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:
@@ -35,8 +35,10 @@ using Robust.Shared.Toolshed;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Server.Silicons.Laws;
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using Content.Shared.Movement.Components;
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using Content.Shared.Silicons.Laws.Components;
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using Robust.Server.Player;
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using Content.Shared.Silicons.StationAi;
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using Robust.Shared.Physics.Components;
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using static Content.Shared.Configurable.ConfigurationComponent;
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@@ -345,7 +347,30 @@ namespace Content.Server.Administration.Systems
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Impact = LogImpact.Low
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});
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if (TryComp<SiliconLawBoundComponent>(args.Target, out var lawBoundComponent))
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// This logic is needed to be able to modify the AI's laws through its core and eye.
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EntityUid? target = null;
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SiliconLawBoundComponent? lawBoundComponent = null;
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if (TryComp(args.Target, out lawBoundComponent))
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{
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target = args.Target;
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}
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// When inspecting the core we can find the entity with its laws by looking at the AiHolderComponent.
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else if (TryComp<StationAiHolderComponent>(args.Target, out var holder) && holder.Slot.Item != null
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&& TryComp(holder.Slot.Item, out lawBoundComponent))
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{
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target = holder.Slot.Item.Value;
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// For the eye we can find the entity with its laws as the source of the movement relay since the eye
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// is just a proxy for it to move around and look around the station.
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}
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else if (TryComp<MovementRelayTargetComponent>(args.Target, out var relay)
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&& TryComp(relay.Source, out lawBoundComponent))
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{
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target = relay.Source;
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}
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if (lawBoundComponent != null && target != null)
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{
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args.Verbs.Add(new Verb()
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{
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@@ -359,7 +384,7 @@ namespace Content.Server.Administration.Systems
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return;
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}
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_euiManager.OpenEui(ui, session);
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ui.UpdateLaws(lawBoundComponent, args.Target);
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ui.UpdateLaws(lawBoundComponent, target.Value);
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},
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Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Actions/actions_borg.rsi"), "state-laws"),
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});
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@@ -47,20 +47,23 @@ namespace Content.Server.Administration.Systems
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[GeneratedRegex(@"^https://discord\.com/api/webhooks/(\d+)/((?!.*/).*)$")]
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private static partial Regex DiscordRegex();
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private ISawmill _sawmill = default!;
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private readonly HttpClient _httpClient = new();
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private string _webhookUrl = string.Empty;
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private WebhookData? _webhookData;
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private string _onCallUrl = string.Empty;
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private WebhookData? _onCallData;
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private ISawmill _sawmill = default!;
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private readonly HttpClient _httpClient = new();
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private string _footerIconUrl = string.Empty;
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private string _avatarUrl = string.Empty;
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private string _serverName = string.Empty;
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private readonly
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Dictionary<NetUserId, (string? id, string username, string description, string? characterName, GameRunLevel
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lastRunLevel)> _relayMessages = new();
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private readonly Dictionary<NetUserId, DiscordRelayInteraction> _relayMessages = new();
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private Dictionary<NetUserId, string> _oldMessageIds = new();
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private readonly Dictionary<NetUserId, Queue<string>> _messageQueues = new();
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private readonly Dictionary<NetUserId, Queue<DiscordRelayedData>> _messageQueues = new();
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private readonly HashSet<NetUserId> _processingChannels = new();
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private readonly Dictionary<NetUserId, (TimeSpan Timestamp, bool Typing)> _typingUpdateTimestamps = new();
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private string _overrideClientName = string.Empty;
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@@ -82,12 +85,16 @@ namespace Content.Server.Administration.Systems
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public override void Initialize()
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{
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base.Initialize();
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Subs.CVar(_config, CCVars.DiscordOnCallWebhook, OnCallChanged, true);
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Subs.CVar(_config, CCVars.DiscordAHelpWebhook, OnWebhookChanged, true);
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Subs.CVar(_config, CCVars.DiscordAHelpFooterIcon, OnFooterIconChanged, true);
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Subs.CVar(_config, CCVars.DiscordAHelpAvatar, OnAvatarChanged, true);
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Subs.CVar(_config, CVars.GameHostName, OnServerNameChanged, true);
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Subs.CVar(_config, CCVars.AdminAhelpOverrideClientName, OnOverrideChanged, true);
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_sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("AHELP");
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var defaultParams = new AHelpMessageParams(
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string.Empty,
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string.Empty,
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@@ -96,7 +103,7 @@ namespace Content.Server.Administration.Systems
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_gameTicker.RunLevel,
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playedSound: false
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);
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_maxAdditionalChars = GenerateAHelpMessage(defaultParams).Length;
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_maxAdditionalChars = GenerateAHelpMessage(defaultParams).Message.Length;
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnGameRunLevelChanged);
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@@ -111,6 +118,33 @@ namespace Content.Server.Administration.Systems
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);
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}
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private async void OnCallChanged(string url)
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{
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_onCallUrl = url;
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if (url == string.Empty)
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return;
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var match = DiscordRegex().Match(url);
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if (!match.Success)
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{
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Log.Error("On call URL does not appear to be valid.");
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return;
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}
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if (match.Groups.Count <= 2)
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{
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Log.Error("Could not get webhook ID or token for on call URL.");
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return;
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}
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var webhookId = match.Groups[1].Value;
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var webhookToken = match.Groups[2].Value;
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_onCallData = await GetWebhookData(webhookId, webhookToken);
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}
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private void PlayerRateLimitedAction(ICommonSession obj)
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{
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RaiseNetworkEvent(
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@@ -259,13 +293,13 @@ namespace Content.Server.Administration.Systems
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// Store the Discord message IDs of the previous round
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_oldMessageIds = new Dictionary<NetUserId, string>();
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foreach (var message in _relayMessages)
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foreach (var (user, interaction) in _relayMessages)
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{
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var id = message.Value.id;
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var id = interaction.Id;
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if (id == null)
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return;
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_oldMessageIds[message.Key] = id;
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_oldMessageIds[user] = id;
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}
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_relayMessages.Clear();
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@@ -330,10 +364,10 @@ namespace Content.Server.Administration.Systems
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var webhookToken = match.Groups[2].Value;
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// Fire and forget
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await SetWebhookData(webhookId, webhookToken);
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_webhookData = await GetWebhookData(webhookId, webhookToken);
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}
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private async Task SetWebhookData(string id, string token)
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private async Task<WebhookData?> GetWebhookData(string id, string token)
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{
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var response = await _httpClient.GetAsync($"https://discord.com/api/v10/webhooks/{id}/{token}");
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@@ -342,10 +376,10 @@ namespace Content.Server.Administration.Systems
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{
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_sawmill.Log(LogLevel.Error,
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$"Discord returned bad status code when trying to get webhook data (perhaps the webhook URL is invalid?): {response.StatusCode}\nResponse: {content}");
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return;
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return null;
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}
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_webhookData = JsonSerializer.Deserialize<WebhookData>(content);
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return JsonSerializer.Deserialize<WebhookData>(content);
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}
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private void OnFooterIconChanged(string url)
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@@ -358,14 +392,14 @@ namespace Content.Server.Administration.Systems
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_avatarUrl = url;
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}
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private async void ProcessQueue(NetUserId userId, Queue<string> messages)
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private async void ProcessQueue(NetUserId userId, Queue<DiscordRelayedData> messages)
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{
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// Whether an embed already exists for this player
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var exists = _relayMessages.TryGetValue(userId, out var existingEmbed);
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// Whether the message will become too long after adding these new messages
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var tooLong = exists && messages.Sum(msg => Math.Min(msg.Length, MessageLengthCap) + "\n".Length)
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+ existingEmbed.description.Length > DescriptionMax;
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var tooLong = exists && messages.Sum(msg => Math.Min(msg.Message.Length, MessageLengthCap) + "\n".Length)
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+ existingEmbed?.Description.Length > DescriptionMax;
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// If there is no existing embed, or it is getting too long, we create a new embed
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if (!exists || tooLong)
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@@ -385,10 +419,10 @@ namespace Content.Server.Administration.Systems
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// If we have all the data required, we can link to the embed of the previous round or embed that was too long
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if (_webhookData is { GuildId: { } guildId, ChannelId: { } channelId })
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{
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if (tooLong && existingEmbed.id != null)
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if (tooLong && existingEmbed?.Id != null)
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{
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linkToPrevious =
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$"**[Go to previous embed of this round](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.id})**\n";
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$"**[Go to previous embed of this round](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.Id})**\n";
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}
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else if (_oldMessageIds.TryGetValue(userId, out var id) && !string.IsNullOrEmpty(id))
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{
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@@ -398,13 +432,22 @@ namespace Content.Server.Administration.Systems
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}
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var characterName = _minds.GetCharacterName(userId);
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existingEmbed = (null, lookup.Username, linkToPrevious, characterName, _gameTicker.RunLevel);
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existingEmbed = new DiscordRelayInteraction()
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{
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Id = null,
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CharacterName = characterName,
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Description = linkToPrevious,
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Username = lookup.Username,
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LastRunLevel = _gameTicker.RunLevel,
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};
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_relayMessages[userId] = existingEmbed;
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}
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// Previous message was in another RunLevel, so show that in the embed
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if (existingEmbed.lastRunLevel != _gameTicker.RunLevel)
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if (existingEmbed!.LastRunLevel != _gameTicker.RunLevel)
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{
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existingEmbed.description += _gameTicker.RunLevel switch
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existingEmbed.Description += _gameTicker.RunLevel switch
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{
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GameRunLevel.PreRoundLobby => "\n\n:arrow_forward: _**Pre-round lobby started**_\n",
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GameRunLevel.InRound => "\n\n:arrow_forward: _**Round started**_\n",
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@@ -413,26 +456,35 @@ namespace Content.Server.Administration.Systems
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$"{_gameTicker.RunLevel} was not matched."),
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};
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existingEmbed.lastRunLevel = _gameTicker.RunLevel;
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existingEmbed.LastRunLevel = _gameTicker.RunLevel;
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}
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// If last message of the new batch is SOS then relay it to on-call.
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// ... as long as it hasn't been relayed already.
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var discordMention = messages.Last();
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var onCallRelay = !discordMention.Receivers && !existingEmbed.OnCall;
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// Add available messages to the embed description
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while (messages.TryDequeue(out var message))
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{
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// In case someone thinks they're funny
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if (message.Length > MessageLengthCap)
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message = message[..(MessageLengthCap - TooLongText.Length)] + TooLongText;
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string text;
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existingEmbed.description += $"\n{message}";
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// In case someone thinks they're funny
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if (message.Message.Length > MessageLengthCap)
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text = message.Message[..(MessageLengthCap - TooLongText.Length)] + TooLongText;
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else
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text = message.Message;
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existingEmbed.Description += $"\n{text}";
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}
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var payload = GeneratePayload(existingEmbed.description,
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existingEmbed.username,
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existingEmbed.characterName);
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var payload = GeneratePayload(existingEmbed.Description,
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existingEmbed.Username,
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existingEmbed.CharacterName);
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// If there is no existing embed, create a new one
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// Otherwise patch (edit) it
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if (existingEmbed.id == null)
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if (existingEmbed.Id == null)
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{
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var request = await _httpClient.PostAsync($"{_webhookUrl}?wait=true",
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new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
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@@ -455,11 +507,11 @@ namespace Content.Server.Administration.Systems
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return;
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}
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existingEmbed.id = id.ToString();
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existingEmbed.Id = id.ToString();
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}
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else
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{
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var request = await _httpClient.PatchAsync($"{_webhookUrl}/messages/{existingEmbed.id}",
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var request = await _httpClient.PatchAsync($"{_webhookUrl}/messages/{existingEmbed.Id}",
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new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
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if (!request.IsSuccessStatusCode)
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@@ -474,6 +526,43 @@ namespace Content.Server.Administration.Systems
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_relayMessages[userId] = existingEmbed;
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// Actually do the on call relay last, we just need to grab it before we dequeue every message above.
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if (onCallRelay &&
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_onCallData != null)
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{
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existingEmbed.OnCall = true;
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var roleMention = _config.GetCVar(CCVars.DiscordAhelpMention);
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if (!string.IsNullOrEmpty(roleMention))
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{
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var message = new StringBuilder();
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message.AppendLine($"<@&{roleMention}>");
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message.AppendLine("Unanswered SOS");
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// Need webhook data to get the correct link for that channel rather than on-call data.
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if (_webhookData is { GuildId: { } guildId, ChannelId: { } channelId })
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{
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message.AppendLine(
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$"**[Go to ahelp](https://discord.com/channels/{guildId}/{channelId}/{existingEmbed.Id})**");
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}
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payload = GeneratePayload(message.ToString(), existingEmbed.Username, existingEmbed.CharacterName);
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var request = await _httpClient.PostAsync($"{_onCallUrl}?wait=true",
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new StringContent(JsonSerializer.Serialize(payload), Encoding.UTF8, "application/json"));
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var content = await request.Content.ReadAsStringAsync();
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if (!request.IsSuccessStatusCode)
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{
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_sawmill.Log(LogLevel.Error, $"Discord returned bad status code when posting relay message (perhaps the message is too long?): {request.StatusCode}\nResponse: {content}");
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}
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}
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}
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else
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{
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existingEmbed.OnCall = false;
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}
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_processingChannels.Remove(userId);
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}
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@@ -652,7 +741,7 @@ namespace Content.Server.Administration.Systems
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if (sendsWebhook)
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{
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if (!_messageQueues.ContainsKey(msg.UserId))
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_messageQueues[msg.UserId] = new Queue<string>();
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_messageQueues[msg.UserId] = new Queue<DiscordRelayedData>();
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var str = message.Text;
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var unameLength = senderSession.Name.Length;
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@@ -701,7 +790,7 @@ namespace Content.Server.Administration.Systems
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.ToList();
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}
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private static string GenerateAHelpMessage(AHelpMessageParams parameters)
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private static DiscordRelayedData GenerateAHelpMessage(AHelpMessageParams parameters)
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{
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var stringbuilder = new StringBuilder();
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@@ -718,13 +807,57 @@ namespace Content.Server.Administration.Systems
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stringbuilder.Append($" **{parameters.RoundTime}**");
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if (!parameters.PlayedSound)
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stringbuilder.Append(" **(S)**");
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if (parameters.Icon == null)
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stringbuilder.Append($" **{parameters.Username}:** ");
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else
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stringbuilder.Append($" **{parameters.Username}** ");
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stringbuilder.Append(parameters.Message);
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return stringbuilder.ToString();
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return new DiscordRelayedData()
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{
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Receivers = !parameters.NoReceivers,
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Message = stringbuilder.ToString(),
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};
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}
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private record struct DiscordRelayedData
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{
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/// <summary>
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/// Was anyone online to receive it.
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/// </summary>
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public bool Receivers;
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/// <summary>
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/// What's the payload to send to discord.
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/// </summary>
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public string Message;
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}
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/// <summary>
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/// Class specifically for holding information regarding existing Discord embeds
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/// </summary>
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private sealed class DiscordRelayInteraction
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{
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public string? Id;
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public string Username = String.Empty;
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public string? CharacterName;
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/// <summary>
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/// Contents for the discord message.
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/// </summary>
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public string Description = string.Empty;
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/// <summary>
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/// Run level of the last interaction. If different we'll link to the last Id.
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/// </summary>
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public GameRunLevel LastRunLevel;
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/// <summary>
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/// Did we relay this interaction to OnCall previously.
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/// </summary>
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public bool OnCall;
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}
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}
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Reference in New Issue
Block a user