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Update db-log-addOn.js
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@ -191,20 +191,28 @@ export default class DBLogPlayerTime extends DBLog {
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async onUpdatedA2SInformation(info) {
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await super.onUpdatedA2SInformation(info);
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const curDateTime = new Date();
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if ((this.seeding !== ServerState.live) && (info.a2sPlayerCount >= this.options.seedingThreshold)) {
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console.log('switching to Live');
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await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.live);
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} else if (this.seeding === false && (info.a2sPlayerCount - 20) < this.options.seedingThreshold) {
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console.log('switching to seeding');
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await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.seeding);
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}
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// const curDateTime = new Date();
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// if ((this.seeding !== ServerState.live) && (info.a2sPlayerCount >= this.options.seedingThreshold)) {
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// console.log('switching to Live');
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// await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.live);
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// } else if (this.seeding === false && (info.a2sPlayerCount - 20) < this.options.seedingThreshold) {
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// console.log('switching to seeding');
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// await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.seeding);
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// }
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}
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async onNewGame(info){
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await super.onNewGame(info);
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console.log(info);
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const curDateTime = info.time;
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if(info.layer.gamemode === 'Seed'){
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console.log('switching to seeding');
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await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.seeding);
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} else {
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console.log('switching to Live');
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await this.updateCurrentTimeState(curDateTime, this.seeding, ServerState.live);
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}
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}
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async onPlayerConnected(info) {
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