Beispiel #1
0
        /// <summary>
        /// Handles the outgoing player connection, either by disconnect or kick.
        /// </summary>
        /// <param name="player">The player.</param>
        public async Task HandleOutgoingPlayerConnection(string player)
        {
            Log.Write("Detected outgoing connection for " + player, _logClassType, _logPrefix);

            player = player.ToLowerInvariant();

            // The outgoing player was actually in the game, and not a spectator
            var outgoingWasActive = _sst.ServerInfo.IsActivePlayer(player);
            // Get the outgoing player's team before he disconnected
            var outgoingTeam = _sst.ServerInfo.CurrentPlayers[player].Team;

            // Evaluate the player's no-show/sub status for pickup module, if active
            if (_sst.Mod.Pickup.Active)
            {
                await _sst.Mod.Pickup.Manager.EvalOutgoingPlayer(player, outgoingWasActive, outgoingTeam);

                _sst.Mod.Pickup.Manager.RemoveActivePickupPlayer(player);
                _sst.Mod.Pickup.Manager.RemoveEligibility(player);
            }

            // Remove player from our internal list
            RemovePlayer(player);

            // If player was/is currently being spectated, clear the internal tracker
            if (!string.IsNullOrEmpty(_sst.ServerInfo.PlayerFollowedForAccuracy) &&
                _sst.ServerInfo.PlayerFollowedForAccuracy.Equals(player))
            {
                _sst.ServerInfo.PlayerFollowedForAccuracy = string.Empty;
            }

            // If IRC module is active, send the message to the IRC channel
            if (_sst.Mod.Irc.Active && _sst.Mod.Irc.IsConnectedToIrc)
            {
                _sst.Mod.Irc.IrcManager.SendIrcMessage(_sst.Mod.Irc.IrcManager.IrcSettings.ircChannel,
                                                       string.Format("{0} has left my QL server.", player));
            }

            // Evaluate player's early quit situation if that module is active
            if (!_sst.Mod.EarlyQuit.Active)
            {
                return;
            }
            if (!outgoingWasActive)
            {
                return;
            }

            // Do not increase player's early quit count if already banned.
            var banDb = new DbBans();

            if (banDb.UserAlreadyBanned(player))
            {
                return;
            }

            var eqh = new EarlyQuitHandler(_sst);
            await eqh.EvalCountdownQuitter(player);

            await eqh.EvalInProgressQuitter(player);
        }
Beispiel #2
0
        /// <summary>
        /// Handles the situation when a player joins the spectators.
        /// </summary>
        /// <param name="player">The player.</param>
        public async Task HandlePlayerWentToSpec(string player)
        {
            // Spectator event includes the full clan tag, so need to strip
            player = Helpers.GetStrippedName(player);

            // The outgoing player was actually in the game & not a spectator.
            //TODO: investigate this, it might always be false for sub being moved out in pickup
            var outgoingWasActive = _sst.ServerInfo.IsActivePlayer(player);
            // Get the outgoing player's team before he disconnected
            var outgoingTeam = _sst.ServerInfo.CurrentPlayers[player].Team;

            // Evaluate the player's no-show/sub status for pickup module, if active
            if (_sst.Mod.Pickup.Active)
            {
                await _sst.Mod.Pickup.Manager.EvalOutgoingPlayer(player, outgoingWasActive, outgoingTeam);

                _sst.Mod.Pickup.Manager.RemoveActivePickupPlayer(player);
                _sst.Mod.Pickup.Manager.RemoveEligibility(player);
            }

            // If IRC module is active, send the message to the IRC channel
            if (_sst.Mod.Irc.Active && _sst.Mod.Irc.IsConnectedToIrc)
            {
                _sst.Mod.Irc.IrcManager.SendIrcMessage(_sst.Mod.Irc.IrcManager.IrcSettings.ircChannel,
                                                       string.Format("{0} has joined the spectators.", player));
            }

            // Evaluate player's early quit situation if that module is active
            if (!_sst.Mod.EarlyQuit.Active)
            {
                return;
            }
            if (!outgoingWasActive)
            {
                return;
            }
            var eqh = new EarlyQuitHandler(_sst);
            await eqh.EvalCountdownQuitter(player);

            await eqh.EvalInProgressQuitter(player);
        }