mirror of
https://github.com/AsgardEternal/SquadJS.git
synced 2024-09-28 15:14:25 -05:00
49809169b8
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.
21 lines
764 B
JavaScript
21 lines
764 B
JavaScript
export default {
|
|
regex:
|
|
/^\[([0-9.:-]+)]\[([ 0-9]*)]LogNet: UNetConnection::PendingConnectionLost\. \[UNetConnection\] RemoteAddr: ([0-9]{17}):[0-9]+, Name: (SteamNetConnection_[0-9]+), Driver: GameNetDriver (SteamNetDriver_[0-9]+), IsServer: YES, PC: NULL, Owner: NULL, UniqueId: (?:Steam:UNKNOWN \[.+\]|INVALID) bPendingDestroy=0/,
|
|
onMatch: (args, logParser) => {
|
|
const data = {
|
|
raw: args[0],
|
|
time: args[1],
|
|
chainID: args[2],
|
|
steamID: args[3],
|
|
connection: args[4],
|
|
driver: args[5]
|
|
};
|
|
/* This is Called when a pending client fails
|
|
Only used to cleanup clients in eventstore
|
|
*/
|
|
|
|
delete logParser.eventStore.clients[args[4]];
|
|
logParser.emit('PENDING_CONNECTION_DESTROYED', data);
|
|
}
|
|
};
|