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mirror of https://github.com/RaidMax/IW4M-Admin.git synced 2025-06-07 21:58:06 -05:00

fix issue with game interface and increase debug logging

This commit is contained in:
RaidMax 2024-07-06 15:16:50 -05:00
parent d6112840e6
commit 78c5b43ed4
2 changed files with 65 additions and 55 deletions

View File

@ -38,7 +38,7 @@ Setup()
level notify( level.notifyTypes.gameFunctionsInitialized );
scripts\_integration_base::_SetDvarIfUninitialized( level.commonKeys.busdir, GetDvar( "fs_homepath" ) + "userraw/" + "scriptdata" );
scripts\_integration_base::_SetDvarIfUninitialized( level.commonKeys.busdir, GetDvar( "fs_homepath" ) + "/userraw/" + "scriptdata" );
if ( GetDvarInt( level.commonKeys.enabled ) != 1 )
{

View File

@ -47,7 +47,7 @@ const plugin = {
const storedConfig = this.configWrapper.getValue('config', newConfig => {
if (newConfig) {
plugin.logger.logInformation('{Name} config reloaded.', plugin.name);
plugin.logger.logInformation('[GameInterface] {Name} config reloaded. Polling rate is {Rate}', plugin.name, newConfig.pollingRate);
plugin.config = newConfig;
}
});
@ -61,10 +61,12 @@ const plugin = {
onClientEnteredMatch: function (clientEvent) {
const serverState = servers[clientEvent.client.currentServer.id];
this.logger.logDebug('[GameInterface] client entered match {id}, currentState={@state}', clientEvent.client.currentServer.id, serverState);
if (serverState === undefined || serverState == null) {
this.initializeServer(clientEvent.client.currentServer);
} else if (!serverState.running && !serverState.initializationInProgress) {
this.logger.logDebug('[GameInterface] starting game interface loop');
serverState.running = true;
this.requestGetDvar(inDvar, clientEvent.client.currentServer);
}
@ -91,23 +93,23 @@ const plugin = {
}
},
onServerValueSetCompleted: async function (serverValueEvent) {
this.logger.logDebug('Set {dvarName}={dvarValue} success={success} from {server}', serverValueEvent.valueName,
onServerValueSetCompleted: function (serverValueEvent) {
this.logger.logDebug('[GameInterface] set {dvarName}={dvarValue} success={success} from {server}', serverValueEvent.valueName,
serverValueEvent.value, serverValueEvent.success, serverValueEvent.server.id);
if (serverValueEvent.valueName !== inDvar && serverValueEvent.valueName !== outDvar) {
this.logger.logDebug('Ignoring set complete of {name}', serverValueEvent.valueName);
this.logger.logDebug('[GameInterface] ignoring set complete of {name}', serverValueEvent.valueName);
return;
}
const serverState = servers[serverValueEvent.server.id];
serverState.outQueue.shift();
this.logger.logDebug('outQueue len = {outLen}, inQueue len = {inLen}', serverState.outQueue.length, serverState.inQueue.length);
this.logger.logDebug('[GameInterface] outQueue len = {outLen}, inQueue len = {inLen}', serverState.outQueue.length, serverState.inQueue.length);
// if it didn't succeed, we need to retry
if (!serverValueEvent.success && !this.eventManager.cancellationToken.isCancellationRequested) {
this.logger.logDebug('Set of server value failed... retrying');
this.logger.logWarning('[GameInterface] set of server value failed... retrying');
this.requestSetDvar(serverValueEvent.valueName, serverValueEvent.value, serverValueEvent.server);
return;
}
@ -117,10 +119,14 @@ const plugin = {
const input = serverState.inQueue.shift();
// if we queued an event then the next loop will be at the value set complete
await this.processEventMessage(input, serverValueEvent.server);
try {
this.processEventMessage(input, serverValueEvent.server);
} catch (ex) {
this.logger.logError('[GameInterface] could not process event message: {exception}', ex.toString());
}
}
this.logger.logDebug('loop complete');
this.logger.logDebug('[GameInterface] loop complete');
// loop restarts
this.requestGetDvar(inDvar, serverValueEvent.server);
},
@ -139,25 +145,25 @@ const plugin = {
enabled: false,
running: false,
initializationInProgress: true,
queuedMessages: [],
inQueue: [],
outQueue: [],
commandQueue: []
};
this.logger.logDebug('Initializing game interface for {serverId}', server.id);
this.logger.logDebug('[GameInterface] initializing game interface for {serverId}', server.id);
this.requestGetDvar(integrationEnabledDvar, server);
},
handleInitializeServerData: function (responseEvent) {
this.logger.logInformation('GSC integration enabled = {integrationValue} for {server}',
responseEvent.response.value, responseEvent.server.id);
const serverState = servers[responseEvent.server.id];
if (responseEvent.response.value !== '1') {
this.logger.logInformation('[GameInterface] gsc integration is disabled for {server}', responseEvent.server.id);
return;
}
const serverState = servers[responseEvent.server.id];
this.logger.logInformation('[GameInterface] gsc integration is enabled for {server}', responseEvent.server.id);
serverState.outQueue.shift();
serverState.enabled = true;
serverState.running = true;
@ -172,7 +178,7 @@ const plugin = {
},
handleIncomingServerData: function (responseEvent) {
this.logger.logDebug('Received {dvarName}={dvarValue} success={success} from {server}', responseEvent.response.name,
this.logger.logDebug('[GameInterface] received {dvarName}={dvarValue} success={success} from {server}', responseEvent.response.name,
responseEvent.response.value, responseEvent.success, responseEvent.server.id);
const serverState = servers[responseEvent.server.id];
@ -182,13 +188,14 @@ const plugin = {
if (responseEvent.server.connectedClients.count === 0 && !utilities.isDevelopment) {
// no clients connected so we don't need to query
this.logger.logDebug('[GameInterface] stopping game interface loop');
serverState.running = false;
return;
}
// read failed, so let's retry
if (!responseEvent.success && !this.eventManager.cancellationToken.isCancellationRequested) {
this.logger.logDebug('Get of server value failed... retrying');
this.logger.logWarning('[GameInterface] get of server value failed... retrying');
this.requestGetDvar(responseEvent.response.name, responseEvent.server);
return;
}
@ -197,14 +204,15 @@ const plugin = {
const server = responseEvent.server;
if (this.eventManager.cancellationToken.isCancellationRequested) {
this.logger.logDebug('[GameInterface] shutdown requested so we are ending loop');
return;
}
// no data available so we poll again or send any outgoing messages
if (isEmpty(input)) {
this.logger.logDebug('No data to process from server');
this.logger.logDebug('[GameInterface] no data to process from server');
if (serverState.commandQueue.length > 0) {
this.logger.logDebug('Sending next out message');
this.logger.logDebug('[GameInterface] sending next out message');
const nextMessage = serverState.commandQueue.shift();
this.requestSetDvar(outDvar, nextMessage, server);
} else {
@ -219,11 +227,11 @@ const plugin = {
this.requestSetDvar(inDvar, '', server);
},
processEventMessage: async function (input, server) {
processEventMessage: function (input, server) {
let messageQueued = false;
const event = parseEvent(input);
this.logger.logDebug('Processing input... {eventType} {subType} {@data} {clientNumber}', event.eventType,
this.logger.logDebug('[GameInterface] processing input... {eventType} {subType} {@data} {clientNumber}', event.eventType,
event.subType, event.data, event.clientNumber);
const metaService = this.serviceResolver.ResolveService('IMetaServiceV2');
@ -233,22 +241,22 @@ const plugin = {
// todo: refactor to mapping if possible
if (event.eventType === 'ClientDataRequested') {
const client = server.connectedClients[event.clientNumber];
const client = server.getClientByNumber(event.clientNumber);
if (client != null) {
this.logger.logDebug('Found client {name}', client.name);
this.logger.logDebug('[GameInterface] Found client {name}', client.name);
let data = [];
const metaService = this.serviceResolver.resolveService('IMetaServiceV2');
if (event.subType === 'Meta') {
const meta = (await metaService.getPersistentMeta(event.data, client.clientId, token)).result;
const meta = (metaService.getPersistentMeta(event.data, client.clientId, token)).result;
data[event.data] = meta === null ? '' : meta.Value;
this.logger.logDebug('event data is {data}', event.data);
this.logger.logDebug('[GameInterface] event data is {data}', event.data);
} else {
const clientStats = getClientStats(client, server);
const tagMeta = (await metaService.getPersistentMetaByLookup('ClientTagV2', 'ClientTagNameV2', client.clientId, token)).result;
const tagMeta = (metaService.getPersistentMetaByLookup('ClientTagV2', 'ClientTagNameV2', client.clientId, token)).result;
data = {
level: client.level,
clientId: client.clientId,
@ -261,7 +269,7 @@ const plugin = {
this.sendEventMessage(server, false, 'ClientDataReceived', event.subType, client, undefined, data);
messageQueued = true;
} else {
this.logger.logWarning('Could not find client slot {clientNumber} when processing {eventType}', event.clientNumber, event.eventType);
this.logger.logWarning('[GameInterface] could not find client slot {clientNumber} when processing {eventType}', event.clientNumber, event.eventType);
this.sendEventMessage(server, false, 'ClientDataReceived', 'Fail', event.clientNumber, undefined, {
ClientNumber: event.clientNumber
});
@ -271,7 +279,7 @@ const plugin = {
let _;
if (event.eventType === 'SetClientDataRequested') {
let client = server.connectedClients[event.clientNumber];
let client = server.getClientByNumber(event.clientNumber);
let clientId;
if (client != null) {
@ -280,10 +288,10 @@ const plugin = {
clientId = parseInt(event.data['clientId']);
}
this.logger.logDebug('ClientId={clientId}', clientId);
this.logger.logDebug('[GameInterface] clientId={clientId}', clientId);
if (clientId == null || isNaN(clientId)) {
this.logger.logWarning('Could not find client slot {clientNumber} when processing {eventType}: {EventData}', event.clientNumber, event.eventType, event.data);
this.logger.logWarning('[GameInterface] could not find client slot {clientNumber} when processing {eventType}: {EventData}', event.clientNumber, event.eventType, event.data);
this.sendEventMessage(server, false, 'SetClientDataCompleted', 'Meta', {
ClientNumber: event.clientNumber
}, undefined, {
@ -294,17 +302,17 @@ const plugin = {
if (event.subType === 'Meta') {
try {
if (event.data['value'] != null && event.data['key'] != null) {
this.logger.logDebug('Key={key}, Value={value}, Direction={direction} {token}', event.data['key'], event.data['value'], event.data['direction'], token);
this.logger.logDebug('[GameInterface] key={key}, value={value}, direction={direction} {token}', event.data['key'], event.data['value'], event.data['direction'], token);
if (event.data['direction'] != null) {
const parsedValue = parseInt(event.data['value']);
const key = event.data['key'].toString();
if (!isNaN(parsedValue)) {
_ = event.data['direction'] === 'increment' ?
(await metaService.incrementPersistentMeta(key, parsedValue, clientId, token)).result :
(await metaService.decrementPersistentMeta(key, parsedValue, clientId, token)).result;
(metaService.incrementPersistentMeta(key, parsedValue, clientId, token)).result :
(metaService.decrementPersistentMeta(key, parsedValue, clientId, token)).result;
}
} else {
_ = (await metaService.setPersistentMeta(event.data['key'], event.data['value'], clientId, token)).result;
_ = (metaService.setPersistentMeta(event.data['key'], event.data['value'], clientId, token)).result;
}
if (event.data['key'] === 'PersistentClientGuid') {
@ -325,7 +333,7 @@ const plugin = {
}, undefined, {
status: 'Fail'
});
this.logger.logError('Could not persist client meta {Key}={Value} {error} for {Client}', event.data['key'], event.data['value'], error.toString(), clientId);
this.logger.logError('[GameInterface] could not persist client meta {Key}={Value} {error} for {Client}', event.data['key'], event.data['value'], error.toString(), clientId);
messageQueued = true;
}
}
@ -335,17 +343,17 @@ const plugin = {
if (event.eventType === 'UrlRequested') {
const urlRequest = this.parseUrlRequest(event);
this.logger.logDebug('Making gamescript web request {@Request}', urlRequest);
this.logger.logDebug('[GameInterface] making gamescript web request {@Request}', urlRequest);
this.scriptHelper.requestUrl(urlRequest, response => {
this.logger.logDebug('Got response for gamescript web request - {Response}', response);
this.logger.logDebug('[GameInterface] got response for gamescript web request - {Response}', response);
if (typeof response !== 'string' && !(response instanceof String)) {
response = JSON.stringify(response);
}
const max = 10;
this.logger.logDebug(`response length ${response.length}`);
this.logger.logDebug('[GameInterface] web url response length={length}', response.length);
let quoteReplace = '\\"';
// todo: may be more than just T6
@ -355,10 +363,10 @@ const plugin = {
let chunks = chunkString(response.replace(/"/gm, quoteReplace).replace(/[\n|\t]/gm, ''), 800);
if (chunks.length > max) {
this.logger.logWarning(`Response chunks greater than max (${max}). Data truncated!`);
this.logger.logWarning('[GameInterface] response chunks greater than max ({max}). Data truncated!', max);
chunks = chunks.slice(0, max);
}
this.logger.logDebug(`chunk size ${chunks.length}`);
this.logger.logDebug('[GameInterface] response chunk size={Length}', chunks.length);
for (let i = 0; i < chunks.length; i++) {
this.sendEventMessage(server, false, 'UrlRequestCompleted', null, null,
@ -375,14 +383,16 @@ const plugin = {
if (event.data?.directory && event.data?.mode) {
busMode = event.data.mode;
busDir = event.data.directory.replace('\'', '').replace('"', '');
if (event.data?.inLocation && event.data?.outLocation) {
if (event.data?.inLocation && event.data?.outLocation && busMode === 'file') {
busFileIn = event.data?.inLocation;
busFileOut = event.data?.outLocation;
}
this.logger.logDebug('Setting bus mode to {mode} {dir}', busMode, busDir);
this.logger.logDebug('[GameInterface] setting bus mode to {mode} dir={dir}', busMode, busDir);
}
}
this.logger.logDebug('[GameInterface] finished processing input for {type}', event.eventType);
tokenSource.dispose();
return messageQueued;
},
@ -400,7 +410,7 @@ const plugin = {
}
const output = `${responseExpected ? '1' : '0'}${groupSeparatorChar}${event}${groupSeparatorChar}${subtype}${groupSeparatorChar}${originClientNumber}${groupSeparatorChar}${targetClientNumber}${groupSeparatorChar}${buildDataString(data)}`;
this.logger.logDebug('Queuing output for server {output}', output);
this.logger.logDebug('[GameInterface] queuing output for server {output}', output);
servers[server.id].commandQueue.push(output);
},
@ -424,7 +434,7 @@ const plugin = {
}
});
} catch (e) {
plugin.logger.logError('Could not get bus data {exception}', e.toString());
plugin.logger.logError('[GameInterface] could not get bus data {exception}', e.toString());
plugin.onServerValueReceived({
server: server,
success: false,
@ -451,18 +461,18 @@ const plugin = {
if (diff < extraDelay) {
requestEvent.delayMs = (extraDelay - diff) + this.config.pollingRate;
this.logger.logDebug('Increasing delay time to {Delay}ms due to recent map change', requestEvent.delayMs);
this.logger.logDebug('[GameInterface] increasing polling delay time to {Delay}ms due to recent map change', requestEvent.delayMs);
}
}
this.logger.logDebug('requesting {dvar}', dvarName);
this.logger.logDebug('[GameInterface] requesting {dvar}', dvarName);
serverState.outQueue.push(requestEvent);
if (serverState.outQueue.length <= 1) {
this.eventManager.queueEvent(requestEvent);
} else {
this.logger.logError('[requestGetDvar] Queue is full!');
this.logger.logError('[GameInterface::requestGetDvar] queue is full!');
}
},
@ -470,14 +480,14 @@ const plugin = {
const serverState = servers[server.id];
if (busMode === 'file') {
this.scriptHelper.requestNotifyAfterDelay(250, async () => {
this.scriptHelper.requestNotifyAfterDelay(250, () => {
const io = importNamespace('System.IO');
try {
const path = `${busDir}/${fileForDvar(dvarName)}`;
plugin.logger.logDebug('writing {value} to {file}', dvarValue, path);
plugin.logger.logDebug('[GameInterface] writing {value} to {file}', dvarValue, path);
io.File.WriteAllText(path, dvarValue);
serverState.outQueue.push({});
await plugin.onServerValueSetCompleted({
plugin.onServerValueSetCompleted({
server: server,
source: server,
success: true,
@ -485,8 +495,8 @@ const plugin = {
valueName: dvarName,
});
} catch (e) {
plugin.logger.logError('Could not set bus data {exception}', e.toString());
await plugin.onServerValueSetCompleted({
plugin.logger.logError('[GameInterface] could not set bus data {exception}', e.toString());
plugin.onServerValueSetCompleted({
server: server,
success: false,
valueName: dvarName,
@ -511,19 +521,19 @@ const plugin = {
if (diff < extraDelay) {
requestEvent.delayMs = (extraDelay - diff) + this.config.pollingRate;
this.logger.logDebug('Increasing delay time to {Delay}ms due to recent map change', requestEvent.delayMs);
this.logger.logInformation('[GameInterface] increasing delay time to {Delay}ms due to recent map change', requestEvent.delayMs);
}
}
serverState.outQueue.push(requestEvent);
this.logger.logDebug('outQueue size = {length}', serverState.outQueue.length);
this.logger.logDebug('[GameInterface] outQueue size = {length}', serverState.outQueue.length);
// if this is the only item in the out-queue we can send it immediately
if (serverState.outQueue.length === 1) {
this.eventManager.queueEvent(requestEvent);
} else {
this.logger.logError('[requestSetDvar] Queue is full!');
this.logger.logError('[GameInterface::requestSetDvar] queue is full!');
}
},
@ -531,7 +541,7 @@ const plugin = {
const url = event.data?.url;
if (url === undefined) {
this.logger.logWarning('No url provided for gamescript web request - {Event}', event);
this.logger.logWarning('[GameInterface] no url provided for gamescript web request - {@event}', event);
return;
}