvent.Origin?.State == Player.ClientState.Connected)
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{
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var events = newEvent.Origin.DelayedEvents;
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// add the delayed event to the queue
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while (events?.Count > 0)
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{
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var e = events.Dequeue();
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e.Origin = newEvent.Origin;
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// check if the target was assigned
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if (e.Target != null)
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{
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// update the target incase they left or have newer info
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e.Target = newEvent.Owner.GetPlayersAsList()
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.FirstOrDefault(p => p.NetworkId == e.Target.NetworkId);
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// we have to throw out the event because they left
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if (e.Target == null)
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{
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Logger.WriteWarning($"Delayed event for {e.Origin} was removed because the target has left");
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continue;
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}
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}
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this.GetEventHandler().AddEvent(e);
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}
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}
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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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// for delayed events, they're added after the connect event so it should work out
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await processEvent(queuedEvent);
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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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