const { EmbedBuilder } = require('discord.js'); const { HandleAlarmsAndUAVs } = require('./AlarmsHandler'); const { SendConnectionLogs, DetectCombatLog } = require('./AdminLogsHandler'); const { getDefaultPlayerStats } = require('../database/playerStatistics'); const { FetchServerSettings } = require('../util/NitradoAPI'); let lastSendMessage; module.exports = { HandlePlayerLogs: async (client, guildId, stats, line, combatLogTimer = 5) => { const connectTemplate = /(.*) \| Player \"(.*)\" is connected \(id=(.*)\)/g; const disconnectTemplate = /(.*) \| Player \"(.*)\"\(id=(.*)\) has been disconnected/g; const positionTemplate = /(.*) \| Player \"(.*)\" \(id=(.*) pos=<(.*)>\)/g; const damageTemplate = /(.*) \| Player \"(.*)\" \(id=(.*) pos=<(.*)>\)\[HP\: (.*)\] hit by Player \"(.*)\" \(id=(.*) pos=<(.*)>\) into (.*) for (.*) damage \((.*)\) with (.*) from (.*) meters /g; const deadTemplate = /(.*) \| Player \"(.*)\" \(DEAD\) \(id=(.*) pos=<(.*)>\)\[HP\: (.*)\] hit by Player \"(.*)\" \(id=(.*) pos=<(.*)>\) into (.*) for (.*) damage \((.*)\) with (.*) from (.*) meters /g; if (line.includes(' connected')) { const data = [...line.matchAll(connectTemplate)][0]; if (!data) return stats; const info = { time: data[1], player: data[2], playerID: data[3], }; if (!client.exists(info.player) || !client.exists(info.playerID)) return stats; let playerStat = stats.find(stat => stat.playerID == info.playerID); let playerStatIndex = stats.indexOf(playerStat); if (playerStat === undefined) playerStat = getDefaultPlayerStats(info.player, info.playerID); const newDt = await client.getDateEST(info.time); playerStat.lastConnectionDate = newDt; playerStat.connected = true; // Track adjusted sessions this instance has handled (e.g. no bot crashes or restarts). if (client.playerSessions.has(info.playerID)) { // Player is already in a session, update the session's end time. const session = client.playerSessions.get(info.playerID); session.endTime = newDt; // Update end time. } else { // Player is not in a session, create a new session. const newSession = { startTime: newDt, endTime: null, // Initialize end time as null. }; client.playerSessions.set(info.playerID, newSession); } if (playerStatIndex === -1) stats.push(playerStat); else stats[playerStatIndex] = playerStat; await SendConnectionLogs(client, guildId, { time: info.time, player: info.player, connected: true, lastConnectionDate: null, }); } if (line.includes(' disconnected')) { const data = [...line.matchAll(disconnectTemplate)][0]; if (!data) return stats; const info = { time: data[1], player: data[2], playerID: data[3], }; if (!client.exists(info.player) || !client.exists(info.playerID)) return stats; let playerStat = stats.find(stat => stat.playerID == info.playerID); let playerStatIndex = stats.indexOf(playerStat); if (playerStat === undefined) playerStat = getDefaultPlayerStats(info.player, info.playerID); const newDt = await client.getDateEST(info.time); const unixTime = Math.round(newDt.getTime() / 1000); // Seconds const oldUnixTime = Math.round(playerStat.lastConnectionDate.getTime() / 1000); // Seconds const sessionTimeSeconds = unixTime - oldUnixTime; if (!client.exists(playerStat.longestSessionTime)) playerStat.longestSessionTime = 0; playerStat.totalSessionTime = playerStat.totalSessionTime + sessionTimeSeconds; playerStat.lastSessionTime = sessionTimeSeconds; playerStat.longestSessionTime = sessionTimeSeconds > playerStat.longestSessionTime ? sessionTimeSeconds : playerStat.longestSessionTime; playerStat.lastDisconnectionDate = newDt; playerStat.connected = false; if (playerStatIndex === -1) stats.push(playerStat); else stats[playerStatIndex] = playerStat; await SendConnectionLogs(client, guildId, { time: info.time, player: info.player, connected: false, lastConnectionDate: playerStat.lastConnectionDate, }); if (combatLogTimer != 0) { DetectCombatLog(client, guildId, { time: info.time, player: info.player, pos: playerStat.pos, lastDamageDate: playerStat.lastDamageDate, lastHitBy: playerStat.lastHitBy, lastDeathDate: playerStat.lastDeathDate, combatLogTimer: combatLogTimer, }); } } if (line.includes('pos=<') && !line.includes('hit by')) { const data = [...line.matchAll(positionTemplate)][0]; if (!data) return stats; const info = { time: data[1], player: data[2], playerID: data[3], pos: data[4].split(', ').map(v => parseFloat(v)) }; if (!client.exists(info.player) || !client.exists(info.playerID)) return stats; let playerStat = stats.find(stat => stat.playerID == info.playerID); let playerStatIndex = stats.indexOf(playerStat); if (playerStat === undefined) playerStat = getDefaultPlayerStats(info.player, info.playerID); if (!client.exists(playerStat.lastConnectionDate)) playerStat.lastConnectionDate = await client.getDateEST(info.time); playerStat.lastPos = playerStat.pos; playerStat.pos = info.pos; playerStat.lastTime = playerStat.time; playerStat.lastDate = playerStat.date; playerStat.time = `${info.time} EST`; playerStat.date = await client.getDateEST(info.time); if (playerStatIndex === -1) stats.push(playerStat); else stats[playerStatIndex] = playerStat; if (line.includes('hit by') || line.includes('killed by')) return stats; // prevent additional information from being fed to Alarms & UAVs HandleAlarmsAndUAVs(client, guildId, { time: info.time, player: info.player, playerID: info.playerID, pos: info.pos, }); } if (line.includes('hit by Player')) { const data = line.includes('(DEAD)') ? [...line.matchAll(deadTemplate)][0] : [...line.matchAll(damageTemplate)][0]; if (!data) return stats; const info = { time: data[1], player: data[2], playerID: data[3], attacker: data[6], attackerID: data[7] }; if (!client.exists(info.player) || !client.exists(info.playerID)) return stats; let playerStat = stats.find(stat => stat.playerID == info.playerID); let playerStatIndex = stats.indexOf(playerStat); if (playerStat === undefined) playerStat = getDefaultPlayerStats(info.player, info.playerID); playerStat.lastDamageDate = await client.getDateEST(info.time); playerStat.lastHitBy = info.attacker; if (playerStatIndex === -1) stats.push(playerStat); else stats[playerStatIndex] = playerStat; } return stats; }, HandleActivePlayersList: async (client, guildId) => { client.activePlayersTick = 0; // reset hour tick const data = await FetchServerSettings(client, 'HandleActivePlayersList'); // Fetch server status if (data && data !== 1) { let hostname = data.data.gameserver.settings.config.hostname; let map = data.data.gameserver.settings.config.mission.slice(12); let status = data.data.gameserver.status; let slots = data.data.gameserver.slots; let playersOnline = data.data.gameserver.query.player_current; let statusEmoji; let statusText; if (status === "started") { statusEmoji = "🟢"; statusText = "Active"; } else if (status === "stopped") { statusEmoji = "🔴"; statusText = "Stopped"; } else if (status === "restarting") { statusEmoji = "↻"; statusText = "Restarting"; } else { statusEmoji = "❓"; // Unknown status statusText = "Unknown Status"; } let guild = await client.GetGuild(guildId); if (!client.exists(guild.playerstats)) guild.playerstats = []; if (!client.exists(guild.activePlayersChannel)) return; const channel = client.GetChannel(guild.activePlayersChannel); let activePlayers = guild.playerstats.filter(p => p.connected === true); let des = ``; for (let i = 0; i < activePlayers.length; i++) { des += `**- ${activePlayers[i].gamertag}**\n`; } const nodes = activePlayers.length === 0; const PlayersEmbed = new EmbedBuilder() .setColor(client.config.Colors.Default) .setTitle(`Online List \` ${playersOnline === undefined ? activePlayers.length : playersOnline} \` Player${playersOnline !== 1 ? 's' : ''} Online`) .addFields( { name: 'Server:', value: `\` ${hostname} \``, inline: false }, { name: 'Map:', value: `\` ${map} \``, inline: true }, { name: 'Status:', value: `\` ${statusEmoji} ${statusText} \``, inline: true }, { name: 'Slots:', value: `\` ${slots} \``, inline: true } ); const activePlayersEmbed = new EmbedBuilder() .setColor(client.config.Colors.Default) .setTimestamp() .setTitle(`Players Online:`) .setDescription(des || (nodes ? "No Players Online :(" : "")); if (lastSendMessage) lastSendMessage.delete().catch(error => client.sendError(channel, `HandleActivePlayersList Error: \n${error}`)); // Remove previous message before reprinting return channel.send({ embeds: [PlayersEmbed, activePlayersEmbed] }).then(sentMessage => lastSendMessage = sentMessage ); } } };