refactor/support multiple discord guilds with 1 nitrado server each + better handling for NitradoAPI

This commit is contained in:
SowinskiBraeden committed 2024-04-04 20:11:48 -07:00
1 parent 71d03ffa72
commit 55c8a9ee7f
33 files changed
+888 -1028

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+3 -16
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@@ -1,6 +1,5 @@
const { EmbedBuilder } = require('discord.js');
const { destinations } = require('../database/destinations');
const { calculateVector } = require('./Vector');
const { nearest } = require('../database/destinations');
module.exports = {
@@ -16,7 +15,7 @@ module.exports = {
.setDescription(`**${data.connected ? 'Connect' : 'Disconnect'} Event - <t:${unixTime}>\n${data.player} ${data.connected ? 'Connected' : 'Disconnected'}**`);
if (!data.connected) {
if (!(data.lastConnectionDate == null)) {
if (data.lastConnectionDate != null) {
let oldUnixTime = Math.floor(data.lastConnectionDate.getTime() / 1000);
let sessionTime = client.secondsToDhms(unixTime - oldUnixTime);
connectionLog.addFields({ name: '**Session Time**', value: `**${sessionTime}**`, inline: false });
@@ -47,19 +46,7 @@ module.exports = {
if (!channel) return;
let unixTime = Math.floor(newDt.getTime() / 1000);
let tempDest;
let lastDist = 1000000;
let destination_dir;
for (let i = 0; i < destinations.length; i++) {
let { distance, theta, dir } = calculateVector(data.pos, destinations[i].coord);
if (distance < lastDist) {
tempDest = destinations[i].name;
lastDist = distance;
destination_dir = dir;
}
}
const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
const destination = nearest(data.pos, guild.Nitrado.Mission);
let combatLog = new EmbedBuilder()
.setColor(client.config.Colors.Red)
+8 -31
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@@ -1,7 +1,6 @@
const { BanPlayer, UnbanPlayer } = require('./NitradoAPI');
const { EmbedBuilder } = require('discord.js');
const { calculateVector } = require('./Vector');
const { destinations } = require('../database/destinations');
const { nearest } = require('../database/destinations');
const { GetGuild } = require('../database/guild');
// Private functions (only called locally)
@@ -26,18 +25,7 @@ const HandlePlayerTrackEvent = async (client, guild, e) => {
let newDt = await client.getDateEST(player.time);
let unixTime = Math.floor(newDt.getTime()/1000);
let tempDest;
let lastDist = 1000000;
let destination_dir;
for (let i = 0; i < destinations.length; i++) {
let { distance, theta, dir } = calculateVector(player.pos, destinations[i].coord);
if (distance < lastDist) {
tempDest = destinations[i].name;
lastDist = distance;
destination_dir = dir;
}
}
const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
const destination = nearest(player.pos, guild.Nitrado.Mission);
const trackEvent = new EmbedBuilder()
.setColor(client.config.Colors.Default)
@@ -76,12 +64,12 @@ module.exports = {
let newDt = await client.getDateEST(data.time);
let unixTime = Math.floor(newDt.getTime()/1000);
if (!client.alarmPingQueue[alarm.channel]) client.alarmPingQueue[alarm.channel] = {};
let route = alarm.mute ? '-no-role-ping-' : alarm.role;
if (!client.alarmPingQueue[alarm.channel][route]) client.alarmPingQueue[alarm.channel][route] = [];
if (!client.alarmPingQueue.get(guild.serverID).has(alarm.channel)) client.alarmPingQueue.get(guild.serverID).set(alarm.channel, new Map());
let route = alarm.mute ? null : alarm.role;
if (!client.alarmPingQueue.get(guild.serverID).get(alarm.channel).has(route)) client.alarmPingQueue.get(guild.serverID).get(alarm.channel).set(route, []);
if (alarm.rules.includes['ban_on_entry']) {
client.alarmPingQueue[alarm.channel][route].push(
client.alarmPingQueue.get(guild.serverID).get(alarm.channel).get(route).push(
new EmbedBuilder()
.setColor(client.config.Colors.Default)
.setDescription(`**Zone Ping - <t:${unixTime}>**\n**${data.player}** was located within **${distance} meters** of the Zone **${alarm.name}** __and has been banned.__`)
@@ -92,7 +80,7 @@ module.exports = {
return;
}
client.alarmPingQueue[alarm.channel][route].push(
client.alarmPingQueue.get(guild.serverID).get(alarm.channel).get(route).push(
new EmbedBuilder()
.setColor(client.config.Colors.Default)
.setDescription(`**Zone Ping - <t:${unixTime}>**\n**${data.player}** was located within **${distance} meters** of the Zone **${alarm.name}**`)
@@ -113,18 +101,7 @@ module.exports = {
let newDt = await client.getDateEST(data.time);
let unixTime = Math.floor(newDt.getTime()/1000);
let tempDest;
let lastDist = 1000000;
let destination_dir;
for (let i = 0; i < destinations.length; i++) {
let { distance, theta, dir } = calculateVector(data.pos, destinations[i].coord);
if (distance < lastDist) {
tempDest = destinations[i].name;
lastDist = distance;
destination_dir = dir;
}
}
const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
const destination = nearest(data.pos, guild.Nitrado.Mission);
let uavEmbed = new EmbedBuilder()
.setColor(client.config.Colors.Default)
+19
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@@ -0,0 +1,19 @@
const crypto = require('crypto');
module.exports = {
encrypt: (data, EncryptionMethod, Key, EncryptionIV) => {
const cipher = crypto.createCipheriv(EncryptionMethod, Key, EncryptionIV)
return Buffer.from(
cipher.update(data, 'utf8', 'hex') + cipher.final('hex')
).toString('base64') // Encrypts data and converts to hex and base64
},
decrypt: (data, EncryptionMethod, Key, EncryptionIV) => {
const buff = Buffer.from(data, 'base64')
const decipher = crypto.createDecipheriv(EncryptionMethod, Key, EncryptionIV)
return (
decipher.update(buff.toString('utf8'), 'hex', 'utf8') +
decipher.final('utf8')
) // Decrypts data and converts to utf8
}
}
+8 -22
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@@ -1,8 +1,7 @@
const { EmbedBuilder } = require('discord.js');
const { createUser, addUser } = require('../database/user');
const { KillInAlarm } = require('./AlarmsHandler');
const { destinations } = require('../database/destinations');
const { calculateVector } = require('./Vector');
const { nearest } = require('../database/destinations');
const { getDefaultPlayer, UpdatePlayer } = require('../database/player');
const { calculateNewCombatRating } = require('./CombatRatingHandler');
const { weapons, weaponClassOf } = require('../database/weapons');
@@ -54,7 +53,7 @@ const Vehicles = {
module.exports = {
// Update last death date for non PVP deaths
UpdateLastDeathDate: async (client, line) => {
UpdateLastDeathDate: async (NitradoServerID, client, line) => {
let killedByZmb = /(.*) \| Player \"(.*)\" \(DEAD\) \(id=(.*) pos=<(.*)>\) killed by (.*)/g;
let diedTemplate = /(.*) \| Player \"(.*)\" \(DEAD\) \(id=(.*) pos=<(.*)>\) died\. Stats> Water: (.*) Energy: (.*) Bleed sources: (.*)/g;
@@ -71,7 +70,7 @@ module.exports = {
const newDt = await client.getDateEST(info.time);
let victimStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
victimStat.lastDeathDate = newDt;
@@ -79,7 +78,7 @@ module.exports = {
return
},
HandleKillfeed: async (client, guild, line) => {
HandleKillfeed: async (NitradoServerID, client, guild, line) => {
const channel = client.GetChannel(guild.killfeedChannel);
@@ -127,26 +126,13 @@ module.exports = {
const showCoords = client.exists(guild.showKillfeedCoords) ? guild.showKillfeedCoords : false; // default to false if no record of configuration.
const showWeapon = client.exists(guild.showKillfeedWeapon) ? guild.showKillfeedWeapon : false; // default to false if no record of configuration.
let tempDest;
let lastDist = 1000000;
let destination_dir;
if (showCoords) { // Only calculate if showing coords, very tiny minor optimization... probably amounts to nothing.
for (let i = 0; i < destinations.length; i++) {
let { distance, theta, dir } = calculateVector(info.victimPOS, destinations[i].coord);
if (distance < lastDist) {
tempDest = destinations[i].name;
lastDist = distance;
destination_dir = dir;
}
}
}
const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
const destination = nearest(info.victimPOS, guild.Nitrado.Mission);
if ([Templates.LandMine, Templates.Explosion, Templates.Vehicle].includes(killedBy))
if (killedBy == Templates.LandMine || killedBy == Templates.Explosion || killedBy == Templates.Vehicle) {
let victimStat = await client.dbo.collection("players").findOne({"playerID": info.victimID});
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, client.config.Nitrado.ServerID);
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, NitradoServerID);
victimStat.lastDeathDate = newDt;
const cod = killedBy == Templates.LandMine ? `Land Mine Trap` :
@@ -169,8 +155,8 @@ module.exports = {
let victimStat = await client.dbo.collection("players").findOne({"playerID": info.victimID});
let killerStat = await client.dbo.collection("players").findOne({"playerID": info.killerID});
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, client.config.Nitrado.ServerID);
if (!client.exists(killerStat)) killerStat = getDefaultPlayer(info.killer, info.killerID, client.config.Nitrado.ServerID);
if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, NitradoServerID);
if (!client.exists(killerStat)) killerStat = getDefaultPlayer(info.killer, info.killerID, NitradoServerID);
let weapon = info.weapon.includes("Engraved") ? info.weapon.split("Engraved ")[1] :
info.weapon.includes("Sawed-off") ? info.weapon.split("Sawed-off ")[1] :
+13 -12
View File
@@ -5,11 +5,12 @@ const { getDefaultPlayer } = require('../database/player');
const { FetchServerSettings } = require('../util/NitradoAPI');
const { UpdatePlayer, insertPVPstats, createWeaponStats } = require('../database/player')
// TODO: Remove lastSendMessage
let lastSendMessage;
module.exports = {
HandlePlayerLogs: async (client, GuildDB, line, combatLogTimer = 5) => {
HandlePlayerLogs: async (NitradoServerID, client, GuildDB, line, combatLogTimer = 5) => {
const connectTemplate = /(.*) \| Player \"(.*)\" is connected \(id=(.*)\)/g;
const disconnectTemplate = /(.*) \| Player \"(.*)\"\(id=(.*)\) has been disconnected/g;
@@ -30,7 +31,7 @@ module.exports = {
if (!client.exists(info.player) || !client.exists(info.playerID)) return;
let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
const newDt = await client.getDateEST(info.time);
playerStat.lastConnectionDate = newDt;
@@ -39,9 +40,9 @@ module.exports = {
playerStat.connections++;
// Track adjusted sessions this instance has handled (e.g. no bot crashes or restarts).
if (client.playerSessions.has(info.playerID)) {
if (client.playerSessions.get(NitradoServerID).has(info.playerID)) {
// Player is already in a session, update the session's end time.
const session = client.playerSessions.get(info.playerID);
const session = client.playerSessions.get(NitradoServerID).get(info.playerID);
session.endTime = newDt; // Update end time.
} else {
// Player is not in a session, create a new session.
@@ -49,7 +50,7 @@ module.exports = {
startTime: newDt,
endTime: null, // Initialize end time as null.
};
client.playerSessions.set(info.playerID, newSession);
client.playerSessions.get(NitradoServerID).set(info.playerID, newSession);
}
await SendConnectionLogs(client, GuildDB, {
@@ -75,8 +76,8 @@ module.exports = {
if (!client.exists(info.player) || !client.exists(info.playerID)) return;
let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
let oldUnixTime;
let sessionTimeSeconds;
const newDt = await client.getDateEST(info.time);
@@ -129,7 +130,7 @@ module.exports = {
if (!client.exists(info.player) || !client.exists(info.playerID)) return;
let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
if (!client.exists(playerStat.lastConnectionDate)) playerStat.lastConnectionDate = await client.getDateEST(info.time);
playerStat.lastPos = playerStat.pos;
@@ -169,8 +170,8 @@ module.exports = {
let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
let attackerStat = await client.dbo.collection("players").findOne({"playerID": info.attackerID});
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
if (!client.exists(attackerStat)) attackerStat = getDefaultPlayer(info.attacker, info.attackerID, client.config.Nitrado.ServerID);
if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
if (!client.exists(attackerStat)) attackerStat = getDefaultPlayer(info.attacker, info.attackerID, NitradoServerID);
playerStat.lastDamageDate = await client.getDateEST(info.time);
playerStat.lastHitBy = info.attacker;
@@ -202,10 +203,10 @@ module.exports = {
return;
},
HandleActivePlayersList: async (client, guild) => {
HandleActivePlayersList: async (nitrado_cred, client, guild) => {
client.activePlayersTick = 0; // reset hour tick
const data = await FetchServerSettings(client, 'HandleActivePlayersList'); // Fetch server status
const data = await FetchServerSettings(nitrado_cred, client, 'HandleActivePlayersList'); // Fetch server status
if (data && data !== 1) {
let hostname = data.data.gameserver.settings.config.hostname;
+85 -65
View File
@@ -8,20 +8,18 @@ const retryDelay = 5000; // 5 seconds
// Private functions (only called locally)
const UploadNitradoFile = async (client, remoteDir, remoteFilename, localFileDir) => {
const UploadNitradoFile = async (nitrado_cred, client, remoteDir, remoteFilename, localFileDir) => {
for (let retries = 0; retries <= maxRetries; retries++) {
try {
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/file_server/upload?` + new URLSearchParams({
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/upload?` + new URLSearchParams({
path: remoteDir,
file: remoteFilename
}), {
method: "POST",
headers: {
"Authorization": client.config.Nitrado.Auth
"Authorization": nitrado_cred.Auth
},
}).then(response =>
response.json().then(data => data)
).then(res => res);
}).then(response => response.json());
let contents = fs.readFileSync(localFileDir, 'utf8');
@@ -34,22 +32,24 @@ const UploadNitradoFile = async (client, remoteDir, remoteFilename, localFileDir
body: contents,
})
if (!uploadRes.ok) {
const errorText = await uploadRes.text();
client.error(`Failed to upload file to Nitrado (${client.config.Nitrado.ServerID}): status: ${uploadRes.status}, message: ${errorText}: UploadNitradoFile`);
client.error(`Failed to upload file to Nitrado (${nitrado_cred.ServerID}): status: ${uploadRes.status}, message: ${res.statusText}: UploadNitradoFile`);
if (retries === 2) return 1; // Return error status on the second failed status code.
} else {
return uploadRes;
}
} catch (error) {
client.error(`UploadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries === maxRetries) throw new Error(`UploadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
if (retries === maxRetries) {
client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
}
const HandlePlayerBan = async (client, gamertag, ban) => {
const data = await module.exports.FetchServerSettings(client, 'HandlePlayerBan'); // Fetch server status
const HandlePlayerBan = async (nitrado_cred, client, gamertag, ban) => {
const data = await module.exports.FetchServerSettings(nitrado_cred, client, 'HandlePlayerBan'); // Fetch server status
if (data && data != 1) {
let bans = data.data.gameserver.settings.general.bans;
@@ -59,26 +59,31 @@ const HandlePlayerBan = async (client, gamertag, ban) => {
let category = 'general';
let key = 'bans';
return await module.exports.PostServerSettings(client, category, key, bans); // returns 1 (failed) or 0 (not failed)
return await module.exports.PostServerSettings(nitrado_cred, client, category, key, bans); // returns 1 (failed) or 0 (not failed)
}
}
const GetRemoteDir = async (client, dir="") => {
const GetRemoteDir = async (nitrado_cred, client, dir="") => {
const dirParam = client.exists(dir) ? `?dir=${dir}` : "";
for (let retries = 0; retries <= maxRetries; retries++) {
try {
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/file_server/list${dirParam}`, {
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/list${dirParam}`, {
headers: {
"Authorization": client.config.Nitrado.Auth
"Authorization": nitrado_cred.Auth
}
}).then(response =>
response.json().then(data => data)
).then(res => res);
if (res.status === "error") return 1;
return res.data.entries;
} catch (error) {
client.error(`GetRemoteDir: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries == maxRetries) throw new Error(`GetRemoteDir: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`)
client.error(`GetRemoteDir: Error connecting to server (${nitrado_cred.ServerID}): ${error}`);
if (retries == maxRetries) {
client.error(`GetRemoteDir: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
@@ -88,12 +93,12 @@ const GetRemoteDir = async (client, dir="") => {
module.exports = {
DownloadNitradoFile: async(client, filename, outputDir) => {
DownloadNitradoFile: async(nitrado_cred, client, filename, outputDir) => {
for (let retries = 0; retries <= maxRetries; retries++) {
try {
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/file_server/download?file=${filename}`, {
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/download?file=${filename}`, {
headers: {
"Authorization": client.config.Nitrado.Auth
"Authorization": nitrado_cred.Auth
}
}).then(response =>
response.json().then(data => data)
@@ -101,16 +106,18 @@ module.exports = {
const stream = fs.createWriteStream(outputDir);
if (!res.data || !res.data.token) {
const errorText = await res.text();
client.error(`Error downloading File "${filename}": message: ${errorText}: DownloadNitradoFile`);
client.error(`Error downloading File "${filename}": message: ${res.message}: DownloadNitradoFile`);
return 1;
}
const { body } = await fetch(res.data.token.url);
await finished(Readable.fromWeb(body).pipe(stream));
return 0;
} catch (error) {
client.error(`DownloadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries === maxRetries) throw new Error(`DownloadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
client.error(`DownloadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
if (retries === maxRetries) {
client.error(`DownloadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
@@ -122,67 +129,70 @@ module.exports = {
rather than write two whole different functions for each.
*/
BanPlayer: async (client, gamertag) => await HandlePlayerBan(client, gamertag, true),
UnbanPlayer: async (client, gamertag) => await HandlePlayerBan(client, gamertag, false),
BanPlayer: async (nitrado_cred, client, gamertag) => await HandlePlayerBan(nitrado_cred, client, gamertag, true),
UnbanPlayer: async (nitrado_cred, client, gamertag) => await HandlePlayerBan(nitrado_cred, client, gamertag, false),
RestartServer: async (client, restart_message, message) => {
RestartServer: async (nitrado_cred, client, restart_message, message) => {
const params = {
restart_message: restart_message,
message: message
};
// client.log('Restarting server...');
for (let retries = 0; retries < maxRetries; retries++) {
try {
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/restart`, {
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/restart`, {
method: "POST",
headers: {
"Authorization": client.config.Nitrado.Auth,
"Authorization": nitrado_cred.Auth,
},
body: JSON.stringify(params)
});
if (!res.ok) {
const errorText = await res.text();
client.error(`Failed to restart Nitrado server (${client.config.Nitrado.ServerID}): status: ${res.status}, message: ${errorText}: RestartServer`);
client.error(`Failed to restart Nitrado server (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: RestartServer`);
return 1; // Return error status on failed status code.
} else {
return 0;
}
} catch (error) {
client.error(`RestartServer: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries === maxRetries) throw new Error(`RestartServer: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
client.error(`RestartServer: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
if (retries === maxRetries) {
client.error(`RestartServer: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
},
FetchServerSettings: async (client, fetcher) => {
FetchServerSettings: async (nitrado_cred, client, fetcher) => {
for (let retries = 0; retries <= maxRetries; retries++) {
try {
// get current status
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers`, {
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers`, {
headers: {
"Authorization": client.config.Nitrado.Auth
"Authorization": nitrado_cred.Auth
}
});
if (!res.ok) {
const errorText = await res.text();
client.error(`Failed to get Nitrado server stats (${client.config.Nitrado.ServerID}): status: ${res.status}, message: ${errorText}: ${fetcher} via FetchServerSettings`);
client.error(`Failed to get Nitrado server stats (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: ${fetcher} via FetchServerSettings`);
if (retries === 2) return 1; // Return error status on the second failed status code.
} else {
const data = await res.json();
return data;
}
} catch (error) {
client.error(`${fetcher} via FetchServerSettings: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries === maxRetries) throw new Error(`${fetcher} via FetchServerSettings: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
client.error(`${fetcher} via FetchServerSettings: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
if (retries === maxRetries) {
client.error(`${fetcher} via FetchServerSettings: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
},
PostServerSettings: async (client, category, key, value) => {
PostServerSettings: async (nitrado_cred, client, category, key, value) => {
for (let retries = 0; retries <= maxRetries; retries++) {
try {
const formData = new FormData();
@@ -191,18 +201,17 @@ module.exports = {
formData.append("value", value);
formData.pipe(concat(data => {
async function postData() {
const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/settings`, {
const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/settings`, {
method: "POST",
credentials: 'include',
headers: {
...formData.getHeaders(),
"Authorization": client.config.Nitrado.Auth
"Authorization": nitrado_cred.Auth
},
body: data,
});
if (!res.ok) {
const errorText = await res.text();
client.error(`Failed to get post Nitrado server settings (${client.config.Nitrado.ServerID}): status: ${res.status}, message: ${errorText}: PostServerSettings`);
client.error(`Failed to get post Nitrado server settings (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: PostServerSettings`);
if (retries === 2) return 1; // Return error status on the second failed status code.
} else {
const data = await res.json();
@@ -213,39 +222,46 @@ module.exports = {
}));
return 0;
} catch (error) {
client.error(`PostServerSettings: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
if (retries === maxRetries) throw new Error(`PostServerSettings: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
client.error(`PostServerSettings: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
if (retries === maxRetries) {
client.error(`PostServerSettings: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
return 1;
}
}
await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
}
},
CheckServerStatus: async (client) => {
const data = await module.exports.FetchServerSettings(client, 'CheckServerStatus'); // Fetch server status
CheckServerStatus: async (nitrado_cred, client) => {
const data = await module.exports.FetchServerSettings(nitrado_cred, client, 'CheckServerStatus'); // Fetch server status
if (data && data != 1) {
if (data && data.data.gameserver.status === 'stopped') {
client.log(`Restart of Nitrado server ${client.config.Nitrado.ServerID} has been invoked by the bot, the periodic check showed status of "${data.data.gameserver.status}".`);
client.log(`Restart of Nitrado server ${nitrado_cred.ServerID} has been invoked by the bot, the periodic check showed status of "${data.data.gameserver.status}".`);
// Write optional "restart_message" to set in the Nitrado server logs and send a notice "message" to your server community.
restart_message = 'Server being restarted by periodic bot check.';
message = 'The server was restarted by periodic bot check!';
module.exports.RestartServer(client, restart_message, message);
module.exports.RestartServer(nitrado_cred, client, restart_message, message);
}
}
},
DisableBaseDamage: async (client, preference) => {
DisableBaseDamage: async (nitrado_cred, client, preference) => {
const pref = preference ? '1' : '0';
const posted = await module.exports.PostServerSettings(client, "config", "disableBaseDamage", pref);
const posted = await module.exports.PostServerSettings(nitrado_cred, client, "config", "disableBaseDamage", pref);
if (posted == 1) return 1;
const basePath = await GetRemoteDir(client).then(dirs => dirs.filter(dir => dir.type == 'dir')[0].path)
const missionPath = await GetRemoteDir(client, basePath).then(dirs => dirs[0].path)
const remoteDirs = await GetRemoteDir(nitrado_cred, client);
if (remoteDirs == 1) return 1;
const basePath = remoteDirs.filter(dir => dir.type == 'dir')[0].path
const remoteDirsFromBase = await GetRemoteDir(nitrado_cred, client, basePath);
if (remoteDirsFromBase == 1) return 1;
const missionPath = remoteDirsFromBase[0].path;
const cfggameplayPath = `${missionPath}/cfggameplay.json`;
const jsonDir = `./logs/cfggameplay.json`;
await module.exports.DownloadNitradoFile(client, cfggameplayPath, jsonDir);
await module.exports.DownloadNitradoFile(nitrado_cred, client, cfggameplayPath, jsonDir);
let gameplay = JSON.parse(fs.readFileSync(jsonDir));
gameplay.GeneralData.disableBaseDamage = preference;
@@ -253,23 +269,27 @@ module.exports = {
// write JSON to file
fs.writeFileSync(jsonDir, JSON.stringify(gameplay, null, 2));
const uploaded = await UploadNitradoFile(client, missionPath, 'cfggameplay.json', jsonDir);
const uploaded = await UploadNitradoFile(nitrado_cred, client, missionPath, 'cfggameplay.json', jsonDir);
if (uploaded == 1) return 1;
return 0;
},
DisableContainerDamage: async (client, preference) => {
DisableContainerDamage: async (nitrado_cred, client, preference) => {
const pref = preference ? '1' : '0';
const posted = await module.exports.PostServerSettings(client, "config", "disableContainerDamage", pref);
const posted = await module.exports.PostServerSettings(nitrado_cred, client, "config", "disableContainerDamage", pref);
if (posted == 1) return 1;
const basePath = await GetRemoteDir(client).then(dirs => dirs.filter(dir => dir.type == 'dir')[0].path)
const missionPath = await GetRemoteDir(client, basePath).then(dirs => dirs[0].path)
const remoteDirs = await GetRemoteDir(nitrado_cred, client);
if (remoteDirs == 1) return 1;
const basePath = remoteDirs.filter(dir => dir.type == 'dir')[0].path
const remoteDirsFromBase = await GetRemoteDir(nitrado_cred, client, basePath);
if (remoteDirsFromBase == 1) return 1;
const missionPath = remoteDirsFromBase[0].path;
const cfggameplayPath = `${missionPath}/cfggameplay.json`;
const jsonDir = `./logs/cfggameplay.json`;
await module.exports.DownloadNitradoFile(client, cfggameplayPath, jsonDir);
await module.exports.DownloadNitradoFile(nitrado_cred, client, cfggameplayPath, jsonDir);
let gameplay = JSON.parse(fs.readFileSync(jsonDir));
gameplay.GeneralData.disableContainerDamage = preference;
@@ -277,7 +297,7 @@ module.exports = {
// write JSON to file
fs.writeFileSync(jsonDir, JSON.stringify(gameplay, null, 2));
const uploaded = await UploadNitradoFile(client, missionPath, 'cfggameplay.json', jsonDir);
const uploaded = await UploadNitradoFile(nitrado_cred, client, missionPath, 'cfggameplay.json', jsonDir);
if (uploaded == 1) return 1;
return 0;