const { EmbedBuilder } = require('discord.js'); const { HandleAlarmsAndUAVs } = require('./AlarmsHandler'); const { SendConnectionLogs, DetectCombatLog } = require('./AdminLogsHandler'); const { getDefaultPlayer } = require('../database/player'); const { FetchServerSettings } = require('../util/NitradoAPI'); const { UpdatePlayer, insertPVPstats, createWeaponStats } = require('../database/player') const { Missions } = require('../database/destinations'); let lastSendMessage; module.exports = { HandlePlayerLogs: async (NitradoServerID, client, GuildDB, 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; const info = { time: data[1], player: data[2], playerID: data[3], }; 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, NitradoServerID); const newDt = await client.getDateEST(info.time); playerStat.lastConnectionDate = newDt; playerStat.connected = true; if (!client.exists(playerStat.connections)) playerStat.connections = 0; playerStat.connections++; // Track adjusted sessions this instance has handled (e.g. no bot crashes or restarts). 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(NitradoServerID).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.get(NitradoServerID).set(info.playerID, newSession); } await SendConnectionLogs(client, GuildDB, { time: info.time, player: info.player, connected: true, lastConnectionDate: null, }); await UpdatePlayer(client, playerStat); } if (line.includes(' disconnected')) { const data = [...line.matchAll(disconnectTemplate)][0]; if (!data) return; const info = { time: data[1], player: data[2], playerID: data[3], }; 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, NitradoServerID); let oldUnixTime; let sessionTimeSeconds; const newDt = await client.getDateEST(info.time); const unixTime = Math.round(newDt.getTime() / 1000); // Seconds if (playerStat.lastConnectionDate != null) { oldUnixTime = Math.round(playerStat.lastConnectionDate.getTime() / 1000); // Seconds sessionTimeSeconds = unixTime - oldUnixTime; } else sessionTimeSeconds = 0; 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; await SendConnectionLogs(client, GuildDB, { time: info.time, player: info.player, connected: false, lastConnectionDate: playerStat.lastConnectionDate, }); if (combatLogTimer != 0) { await DetectCombatLog(client, GuildDB, { time: info.time, player: info.player, pos: playerStat.pos, lastDamageDate: playerStat.lastDamageDate, lastHitBy: playerStat.lastHitBy, lastDeathDate: playerStat.lastDeathDate, combatLogTimer: combatLogTimer, }); } await UpdatePlayer(client, playerStat); } if (line.includes('pos=<') && !line.includes('hit by')) { const data = [...line.matchAll(positionTemplate)][0]; if (!data) return; 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; let playerStat = await client.dbo.collection("players").findOne({"playerID": info.playerID}); 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; 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 (line.includes('hit by') || line.includes('killed by')) return; // prevent additional information from being fed to Alarms & UAVs await HandleAlarmsAndUAVs(client, GuildDB, { time: info.time, player: info.player, playerID: info.playerID, pos: info.pos, }); await UpdatePlayer(client, playerStat) } if (line.includes('hit by Player')) { const data = line.includes('(DEAD)') ? [...line.matchAll(deadTemplate)][0] : [...line.matchAll(damageTemplate)][0]; if (!data) return; const info = { time: data[1], player: data[2], playerID: data[3], attacker: data[6], attackerID: data[7], bodyPart: data[9].split("(")[0], weapon: data[12], }; if (!client.exists(info.player) || !client.exists(info.playerID) || !client.exists(info.attacker) || !client.exists(info.attackerID)) return; 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, NitradoServerID); if (!client.exists(attackerStat)) attackerStat = getDefaultPlayer(info.attacker, info.attackerID, NitradoServerID); playerStat.lastDamageDate = await client.getDateEST(info.time); playerStat.lastHitBy = info.attacker; if (!client.exists(playerStat.shotsLanded)) playerStat = insertPVPstats(playerStat); if (!client.exists(attackerStat.shotsLanded)) attackerStat = insertPVPstats(attackerStat); // Update in depth PVP stats if non Melee weapon if (info.weapon.includes("Engraved")) info.weapon = info.weapon.split("Engraved ")[1]; if (info.weapon.includes("Sawed-off")) info.weapon = info.weapon.split("Sawed-off ")[1]; if (info.weapon in playerStat.weaponStats) { playerStat.timesShot++; playerStat.timesShotPerBodyPart[info.bodyPart]++; if (!client.exists(playerStat.weaponStats[info.weapon])) playerStat = createWeaponStats(playerStat, info.weapon); playerStat.weaponStats[info.weapon].timesShot++; playerStat.weaponStats[info.weapon].timesShotPerBodyPart[info.bodyPart]++; attackerStat.shotsLanded++; attackerStat.shotsLandedPerBodyPart[info.bodyPart]++; if (!client.exists(attackerStat.weaponStats[info.weapon])) attackerStat = createWeaponStats(attackerStat, info.weapon); attackerStat.weaponStats[info.weapon].shotsLanded++; attackerStat.weaponStats[info.weapon].shotsLandedPerBodyPart[info.bodyPart]++; } await UpdatePlayer(client, playerStat); await UpdatePlayer(client, attackerStat); } return; }, HandleActivePlayersList: async (nitrado_cred, client, guild) => { client.activePlayersTick = 0; // reset hour tick if (!client.exists(guild.activePlayersChannel)) return; const channel = client.GetChannel(guild.activePlayersChannel); const data = await FetchServerSettings(nitrado_cred, client, 'HandleActivePlayersList'); // Fetch server status const e = data && data !== 1; // Check if data exists const hostname = e ? data.data.gameserver.settings.config.hostname : 'N/A'; const map = Missions[data.data.gameserver.settings.config.mission]; const status = e ? data.data.gameserver.status : 'N/A'; const slots = e ? data.data.gameserver.slots : 'N/A'; const playersOnline = e ? data.data.gameserver.query.player_current : undefined; const Statuses = { "started": {emoji: "🟢", text: "Active"}, "stopped": {emoji: "🔴", text: "Stopped"}, "restarting": {emoji: "↻", text: "Restarting"}, }; const emojiStatus = Statuses[status].emoji || "❓"; const textStatus = Statuses[status].text || "Unknown Status"; let activePlayers = await client.dbo.collection("players").find({"connected": true}).toArray(); let des = activePlayers.length > 0 ? `` : `**No Players Online**`; for (let i = 0; i < activePlayers.length; i++) { des += `**- ${activePlayers[i].gamertag}**\n`; } const nodes = activePlayers.length === 0; const serverEmbed = 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: `\` ${emojiStatus} ${textStatus} \``, 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: [serverEmbed, activePlayersEmbed] }).then(sentMessage => lastSendMessage = sentMessage ); } };