mirror of
https://github.com/AsgardEternal/SquadJS.git
synced 2024-09-28 11:54:23 -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.
24 lines
575 B
JavaScript
24 lines
575 B
JavaScript
export default {
|
|
regex:
|
|
/^\[([0-9.:-]+)]\[([ 0-9]*)]LogWorld: Bringing World \/([A-z]+)\/(?:Maps\/)?([A-z0-9-]+)\/(?:.+\/)?([A-z0-9-]+)(?:\.[A-z0-9-]+)/,
|
|
onMatch: (args, logParser) => {
|
|
if (args[5] === 'TransitionMap') {
|
|
return;
|
|
}
|
|
const data = {
|
|
...logParser.eventStore.WON,
|
|
raw: args[0],
|
|
time: args[1],
|
|
chainID: args[2],
|
|
dlc: args[3],
|
|
mapClassname: args[4],
|
|
layerClassname: args[5]
|
|
};
|
|
|
|
delete logParser.eventStore.WON;
|
|
|
|
logParser.emit('NEW_GAME', data);
|
|
logParser.clearEventStore();
|
|
}
|
|
};
|