renamed hook to pierog

This commit is contained in:
ags
2021-12-13 20:22:00 +00:00
parent 0a0da5b5a9
commit 545298f26d
9 changed files with 779 additions and 498 deletions

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@@ -1,480 +0,0 @@
-- Perun for DCS World https://github.com/szporwolik/perun -> DCS Hook component
net.log("[Perun] Loading Perun")
-- Initial init
local Perun = {}
-- Load Luas
package.path = package.path..";"..lfs.currentdir().."/LuaSocket/?.lua"..";"..lfs.writedir() .. "/Mods/services/Perun/lua/?.lua"
package.cpath = package.cpath..";"..lfs.currentdir().."/LuaSocket/?.dll"
-- Load Dlls
package.cpath = package.cpath..';'.. lfs.writedir()..'/Mods/services/Perun/bin/' ..'?.dll;'
net.log("[Perun]", "Loading DLL")
Perun.DLL = require('perun')
net.log("[Perun]", "Loaded DLL, starting")
Perun.DLL.StartOfApp();
net.log("[Perun]", "DLL started")
-- Load config file
net.log("[Perun]", "Loading config")
local config = require "perun_config"
net.log("[Perun]", "Config loaded")
Perun.host = config.host
Perun.port = config.port
Perun.Instance = config.Instance
Perun.DebugMode = config.DebugMode
Perun.MOTD_line1 = config.MOTD_line1
Perun.MOTD_line2 = config.MOTD_line2
Perun.ConnectionError = config.ConnectionError
Perun.BroadcastPerunErrors = config.BroadcastPerunErrors
Perun.keepAliveSeconds = config.keepAliveSeconds
Perun.bigUpdatesSeconds = config.bigUpdatesSeconds
Perun.refreshSlotsSeconds = config.refreshSlotsSeconds
Perun.refreshMissionSeconds = config.refreshMissionSeconds
Perun.Version = "v0.12.1"
Perun.MissionHash=""
Perun.lastSentStatus = 0
Perun.lastSentMission = 0
Perun.lastSentKeepAlive = 0
Perun.lastConnectionError = 0
Perun.lastFrameStart = 0;
Perun.lastTimer = 0
Perun.lastFrameTime = 0;
Perun.ReconnectTimeout = 30;
Perun.RefreshKeepAlive = 5
Perun.State = {}
Perun.State.connected = false;
Perun.State.slotsInitialised = false;
-- to avoid declaring every time a function is run
Perun.Globals = {}
Perun.Globals.Sides = {
[0] = 'SPECTATOR',
[1] = 'RED',
[2] = 'BLUE',
[3] = 'NEUTRAL', -- TBD check once this is released in DCS
}
Perun.Mission = {}
Perun.Mission.Slots = {}
Perun.Mission.Slots["blue"] = {}
Perun.Mission.Slots["red"] = {}
Perun.Mission.Players = {}
Perun.Mission.Units = {}
Perun.HandlerArgCounts = {}
Perun.HandlerArgCounts["self_kill"] = 1
Perun.HandlerArgCounts["crash"] = 2
Perun.HandlerArgCounts["eject"] = 2
Perun.HandlerArgCounts["connect"] = 2
Perun.HandlerArgCounts["mission_end"] = 2
Perun.HandlerArgCounts["pilot_death"] = 2
Perun.HandlerArgCounts["takeoff"] = 3
Perun.HandlerArgCounts["landing"] = 3
Perun.HandlerArgCounts["change_slot"] = 3
Perun.HandlerArgCounts["friendly_fire"] = 3
Perun.HandlerArgCounts["disconnect"] = 4
Perun.HandlerArgCounts["kill"] = 7
net.log("[Perun]", "Global variables initialised")
Perun.Stats = {}
Perun.Stats.LastSentTCP = 0
Perun.Stats.LastSentSlots = 0
Perun.Stats.LastBigUpdate = 0
Perun.Stats.LastSentMission = 0
Perun.Stats.PreviousFrameStart = 0
Perun.Stats.LastConnectionError = 0
Perun.func = {};
Perun.func.ensureSlots = function()
if(not Perun.State.slotsInitialised) then
net.log("Perun", "initialising slots")
local blue = DCS.getAvailableSlots("blue");
for k, unit in pairs(blue) do
Perun.Mission.Slots["blue"][unit["unitId"]] = unit
end
local red = DCS.getAvailableSlots("red");
for k, unit in pairs(red) do
Perun.Mission.Slots["red"][unit["unitId"]] = unit
end
Perun.State.slotsInitialised = true;
end
end
Perun.func.ensureUnitId = function(unitId)
if(not Perun.Mission.Units[unitId]) then
local unitData = DCS.getUnitType(unitId)
Perun.Mission.Units[unitId] = unitData
local payload = {}
payload["unit"] = unitData
Perun.func.sendData(net.lua2json(unitData))
end
end
Perun.func.sendData = function(payload)
local now = DCS.getRealTime()
local connected, reconnected = Perun.DLL.tcpSend(payload)
net.log("[Perun]", connected, reconnected)
if(connected < 1) and (now > Perun.Stats.LastConnectionError + Perun.ReconnectTimeout) then
Perun.AddLog("ERROR - TCP connection is not available",0)
if Perun.BroadcastPerunErrors > 0 then
local _all_players = net.get_player_list()
for i, playerId in ipairs(_all_players) do
net.send_chat_to(Perun.ConnectionError , playerId)
end
end
Perun.Stats.LastConnectionError = now
else
Perun.Stats.LastSentTCP = now
if(reconnected > 0) then
net.log("Perun", "TCP reconnected")
Perun.Stats.LastBigUpdate = 0
Perun.Stats.LastSentSlots = 0
Perun.Stats.LastSentMission = 0
end
end
end
Perun.Handlers = {}
Perun.Handlers["event"] = function(eventName)
local data = {};
data["event"] = eventName;
data["hash"] = Perun.MissionHash
data['datetime']=os.date('%Y-%m-%d %H:%M:%S')
return data;
end
Perun.Handlers["friendly_fire"] = function(playerID, weaponName, victimPlayerID)
local data = Perun.Handlers["event"]("friendly_fire")
data["killer"] = playerID;
data["victim"] = victimPlayerID;
data["weapon"] = weaponName;
return data;
end
Perun.Handlers["mission_end"] = function(winner, msg)
local data = Perun.Handlers["event"]("mission_end")
data["winner"] = winner;
data["message"] = msg;
return data;
end
Perun.Handlers["kill"] = function(killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName)
local data = Perun.Handlers["event"]("kill")
data["killer"] = {killerPlayerID, killerUnitType, killerSide}
data["victim"] = {victimPlayerID, victimUnitType, victimSide}
data["weapon"] = weaponName;
return data;
end
Perun.Handlers["self_kill"] = function(playerID)
local data = Perun.Handlers["event"]("self_kill")
data["who"] = playerID;
return data;
end
Perun.Handlers["change_slot"] = function(playerID, slotID, prevSide)
local details = net.get_player_info(playerID, "side")
Perun.Mission.Players[playerID]["side"] = details
local data = Perun.Handlers["event"]("change_slot")
data["previousSlot"] = slotID
data["previousSide"] = prevSide
return data;
end
Perun.Handlers["connect"] = function(playerID, name)
net.log("Perun", "Getting player details")
local details = net.get_player_info(playerID)
Perun.Mission.Players[playerID] = details
net.log("Perun", "Preparing event")
local data = Perun.Handlers["event"]("connect")
data["who"] = playerID
data["details"] = details;
return data;
end
Perun.Handlers["disconnect"] = function(playerID, name, playerSide, reason_code)
local data = Perun.Handlers["event"]("disconnect")
data["who"] = playerID;
data["details"] = {name, playerSide, reason_code}
Perun.Mission.Players[playerID] = nil
return data;
end
--"crash", playerID, unit_missionID
Perun.Handlers["crash"] = function(playerID, unit_missionID)
Perun.func.ensureUnitId(unit_missionID)
local data = Perun.Handlers["event"]("crash")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
--"eject", playerID, unit_missionID
Perun.Handlers["eject"] = function(playerID, unit_missionID)
Perun.func.ensureUnitId(unit_missionID)
local data = Perun.Handlers["event"]("eject")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
--"takeoff", playerID, unit_missionID, airdromeName
Perun.Handlers["takeoff"] = function(playerID, unit_missionID, airdromeName)
Perun.func.ensureUnitId(unit_missionID)
local data = Perun.Handlers["event"]("takeoff")
data["who"] = playerID;
data["unitId"] = unit_missionID;
data["from"] = airdromeName;
return data;
end
--"landing", playerID, unit_missionID, airdromeName
Perun.Handlers["landing"] = function(playerID, unit_missionID, airdromeName)
Perun.func.ensureUnitId(unit_missionID)
local data = Perun.Handlers["event"]("landing")
data["who"] = playerID;
data["unitId"] = unit_missionID;
data["at"] = airdromeName;
return data;
end
--"pilot_death", playerID, unit_missionID
Perun.Handlers["pilot_death"] = function(playerID, unit_missionID)
Perun.func.ensureUnitId(unit_missionID)
local data = Perun.Handlers["event"]("pilot_death")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
net.log("[Perun] Handlers defined")
--- ################################ Helper function definitions ################################
Perun.AddLog = function(text, LogLevel)
-- Adds logs to DCS.log file
if Perun.DebugMode >= LogLevel then
net.log("[Perun]", text)
end
end
Perun.generate_mission_hash = function()
-- Generates unique simulation mission hash
return DCS.getMissionName( ).."@".. Perun.Instance .. "@" .. Perun.Version .. "@".. os.date('%Y%m%d_%H%M%S');
end
--- ################################ TCP Connection ################################
Perun.ConnectToPerun = function ()
Perun.AddLog(string.format("Connecting to TCP server %s:%i", Perun.host, Perun.port), 0);
local status = Perun.DLL.tcpConnect(Perun.host, Perun.port);
if(status == 0) then
Perun.AddLog(string.format("Connection failed: %s:%i", Perun.host, Perun.port), 0);
else
Perun.State.connected = true;
end
end
--- ################################ Log functions ################################
Perun.LogChat = function(playerID, msg, all)
local data = Perun.Handlers["event"]("chat");
data['player']= Perun.Mission.Players[playerID]
data['msg']=msg
data['messageToAll']=all
data['missionhash']=Perun.MissionHash
Perun.func.sendData(net.lua2json(data));
end
Perun.LogEvent = function(log_type, log_content, log_arg_1, log_arg_2)
-- Logs events messages
local data = Perun.Handlers["event"]("customLog");
data['log_type']= log_type
data['log_arg_1']= log_arg_1
data['log_arg_2']= log_arg_2
data['log_content']=log_content
data['log_missionhash']=Perun.MissionHash
Perun.AddLog("Sending event data, event: " .. log_type .. ", arg1:" .. log_arg_1 .. ", arg2:" .. log_arg_2 .. ", content: " .. log_content,1)
Perun.func.sendData(net.lua2json(data));
end
--- ################################ Event callbacks ################################
Perun.onSimulationStart = function()
-- Simulation was started
Perun.MissionHash=Perun.generate_mission_hash()
Perun.LogEvent("SimStart","Mission " .. Perun.MissionHash .. " started",nil,nil);
Perun.lastSentMission = 0 -- reset so mission information will be send
end
Perun.onSimulationStop = function()
-- Simulation was stopped
Perun.LogEvent("SimStop","Mission " .. Perun.MissionHash .. " finished",nil,nil);
Perun.MissionHash=Perun.generate_mission_hash();
Perun.Mission = {}
Perun.Mission.Slots = {}
Perun.Mission.Slots["blue"] = {}
Perun.Mission.Slots["red"] = {}
Perun.Mission.Players = {}
Perun.Mission.Units = {}
end
Perun.onPlayerDisconnect = function(id, err_code)
-- Player disconnected
Perun.LogEvent("disconnect", "Player " .. id .. " disconnected.",nil,nil);
return
end
Perun.onPlayerStop = function (id)
-- Player left the simulation (happens right before a disconnect, if player exited by desire)
Perun.LogEvent("quit", "Player " .. id .. " quit the server.",nil,nil);
return
end
Perun.onSimulationFrame = function()
if(not Perun.State.slotsInitialised) then
local foo = Perun.func.ensureSlots;
local status, error = pcall(foo);
if(status) then
Perun.AddLog( "slot information loaded")
else
Perun.AddLog( "error getting slot information", error)
end
end
local now = DCS.getRealTime()
--net.log("Perun", "big updates check, now", now, "last sent slots", Perun.Stats.LastSentSlots, "last sent mission", Perun.Stats.LastSentMission)
if(now - Perun.Stats.LastBigUpdate > Perun.bigUpdatesSeconds) then
if(now > Perun.Stats.LastSentSlots + Perun.refreshSlotsSeconds) then
local payload = Perun.Handlers["event"]("slots")
payload["slots"] = Perun.Mission.Slots;
local json = net.lua2json(payload)
--net.log("Perun, slots", json)
Perun.func.sendData(json)
Perun.Stats.LastSentSlots = now
Perun.Stats.LastBigUpdate = now
elseif (now > Perun.Stats.LastSentMission + Perun.refreshMissionSeconds) then
local payload = Perun.Handlers["event"]("mission")
payload["mission"] = DCS.getCurrentMission()["mission"]
local json = net.lua2json(payload);
--net.log("Perun, mission", json)
Perun.func.sendData(json)
Perun.Stats.LastSentMission = now
Perun.Stats.LastBigUpdate = now
end
end
if(now > Perun.LastSentTCP + Perun.RefreshKeepAlive) then
Perun.func.sendData(" ")
end
Perun.Stats.PreviousFrameStart = DCS.getRealTime()
end
Perun.onPlayerStart = function (playerId)
-- Player entered cocpit
net.send_chat_to(Perun.MOTD_line1, playerId);
net.send_chat_to(Perun.MOTD_line2, playerId);
end
Perun.onPlayerTrySendChat = function (playerID, msg, all)
-- Somebody tries to send chat message
if (msg == Perun.ConnectionError or msg == Perun.MOTD_line1 or msg == Perun.MOTD_line2) then
return msg;
end
Perun.LogChat(playerID,msg,all)
return msg;
end
Perun.onGameEvent = function (eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7)
local argCount = Perun.HandlerArgCounts[eventName]
local handler = Perun.Handlers[eventName]
local payload = {}
if(argCount == 1) then
payload = handler(arg1)
elseif argCount == 2 then
payload = handler(arg1, arg2)
elseif argCount == 3 then
payload = handler(arg1, arg2, arg3)
elseif argCount == 4 then
payload = handler(arg1, arg2, arg3, arg4)
else
payload = handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7)
end
local json = net.lua2json(payload)
Perun.func.sendData(json)
end
-- ########### Finalize and set callbacks ###########
if DCS.isServer() then
-- If this game instance is hosting multiplayer game, start Perun
Perun.DLL.StartOfApp(); -- Perun dll StartOfApp callback
Perun.MissionHash=Perun.generate_mission_hash(); -- Generate initial missionhash
DCS.setUserCallbacks(Perun); -- Set user callbacs, map DCS event handlers with functions defined above
Perun.ConnectToPerun(); -- Connect to Perun server
Perun.AddLog("Loaded - Perun for DCS World - version: " .. Perun.Version,0) -- Display perun information in log
end

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local explorer = {}
explorer.onMissionLoadBegin = function()
net.log("[Explorer]", "on mission load begin");
end
explorer.onMissionLoadProgress = function(progress, message)
net.log("[Explorer]", "on mission load progress", progress, message);
end
explorer.onMissionLoadEnd = function()
net.log("[Explorer]", "on mission load end");
end
explorer.onSimulationStart = function()
net.log("[Explorer]", "on simulation start");
end
explorer.onSimulationStop = function()
net.log("[Explorer]", "on simulation stop");
end
explorer.onSimulationFrame = function() end
explorer.onSimulationPause= function()
net.log("[Explorer]", "on simulation pause");
end
explorer.onSimulationResume= function()
net.log("[Explorer]", "on simulation resume");
end
explorer.onNetConnect= function()
et.log("[Explorer]", "onNetConnect");
end
explorer.onNetMissionChanged= function()
net.log("[Explorer]", "onNetMissionChanged");
end
explorer.onNetConnect= function()
net.log("[Explorer]", "onNetConnect");
end
explorer.onNetDisconnect= function()
net.log("[Explorer]", "onNetDisconnect");
end
explorer.onPlayerConnect= function()
net.log("[Explorer]", "onPlayerConnect");
end
explorer.onPlayerDisconnect= function()
net.log("[Explorer]", "onPlayerDisconnect");
end
explorer.onPlayerStart= function()
net.log("[Explorer]", "onPlayerStart");
end
explorer.onPlayerStop= function()
net.log("[Explorer]", "onPlayerStop");
end
explorer.onPlayerChangeSlot= function()
net.log("[Explorer]", "onPlayerChangeSlot");
end
explorer.onPlayerTryConnect= function(address, name, ucid, id)
net.log("[Explorer]", "onPlayerTryConnect", address, name, ucid, id);
end
explorer.onPlayerTrySendChat= function()
net.log("[Explorer]", "onPlayerTrySendChat");
end
explorer.onPlayerTryChangeSlot= function()
net.log("[Explorer]", "onPlayerTryChangeSlot");
end
explorer.onGameEvent = function(eventName, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
local payload = {}
if(argCount == 1) then
payload = handler(arg1);
elseif argCount == 2 then
payload = handler(arg1, arg2);
elseif argCount == 3 then
payload = handler(arg1, arg2, arg3);
elseif argCount == 4 then
payload = handler(arg1, arg2, arg3, arg4);
elseif argCount == 7 then
payload = handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7);
end
local json = net.lua2json(payload);
net.log("[Explorer]", json);
--net.log("[Pierog] json", json)
--net.log("[Pierog]", "get_player_list", net.lua2json(net.get_player_list()))
--net.log("[Pierog]", "mission_data", net.lua2json(DCS.getCurrentMission()))
--net.log("[Pierog]", "DCS.getAvailableCoalitions()", net.lua2json(DCS.getAvailableCoalitions()))
--net.log("[Pierog]", "DCS.getAvailableSlots(0)", DCS.getAvailableSlots(0))
--net.log("[Pierog]", "DCS.getAvailableSlots(3)", DCS.getAvailableSlots(3))
--net.log("[Pierog]", "DCS.getMissionName()", DCS.getMissionName())
--net.log("[Pierog]", "DCS.getModelTime()", DCS.getModelTime())
--net.log("[Pierog]", "DCS.getRealTime()", DCS.getRealTime())
end
if DCS.isServer() then
net.log("[Explorer]", "Initialising API explorer");
DCS.setUserCallbacks(explorer);
end

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-- Pierog for DCS World, inspired by
-- https://github.com/szporwolik/perun -> DCS Hook component
net.log("[Pierog] Loading Pierog")
-- Initial init
local Pierog = {}
-- Load Luas
package.path = package.path..";"..lfs.currentdir().."/LuaSocket/?.lua"..";"..lfs.writedir() .. "/Mods/services/Pierog/lua/?.lua"
package.cpath = package.cpath..";"..lfs.currentdir().."/LuaSocket/?.dll"
-- Load Dlls
package.cpath = package.cpath..';'.. lfs.writedir()..'/Mods/services/Pierog/bin/' ..'?.dll;'
net.log("[Pierog]", "Loading DLL")
Pierog.DLL = require('pierog')
-- Load config file
net.log("[Pierog]", "Loading config")
local config = require "pierog_config"
Pierog.host = config.host;
Pierog.port = config.port;
Pierog.delimiters = config.delimiters;
Pierog.Instance = config.Instance;
Pierog.DebugMode = config.DebugMode;
Pierog.logPath = config.logPath;
Pierog.MOTD_line1 = config.MOTD_line1
Pierog.MOTD_line2 = config.MOTD_line2
Pierog.ConnectionError = config.ConnectionError
Pierog.BroadcastPierogErrors = config.BroadcastPierogErrors
Pierog.BroadcastErrorEachSeconds = config.BroadcastErrorEachSeconds or 600
Pierog.keepAliveSeconds = config.keepAliveSeconds
Pierog.bigUpdatesSeconds = config.bigUpdatesSeconds
Pierog.refreshSlotsSeconds = config.refreshSlotsSeconds
Pierog.refreshMissionSeconds = config.refreshMissionSeconds
net.log("[Pierog]", "Config loaded")
-- to avoid declaring every time a function is run
Pierog.Globals = {}
Pierog.Globals.version = "v0.12.1"
Pierog.Globals.Sides = {
[0] = 'SPECTATOR',
[1] = 'RED',
[2] = 'BLUE',
[3] = 'NEUTRAL', -- TBD check once this is released in DCS
}
net.log("[Pierog]", "Global variables initialised")
--net.log("[Pierog]", "Dupa")
Pierog.lastSentStatus = 0
Pierog.lastSentMission = 0
Pierog.lastSentKeepAlive = 0
Pierog.lastConnectionError = 0
Pierog.lastFrameStart = 0;
Pierog.lastTimer = 0
Pierog.lastFrameTime = 0;
Pierog.ReconnectTimeout = 30;
Pierog.RefreshKeepAlive = 5
--net.log("[Pierog]", "Dupa2")
Pierog.State = {}
Pierog.State.connected = false;
Pierog.State.slotsInitialised = false;
--net.log("[Pierog]", "Dupa3")
Pierog.Mission = {}
Pierog.Mission.Hash = {}
Pierog.Mission.Slots = {}
Pierog.Mission.Players = {}
Pierog.Mission.Units = {}
net.log("[Pierog]", "Initialising handlers")
Pierog.HandlerArgCounts = {}
Pierog.HandlerArgCounts["self_kill"] = 1
Pierog.HandlerArgCounts["crash"] = 2
Pierog.HandlerArgCounts["eject"] = 2
Pierog.HandlerArgCounts["connect"] = 2
Pierog.HandlerArgCounts["mission_end"] = 2
Pierog.HandlerArgCounts["pilot_death"] = 2
Pierog.HandlerArgCounts["takeoff"] = 3
Pierog.HandlerArgCounts["landing"] = 3
Pierog.HandlerArgCounts["change_slot"] = 3
Pierog.HandlerArgCounts["friendly_fire"] = 3
Pierog.HandlerArgCounts["disconnect"] = 4
Pierog.HandlerArgCounts["kill"] = 7
Pierog.Stats = {}
Pierog.Stats.LastSentTCP = 0
Pierog.Stats.LastSentSlots = 0
Pierog.Stats.LastBigUpdate = 0
Pierog.Stats.LastSentMission = 0
Pierog.Stats.LastConnectionError = 0
Pierog.func = {};
Pierog.func.ensureSlots = function()
if(not Pierog.State.slotsInitialised) then
local count = 0;
local coalitions = DCS.getAvailableCoalitions();
for name, _ in pairs(coalitions) do
local slots = DCS.getAvailableSlots(name);
Pierog.Mission.Slots[name] = {}
for k, unit in pairs(slots) do
Pierog.Mission.Slots[name][unit["unitId"]] = unit
count = count + 1;
end
end
if(count > 0) then
net.log("[Pierog]", "initialised ".. count .. " slots")
Pierog.State.slotsInitialised = true;
end
end
end
Pierog.func.ensureUnitId = function(unitId)
if(not Pierog.Mission.Units[unitId]) then
local unitType = DCS.getUnitType(unitId);
Pierog.Mission.Units[unitId] = unitType;
net.log("[Pierog]", unitId, "category:", DCS.getUnitTypeAttribute(unitType, "category"));
net.log("[Pierog]", unitId, "category via type -> Prop:", DCS.getUnitProperty(unitType, DCS.UNIT_CATEGORY));
net.log("[Pierog]", unitId, "category via id -> Prop:", DCS.getUnitProperty(unitId, DCS.UNIT_CATEGORY));
net.log("[Pierog]", unitId, "wing span:", DCS.getUnitTypeAttribute(unitType, "WingSpan"));
net.log("[Pierog]", unitId, "deck level", DCS.getUnitTypeAttribute(unitType, "DeckLevel"));
--
local payload = Pierog.Handlers["event"]("unit_definition");
payload["unitId"] = unitId;
payload["unitType"] = unitType;
payload["unitCategory"] = DCS.getUnitTypeAttribute(unitId, "category");
payload["wingSpan"] = DCS.getUnitTypeAttribute(unitType, "WingSpan");
payload["deckLevel"] = DCS.getUnitTypeAttribute(unitType, "DeckLevel");
--
Pierog.func.sendData(net.lua2json(payload))
end
end
Pierog.func.sendData = function(payload)
local now = DCS.getRealTime()
local connected, reconnected = Pierog.DLL.tcpSend(payload)
--net.log("[Pierog]", connected, reconnected)
if(connected < 1) and (now > Pierog.Stats.LastConnectionError + Pierog.ReconnectTimeout) then
Pierog.AddLog("ERROR - TCP connection not available",0)
if Pierog.BroadcastPierogErrors > 0 then
local _all_players = net.get_player_list()
for i, playerId in ipairs(_all_players) do
net.send_chat_to(Pierog.ConnectionError , playerId)
end
end
Pierog.Stats.LastConnectionError = now
else
Pierog.Stats.LastSentTCP = now
if(reconnected > 0) then
net.log("[Pierog]", "TCP reconnected")
Pierog.Stats.LastBigUpdate = 0
Pierog.Stats.LastSentSlots = 0
Pierog.Stats.LastSentMission = 0
end
end
end
Pierog.func.sendMissionUpdate = function()
local payload = Pierog.Handlers["event"]("mission")
payload["mission"] = DCS.getCurrentMission()["mission"]
payload["missionName"] = DCS.getCurrentMission()
local json = net.lua2json(payload);
Pierog.func.sendData(json)
end
Pierog.func.sendSlotUpdate = function()
local payload = Pierog.Handlers["event"]("slots")
payload["slots"] = Pierog.Mission.Slots;
local json = net.lua2json(payload)
Pierog.func.sendData(json)
end
Pierog.Handlers = {}
Pierog.Handlers["event"] = function(eventName)
local data = {};
data["event"] = eventName;
data["missionHash"] = Pierog.Mission.Hash
data['datetime']=os.date('%Y-%m-%d %H:%M:%S')
return data;
end
Pierog.Handlers["friendly_fire"] = function(playerID, weaponName, victimPlayerID)
local data = Pierog.Handlers["event"]("friendly_fire")
data["killer"] = playerID;
data["victim"] = victimPlayerID;
data["weapon"] = weaponName;
return data;
end
Pierog.Handlers["mission_end"] = function(winner, msg)
local data = Pierog.Handlers["event"]("mission_end")
data["winner"] = winner;
data["message"] = msg;
return data;
end
Pierog.Handlers["kill"] = function(killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName)
local data = Pierog.Handlers["event"]("kill")
data["killer"] = {id = killerPlayerID, side = killerSide, type = killerUnitType, ucid = net.get_player_info(killerPlayerID)["ucid"]}
data["victim"] = {id = victimPlayerID, side = victimSide, type = victimUnitType, ucid = net.get_player_info(victimPlayerID)["ucid"]}
data["weapon"] = weaponName;
return data;
end
Pierog.Handlers["self_kill"] = function(playerID)
local data = Pierog.Handlers["event"]("self_kill")
data["who"] = playerID;
return data;
end
Pierog.Handlers["change_slot"] = function(playerID, slotID, prevSide)
local newDetails = net.get_player_info(playerID);
local oldDetails = Pierog.Mission.Players[playerID];
Pierog.Mission.Players[playerID] = newDetails;
local data = Pierog.Handlers["event"]("change_slot")
data["previousSlot"] = oldDetails["slot"]
data["previousSide"] = oldDetails["side"]
data["side"] = newDetails["side"]
data["slot"] = newDetails["slot"]
data["ucid"] = newDetails["ucid"]
return data;
end
Pierog.Handlers["connect"] = function(playerID, name)
net.log("[Pierog]", "Getting player details")
local details = net.get_player_info(playerID)
Pierog.Mission.Players[playerID] = details
local data = Pierog.Handlers["event"]("connect")
data["who"] = playerID
data["details"] = details;
return data;
end
Pierog.Handlers["disconnect"] = function(playerID, name, playerSide, reason_code)
local data = Pierog.Handlers["event"]("disconnect")
data["who"] = Pierog.Mission.Players[playerID]
data["reasonCode"] = reason_code;
Pierog.Mission.Players[playerID] = nil
return data;
end
--"crash", playerID, unit_missionID
Pierog.Handlers["crash"] = function(playerID, unit_missionID)
Pierog.func.ensureUnitId(unit_missionID)
local data = Pierog.Handlers["event"]("crash")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
--"eject", playerID, unit_missionID
Pierog.Handlers["eject"] = function(playerID, unit_missionID)
Pierog.func.ensureUnitId(unit_missionID)
local data = Pierog.Handlers["event"]("eject")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
--"takeoff", playerID, unit_missionID, airdromeName
Pierog.Handlers["takeoff"] = function(playerID, unit_missionID, airdromeName)
Pierog.func.ensureUnitId(unit_missionID)
local data = Pierog.Handlers["event"]("takeoff")
data["who"] = playerID;
data["unitId"] = unit_missionID;
data["from"] = airdromeName;
return data;
end
--"landing", playerID, unit_missionID, airdromeName
Pierog.Handlers["landing"] = function(playerID, unit_missionID, airdromeName)
Pierog.func.ensureUnitId(unit_missionID)
local data = Pierog.Handlers["event"]("landing")
data["who"] = playerID;
data["unitId"] = unit_missionID;
data["at"] = airdromeName;
return data;
end
--"pilot_death", playerID, unit_missionID
Pierog.Handlers["pilot_death"] = function(playerID, unit_missionID)
Pierog.func.ensureUnitId(unit_missionID)
local data = Pierog.Handlers["event"]("pilot_death")
data["who"] = playerID;
data["unitId"] = unit_missionID;
return data;
end
net.log("[Pierog] Handlers defined")
--- ################################ Helper function definitions ################################
Pierog.AddLog = function(text, logLevel)
-- Adds logs to DCS.log file
if(logLevel == nil) then
logLevel = -1
end
if Pierog.DebugMode >= logLevel then
net.log("[Pierog]", text)
end
end
Pierog.generate_mission_hash = function()
-- Generates unique simulation mission hash
return DCS.getMissionName( ).."@".. Pierog.Instance .. "@" .. Pierog.Globals.version .. "@".. os.date('%Y%m%d_%H%M%S');
end
--- ################################ Log functions ################################
Pierog.LogChat = function(playerID, msg, all)
local data = Pierog.Handlers["event"]("chat");
data['who']= Pierog.Mission.Players[playerID]["ucid"]
data['msg']=msg
data['messageToAll']=all
data['missionhash']=Pierog.Mission.Hash
Pierog.func.sendData(net.lua2json(data));
end
Pierog.LogEvent = function(log_type, log_content, log_arg_1, log_arg_2)
-- Logs events messages
local data = Pierog.Handlers["event"]("customLog");
data['log_type']= log_type
data['log_arg_1']= log_arg_1
data['log_arg_2']= log_arg_2
data['log_content']=log_content
data['log_missionhash']=Pierog.Mission.Hash
Pierog.AddLog("Sending event data, event: " .. log_type .. ", arg1:" .. log_arg_1 .. ", arg2:" .. log_arg_2 .. ", content: " .. log_content,1)
Pierog.func.sendData(net.lua2json(data));
end
--- ################################ Event callbacks ################################
Pierog.onSimulationStart = function()
Pierog.Mission.Hash=Pierog.generate_mission_hash()
Pierog.LogEvent("SimStart","Mission " .. Pierog.Mission.Hash .. " started",nil,nil);
Pierog.lastSentMission = 0 -- reset so mission information will be sent
Pierog.State.slotsInitialised = false;
Pierog.DLL.markMissionStart(Pierog.Mission.Hash);
end
Pierog.onSimulationStop = function()
Pierog.LogEvent("SimStop","Mission " .. Pierog.Mission.Hash .. " finished",nil,nil);
Pierog.Mission = {}
Pierog.Mission.Hash=Pierog.generate_mission_hash();
Pierog.Mission.Slots = {}
Pierog.Mission.Players = {}
Pierog.Mission.Units = {}
Pierog.Stats.LastSentSlots = 0
Pierog.Stats.LastBigUpdate = 0
Pierog.Stats.LastSentMission = 0
Pierog.DLL.markMissionStart(Pierog.Mission.Hash);
end
Pierog.onPlayerStop = function (id)
-- Player left the simulation (happens right before a disconnect, if player exited by desire)
Pierog.LogEvent("quit", "Player " .. id .. " quit the server.",nil,nil);
return
end
Pierog.onSimulationFrame = function()
if(DCS.getMissionName() == "") then
-- no mission loaded
return;
end
local now = DCS.getRealTime()
if(Pierog.Stats.LastBigUpdate < 1 or now > Pierog.Stats.LastBigUpdate + Pierog.bigUpdatesSeconds) then
--net.log("[Pierog]", "Big update evaluation at", now, ", Pierog.Stats.LastSentSlots", Pierog.Stats.LastSentSlots, ", Pierog.Stats.LastBigUpdate", Pierog.Stats.LastBigUpdate)
--net.log("[Pierog]", "Pierog.refreshSlotsSeconds: ".. Pierog.refreshSlotsSeconds)
--net.log("[Pierog]", "name: >"..DCS.getMissionName().."<");
--net.log("[Pierog]", "mission"..net.lua2json(DCS.getCurrentMission()))
if(not Pierog.State.slotsInitialised) then
local foo = Pierog.func.ensureSlots;
local status, error = pcall(foo);
if(error) then
Pierog.AddLog( "error getting slot information" .. error);
else
Pierog.func.sendSlotUpdate();
Pierog.Stats.LastSentSlots = now;
Pierog.Stats.LastBigUpdate = now;
end
elseif(now > Pierog.Stats.LastSentSlots + Pierog.refreshSlotsSeconds) then
--net.log("[Pierog]", "Slots")
Pierog.func.sendSlotUpdate();
Pierog.Stats.LastSentSlots = now;
Pierog.Stats.LastBigUpdate = now;
end
if (now > Pierog.Stats.LastSentMission) then
--net.log("[Pierog]", "Mission")
Pierog.func.sendMissionUpdate()
Pierog.Stats.LastSentMission = now
Pierog.Stats.LastBigUpdate = now
end
end
if(now > Pierog.LastSentTCP + Pierog.RefreshKeepAlive) then
Pierog.func.sendData(" ")
end
end
Pierog.onPlayerStart = function (playerId)
-- Player entered cocpit
net.send_chat_to(Pierog.MOTD_line1, playerId);
net.send_chat_to(Pierog.MOTD_line2, playerId);
end
Pierog.onPlayerTrySendChat = function (playerID, msg, all)
-- Somebody tries to send chat message
if (msg == Pierog.ConnectionError or msg == Pierog.MOTD_line1 or msg == Pierog.MOTD_line2) then
return msg;
end
Pierog.LogChat(playerID, msg, all)
return msg;
end
Pierog.onGameEvent = function(eventName, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
local argCount = Pierog.HandlerArgCounts[eventName]
local handler = Pierog.Handlers[eventName]
if(Pierog.Handlers[eventName] == nil) then
-- no handler found
net.log("[Pierog]", 'Event type not found'..eventName)
return;
end
local payload = {}
if(argCount == 1) then
payload = handler(arg1)
elseif argCount == 2 then
payload = handler(arg1, arg2)
elseif argCount == 3 then
payload = handler(arg1, arg2, arg3)
elseif argCount == 4 then
payload = handler(arg1, arg2, arg3, arg4)
elseif argCount == 7 then
payload = handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7)
end
local json = net.lua2json(payload)
Pierog.func.sendData(json)
if(eventName == "mission_end") then
Pierog.DLL.markMissionStart(Pierog.Mission.Hash);
end
--net.log("[Pierog] json", json)
--net.log("[Pierog]", "get_player_list", net.lua2json(net.get_player_list()))
--net.log("[Pierog]", "mission_data", net.lua2json(DCS.getCurrentMission()))
--net.log("[Pierog]", "DCS.getAvailableCoalitions()", net.lua2json(DCS.getAvailableCoalitions()))
--net.log("[Pierog]", "DCS.getAvailableSlots(0)", DCS.getAvailableSlots(0))
--net.log("[Pierog]", "DCS.getAvailableSlots(3)", DCS.getAvailableSlots(3))
--net.log("[Pierog]", "DCS.getMissionName()", DCS.getMissionName())
--net.log("[Pierog]", "DCS.getModelTime()", DCS.getModelTime())
--net.log("[Pierog]", "DCS.getRealTime()", DCS.getRealTime())
end
-- ########### Finalize and set callbacks ###########
if DCS.isServer() then
-- If this game instance is hosting multiplayer game, start Pierog
net.log("[Pierog]", "In a server, setting DLL", Pierog.logPath, Pierog.host, Pierog.port)
Pierog.DLL.delimiters(Pierog.delimiters[1], Pierog.delimiters[2])
Pierog.DLL.StartOfApp(Pierog.logPath, Pierog.host, Pierog.port);
net.log("[Pierog]", "DLL started")
Pierog.Mission.Hash=Pierog.generate_mission_hash(); -- Generate initial missionhash
DCS.setUserCallbacks(Pierog); -- Set user callbacs, map DCS event handlers with functions defined above
Pierog.AddLog("Loaded - Pierog for DCS World - version: " .. Pierog.Globals.version,0) -- Display Pierog information in log
end

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|call |return | meaning |
|-------- |---- |---- |
|`DCS.getAvailableSlots("blue")`|TBD|slots available for a side|
|`net.get_player_list()`|[1, 2]|players in the mission. As in, occupied player slots in the server|
|||
|||
|`DCS.getRealTime()` | `37.5899104` | seconds.micros after mission was started |
|`DCS.getModelTime()`|`37.413`|
Callbacks:
|callback|event||
|----|----|----|
|onMissionLoadBegin|||
|onMissionLoadProgress|||
|onMissionLoadEnd, |||
|onSimulationStart, |||
|onSimulationStop, |||
|onSimulationFrame, |||
|onSimulationPause, |||
|onSimulationResume, |||
|onGameEvent, |||
|onNetConnect, |||
|onNetMissionChanged,|||
|onNetConnect, |||
|onNetDisconnect, |||
|onPlayerTryConnect, |||
|onPlayerConnect, |_connect||
|onPlayerDisconnect, |disconnect||
|onPlayerStart, |||
|onPlayerStop, |||
|onPlayerTrySendChat, |||
|onPlayerTryChangeSlot|||
|onPlayerChangeSlot,|change_slot||
# Q's:
Is unit ID tracking needed?
# ToDos:
* file per mission hash
* start of mission cpp callback?
* hash as argument
* end as callback
* investigate DCS namespace (for pairs?)
* file creation and writing to file should only happen when there is something to be written
* mission update should happen every X seconds, only
* connection should only affect message to players, nothing else!
* detect monotonic time flow - back in time? new mission.