mirror of
https://github.com/AsgardEternal/SquadJS.git
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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.
20 lines
728 B
JavaScript
20 lines
728 B
JavaScript
export default {
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regex:
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/^\[([0-9.:-]+)]\[([ 0-9]*)]LogNet: AddClientConnection: Added client connection: \[UNetConnection\] RemoteAddr: ([0-9]{17}):[0-9]+, Name: (SteamNetConnection_[0-9]+), Driver: GameNetDriver (SteamNetDriver_[0-9]+), IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID/,
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onMatch: (args, logParser) => {
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const data = {
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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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steamID: args[3],
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connection: args[4],
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driver: args[5]
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};
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/* This is Called when unreal engine adds a client connection
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First Step in Adding a Player to server
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*/
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logParser.eventStore.clients[args[4]] = args[3];
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logParser.emit('CLIENT_CONNECTED', data);
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}
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};
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