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crystall-punk-14/Content.Server/BugReports/IBugReportEvents.cs

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Added button and manager for in game bug reports (Part 1) (#35350) * Added the button and manager * Minor cleanup * Reigstered to the wrong thing! * Unload UI * Address the review * First commit :) * Some cleanup * Added some comments and now the placehoder text goes away once you start typing * Some cleanup and better test command * Basic rate limiter class (Not finished) * Cleanup * Removed forgotten comment xD * Whitespace removal * Minor cleanup, cvar hours -> minutes * More minor tweaks * Don't cache timer and add examples to fields * Added CCvar for time between bug reports * Minor crash when restarting rounds fixed * It compiled on my computer! * Fix comment indents * Remove unecessary async, removed magic strings, simplfied sawmill to not use post inject * Make struct private * Simplfiy TryGetLongHeader * Changed list to enumerable * URI cleanup * Got rid of the queue, used a much better way! * Made the comments a little better and fix some issues with them * Added header consts * Maximum reports per round is now an error message * Time between reports is now in seconds * Change ordering * Change hotkey to O * only update window when its open * Split up validation * address review * Address a few issues * inheritance fix * API now doesn't keep track of requests, just uses the rate limited response from github * Rough idea of how channels would work * refactor: reorganized code, placed rate limiter into http-client-handler AND manager (usually only manager-one should work) * cleanup * Add user agent so api doesn't get mad * Better error logs * Cleanup * It now throws! * refactor: renaming, moved some methods, xml-doc cleanups * refactor: BugReportWindow formatted to convention, enforced 1 updates only 1 per sec * Add very basic licence info * Fixed the issues! * Set ccvar default to false * make the button better * fix test fail silly me * Adress the review! * refactor: cleanup of entry point code, binding server-side code with client-facing manager * Resolve the other issues and cleanup and stuff smile :) * not entity * fixes * Cleanup * Cleanup * forgor region * fixes * Split up function and more stuff * Better unsubs yaygit add -A * I pray... * Revert "I pray..." This reverts commit 9629fb4f1289c9009a03e4e4facd9ae975e6303e. * I think I have to add it in the pr * Revert "I think I have to add it in the pr" This reverts commit e185b42f570fe5f0f51e0e44761d7938e22e67f7. * Tweaks * Minor tweak to permissions --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-08-15 09:10:38 -07:00
using Robust.Shared.Network;
namespace Content.Server.BugReports;
/// <summary>
/// This event stores information related to a player submitted bug report.
/// </summary>
public sealed class ValidPlayerBugReportReceivedEvent(string title, string description, BugReportMetaData metaData, List<string> tags) : EventArgs
{
/// <summary>
/// Title for the bug report. This is player controlled!
/// </summary>
public string Title = title;
/// <summary>
/// Description for the bug report. This is player controlled!
/// </summary>
public string Description = description;
/// <summary>
/// Metadata for bug report, containing data collected by server.
/// </summary>
public BugReportMetaData MetaData = metaData;
public List<string> Tags = tags;
}
/// <summary>
/// Metadata for a bug report. Holds relevant data for bug reports that aren't directly player controlled.
/// </summary>
public sealed class BugReportMetaData
{
/// <summary>
/// Bug reporter SS14 username.
/// </summary>
/// <example>piggylongsnout</example>
public required string Username;
/// <summary>
/// The GUID of the player who reported the bug.
/// </summary>
public required NetUserId PlayerGUID;
/// <summary>
/// Name of the server from which bug report was issued.
/// </summary>
/// <example>DeltaV</example>>
public required string ServerName;
/// <summary>
/// Date and time on which player submitted report (NOT round time).
/// The time is UTC and based off the servers clock.
/// </summary>
public required DateTime SubmittedTime;
/// <summary>
/// Time that has elapsed in the round. Can be null if bug was not reported during a round.
/// </summary>
public TimeSpan? RoundTime;
/// <summary>
/// Round number during which bug report was issued. Can be null if bug was reported not during round.
/// </summary>
/// <example>1311</example>
public int? RoundNumber;
/// <summary>
/// Type preset title (type of round that is being played). Can be null if bug was reported not during round.
/// </summary>
/// <example>Sandbox</example>
public string? RoundType;
/// <summary>
/// The map being played.
/// </summary>
/// <example>"Dev"</example>>
public string? Map;
/// <summary>
/// Number of players currently on server.
/// </summary>
public int NumberOfPlayers;
/// <summary>
/// Build version of the game.
/// </summary>
public required string BuildVersion;
/// <summary>
/// Engine version of the game.
/// </summary>
/// <example>253.0.0</example>
public required string EngineVersion;
}