Add debug commands, cleanup code
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21cefc125c
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@ -22,7 +22,7 @@ function api._checkCFCEndpoint()
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if not success then return false end
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local data = util.JSONToTable( body )
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return tobool( data and data["server-is-up"] )
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return tobool( data and data.status == "server-is-up" )
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end
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api.checkCFCEndpoint = async( api._checkCFCEndpoint )
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@ -33,6 +33,8 @@ end
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api.checkGlobalEndpoint = async( api._checkGlobalEndpoint )
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function api._ping()
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if api.stateOverride then return api.stateOverride end
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api.state = api.PINGING_API
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local _, data = await( promises.all( api.checkCFCEndpoint(), api.checkGlobalEndpoint() ) )
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@ -49,3 +51,23 @@ function api._ping()
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return api.state
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end
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api.ping = async( api._ping )
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function api.getState()
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return api.stateOverride or api.state
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end
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concommand.Add( "cfc_di_testcrash", function()
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api.stateOverride = api.SERVER_DOWN
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end )
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concommand.Add( "cfc_di_testnointernet", function()
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api.stateOverride = api.NO_INTERNET
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end )
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concommand.Add( "cfc_di_testrestart", function()
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api.stateOverride = api.SERVER_UP
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end )
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concommand.Add( "cfc_di_testrecover", function()
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api.stateOverride = nil
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end )
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@ -97,17 +97,12 @@ local function leave()
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end )
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end
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local init
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init = function()
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http.Fetch( GAME_URL, function( body )
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GAME_CODE = body
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end, function()
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dTimer.Simple( 5, init )
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end )
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end
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hook.Add( "Initialize", "cfc_di_init", init )
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hook.Add( "InitPostEntity", "cfc_di_getGame", async( function()
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repeat
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success, GAME_CODE = await( NP.http.fetch( GAME_URL ) )
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GAME_CODE = success and GAME_CODE
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until GAME_CODE
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end ) )
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-- Creates and populates a title bar for the frame
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local function addTitleBar( frame )
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@ -294,9 +289,9 @@ local function addButtonsBar( frame )
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leave()
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end
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end )
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-- Color( 74, 251, 191 ), nil, Color( 74, 251, 191 ), Color( 64, 141, 131 ) )
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-- Reconnect button will usually start as disabled
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barPanel.reconBtn:SetDisabled( true )
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barPanel.disconBtn = makeButton( barPanel, "DISCONNECT", 0.75, function( self )
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if not barPanel.disconMode then
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showMessage( getDisconnectMessage() )
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@ -11,6 +11,8 @@ local pongerStatus = false
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local pingLoopRunning = false
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net.Receive( "cfc_di_ping", function()
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if CFCCrashAPI.stateOverride then return end
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if PING_MISS > 0 then -- Allow some pings before actually starting crash systems. ( Avoid bugs on join stutter. )
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PING_MISS = PING_MISS - 1
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else
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@ -53,7 +55,7 @@ local function checkCrashTick()
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pingLoop()
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end
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hook.Run( "cfc_di_crashTick", pongerStatus, timedown, CFCCrashAPI.state )
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hook.Run( "cfc_di_crashTick", pongerStatus, timedown, CFCCrashAPI.getState() )
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end
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-- Ping the server when the client is ready.
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