Merge remote-tracking branch 'upstream/master' into ed-06-11-2024-upstream

# Conflicts:
#	Resources/Changelog/Changelog.yml
#	Resources/Credits/GitHub.txt
#	Resources/Prototypes/Entities/Mobs/Player/silicon.yml
This commit is contained in:
Ed
2024-11-06 16:53:24 +03:00
207 changed files with 2180 additions and 1314 deletions

View File

@@ -35,8 +35,10 @@ using Robust.Shared.Toolshed;
using Robust.Shared.Utility;
using System.Linq;
using Content.Server.Silicons.Laws;
using Content.Shared.Movement.Components;
using Content.Shared.Silicons.Laws.Components;
using Robust.Server.Player;
using Content.Shared.Silicons.StationAi;
using Robust.Shared.Physics.Components;
using static Content.Shared.Configurable.ConfigurationComponent;
@@ -345,7 +347,30 @@ namespace Content.Server.Administration.Systems
Impact = LogImpact.Low
});
if (TryComp<SiliconLawBoundComponent>(args.Target, out var lawBoundComponent))
// This logic is needed to be able to modify the AI's laws through its core and eye.
EntityUid? target = null;
SiliconLawBoundComponent? lawBoundComponent = null;
if (TryComp(args.Target, out lawBoundComponent))
{
target = args.Target;
}
// When inspecting the core we can find the entity with its laws by looking at the AiHolderComponent.
else if (TryComp<StationAiHolderComponent>(args.Target, out var holder) && holder.Slot.Item != null
&& TryComp(holder.Slot.Item, out lawBoundComponent))
{
target = holder.Slot.Item.Value;
// For the eye we can find the entity with its laws as the source of the movement relay since the eye
// is just a proxy for it to move around and look around the station.
}
else if (TryComp<MovementRelayTargetComponent>(args.Target, out var relay)
&& TryComp(relay.Source, out lawBoundComponent))
{
target = relay.Source;
}
if (lawBoundComponent != null && target != null)
{
args.Verbs.Add(new Verb()
{
@@ -359,7 +384,7 @@ namespace Content.Server.Administration.Systems
return;
}
_euiManager.OpenEui(ui, session);
ui.UpdateLaws(lawBoundComponent, args.Target);
ui.UpdateLaws(lawBoundComponent, target.Value);
},
Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Actions/actions_borg.rsi"), "state-laws"),
});

View File

@@ -47,20 +47,23 @@ namespace Content.Server.Administration.Systems
[GeneratedRegex(@"^https://discord\.com/api/webhooks/(\d+)/((?!.*/).*)$")]
private static partial Regex DiscordRegex();
private ISawmill _sawmill = default!;
private readonly HttpClient _httpClient = new();
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, (string? id, string username, string description, string? characterName, GameRunLevel
lastRunLevel)> _relayMessages = new();
private readonly Dictionary<NetUserId, DiscordRelayInteraction> _relayMessages = new();
private Dictionary<NetUserId, string> _oldMessageIds = new();
private readonly Dictionary<NetUserId, Queue<string>> _messageQueues = 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;
@@ -82,12 +85,16 @@ namespace Content.Server.Administration.Systems
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,
@@ -96,7 +103,7 @@ namespace Content.Server.Administration.Systems
_gameTicker.RunLevel,
playedSound: false
);
_maxAdditionalChars = GenerateAHelpMessage(defaultParams).Length;
_maxAdditionalChars = GenerateAHelpMessage(defaultParams).Message.Length;
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnGameRunLevelChanged);
@@ -111,6 +118,33 @@ namespace Content.Server.Administration.Systems
);
}
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(
@@ -259,13 +293,13 @@ namespace Content.Server.Administration.Systems
// Store the Discord message IDs of the previous round
_oldMessageIds = new Dictionary<NetUserId, string>();
foreach (var message in _relayMessages)
foreach (var (user, interaction) in _relayMessages)
{
var id = message.Value.id;
var id = interaction.Id;
if (id == null)
return;
_oldMessageIds[message.Key] = id;
_oldMessageIds[user] = id;
}
_relayMessages.Clear();
@@ -330,10 +364,10 @@ namespace Content.Server.Administration.Systems
var webhookToken = match.Groups[2].Value;
// Fire and forget
await SetWebhookData(webhookId, webhookToken);
_webhookData = await GetWebhookData(webhookId, webhookToken);
}
private async Task SetWebhookData(string id, string token)
private async Task<WebhookData?> GetWebhookData(string id, string token)
{
var response = await _httpClient.GetAsync($"https://discord.com/api/v10/webhooks/{id}/{token}");
@@ -342,10 +376,10 @@ namespace Content.Server.Administration.Systems
{
_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;
return null;
}
_webhookData = JsonSerializer.Deserialize<WebhookData>(content);
return JsonSerializer.Deserialize<WebhookData>(content);
}
private void OnFooterIconChanged(string url)
@@ -358,14 +392,14 @@ namespace Content.Server.Administration.Systems
_avatarUrl = url;
}
private async void ProcessQueue(NetUserId userId, Queue<string> messages)
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.Length, MessageLengthCap) + "\n".Length)
+ existingEmbed.description.Length > DescriptionMax;
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)
@@ -385,10 +419,10 @@ namespace Content.Server.Administration.Systems
// 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)
if (tooLong && existingEmbed?.Id != null)
{
linkToPrevious =
$"**[Go to previous embed of this round](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.id})**\n";
$"**[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))
{
@@ -398,13 +432,22 @@ namespace Content.Server.Administration.Systems
}
var characterName = _minds.GetCharacterName(userId);
existingEmbed = (null, lookup.Username, linkToPrevious, characterName, _gameTicker.RunLevel);
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)
if (existingEmbed!.LastRunLevel != _gameTicker.RunLevel)
{
existingEmbed.description += _gameTicker.RunLevel switch
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",
@@ -413,26 +456,35 @@ namespace Content.Server.Administration.Systems
$"{_gameTicker.RunLevel} was not matched."),
};
existingEmbed.lastRunLevel = _gameTicker.RunLevel;
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))
{
// In case someone thinks they're funny
if (message.Length > MessageLengthCap)
message = message[..(MessageLengthCap - TooLongText.Length)] + TooLongText;
string text;
existingEmbed.description += $"\n{message}";
// 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 += $"\n{text}";
}
var payload = GeneratePayload(existingEmbed.description,
existingEmbed.username,
existingEmbed.characterName);
var payload = GeneratePayload(existingEmbed.Description,
existingEmbed.Username,
existingEmbed.CharacterName);
// If there is no existing embed, create a new one
// Otherwise patch (edit) it
if (existingEmbed.id == null)
if (existingEmbed.Id == null)
{
var request = await _httpClient.PostAsync($"{_webhookUrl}?wait=true",
new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
@@ -455,11 +507,11 @@ namespace Content.Server.Administration.Systems
return;
}
existingEmbed.id = id.ToString();
existingEmbed.Id = id.ToString();
}
else
{
var request = await _httpClient.PatchAsync($"{_webhookUrl}/messages/{existingEmbed.id}",
var request = await _httpClient.PatchAsync($"{_webhookUrl}/messages/{existingEmbed.Id}",
new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
if (!request.IsSuccessStatusCode)
@@ -474,6 +526,43 @@ namespace Content.Server.Administration.Systems
_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, $"Discord returned bad status code when posting relay message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
}
}
}
else
{
existingEmbed.OnCall = false;
}
_processingChannels.Remove(userId);
}
@@ -652,7 +741,7 @@ namespace Content.Server.Administration.Systems
if (sendsWebhook)
{
if (!_messageQueues.ContainsKey(msg.UserId))
_messageQueues[msg.UserId] = new Queue<string>();
_messageQueues[msg.UserId] = new Queue<DiscordRelayedData>();
var str = message.Text;
var unameLength = senderSession.Name.Length;
@@ -701,7 +790,7 @@ namespace Content.Server.Administration.Systems
.ToList();
}
private static string GenerateAHelpMessage(AHelpMessageParams parameters)
private static DiscordRelayedData GenerateAHelpMessage(AHelpMessageParams parameters)
{
var stringbuilder = new StringBuilder();
@@ -718,13 +807,57 @@ namespace Content.Server.Administration.Systems
stringbuilder.Append($" **{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 stringbuilder.ToString();
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;
}
}