refactor/support multiple discord guilds with 1 nitrado server each + better handling for NitradoAPI
This commit is contained in:
33 files changed
+888
-1028
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@@ -1,6 +1,5 @@
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const { EmbedBuilder } = require('discord.js');
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const { destinations } = require('../database/destinations');
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const { calculateVector } = require('./Vector');
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const { nearest } = require('../database/destinations');
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module.exports = {
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@@ -16,7 +15,7 @@ module.exports = {
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.setDescription(`**${data.connected ? 'Connect' : 'Disconnect'} Event - <t:${unixTime}>\n${data.player} ${data.connected ? 'Connected' : 'Disconnected'}**`);
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if (!data.connected) {
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if (!(data.lastConnectionDate == null)) {
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if (data.lastConnectionDate != null) {
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let oldUnixTime = Math.floor(data.lastConnectionDate.getTime() / 1000);
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let sessionTime = client.secondsToDhms(unixTime - oldUnixTime);
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connectionLog.addFields({ name: '**Session Time**', value: `**${sessionTime}**`, inline: false });
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@@ -47,19 +46,7 @@ module.exports = {
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if (!channel) return;
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let unixTime = Math.floor(newDt.getTime() / 1000);
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let tempDest;
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let lastDist = 1000000;
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let destination_dir;
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for (let i = 0; i < destinations.length; i++) {
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let { distance, theta, dir } = calculateVector(data.pos, destinations[i].coord);
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if (distance < lastDist) {
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tempDest = destinations[i].name;
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lastDist = distance;
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destination_dir = dir;
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}
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}
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const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
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const destination = nearest(data.pos, guild.Nitrado.Mission);
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let combatLog = new EmbedBuilder()
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.setColor(client.config.Colors.Red)
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+8
-31
@@ -1,7 +1,6 @@
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const { BanPlayer, UnbanPlayer } = require('./NitradoAPI');
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const { EmbedBuilder } = require('discord.js');
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const { calculateVector } = require('./Vector');
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const { destinations } = require('../database/destinations');
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const { nearest } = require('../database/destinations');
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const { GetGuild } = require('../database/guild');
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// Private functions (only called locally)
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@@ -26,18 +25,7 @@ const HandlePlayerTrackEvent = async (client, guild, e) => {
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let newDt = await client.getDateEST(player.time);
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let unixTime = Math.floor(newDt.getTime()/1000);
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let tempDest;
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let lastDist = 1000000;
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let destination_dir;
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for (let i = 0; i < destinations.length; i++) {
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let { distance, theta, dir } = calculateVector(player.pos, destinations[i].coord);
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if (distance < lastDist) {
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tempDest = destinations[i].name;
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lastDist = distance;
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destination_dir = dir;
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}
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}
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const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
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const destination = nearest(player.pos, guild.Nitrado.Mission);
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const trackEvent = new EmbedBuilder()
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.setColor(client.config.Colors.Default)
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@@ -76,12 +64,12 @@ module.exports = {
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let newDt = await client.getDateEST(data.time);
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let unixTime = Math.floor(newDt.getTime()/1000);
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if (!client.alarmPingQueue[alarm.channel]) client.alarmPingQueue[alarm.channel] = {};
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let route = alarm.mute ? '-no-role-ping-' : alarm.role;
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if (!client.alarmPingQueue[alarm.channel][route]) client.alarmPingQueue[alarm.channel][route] = [];
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if (!client.alarmPingQueue.get(guild.serverID).has(alarm.channel)) client.alarmPingQueue.get(guild.serverID).set(alarm.channel, new Map());
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let route = alarm.mute ? null : alarm.role;
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if (!client.alarmPingQueue.get(guild.serverID).get(alarm.channel).has(route)) client.alarmPingQueue.get(guild.serverID).get(alarm.channel).set(route, []);
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if (alarm.rules.includes['ban_on_entry']) {
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client.alarmPingQueue[alarm.channel][route].push(
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client.alarmPingQueue.get(guild.serverID).get(alarm.channel).get(route).push(
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new EmbedBuilder()
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.setColor(client.config.Colors.Default)
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.setDescription(`**Zone Ping - <t:${unixTime}>**\n**${data.player}** was located within **${distance} meters** of the Zone **${alarm.name}** __and has been banned.__`)
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@@ -92,7 +80,7 @@ module.exports = {
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return;
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}
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client.alarmPingQueue[alarm.channel][route].push(
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client.alarmPingQueue.get(guild.serverID).get(alarm.channel).get(route).push(
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new EmbedBuilder()
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.setColor(client.config.Colors.Default)
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.setDescription(`**Zone Ping - <t:${unixTime}>**\n**${data.player}** was located within **${distance} meters** of the Zone **${alarm.name}**`)
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@@ -113,18 +101,7 @@ module.exports = {
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let newDt = await client.getDateEST(data.time);
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let unixTime = Math.floor(newDt.getTime()/1000);
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let tempDest;
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let lastDist = 1000000;
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let destination_dir;
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for (let i = 0; i < destinations.length; i++) {
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let { distance, theta, dir } = calculateVector(data.pos, destinations[i].coord);
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if (distance < lastDist) {
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tempDest = destinations[i].name;
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lastDist = distance;
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destination_dir = dir;
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}
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}
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const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
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const destination = nearest(data.pos, guild.Nitrado.Mission);
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let uavEmbed = new EmbedBuilder()
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.setColor(client.config.Colors.Default)
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@@ -0,0 +1,19 @@
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const crypto = require('crypto');
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module.exports = {
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encrypt: (data, EncryptionMethod, Key, EncryptionIV) => {
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const cipher = crypto.createCipheriv(EncryptionMethod, Key, EncryptionIV)
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return Buffer.from(
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cipher.update(data, 'utf8', 'hex') + cipher.final('hex')
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).toString('base64') // Encrypts data and converts to hex and base64
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},
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decrypt: (data, EncryptionMethod, Key, EncryptionIV) => {
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const buff = Buffer.from(data, 'base64')
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const decipher = crypto.createDecipheriv(EncryptionMethod, Key, EncryptionIV)
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return (
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decipher.update(buff.toString('utf8'), 'hex', 'utf8') +
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decipher.final('utf8')
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) // Decrypts data and converts to utf8
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}
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}
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+8
-22
@@ -1,8 +1,7 @@
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const { EmbedBuilder } = require('discord.js');
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const { createUser, addUser } = require('../database/user');
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const { KillInAlarm } = require('./AlarmsHandler');
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const { destinations } = require('../database/destinations');
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const { calculateVector } = require('./Vector');
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const { nearest } = require('../database/destinations');
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const { getDefaultPlayer, UpdatePlayer } = require('../database/player');
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const { calculateNewCombatRating } = require('./CombatRatingHandler');
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const { weapons, weaponClassOf } = require('../database/weapons');
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@@ -54,7 +53,7 @@ const Vehicles = {
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module.exports = {
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// Update last death date for non PVP deaths
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UpdateLastDeathDate: async (client, line) => {
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UpdateLastDeathDate: async (NitradoServerID, client, line) => {
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let killedByZmb = /(.*) \| Player \"(.*)\" \(DEAD\) \(id=(.*) pos=<(.*)>\) killed by (.*)/g;
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let diedTemplate = /(.*) \| Player \"(.*)\" \(DEAD\) \(id=(.*) pos=<(.*)>\) died\. Stats> Water: (.*) Energy: (.*) Bleed sources: (.*)/g;
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@@ -71,7 +70,7 @@ module.exports = {
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const newDt = await client.getDateEST(info.time);
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let victimStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
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victimStat.lastDeathDate = newDt;
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@@ -79,7 +78,7 @@ module.exports = {
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return
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},
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HandleKillfeed: async (client, guild, line) => {
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HandleKillfeed: async (NitradoServerID, client, guild, line) => {
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const channel = client.GetChannel(guild.killfeedChannel);
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@@ -127,26 +126,13 @@ module.exports = {
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const showCoords = client.exists(guild.showKillfeedCoords) ? guild.showKillfeedCoords : false; // default to false if no record of configuration.
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const showWeapon = client.exists(guild.showKillfeedWeapon) ? guild.showKillfeedWeapon : false; // default to false if no record of configuration.
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let tempDest;
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let lastDist = 1000000;
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let destination_dir;
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if (showCoords) { // Only calculate if showing coords, very tiny minor optimization... probably amounts to nothing.
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for (let i = 0; i < destinations.length; i++) {
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let { distance, theta, dir } = calculateVector(info.victimPOS, destinations[i].coord);
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if (distance < lastDist) {
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tempDest = destinations[i].name;
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lastDist = distance;
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destination_dir = dir;
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}
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}
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}
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const destination = lastDist > 500 ? `${destination_dir} of ${tempDest}` : `Near ${tempDest}`;
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const destination = nearest(info.victimPOS, guild.Nitrado.Mission);
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if ([Templates.LandMine, Templates.Explosion, Templates.Vehicle].includes(killedBy))
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if (killedBy == Templates.LandMine || killedBy == Templates.Explosion || killedBy == Templates.Vehicle) {
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let victimStat = await client.dbo.collection("players").findOne({"playerID": info.victimID});
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, client.config.Nitrado.ServerID);
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, NitradoServerID);
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victimStat.lastDeathDate = newDt;
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const cod = killedBy == Templates.LandMine ? `Land Mine Trap` :
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@@ -169,8 +155,8 @@ module.exports = {
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let victimStat = await client.dbo.collection("players").findOne({"playerID": info.victimID});
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let killerStat = await client.dbo.collection("players").findOne({"playerID": info.killerID});
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, client.config.Nitrado.ServerID);
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if (!client.exists(killerStat)) killerStat = getDefaultPlayer(info.killer, info.killerID, client.config.Nitrado.ServerID);
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if (!client.exists(victimStat)) victimStat = getDefaultPlayer(info.victim, info.victimID, NitradoServerID);
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if (!client.exists(killerStat)) killerStat = getDefaultPlayer(info.killer, info.killerID, NitradoServerID);
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let weapon = info.weapon.includes("Engraved") ? info.weapon.split("Engraved ")[1] :
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info.weapon.includes("Sawed-off") ? info.weapon.split("Sawed-off ")[1] :
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+13
-12
@@ -5,11 +5,12 @@ const { getDefaultPlayer } = require('../database/player');
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const { FetchServerSettings } = require('../util/NitradoAPI');
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const { UpdatePlayer, insertPVPstats, createWeaponStats } = require('../database/player')
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// TODO: Remove lastSendMessage
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let lastSendMessage;
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module.exports = {
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HandlePlayerLogs: async (client, GuildDB, line, combatLogTimer = 5) => {
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HandlePlayerLogs: async (NitradoServerID, client, GuildDB, line, combatLogTimer = 5) => {
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const connectTemplate = /(.*) \| Player \"(.*)\" is connected \(id=(.*)\)/g;
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const disconnectTemplate = /(.*) \| Player \"(.*)\"\(id=(.*)\) has been disconnected/g;
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@@ -30,7 +31,7 @@ module.exports = {
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if (!client.exists(info.player) || !client.exists(info.playerID)) return;
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let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
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const newDt = await client.getDateEST(info.time);
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playerStat.lastConnectionDate = newDt;
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@@ -39,9 +40,9 @@ module.exports = {
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playerStat.connections++;
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// Track adjusted sessions this instance has handled (e.g. no bot crashes or restarts).
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if (client.playerSessions.has(info.playerID)) {
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if (client.playerSessions.get(NitradoServerID).has(info.playerID)) {
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// Player is already in a session, update the session's end time.
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const session = client.playerSessions.get(info.playerID);
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const session = client.playerSessions.get(NitradoServerID).get(info.playerID);
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session.endTime = newDt; // Update end time.
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} else {
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// Player is not in a session, create a new session.
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@@ -49,7 +50,7 @@ module.exports = {
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startTime: newDt,
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endTime: null, // Initialize end time as null.
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};
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client.playerSessions.set(info.playerID, newSession);
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client.playerSessions.get(NitradoServerID).set(info.playerID, newSession);
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}
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await SendConnectionLogs(client, GuildDB, {
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@@ -75,8 +76,8 @@ module.exports = {
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if (!client.exists(info.player) || !client.exists(info.playerID)) return;
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let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
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let oldUnixTime;
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let sessionTimeSeconds;
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const newDt = await client.getDateEST(info.time);
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@@ -129,7 +130,7 @@ module.exports = {
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if (!client.exists(info.player) || !client.exists(info.playerID)) return;
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let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
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if (!client.exists(playerStat.lastConnectionDate)) playerStat.lastConnectionDate = await client.getDateEST(info.time);
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playerStat.lastPos = playerStat.pos;
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@@ -169,8 +170,8 @@ module.exports = {
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let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID});
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let attackerStat = await client.dbo.collection("players").findOne({"playerID": info.attackerID});
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, client.config.Nitrado.ServerID);
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if (!client.exists(attackerStat)) attackerStat = getDefaultPlayer(info.attacker, info.attackerID, client.config.Nitrado.ServerID);
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if (!client.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, NitradoServerID);
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if (!client.exists(attackerStat)) attackerStat = getDefaultPlayer(info.attacker, info.attackerID, NitradoServerID);
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playerStat.lastDamageDate = await client.getDateEST(info.time);
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playerStat.lastHitBy = info.attacker;
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@@ -202,10 +203,10 @@ module.exports = {
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return;
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},
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HandleActivePlayersList: async (client, guild) => {
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HandleActivePlayersList: async (nitrado_cred, client, guild) => {
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client.activePlayersTick = 0; // reset hour tick
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const data = await FetchServerSettings(client, 'HandleActivePlayersList'); // Fetch server status
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const data = await FetchServerSettings(nitrado_cred, client, 'HandleActivePlayersList'); // Fetch server status
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if (data && data !== 1) {
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let hostname = data.data.gameserver.settings.config.hostname;
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+85
-65
@@ -8,20 +8,18 @@ const retryDelay = 5000; // 5 seconds
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// Private functions (only called locally)
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const UploadNitradoFile = async (client, remoteDir, remoteFilename, localFileDir) => {
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const UploadNitradoFile = async (nitrado_cred, client, remoteDir, remoteFilename, localFileDir) => {
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for (let retries = 0; retries <= maxRetries; retries++) {
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try {
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const res = await fetch(`https://api.nitrado.net/services/${client.config.Nitrado.ServerID}/gameservers/file_server/upload?` + new URLSearchParams({
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/upload?` + new URLSearchParams({
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path: remoteDir,
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file: remoteFilename
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}), {
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method: "POST",
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headers: {
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"Authorization": client.config.Nitrado.Auth
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"Authorization": nitrado_cred.Auth
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},
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}).then(response =>
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response.json().then(data => data)
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).then(res => res);
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}).then(response => response.json());
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let contents = fs.readFileSync(localFileDir, 'utf8');
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@@ -34,22 +32,24 @@ const UploadNitradoFile = async (client, remoteDir, remoteFilename, localFileDir
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body: contents,
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})
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if (!uploadRes.ok) {
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const errorText = await uploadRes.text();
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client.error(`Failed to upload file to Nitrado (${client.config.Nitrado.ServerID}): status: ${uploadRes.status}, message: ${errorText}: UploadNitradoFile`);
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client.error(`Failed to upload file to Nitrado (${nitrado_cred.ServerID}): status: ${uploadRes.status}, message: ${res.statusText}: UploadNitradoFile`);
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if (retries === 2) return 1; // Return error status on the second failed status code.
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} else {
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return uploadRes;
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}
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} catch (error) {
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client.error(`UploadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}): ${error.message}`);
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if (retries === maxRetries) throw new Error(`UploadNitradoFile: Error connecting to server (${client.config.Nitrado.ServerID}) after ${maxRetries} retries`);
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client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === maxRetries) {
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client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}) after ${maxRetries} retries`);
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return 1;
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}
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}
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await new Promise(resolve => setTimeout(resolve, retryDelay)); // Delay before retrying
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}
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}
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const HandlePlayerBan = async (client, gamertag, ban) => {
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const data = await module.exports.FetchServerSettings(client, 'HandlePlayerBan'); // Fetch server status
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const HandlePlayerBan = async (nitrado_cred, client, gamertag, ban) => {
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const data = await module.exports.FetchServerSettings(nitrado_cred, client, 'HandlePlayerBan'); // Fetch server status
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if (data && data != 1) {
|
||||
let bans = data.data.gameserver.settings.general.bans;
|
||||
@@ -59,26 +59,31 @@ const HandlePlayerBan = async (client, gamertag, ban) => {
|
||||
|
||||
let category = 'general';
|
||||
let key = 'bans';
|
||||
return await module.exports.PostServerSettings(client, category, key, bans); // returns 1 (failed) or 0 (not failed)
|
||||
return await module.exports.PostServerSettings(nitrado_cred, client, category, key, bans); // returns 1 (failed) or 0 (not failed)
|
||||
}
|
||||
}
|
||||
|
||||
const GetRemoteDir = async (client, dir="") => {
|
||||
const GetRemoteDir = async (nitrado_cred, client, dir="") => {
|
||||
const dirParam = client.exists(dir) ? `?dir=${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;
|
||||
|
||||
Reference in new issue
Block a user