Detect team modes by GAME_TYPE code and sync gametype at match start

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <[email protected]>
This commit is contained in:
Debian
2026-09-18 14:19:37 +02:00
co-authored by Sisyphus
parent 016384ef12
commit cbeab1ae45
3 changed files with 20 additions and 5 deletions
+9 -2
View File
@@ -103,14 +103,15 @@ class EventParser:
def _handle_player_connect(self, data):
"""Track a connecting player so the roster is complete; connects to the
server land as spectators until they join a team. No feed line: the
server land as spectators until they join a team — except reconnects of
already-tracked players, whose known team is kept. No feed line: the
RCON connect broadcast already displays one."""
name = data.get('NAME')
if not name:
return None
team = data.get('TEAM')
if team is None:
team = 'SPECTATOR'
team = self.game_state.player_tracker.get_team(name) or 'SPECTATOR'
self.game_state.player_tracker.update_team(name, team)
self.game_state.player_tracker.add_player(name)
return None
@@ -343,6 +344,12 @@ class EventParser:
# Get Match Time
self._sync_match_time(data)
# GAME_TYPE/FACTORY_TITLE are the authoritative gametype for this match;
# the title alone can be customized and defeat exact team-mode matching
self.game_state.server_info.game_type_code = data.get('GAME_TYPE', '')
if data.get('FACTORY_TITLE'):
self.game_state.server_info.gametype = data['FACTORY_TITLE']
# The PLAYERS array is the authoritative roster at match start: sync
# teams (numeric codes via TEAM_MAP) and reset scores, clear dead
# markers, and drop stale dedup signatures (TIME restarts at 0)