refactor/some core files to .ts + update some imports in commands
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import { finished } from "stream/promises";
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const concat = require("concat-stream"); // convert to import ?
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import { Readable } from "stream";
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import FormData from "form-data";
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import * as fs from "fs";
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const MAX_RETRIES = 5;
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const RETRY_DELAY_MS = 5000; // 5 seconds
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export const enum NitradoCredentialStatus {
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FAILED = "FAILED",
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OK = "OK",
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};
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/**
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* TODO: I have littered this file with "any" types just to temporarily have no errors after converting from .js to .ts
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* come back and actually go through line by line and clean this whole file
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*/
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const UploadNitradoFile = async (nitrado_cred: any, client: any, remoteDir: any, remoteFilename: any, localFileDir: any) => {
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for (let retries = 0; retries <= MAX_RETRIES; retries++) {
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try {
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/upload?` + new URLSearchParams({
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path: remoteDir,
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file: remoteFilename
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}), {
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method: "POST",
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headers: {
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"Authorization": nitrado_cred.Auth
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},
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}).then(response => response.json());
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let contents = fs.readFileSync(localFileDir, "utf8");
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const uploadRes = await fetch(res.data.token.url, {
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method: "POST",
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headers: {
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"Content-Type": "application/binary",
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token: res.data.token.token
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},
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body: contents,
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})
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if (!uploadRes.ok) {
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client.error(`Failed to upload file to Nitrado (${nitrado_cred.ServerID}): status: ${uploadRes.status}, message: ${res.statusText}: UploadNitradoFile`);
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if (retries === 2) return 1; // Return error status on the second failed status code.
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} else {
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return uploadRes;
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}
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} catch (error: any) {
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client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === MAX_RETRIES) {
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client.error(`UploadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} retries`);
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return 1;
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}
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}
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await new Promise(resolve => setTimeout(resolve, RETRY_DELAY_MS)); // Delay before retrying
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}
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}
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const HandlePlayerBan = async (nitrado_cred: any, client: any, gamertag: any, ban: any) => {
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const data = await module.exports.FetchServerSettings(nitrado_cred, client, "HandlePlayerBan"); // Fetch server status
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if (data && data != 1) {
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let bans = data.data.gameserver.settings.general.bans;
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if (ban) bans += `\r\n${gamertag}`;
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else if (!ban) bans = bans.replace(gamertag, "");
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else client.error("Incorrect Ban Option: HandlePlayerBan");
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let category = "general";
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let key = "bans";
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return await module.exports.PostServerSettings(nitrado_cred, client, category, key, bans); // returns 1 (failed) or 0 (not failed)
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}
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}
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const GetRemoteDir = async (nitrado_cred: any, client: any, dir = "") => {
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const dirParam = client.exists(dir) ? `?dir=${dir}` : "";
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for (let retries = 0; retries <= MAX_RETRIES; retries++) {
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try {
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/list${dirParam}`, {
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headers: {
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"Authorization": nitrado_cred.Auth
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}
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}).then(response =>
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response.json().then(data => data)
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).then(res => res);
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if (res.status === "error") return 1;
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return res.data.entries;
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} catch (error) {
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client.error(`GetRemoteDir: Error connecting to server (${nitrado_cred.ServerID}): ${error}`);
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if (retries == MAX_RETRIES) {
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client.error(`GetRemoteDir: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} retries`);
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return 1;
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}
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}
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await new Promise(resolve => setTimeout(resolve, RETRY_DELAY_MS)); // Delay before retrying
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}
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}
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/*** exported function ***/
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export const DownloadNitradoFile = async (nitrado_cred: any, client: any, filename: any, outputDir: any) => {
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for (let retries = 0; retries <= MAX_RETRIES; retries++) {
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try {
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/file_server/download?file=${filename}`, {
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headers: {
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"Authorization": nitrado_cred.Auth
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}
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}).then(response =>
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response.json().then(data => data)
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).then(res => res);
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const stream: any = fs.createWriteStream(outputDir);
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if (!res.data || !res.data.token) {
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client.error(`Error downloading File "${filename}": message: ${res.message}: DownloadNitradoFile`);
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return 1;
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}
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const { body }: any = await fetch(res.data.token.url);
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await finished(Readable.fromWeb(body).pipe(stream));
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return 0;
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} catch (error: any) {
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client.error(`DownloadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === MAX_RETRIES) {
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client.error(`DownloadNitradoFile: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} 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, RETRY_DELAY_MS)); // Delay before retrying
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}
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};
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/*
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Export explicit function names; i.e BanPlayer() & UnbanPlayer()
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that call to the private parent function HandlePlayerBan()
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rather than write two whole different functions for each.
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*/
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export const BanPlayer = async (nitrado_cred: any, client: any, gamertag: any) => await HandlePlayerBan(nitrado_cred, client, gamertag, true);
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export const UnbanPlayer = async (nitrado_cred: any, client: any, gamertag: any) => await HandlePlayerBan(nitrado_cred, client, gamertag, false);
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export const RestartServer = async (nitrado_cred: any, client: any, restart_message: any, message: any) => {
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const params = {
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restart_message: restart_message,
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message: message
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};
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for (let retries = 0; retries < MAX_RETRIES; retries++) {
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try {
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/restart`, {
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method: "POST",
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headers: {
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"Authorization": nitrado_cred.Auth,
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},
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body: JSON.stringify(params)
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});
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if (!res.ok) {
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client.error(`Failed to restart Nitrado server (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: RestartServer`);
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return 1; // Return error status on failed status code.
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} else {
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return 0;
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}
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} catch (error: any) {
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client.error(`RestartServer: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === MAX_RETRIES) {
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client.error(`RestartServer: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} retries`);
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return 1;
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}
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}
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await new Promise(resolve => setTimeout(resolve, RETRY_DELAY_MS)); // Delay before retrying
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}
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};
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export const FetchServerSettings = async (nitrado_cred: any, client: any, fetcher: any) => {
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for (let retries = 0; retries <= MAX_RETRIES; retries++) {
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try {
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// get current status
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers`, {
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headers: {
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"Authorization": nitrado_cred.Auth
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}
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});
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if (!res.ok) {
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client.error(`Failed to get Nitrado server stats (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: ${fetcher} via FetchServerSettings`);
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if (res.status == 401) return 1; // return immediately if unauthorized
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if (retries === 2) return 1; // Return error status on the second failed status code.
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} else {
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const data = await res.json();
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return data;
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}
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} catch (error: any) {
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client.error(`${fetcher} via FetchServerSettings: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === MAX_RETRIES) {
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client.error(`${fetcher} via FetchServerSettings: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} retries`);
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return 1;
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}
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}
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await new Promise(resolve => setTimeout(resolve, RETRY_DELAY_MS)); // Delay before retrying
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}
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};
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export const PostServerSettings = async (nitrado_cred: any, client: any, category: any, key: any, value: any) => {
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for (let retries = 0; retries <= MAX_RETRIES; retries++) {
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try {
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const formData = new FormData();
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formData.append("category", category);
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formData.append("key", key);
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formData.append("value", value);
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formData.pipe(concat((data: any) => {
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async function postData() {
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const res = await fetch(`https://api.nitrado.net/services/${nitrado_cred.ServerID}/gameservers/settings`, {
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method: "POST",
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credentials: "include",
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headers: {
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...formData.getHeaders(),
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"Authorization": nitrado_cred.Auth
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},
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body: data,
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});
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if (!res.ok) {
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client.error(`Failed to get post Nitrado server settings (${nitrado_cred.ServerID}): status: ${res.status}, message: ${res.statusText}: PostServerSettings`);
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if (retries === 2) return 1; // Return error status on the second failed status code.
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} else {
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const data = await res.json();
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return data;
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}
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}
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postData();
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}));
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return 0;
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} catch (error: any) {
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client.error(`PostServerSettings: Error connecting to server (${nitrado_cred.ServerID}): ${error.message}`);
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if (retries === MAX_RETRIES) {
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client.error(`PostServerSettings: Error connecting to server (${nitrado_cred.ServerID}) after ${MAX_RETRIES} 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, RETRY_DELAY_MS)); // Delay before retrying
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}
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};
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export const CheckServerStatus = async (nitrado_cred: any, client: any) => {
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const data = await module.exports.FetchServerSettings(nitrado_cred, client, "CheckServerStatus"); // Fetch server status
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if (data && data != 1) {
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if (data && data.data.gameserver.status === "stopped") {
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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}".`);
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// Write optional "restart_message" to set in the Nitrado server logs and send a notice "message" to your server community.
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let restart_message = "Server being restarted by periodic bot check.";
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let message = "The server was restarted by periodic bot check!";
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module.exports.RestartServer(nitrado_cred, client, restart_message, message);
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}
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}
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};
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export const DisableBaseDamage = async (nitrado_cred: any, client: any, preference: any) => {
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const pref = preference ? "1" : "0";
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const posted = await module.exports.PostServerSettings(nitrado_cred, client, "config", "disableBaseDamage", pref);
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if (posted == 1) return 1;
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const remoteDirs = await GetRemoteDir(nitrado_cred, client);
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if (remoteDirs == 1) return 1;
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const basePath = remoteDirs.filter((dir: any) => dir.type == "dir")[0].path
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const remoteDirsFromBase = await GetRemoteDir(nitrado_cred, client, basePath);
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if (remoteDirsFromBase == 1) return 1;
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const missionPath = remoteDirsFromBase[0].path;
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const cfggameplayPath = `${missionPath}/cfggameplay.json`;
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const jsonDir = `./logs/cfggameplay.json`;
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await module.exports.DownloadNitradoFile(nitrado_cred, client, cfggameplayPath, jsonDir);
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let gameplay = JSON.parse(fs.readFileSync(jsonDir, "utf-8"));
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gameplay.GeneralData.disableBaseDamage = preference;
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// write JSON to file
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fs.writeFileSync(jsonDir, JSON.stringify(gameplay, null, 2));
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const uploaded = await UploadNitradoFile(nitrado_cred, client, missionPath, "cfggameplay.json", jsonDir);
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if (uploaded == 1) return 1;
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return 0;
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};
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export const DisableContainerDamage = async (nitrado_cred: any, client: any, preference: any) => {
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const pref = preference ? "1" : "0";
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const posted = await module.exports.PostServerSettings(nitrado_cred, client, "config", "disableContainerDamage", pref);
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if (posted == 1) return 1;
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const remoteDirs = await GetRemoteDir(nitrado_cred, client);
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if (remoteDirs == 1) return 1;
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const basePath = remoteDirs.filter((dir: any) => dir.type == "dir")[0].path
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const remoteDirsFromBase = await GetRemoteDir(nitrado_cred, client, basePath);
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if (remoteDirsFromBase == 1) return 1;
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const missionPath = remoteDirsFromBase[0].path;
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const cfggameplayPath = `${missionPath}/cfggameplay.json`;
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const jsonDir = `./logs/cfggameplay.json`;
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await module.exports.DownloadNitradoFile(nitrado_cred, client, cfggameplayPath, jsonDir);
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let gameplay = JSON.parse(fs.readFileSync(jsonDir, "utf-8"));
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gameplay.GeneralData.disableContainerDamage = preference;
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// write JSON to file
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fs.writeFileSync(jsonDir, JSON.stringify(gameplay, null, 2));
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const uploaded = await UploadNitradoFile(nitrado_cred, client, missionPath, "cfggameplay.json", jsonDir);
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if (uploaded == 1) return 1;
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return 0;
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};
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