Files
tbd-station-14/Content.Server/Administration/Systems/BwoinkSystem.cs
metalgearsloth 1c8eed8b45 Add on-call functionality for adminning (#30443)
* Add on-call functionality for adminning

The first time an ahelp gets SOS it gets relayed to the specified channel with the specified ping. Every time after that it doesn't until it gets a non-SOS response received.

* Remove redundant name

Pretty sure this already gets chucked on the name of the msg itself I think it just didn't show in screenshot because they were subsequent.

* Update Content.Server/Administration/Systems/BwoinkSystem.cs

Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>

---------

Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
2024-11-02 10:29:16 +01:00

903 lines
36 KiB
C#

using System.Linq;
using System.Net.Http;
using System.Text;
using System.Text.Json;
using System.Text.Json.Nodes;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using Content.Server.Administration.Managers;
using Content.Server.Afk;
using Content.Server.Database;
using Content.Server.Discord;
using Content.Server.GameTicking;
using Content.Server.Players.RateLimiting;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Mind;
using Content.Shared.Players.RateLimiting;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Administration.Systems
{
[UsedImplicitly]
public sealed partial class BwoinkSystem : SharedBwoinkSystem
{
private const string RateLimitKey = "AdminHelp";
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerLocator _playerLocator = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedMindSystem _minds = default!;
[Dependency] private readonly IAfkManager _afkManager = default!;
[Dependency] private readonly IServerDbManager _dbManager = default!;
[Dependency] private readonly PlayerRateLimitManager _rateLimit = default!;
[GeneratedRegex(@"^https://discord\.com/api/webhooks/(\d+)/((?!.*/).*)$")]
private static partial Regex DiscordRegex();
private string _webhookUrl = string.Empty;
private WebhookData? _webhookData;
private string _onCallUrl = string.Empty;
private WebhookData? _onCallData;
private ISawmill _sawmill = default!;
private readonly HttpClient _httpClient = new();
private string _footerIconUrl = string.Empty;
private string _avatarUrl = string.Empty;
private string _serverName = string.Empty;
private readonly Dictionary<NetUserId, DiscordRelayInteraction> _relayMessages = new();
private Dictionary<NetUserId, string> _oldMessageIds = new();
private readonly Dictionary<NetUserId, Queue<DiscordRelayedData>> _messageQueues = new();
private readonly HashSet<NetUserId> _processingChannels = new();
private readonly Dictionary<NetUserId, (TimeSpan Timestamp, bool Typing)> _typingUpdateTimestamps = new();
private string _overrideClientName = string.Empty;
// Max embed description length is 4096, according to https://discord.com/developers/docs/resources/channel#embed-object-embed-limits
// Keep small margin, just to be safe
private const ushort DescriptionMax = 4000;
// Maximum length a message can be before it is cut off
// Should be shorter than DescriptionMax
private const ushort MessageLengthCap = 3000;
// Text to be used to cut off messages that are too long. Should be shorter than MessageLengthCap
private const string TooLongText = "... **(too long)**";
private int _maxAdditionalChars;
private readonly Dictionary<NetUserId, DateTime> _activeConversations = new();
public override void Initialize()
{
base.Initialize();
Subs.CVar(_config, CCVars.DiscordOnCallWebhook, OnCallChanged, true);
Subs.CVar(_config, CCVars.DiscordAHelpWebhook, OnWebhookChanged, true);
Subs.CVar(_config, CCVars.DiscordAHelpFooterIcon, OnFooterIconChanged, true);
Subs.CVar(_config, CCVars.DiscordAHelpAvatar, OnAvatarChanged, true);
Subs.CVar(_config, CVars.GameHostName, OnServerNameChanged, true);
Subs.CVar(_config, CCVars.AdminAhelpOverrideClientName, OnOverrideChanged, true);
_sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("AHELP");
var defaultParams = new AHelpMessageParams(
string.Empty,
string.Empty,
true,
_gameTicker.RoundDuration().ToString("hh\\:mm\\:ss"),
_gameTicker.RunLevel,
playedSound: false
);
_maxAdditionalChars = GenerateAHelpMessage(defaultParams).Message.Length;
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnGameRunLevelChanged);
SubscribeNetworkEvent<BwoinkClientTypingUpdated>(OnClientTypingUpdated);
SubscribeLocalEvent<RoundRestartCleanupEvent>(_ => _activeConversations.Clear());
_rateLimit.Register(
RateLimitKey,
new RateLimitRegistration(CCVars.AhelpRateLimitPeriod,
CCVars.AhelpRateLimitCount,
PlayerRateLimitedAction)
);
}
private async void OnCallChanged(string url)
{
_onCallUrl = url;
if (url == string.Empty)
return;
var match = DiscordRegex().Match(url);
if (!match.Success)
{
Log.Error("On call URL does not appear to be valid.");
return;
}
if (match.Groups.Count <= 2)
{
Log.Error("Could not get webhook ID or token for on call URL.");
return;
}
var webhookId = match.Groups[1].Value;
var webhookToken = match.Groups[2].Value;
_onCallData = await GetWebhookData(webhookId, webhookToken);
}
private void PlayerRateLimitedAction(ICommonSession obj)
{
RaiseNetworkEvent(
new BwoinkTextMessage(obj.UserId, default, Loc.GetString("bwoink-system-rate-limited"), playSound: false),
obj.Channel);
}
private void OnOverrideChanged(string obj)
{
_overrideClientName = obj;
}
private async void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
if (_activeConversations.TryGetValue(e.Session.UserId, out var lastMessageTime))
{
var timeSinceLastMessage = DateTime.Now - lastMessageTime;
if (timeSinceLastMessage > TimeSpan.FromMinutes(5))
{
_activeConversations.Remove(e.Session.UserId);
return; // Do not send disconnect message if timeout exceeded
}
}
// Check if the user has been banned
var ban = await _dbManager.GetServerBanAsync(null, e.Session.UserId, null);
if (ban != null)
{
var banMessage = Loc.GetString("bwoink-system-player-banned", ("banReason", ban.Reason));
NotifyAdmins(e.Session, banMessage, PlayerStatusType.Banned);
_activeConversations.Remove(e.Session.UserId);
return;
}
}
// Notify all admins if a player disconnects or reconnects
var message = e.NewStatus switch
{
SessionStatus.Connected => Loc.GetString("bwoink-system-player-reconnecting"),
SessionStatus.Disconnected => Loc.GetString("bwoink-system-player-disconnecting"),
_ => null
};
if (message != null)
{
var statusType = e.NewStatus == SessionStatus.Connected
? PlayerStatusType.Connected
: PlayerStatusType.Disconnected;
NotifyAdmins(e.Session, message, statusType);
}
if (e.NewStatus != SessionStatus.InGame)
return;
RaiseNetworkEvent(new BwoinkDiscordRelayUpdated(!string.IsNullOrWhiteSpace(_webhookUrl)), e.Session);
}
private void NotifyAdmins(ICommonSession session, string message, PlayerStatusType statusType)
{
if (!_activeConversations.ContainsKey(session.UserId))
{
// If the user is not part of an active conversation, do not notify admins.
return;
}
// Get the current timestamp
var timestamp = DateTime.Now.ToString("HH:mm:ss");
var roundTime = _gameTicker.RoundDuration().ToString("hh\\:mm\\:ss");
// Determine the icon based on the status type
string icon = statusType switch
{
PlayerStatusType.Connected => ":green_circle:",
PlayerStatusType.Disconnected => ":red_circle:",
PlayerStatusType.Banned => ":no_entry:",
_ => ":question:"
};
// Create the message parameters for Discord
var messageParams = new AHelpMessageParams(
session.Name,
message,
true,
roundTime,
_gameTicker.RunLevel,
playedSound: true,
icon: icon
);
// Create the message for in-game with username
var color = statusType switch
{
PlayerStatusType.Connected => Color.Green.ToHex(),
PlayerStatusType.Disconnected => Color.Yellow.ToHex(),
PlayerStatusType.Banned => Color.Orange.ToHex(),
_ => Color.Gray.ToHex(),
};
var inGameMessage = $"[color={color}]{session.Name} {message}[/color]";
var bwoinkMessage = new BwoinkTextMessage(
userId: session.UserId,
trueSender: SystemUserId,
text: inGameMessage,
sentAt: DateTime.Now,
playSound: false
);
var admins = GetTargetAdmins();
foreach (var admin in admins)
{
RaiseNetworkEvent(bwoinkMessage, admin);
}
// Enqueue the message for Discord relay
if (_webhookUrl != string.Empty)
{
// if (!_messageQueues.ContainsKey(session.UserId))
// _messageQueues[session.UserId] = new Queue<string>();
//
// var escapedText = FormattedMessage.EscapeText(message);
// messageParams.Message = escapedText;
//
// var discordMessage = GenerateAHelpMessage(messageParams);
// _messageQueues[session.UserId].Enqueue(discordMessage);
var queue = _messageQueues.GetOrNew(session.UserId);
var escapedText = FormattedMessage.EscapeText(message);
messageParams.Message = escapedText;
var discordMessage = GenerateAHelpMessage(messageParams);
queue.Enqueue(discordMessage);
}
}
private void OnGameRunLevelChanged(GameRunLevelChangedEvent args)
{
// Don't make a new embed if we
// 1. were in the lobby just now, and
// 2. are not entering the lobby or directly into a new round.
if (args.Old is GameRunLevel.PreRoundLobby ||
args.New is not (GameRunLevel.PreRoundLobby or GameRunLevel.InRound))
{
return;
}
// Store the Discord message IDs of the previous round
_oldMessageIds = new Dictionary<NetUserId, string>();
foreach (var (user, interaction) in _relayMessages)
{
var id = interaction.Id;
if (id == null)
return;
_oldMessageIds[user] = id;
}
_relayMessages.Clear();
}
private void OnClientTypingUpdated(BwoinkClientTypingUpdated msg, EntitySessionEventArgs args)
{
if (_typingUpdateTimestamps.TryGetValue(args.SenderSession.UserId, out var tuple) &&
tuple.Typing == msg.Typing &&
tuple.Timestamp + TimeSpan.FromSeconds(1) > _timing.RealTime)
{
return;
}
_typingUpdateTimestamps[args.SenderSession.UserId] = (_timing.RealTime, msg.Typing);
// Non-admins can only ever type on their own ahelp, guard against fake messages
var isAdmin = _adminManager.GetAdminData(args.SenderSession)?.HasFlag(AdminFlags.Adminhelp) ?? false;
var channel = isAdmin ? msg.Channel : args.SenderSession.UserId;
var update = new BwoinkPlayerTypingUpdated(channel, args.SenderSession.Name, msg.Typing);
foreach (var admin in GetTargetAdmins())
{
if (admin.UserId == args.SenderSession.UserId)
continue;
RaiseNetworkEvent(update, admin);
}
}
private void OnServerNameChanged(string obj)
{
_serverName = obj;
}
private async void OnWebhookChanged(string url)
{
_webhookUrl = url;
RaiseNetworkEvent(new BwoinkDiscordRelayUpdated(!string.IsNullOrWhiteSpace(url)));
if (url == string.Empty)
return;
// Basic sanity check and capturing webhook ID and token
var match = DiscordRegex().Match(url);
if (!match.Success)
{
// TODO: Ideally, CVar validation during setting should be better integrated
Log.Warning("Webhook URL does not appear to be valid. Using anyways...");
return;
}
if (match.Groups.Count <= 2)
{
Log.Error("Could not get webhook ID or token.");
return;
}
var webhookId = match.Groups[1].Value;
var webhookToken = match.Groups[2].Value;
// Fire and forget
_webhookData = await GetWebhookData(webhookId, webhookToken);
}
private async Task<WebhookData?> GetWebhookData(string id, string token)
{
var response = await _httpClient.GetAsync($"https://discord.com/api/v10/webhooks/{id}/{token}");
var content = await response.Content.ReadAsStringAsync();
if (!response.IsSuccessStatusCode)
{
_sawmill.Log(LogLevel.Error,
$"Discord returned bad status code when trying to get webhook data (perhaps the webhook URL is invalid?): {response.StatusCode}\nResponse: {content}");
return null;
}
return JsonSerializer.Deserialize<WebhookData>(content);
}
private void OnFooterIconChanged(string url)
{
_footerIconUrl = url;
}
private void OnAvatarChanged(string url)
{
_avatarUrl = url;
}
private async void ProcessQueue(NetUserId userId, Queue<DiscordRelayedData> messages)
{
// Whether an embed already exists for this player
var exists = _relayMessages.TryGetValue(userId, out var existingEmbed);
// Whether the message will become too long after adding these new messages
var tooLong = exists && messages.Sum(msg => Math.Min(msg.Message.Length, MessageLengthCap) + "\n".Length)
+ existingEmbed?.Description.Length > DescriptionMax;
// If there is no existing embed, or it is getting too long, we create a new embed
if (!exists || tooLong)
{
var lookup = await _playerLocator.LookupIdAsync(userId);
if (lookup == null)
{
_sawmill.Log(LogLevel.Error,
$"Unable to find player for NetUserId {userId} when sending discord webhook.");
_relayMessages.Remove(userId);
return;
}
var linkToPrevious = string.Empty;
// If we have all the data required, we can link to the embed of the previous round or embed that was too long
if (_webhookData is { GuildId: { } guildId, ChannelId: { } channelId })
{
if (tooLong && existingEmbed?.Id != null)
{
linkToPrevious =
$"**[Go to previous embed of this round](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.Id})**\n";
}
else if (_oldMessageIds.TryGetValue(userId, out var id) && !string.IsNullOrEmpty(id))
{
linkToPrevious =
$"**[Go to last round's conversation with this player](https://discord.com/channels/{guildId}/{channelId}/{id})**\n";
}
}
var characterName = _minds.GetCharacterName(userId);
existingEmbed = new DiscordRelayInteraction()
{
Id = null,
CharacterName = characterName,
Description = linkToPrevious,
Username = lookup.Username,
LastRunLevel = _gameTicker.RunLevel,
};
_relayMessages[userId] = existingEmbed;
}
// Previous message was in another RunLevel, so show that in the embed
if (existingEmbed!.LastRunLevel != _gameTicker.RunLevel)
{
existingEmbed.Description += _gameTicker.RunLevel switch
{
GameRunLevel.PreRoundLobby => "\n\n:arrow_forward: _**Pre-round lobby started**_\n",
GameRunLevel.InRound => "\n\n:arrow_forward: _**Round started**_\n",
GameRunLevel.PostRound => "\n\n:stop_button: _**Post-round started**_\n",
_ => throw new ArgumentOutOfRangeException(nameof(_gameTicker.RunLevel),
$"{_gameTicker.RunLevel} was not matched."),
};
existingEmbed.LastRunLevel = _gameTicker.RunLevel;
}
// If last message of the new batch is SOS then relay it to on-call.
// ... as long as it hasn't been relayed already.
var discordMention = messages.Last();
var onCallRelay = !discordMention.Receivers && !existingEmbed.OnCall;
// Add available messages to the embed description
while (messages.TryDequeue(out var message))
{
string text;
// In case someone thinks they're funny
if (message.Message.Length > MessageLengthCap)
text = message.Message[..(MessageLengthCap - TooLongText.Length)] + TooLongText;
else
text = message.Message;
existingEmbed.Description += $"\n{text}";
}
var payload = GeneratePayload(existingEmbed.Description,
existingEmbed.Username,
existingEmbed.CharacterName);
// If there is no existing embed, create a new one
// Otherwise patch (edit) it
if (existingEmbed.Id == null)
{
var request = await _httpClient.PostAsync($"{_webhookUrl}?wait=true",
new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
var content = await request.Content.ReadAsStringAsync();
if (!request.IsSuccessStatusCode)
{
_sawmill.Log(LogLevel.Error,
$"Discord returned bad status code when posting message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
_relayMessages.Remove(userId);
return;
}
var id = JsonNode.Parse(content)?["id"];
if (id == null)
{
_sawmill.Log(LogLevel.Error,
$"Could not find id in json-content returned from discord webhook: {content}");
_relayMessages.Remove(userId);
return;
}
existingEmbed.Id = id.ToString();
}
else
{
var request = await _httpClient.PatchAsync($"{_webhookUrl}/messages/{existingEmbed.Id}",
new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
if (!request.IsSuccessStatusCode)
{
var content = await request.Content.ReadAsStringAsync();
_sawmill.Log(LogLevel.Error,
$"Discord returned bad status code when patching message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
_relayMessages.Remove(userId);
return;
}
}
_relayMessages[userId] = existingEmbed;
// Actually do the on call relay last, we just need to grab it before we dequeue every message above.
if (onCallRelay &&
_onCallData != null)
{
existingEmbed.OnCall = true;
var roleMention = _config.GetCVar(CCVars.DiscordAhelpMention);
if (!string.IsNullOrEmpty(roleMention))
{
var message = new StringBuilder();
message.AppendLine($"<@&{roleMention}>");
message.AppendLine("Unanswered SOS");
// Need webhook data to get the correct link for that channel rather than on-call data.
if (_webhookData is { GuildId: { } guildId, ChannelId: { } channelId })
{
message.AppendLine(
$"**[Go to ahelp](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.Id})**");
}
payload = GeneratePayload(message.ToString(), existingEmbed.Username, existingEmbed.CharacterName);
var request = await _httpClient.PostAsync($"{_onCallUrl}?wait=true",
new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
var content = await request.Content.ReadAsStringAsync();
if (!request.IsSuccessStatusCode)
{
_sawmill.Log(LogLevel.Error, $"Discord returned bad status code when posting relay message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
}
}
}
else
{
existingEmbed.OnCall = false;
}
_processingChannels.Remove(userId);
}
private WebhookPayload GeneratePayload(string messages, string username, string? characterName = null)
{
// Add character name
if (characterName != null)
username += $" ({characterName})";
// If no admins are online, set embed color to red. Otherwise green
var color = GetNonAfkAdmins().Count > 0 ? 0x41F097 : 0xFF0000;
// Limit server name to 1500 characters, in case someone tries to be a little funny
var serverName = _serverName[..Math.Min(_serverName.Length, 1500)];
var round = _gameTicker.RunLevel switch
{
GameRunLevel.PreRoundLobby => _gameTicker.RoundId == 0
? "pre-round lobby after server restart" // first round after server restart has ID == 0
: $"pre-round lobby for round {_gameTicker.RoundId + 1}",
GameRunLevel.InRound => $"round {_gameTicker.RoundId}",
GameRunLevel.PostRound => $"post-round {_gameTicker.RoundId}",
_ => throw new ArgumentOutOfRangeException(nameof(_gameTicker.RunLevel),
$"{_gameTicker.RunLevel} was not matched."),
};
return new WebhookPayload
{
Username = username,
AvatarUrl = string.IsNullOrWhiteSpace(_avatarUrl) ? null : _avatarUrl,
Embeds = new List<WebhookEmbed>
{
new()
{
Description = messages,
Color = color,
Footer = new WebhookEmbedFooter
{
Text = $"{serverName} ({round})",
IconUrl = string.IsNullOrWhiteSpace(_footerIconUrl) ? null : _footerIconUrl
},
},
},
};
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var userId in _messageQueues.Keys.ToArray())
{
if (_processingChannels.Contains(userId))
continue;
var queue = _messageQueues[userId];
_messageQueues.Remove(userId);
if (queue.Count == 0)
continue;
_processingChannels.Add(userId);
ProcessQueue(userId, queue);
}
}
protected override void OnBwoinkTextMessage(BwoinkTextMessage message, EntitySessionEventArgs eventArgs)
{
base.OnBwoinkTextMessage(message, eventArgs);
_activeConversations[message.UserId] = DateTime.Now;
var senderSession = eventArgs.SenderSession;
// TODO: Sanitize text?
// Confirm that this person is actually allowed to send a message here.
var personalChannel = senderSession.UserId == message.UserId;
var senderAdmin = _adminManager.GetAdminData(senderSession);
var senderAHelpAdmin = senderAdmin?.HasFlag(AdminFlags.Adminhelp) ?? false;
var authorized = personalChannel || senderAHelpAdmin;
if (!authorized)
{
// Unauthorized bwoink (log?)
return;
}
if (_rateLimit.CountAction(eventArgs.SenderSession, RateLimitKey) != RateLimitStatus.Allowed)
return;
var escapedText = FormattedMessage.EscapeText(message.Text);
string bwoinkText;
string adminPrefix = "";
//Getting an administrator position
if (_config.GetCVar(CCVars.AhelpAdminPrefix) && senderAdmin is not null && senderAdmin.Title is not null)
{
adminPrefix = $"[bold]\\[{senderAdmin.Title}\\][/bold] ";
}
if (senderAdmin is not null &&
senderAdmin.Flags ==
AdminFlags.Adminhelp) // Mentor. Not full admin. That's why it's colored differently.
{
bwoinkText = $"[color=purple]{adminPrefix}{senderSession.Name}[/color]";
}
else if (senderAdmin is not null && senderAdmin.HasFlag(AdminFlags.Adminhelp))
{
bwoinkText = $"[color=red]{adminPrefix}{senderSession.Name}[/color]";
}
else
{
bwoinkText = $"{senderSession.Name}";
}
bwoinkText = $"{(message.PlaySound ? "" : "(S) ")}{bwoinkText}: {escapedText}";
// If it's not an admin / admin chooses to keep the sound then play it.
var playSound = !senderAHelpAdmin || message.PlaySound;
var msg = new BwoinkTextMessage(message.UserId, senderSession.UserId, bwoinkText, playSound: playSound);
LogBwoink(msg);
var admins = GetTargetAdmins();
// Notify all admins
foreach (var channel in admins)
{
RaiseNetworkEvent(msg, channel);
}
string adminPrefixWebhook = "";
if (_config.GetCVar(CCVars.AhelpAdminPrefixWebhook) && senderAdmin is not null && senderAdmin.Title is not null)
{
adminPrefixWebhook = $"[bold]\\[{senderAdmin.Title}\\][/bold] ";
}
// Notify player
if (_playerManager.TryGetSessionById(message.UserId, out var session))
{
if (!admins.Contains(session.Channel))
{
// If _overrideClientName is set, we generate a new message with the override name. The admins name will still be the original name for the webhooks.
if (_overrideClientName != string.Empty)
{
string overrideMsgText;
// Doing the same thing as above, but with the override name. Theres probably a better way to do this.
if (senderAdmin is not null &&
senderAdmin.Flags ==
AdminFlags.Adminhelp) // Mentor. Not full admin. That's why it's colored differently.
{
overrideMsgText = $"[color=purple]{adminPrefixWebhook}{_overrideClientName}[/color]";
}
else if (senderAdmin is not null && senderAdmin.HasFlag(AdminFlags.Adminhelp))
{
overrideMsgText = $"[color=red]{adminPrefixWebhook}{_overrideClientName}[/color]";
}
else
{
overrideMsgText = $"{senderSession.Name}"; // Not an admin, name is not overridden.
}
overrideMsgText = $"{(message.PlaySound ? "" : "(S) ")}{overrideMsgText}: {escapedText}";
RaiseNetworkEvent(new BwoinkTextMessage(message.UserId,
senderSession.UserId,
overrideMsgText,
playSound: playSound),
session.Channel);
}
else
RaiseNetworkEvent(msg, session.Channel);
}
}
var sendsWebhook = _webhookUrl != string.Empty;
if (sendsWebhook)
{
if (!_messageQueues.ContainsKey(msg.UserId))
_messageQueues[msg.UserId] = new Queue<DiscordRelayedData>();
var str = message.Text;
var unameLength = senderSession.Name.Length;
if (unameLength + str.Length + _maxAdditionalChars > DescriptionMax)
{
str = str[..(DescriptionMax - _maxAdditionalChars - unameLength)];
}
var nonAfkAdmins = GetNonAfkAdmins();
var messageParams = new AHelpMessageParams(
senderSession.Name,
str,
!personalChannel,
_gameTicker.RoundDuration().ToString("hh\\:mm\\:ss"),
_gameTicker.RunLevel,
playedSound: playSound,
noReceivers: nonAfkAdmins.Count == 0
);
_messageQueues[msg.UserId].Enqueue(GenerateAHelpMessage(messageParams));
}
if (admins.Count != 0 || sendsWebhook)
return;
// No admin online, let the player know
var systemText = Loc.GetString("bwoink-system-starmute-message-no-other-users");
var starMuteMsg = new BwoinkTextMessage(message.UserId, SystemUserId, systemText);
RaiseNetworkEvent(starMuteMsg, senderSession.Channel);
}
private IList<INetChannel> GetNonAfkAdmins()
{
return _adminManager.ActiveAdmins
.Where(p => (_adminManager.GetAdminData(p)?.HasFlag(AdminFlags.Adminhelp) ?? false) &&
!_afkManager.IsAfk(p))
.Select(p => p.Channel)
.ToList();
}
private IList<INetChannel> GetTargetAdmins()
{
return _adminManager.ActiveAdmins
.Where(p => _adminManager.GetAdminData(p)?.HasFlag(AdminFlags.Adminhelp) ?? false)
.Select(p => p.Channel)
.ToList();
}
private static DiscordRelayedData GenerateAHelpMessage(AHelpMessageParams parameters)
{
var stringbuilder = new StringBuilder();
if (parameters.Icon != null)
stringbuilder.Append(parameters.Icon);
else if (parameters.IsAdmin)
stringbuilder.Append(":outbox_tray:");
else if (parameters.NoReceivers)
stringbuilder.Append(":sos:");
else
stringbuilder.Append(":inbox_tray:");
if (parameters.RoundTime != string.Empty && parameters.RoundState == GameRunLevel.InRound)
stringbuilder.Append($" **{parameters.RoundTime}**");
if (!parameters.PlayedSound)
stringbuilder.Append(" **(S)**");
if (parameters.Icon == null)
stringbuilder.Append($" **{parameters.Username}:** ");
else
stringbuilder.Append($" **{parameters.Username}** ");
stringbuilder.Append(parameters.Message);
return new DiscordRelayedData()
{
Receivers = !parameters.NoReceivers,
Message = stringbuilder.ToString(),
};
}
private record struct DiscordRelayedData
{
/// <summary>
/// Was anyone online to receive it.
/// </summary>
public bool Receivers;
/// <summary>
/// What's the payload to send to discord.
/// </summary>
public string Message;
}
/// <summary>
/// Class specifically for holding information regarding existing Discord embeds
/// </summary>
private sealed class DiscordRelayInteraction
{
public string? Id;
public string Username = String.Empty;
public string? CharacterName;
/// <summary>
/// Contents for the discord message.
/// </summary>
public string Description = string.Empty;
/// <summary>
/// Run level of the last interaction. If different we'll link to the last Id.
/// </summary>
public GameRunLevel LastRunLevel;
/// <summary>
/// Did we relay this interaction to OnCall previously.
/// </summary>
public bool OnCall;
}
}
public sealed class AHelpMessageParams
{
public string Username { get; set; }
public string Message { get; set; }
public bool IsAdmin { get; set; }
public string RoundTime { get; set; }
public GameRunLevel RoundState { get; set; }
public bool PlayedSound { get; set; }
public bool NoReceivers { get; set; }
public string? Icon { get; set; }
public AHelpMessageParams(
string username,
string message,
bool isAdmin,
string roundTime,
GameRunLevel roundState,
bool playedSound,
bool noReceivers = false,
string? icon = null)
{
Username = username;
Message = message;
IsAdmin = isAdmin;
RoundTime = roundTime;
RoundState = roundState;
PlayedSound = playedSound;
NoReceivers = noReceivers;
Icon = icon;
}
}
public enum PlayerStatusType
{
Connected,
Disconnected,
Banned,
}
}