override public async Task <bool> ProcessUpdatesAsync(CancellationToken cts) { try { #region SHUTDOWN if (Manager.ShutdownRequested()) { foreach (var client in GetClientsAsList()) { var e = new GameEvent() { Type = GameEvent.EventType.PreDisconnect, Origin = client, Owner = this, }; Manager.GetEventHandler().AddEvent(e); await e.WaitAsync(); } foreach (var plugin in SharedLibraryCore.Plugins.PluginImporter.ActivePlugins) { await plugin.OnUnloadAsync(); } return(true); } #endregion try { var polledClients = await PollPlayersAsync(); var waiterList = new List <GameEvent>(); foreach (var disconnectingClient in polledClients[1]) { if (disconnectingClient.State == ClientState.Disconnecting) { continue; } var e = new GameEvent() { Type = GameEvent.EventType.PreDisconnect, Origin = disconnectingClient, Owner = this }; Manager.GetEventHandler().AddEvent(e); // wait until the disconnect event is complete // because we don't want to try to fill up a slot that's not empty yet waiterList.Add(e); } // wait for all the disconnect tasks to finish await Task.WhenAll(waiterList.Select(e => e.WaitAsync(10 * 1000))); waiterList.Clear(); // this are our new connecting clients foreach (var client in polledClients[0]) { // note: this prevents players in ZMBI state from being registered with no name if (string.IsNullOrEmpty(client.Name)) { continue; } var e = new GameEvent() { Type = GameEvent.EventType.PreConnect, Origin = client, Owner = this }; Manager.GetEventHandler().AddEvent(e); waiterList.Add(e); } // wait for all the connect tasks to finish await Task.WhenAll(waiterList.Select(e => e.WaitAsync(10 * 1000))); waiterList.Clear(); // these are the clients that have updated foreach (var client in polledClients[2]) { var e = new GameEvent() { Type = GameEvent.EventType.Update, Origin = client, Owner = this }; Manager.GetEventHandler().AddEvent(e); waiterList.Add(e); } await Task.WhenAll(waiterList.Select(e => e.WaitAsync(10 * 1000))); if (ConnectionErrors > 0) { var _event = new GameEvent() { Type = GameEvent.EventType.ConnectionRestored, Owner = this, Origin = Utilities.IW4MAdminClient(this), Target = Utilities.IW4MAdminClient(this) }; Manager.GetEventHandler().AddEvent(_event); } ConnectionErrors = 0; LastPoll = DateTime.Now; } catch (NetworkException e) { ConnectionErrors++; if (ConnectionErrors == 3) { var _event = new GameEvent() { Type = GameEvent.EventType.ConnectionLost, Owner = this, Origin = Utilities.IW4MAdminClient(this), Target = Utilities.IW4MAdminClient(this), Extra = e, Data = ConnectionErrors.ToString() }; Manager.GetEventHandler().AddEvent(_event); } return(true); } LastMessage = DateTime.Now - start; lastCount = DateTime.Now; // update the player history if ((lastCount - playerCountStart).TotalMinutes >= SharedLibraryCore.Helpers.PlayerHistory.UpdateInterval) { while (ClientHistory.Count > ((60 / SharedLibraryCore.Helpers.PlayerHistory.UpdateInterval) * 12)) // 12 times a hour for 12 hours { ClientHistory.Dequeue(); } ClientHistory.Enqueue(new SharedLibraryCore.Helpers.PlayerHistory(ClientNum)); playerCountStart = DateTime.Now; } // send out broadcast messages if (LastMessage.TotalSeconds > Manager.GetApplicationSettings().Configuration().AutoMessagePeriod && BroadcastMessages.Count > 0 && ClientNum > 0) { string[] messages = (await this.ProcessMessageToken(Manager.GetMessageTokens(), BroadcastMessages[NextMessage])).Split(Environment.NewLine); foreach (string message in messages) { Broadcast(message); } NextMessage = NextMessage == (BroadcastMessages.Count - 1) ? 0 : NextMessage + 1; start = DateTime.Now; } return(true); } // this one is ok catch (ServerException e) { if (e is NetworkException && !Throttled) { Logger.WriteError(loc["SERVER_ERROR_COMMUNICATION"].FormatExt($"{IP}:{Port}")); Logger.WriteDebug(e.GetExceptionInfo()); } return(false); } catch (Exception E) { Logger.WriteError(loc["SERVER_ERROR_EXCEPTION"].FormatExt($"[{IP}:{Port}]")); Logger.WriteDebug(E.GetExceptionInfo()); return(false); } }