2020-05-15 12:42:39 -05:00
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export default {
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2021-11-25 09:36:14 -06:00
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regex:
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/^\[([0-9.:-]+)]\[([ 0-9]*)]LogWorld: Bringing World \/([A-z]+)\/(?:Maps\/)?([A-z0-9-]+)\/(?:.+\/)?([A-z0-9-]+)(?:\.[A-z0-9-]+)/,
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2020-05-15 12:42:39 -05:00
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onMatch: (args, logParser) => {
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2021-11-25 09:36:14 -06:00
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if (args[5] === 'TransitionMap') {
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return;
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}
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2020-05-15 12:42:39 -05:00
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const data = {
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2020-09-14 14:25:18 -05:00
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...logParser.eventStore.WON,
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2020-05-15 12:42:39 -05:00
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raw: args[0],
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time: args[1],
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chainID: args[2],
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dlc: args[3],
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mapClassname: args[4],
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2020-10-05 12:52:01 -05:00
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layerClassname: args[5]
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2020-05-15 12:42:39 -05:00
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};
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2020-09-14 19:18:04 -05:00
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delete logParser.eventStore.WON;
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2020-10-05 12:52:01 -05:00
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logParser.emit('NEW_GAME', data);
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Player Connection/Disconnection Flow. cleareventStore caller
pending connection destroyed: error path for clients that fail to connect, required to cleanup connection state in this error case.
client-connected: Supersedes steamid connected, use base unreal engine client flow. Removes dependancy on EAC (broken as of squad 3.4). First step in resolving a new client connection. this gets us a connection id, steamid.
client-login: 2nd step in player connected flow, this setups the steamid into eventstore.steamid-connected.
playercontroller connected: gets us player controller. used in player connected flow.
player-connected: update to use new eventStore layout, now all players should always have suffix,steamid,controller. These are now also cached within the logparser for lookup. last step in player connected flow.
player-disconnected: uses new eventStore layout, marks players in eventStore.disconnected but doesn't remove cached players till map change; may be needed in cases with delayed logs, needs further testing. Broken as of Squad 3.4 due to EAC changes
steamid-connected: Removed in favor of client-connected, no longer works as of squad 3.4 due to EAC changes.
2022-11-09 19:20:50 -06:00
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logParser.clearEventStore();
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2020-05-15 12:42:39 -05:00
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}
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};
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