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4 changed files with 81 additions and 19 deletions

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@ -32,6 +32,12 @@ internal static class CS2EventGenerator
if(newGameState.Round?.Phase == Round.RoundPhase.Over && lastGameState.Round?.Phase == Round.RoundPhase.Live)
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundOver, new CS2EventArgs()));
if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam == previousPlayerState.Player?.Team)
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundWin, new CS2EventArgs()));
if(newGameState.Round?.WinnerTeam is not null && newGameState.Round?.WinnerTeam != previousPlayerState.Player?.Team)
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnRoundLoss, new CS2EventArgs()));
}
if(newGameState.Map?.Phase == Map.MapPhase.Live && lastGameState.Map?.Phase != Map.MapPhase.Live)
@ -83,22 +89,22 @@ internal static class CS2EventGenerator
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnSmoked, new CS2EventArgs()));
if(newGameState.Player?.State?.Health < previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(newGameState.Player?.State?.Health)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnDamageTaken, new CS2EventArgs(previousPlayerState.Player?.State?.Health - newGameState.Player?.State?.Health)));
if(newGameState.Player?.State?.Health != previousPlayerState.Player?.State?.Health && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHealthChange, new CS2EventArgs(newGameState.Player?.State?.Health - previousPlayerState.Player?.State?.Health)));
if(newGameState.Player?.State?.Money != previousPlayerState.Player?.State?.Money && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnMoneyChange, new CS2EventArgs(newGameState.Player?.State?.Money - previousPlayerState.Player?.State?.Money)));
if(newGameState.Player?.State?.Armor != previousPlayerState.Player?.State?.Armor && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnArmorChange, new CS2EventArgs(newGameState.Player?.State?.Armor - previousPlayerState.Player?.State?.Armor)));
if(newGameState.Player?.State?.Helmet != previousPlayerState.Player?.State?.Helmet && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnHelmetChange, new CS2EventArgs(newGameState.Player?.State?.Helmet)));
if(newGameState.Player?.State?.EquipmentValue != previousPlayerState.Player?.State?.EquipmentValue && newGameState.Player is { State: not null})
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue)));
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnEquipmentValueChange, new CS2EventArgs(newGameState.Player?.State?.EquipmentValue - previousPlayerState.Player?.State?.EquipmentValue)));
if(newGameState.Player?.Team != previousPlayerState.Player?.Team && newGameState.Player is not null)
events.Add(new ValueTuple<CS2Event, CS2EventArgs>(CS2Event.OnTeamChange, new CS2EventArgs(newGameState.Player?.Team)));

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@ -6,46 +6,44 @@ namespace CS2GSI;
public class CS2GSI
{
private GSIServer _gsiServer;
private List<CS2GameState> _allGameStates = new();
private readonly GSIServer _gsiServer;
private readonly List<CS2GameState> _allGameStates = new();
private CS2GameState? _lastLocalGameState = null;
private ILogger? logger;
private readonly ILogger? _logger;
public bool IsRunning => this._gsiServer.IsRunning;
public CS2GSI(ILogger? logger = null)
{
this.logger = logger;
this.logger?.Log(LogLevel.Information, "Installing GSI-Configfile...");
this._logger = logger;
this._logger?.Log(LogLevel.Information, "Installing GSI-Configfile...");
try
{
GsiConfigInstaller.InstallGsi();
}
catch (Exception e)
{
this.logger?.Log(LogLevel.Error, e.StackTrace);
this.logger?.Log(LogLevel.Critical, "Could not install GSI-Configfile. Exiting.");
this._logger?.Log(LogLevel.Error, e.StackTrace);
this._logger?.Log(LogLevel.Critical, "Could not install GSI-Configfile. Exiting.");
return;
}
this._gsiServer = new GSIServer(3000, logger);
this._gsiServer.OnMessage += GsiServerOnOnMessage;
while(this._gsiServer.IsRunning)
Thread.Sleep(10);
}
private void GsiServerOnOnMessage(string messageJson)
{
JObject jsonObject = JObject.Parse(messageJson);
CS2GameState newState = CS2GameState.ParseFromJObject(jsonObject);
this.logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
this._logger?.Log(LogLevel.Debug, $"Received State:\n{newState.ToString()}");
if (_lastLocalGameState is not null && _allGameStates.Count > 0)
{
List<ValueTuple<CS2Event, CS2EventArgs>> generatedEvents = CS2EventGenerator.GenerateEvents(_lastLocalGameState.Value, newState, _allGameStates.Last());
this.logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events:\n\t{string.Join("\n\t", generatedEvents)}");
this._logger?.Log(LogLevel.Information, $"Generated {generatedEvents.Count} events:\n\t{string.Join("\n\t", generatedEvents)}");
InvokeEvents(generatedEvents);
}
this._lastLocalGameState = newState.UpdateGameStateForLocal(_lastLocalGameState);
this.logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
this._logger?.Log(LogLevel.Debug, $"Updated Local State:\n{_lastLocalGameState.ToString()}");
_allGameStates.Add(newState);
}
@ -84,6 +82,12 @@ public class CS2GSI
case CS2Event.OnRoundOver:
OnRoundOver?.Invoke(cs2Event.Item2);
break;
case CS2Event.OnRoundWin:
OnRoundWin?.Invoke(cs2Event.Item2);
break;
case CS2Event.OnRoundLoss:
OnRoundLoss?.Invoke(cs2Event.Item2);
break;
case CS2Event.OnDamageTaken:
OnDamageTaken?.Invoke(cs2Event.Item2);
break;
@ -136,7 +140,7 @@ public class CS2GSI
AnyMessage?.Invoke(cs2Event.Item2);
break;
default:
this.logger?.Log(LogLevel.Error, $"Unknown Event {cs2Event}");
this._logger?.Log(LogLevel.Error, $"Unknown Event {cs2Event}");
return;
}
}
@ -150,6 +154,8 @@ public class CS2GSI
OnSmoked,
OnRoundStart,
OnRoundOver,
OnRoundWin,
OnRoundLoss,
OnDamageTaken,
OnMatchStart,
OnMatchOver,
@ -179,6 +185,8 @@ public class CS2GSI
OnSmoked,
OnRoundStart,
OnRoundOver,
OnRoundWin,
OnRoundLoss,
OnDamageTaken,
OnMatchStart,
OnMatchOver,

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@ -4,6 +4,11 @@
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<Version>1.0.3</Version>
<Title>CS2GSI</Title>
<Authors>Glax</Authors>
<RepositoryUrl>https://github.com/C9Glax/CS2GSI</RepositoryUrl>
<RepositoryType>git</RepositoryType>
</PropertyGroup>
<ItemGroup>

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@ -1,2 +1,45 @@
# CS2GSI
## Example Usage
```csharp
public static void Main(string[] args)
{
CS2GSI.CS2GSI gsi = new ();
gsi.AnyMessage += eventArgs => Console.WriteLine("Message");
gsi.OnKill += eventArgs => Console.WriteLine($"Kill number {eventArgs.ValueAsOrDefault<int>()}");
while(gsi.IsRunning)
Thread.Sleep(10);
}
```
### Events
`EventName` (_ParameterType_) Description
* `OnKill` (_int_) Number of Kills in Match
* `OnHeadshot` (_int_) Number of Headshots in Round
* `OnDeath` (_int_) Number of Deaths in Match
* `OnFlashed`
* `OnBurning`
* `OnSmoked`
* `OnRoundStart`
* `OnRoundOver`
* `OnRoundWin`
* `OnRoundLoss`
* `OnDamageTaken` (_int_) Amount of Damage Taken
* `OnMatchStart`
* `OnMatchOver`
* `OnMoneyChange` (_int_) Delta in Money
* `OnHealthChange` (_int_) Delta in Health
* `OnArmorChange` (_int_) Delta in Armor
* `OnHelmetChange` (_bool_) Helmet on/off
* `OnEquipmentValueChange` (_int_) Delta in Equipmentvalue
* `OnTeamChange`
* `OnPlayerChange` (_string_) SteamId64
* `OnHalfTime`
* `OnFreezeTime`
* `OnBombPlanted`
* `OnBombDefused`
* `OnBombExploded`
* `AnyEvent`
* `AnyMessage`