def __init__(self, server, rcon): self.triggers = TriggerSystem() self.server = server self.rcon = rcon
class StateAPI(object): def __init__(self, server, rcon): self.triggers = TriggerSystem() self.server = server self.rcon = rcon @defer.inlineCallbacks def connection_made(self): self.triggers.pre_connection_made() players = yield self.rcon.admin_listPlayers() for player in players: pl = players[player] self.server.add_player(pl['name'], pl['guid']) self.triggers.post_connection_made() self.server_info_hint() def connection_lost(self, reason): self.triggers.pre_connection_lost(reason) self.server.flush() # state is instantly invalidated due to missing events self.triggers.post_connection_lost(reason) def server_info_hint(self): server_info = yield self.rcon.updateServerInfo() self.triggers.pre_server_info(server_info) self.server.load_info(server_info) self.triggers.post_server_info(server_info) def player_joined(self, player_name, player_guid): player = self.server.search_for_player(player_name) self.triggers.pre_player_joined(player, player_guid) self.server.add_player(player, player_guid) self.triggers.post_player_joined(player, player_guid) def player_left(self, player_name, player_info_block): player = self.server.search_for_player(player_name) self.triggers.pre_player_left(player, player_info_block) self.server.remove_player(player) self.triggers.post_player_left(player, player_info_block) def player_kicked(self, player_name, kick_reason): player = self.server.search_for_player(player_name) self.triggers.pre_player_kicked(player, kick_reason) self.server.remove_player(player) self.triggers.post_player_kicked(player, kick_reason) def player_authenticated(self, player_name): player = self.server.search_for_player(player_name) if player is None: print "AUTHENTICATION ERROR: PLAYER '%s' DOES NOT EXIST BUT IS AUTHENTICATED" % player_name # TODO return self.triggers.pre_player_authenticated(player) player.authenticate() self.triggers.post_player_authenticated(player) def player_spawned(self, player_name, team_id): player = self.server.search_for_player(player_name) self.triggers.pre_player_spawned(player, team_id) self.server.process_spawn(player, team_id) self.triggers.post_player_spawned(player, team_id) def player_killed(self, killer_name, deadguy_name, weapon, is_headshot): killer = self.server.search_for_player(killer_name) or DeathCause(killer_name) deadguy = self.server.search_for_player(deadguy_name) or DeathCause(deadguy_name) self.triggers.pre_player_killed(killer, deadguy, weapon, is_headshot) self.server.process_kill(killer, deadguy, weapon, is_headshot) self.triggers.post_player_killed(killer, deadguy, weapon, is_headshot) def player_chat(self, player_name, message): # target_player_subset is documented argument... but the server doesn't send it if player_name == 'Server': pass # TODO: special trigger return player = self.server.search_for_player(player_name) self.triggers.pre_player_chat(player, message) pass self.triggers.post_player_chat(player, message) def player_team_changed(self, player_name, team_id, squad_id): player = self.server.search_for_player(player_name) self.triggers.pre_player_team_changed(player, team_id, squad_id) pass self.triggers.post_player_team_changed(player, team_id, squad_id) def player_squad_changed(self, player_name, team_id, squad_id): player = self.server.search_for_player(player_name) self.triggers.pre_player_squad_changed(player, team_id, squad_id) pass self.triggers.post_player_squad_changed(player, team_id, squad_id) def pb_message(self, message): self.triggers.pre_pb_message(message) pass self.triggers.post_pb_message(message) def server_loading_level(self, level_name, rounds_played, rounds_total): self.triggers.pre_server_loading_level(level_name, rounds_played, rounds_total) pass self.triggers.post_server_loading_level(level_name, rounds_played, rounds_total) def server_start_level(self): self.triggers.pre_server_start_level(self) pass self.triggers.post_server_start_level(self) def server_round_over(winning_team_id): self.triggers.pre_server_round_over(self, winning_team_id) pass self.triggers.post_server_round_over(winning_team_id) def server_round_over_playerdata(self, final_player_info_block): self.triggers.pre_server_round_over_playerdata(final_player_info_block) pass self.triggers.post_server_round_over_playerdata(final_player_info_block) def server_round_over_teamdata(self, final_team_scores): self.triggers.pre_server_round_over_teamdata(final_team_scores) pass self.triggers.post_server_round_over_teamdata(final_team_scores)