Files
dayz-reforger/src/DayZRBot.ts
T

1122 lines
41 KiB
TypeScript

// Node.js built-ins
import * as crypto from "crypto";
import * as fs from "node:fs";
import * as path from "path";
import * as readline from "node:readline";
import { Readable } from "node:stream";
// Third-party libraries
import {
ButtonInteraction,
Channel,
ChatInputCommandInteraction,
Client,
ClientOptions,
Collection,
EmbedBuilder,
GatewayDispatchEvents,
Guild,
InteractionResponseType,
InteractionType,
Message,
Role,
Routes,
Snowflake,
StringSelectMenuInteraction,
TextBasedChannel,
} from "discord.js";
import { REST } from "@discordjs/rest";
import { MongoClient } from "mongodb";
// Config
import { Colors, Config } from "./config/config";
// Utilities
import Logger from "./util/Logger";
import { decrypt } from "./util/Cryptic";
import {
DownloadNitradoFile,
CheckServerStatus,
FetchServerSettings,
PostServerSettings,
NitradoCredentialStatus,
} from "./util/NitradoAPI";
import { RegisterGlobalCommands, RegisterGuildCommands } from "./util/RegisterSlashCommands";
import { HandlePlayerLogs, HandleActivePlayersList } from "./util/LogsHandler";
import { HandleKillfeed, UpdateLastDeathDate } from "./util/KillfeedHandler";
import { HandleExpiredUAVs, HandleEvents, PlaceFireplaceInAlarm } from "./util/AlarmsHandler";
import { GetWebhook, WebhookSend } from "./util/WebhookHandler";
// Database
import { Player, UpdatePlayer, getDefaultPlayer } from "./database/player";
import { Missions, MissionKey } from "./database/destinations";
import { GuildConfig, NitradoConfig, GetGuild, NitradoCredentials, IntegerBoolean, GuildConfigDB } from "./database/guild";
const MINUTE = 60000; // 1 minute in milliseconds
const AUTO_RESTART_INTERVAL = 600000; // Set auto-restart interval 10 minutes (600,000ms)
const STARTING_PLAYERS_TICK = 11;
// TODO: move this interface to LogsHandler when converted to ts
interface PlayerSession
{
startTime: Date;
endTime: Date | null;
};
// TODO: put this somewhere else
interface CommandOptions
{
};
interface InteractionHandler
{
run: (
client: DayZR,
interaction: ChatInputCommandInteraction,
GuildDB: GuildConfig
) => Promise<void>;
}
interface Command
{
name: string;
debug: boolean;
global: boolean;
description: string;
usage: string;
permissions:
{
channel: Array<string>;
member: Array<string>;
};
options: Array<CommandOptions>;
SlashCommand:
{
run: (
client: DayZR,
interaction: ChatInputCommandInteraction,
args: any, // Unsure of what this should be, come back to later
GuildDB: GuildConfig,
start?: number
) => Promise<void>;
};
Interactions?:
{
[InteractoinName: string]: InteractionHandler;
}
}
/**
* DayZR extends discord.js Client and contains many
* important methods that handles concurrent log
* checking, handling logs, calling utility methods
* to handle logs, update database, send queued alarms,
* clean claimed armbands per guild, store player sessions,
* commands, handlers, interaction handlers, keeping track
* of where logs have been scanned, server automatic restarts,
* etc.
*
* @author Braeden Sowinski
* @version 14.0.0
*/
export default class DayZR extends Client
{
private config: Config;
private logger: Logger;
private commands: Collection<string, Command>;
private interactionHandlers: Collection<string, InteractionHandler>;
private key: string;
private encryptionIV: string;
private db: any;
public dbo: any;
public databaseConnected: boolean;
private arInterval: number;
private arIntervalIds: Map<string, NodeJS.Timeout>;
private playerSessions: Map<string, Map<string, PlayerSession>>;
private logHistory: Map<string, string | null>;
private alarmPingQueue: Map<string, Map<string, Map<string, Array<EmbedBuilder>>>>;
private playerListMsgIds: Map<string, string>;
private Ready: boolean;
private activePlayersTick: number;
private timer: number;
/**
* DayZR constructor to create discord Client
* and initialize maps, determine which guilds
* have valid Nitrado credentials, setup
* concurrent log checking for guilds with valid
* Nitrado credentials.
*
* @param options for discord.js Client
* @param config general config for DayZR bot
*/
public constructor(options: ClientOptions, config: Config)
{
super(options);
this.config = config;
this.commands = new Collection();
this.interactionHandlers = new Collection();
this.logger = new Logger(path.join(__dirname, "..", "logs", "Logs.log"));
this.timer = this.config.Dev == "PROD." ? MINUTE * 5 : MINUTE / 4;
if (
this.config.Token === "" ||
this.config.SecretKey === "" ||
this.config.SecretIv === ""
) {
throw new TypeError(
"The config.js is not filled out. Please make sure nothing is blank, otherwise the bot will not work properly."
);
}
if (!["DEV.", "PROD."].includes(this.config.Dev)) {
throw new TypeError(
"The Dev version in the config.js does not match the allowed cases of \"DEV.\" or \"PROD.\""
);
}
// Generate secret hash with crypto to use for encryption
this.key = crypto
.createHash("sha512")
.update(this.config.SecretKey)
.digest("hex")
.substring(0, 32);
this.encryptionIV = crypto
.createHash("sha512")
.update(this.config.SecretIv)
.digest("hex")
.substring(0, 16);
this.databaseConnected = false;
this.arInterval = AUTO_RESTART_INTERVAL;
this.arIntervalIds = new Map();
this.playerSessions = new Map();
this.logHistory = new Map();
this.alarmPingQueue = new Map();
this.playerListMsgIds = new Map();
this.initialize();
this.LoadCommandsAndInteractionHandlers();
this.LoadEvents();
this.Ready = false;
this.activePlayersTick = STARTING_PLAYERS_TICK;
// Handle Interactions via websocket
this.ws.on(
GatewayDispatchEvents.InteractionCreate,
async (interaction: ChatInputCommandInteraction) =>
{
const start: number = new Date().getTime();
if (interaction.type != InteractionType.ApplicationCommand) return
if (!interaction.guildId) return;
let GuildDB: GuildConfig = await GetGuild(this, interaction.guildId);
if (this.exists(GuildDB.Nitrado) && this.exists(GuildDB.Nitrado.Auth))
{
GuildDB.Nitrado.Auth = decrypt(
GuildDB.Nitrado.Auth,
this.config.EncryptionMethod,
this.key,
this.encryptionIV
);
}
const command: string = interaction.commandName;
const args: any = interaction.options;
// TODO: maybe move this to another method
// Free unused armbands for related commands
if (["armbands", "claim", "factions"].includes(command))
{
for (const [factionID, data] of Object.entries(GuildDB.factionArmbands))
{
const guild: Guild | undefined = this.guilds.cache.get(GuildDB.serverID);
if (!guild) continue;
const role: Role | undefined = guild.roles.cache.find(role => role.id == factionID);
if (!role)
{
let query = {
$pull: { "server.usedArmbands": data.armband },
$unset: { [`server.factionArmbands.${factionID}`]: "" },
};
this.dbo.collection("guilds").updateOne(
{
"server.serverID": GuildDB.serverID
},
query,
(err: string) =>
{
if (err) return this.sendInternalError(interaction, err);
}
);
}
}
}
this.log(`Interaction [${interaction.guildId}] - ${command}`);
const rest: REST = new REST({ version: "10" }).setToken(this.config.Token);
// Ensure embeds are properly formatted to send
const normalizeMessage = (message: any) =>
{
if (message?.embeds) {
message = {
...message,
embeds: message.embeds.map((embed: EmbedBuilder | any) =>
embed instanceof EmbedBuilder ? embed.toJSON() : embed
),
};
}
return message;
};
// Easy to send response so ;)
const handleCallback = async (
interactionType: InteractionResponseType,
message: any
): Promise<unknown> =>
{
message = normalizeMessage(message);
return await rest.post(Routes.interactionCallback(interaction.id, interaction.token),
{
body: {
type: interactionType,
data: message,
}
});
}
// Nicely name our custom callback functions and pass correct type because discord is picky with numbers...
interaction.send = async (message: Message): Promise<unknown> => handleCallback(InteractionResponseType.ChannelMessageWithSource, message);
interaction.deferReply = async (message: Message): Promise<unknown> => handleCallback(InteractionResponseType.DeferredChannelMessageWithSource, message);
interaction.showModal = async (message: Message): Promise<unknown> => handleCallback(InteractionResponseType.Modal, message);
interaction.editReply = async (message: Message): Promise<unknown> =>
{
if (!this.application) return;
return await rest.patch(Routes.webhookMessage(this.application.id, interaction.token), {
body: message,
});
};
if (!this.databaseConnected)
{
const dbFailedEmbed: EmbedBuilder = new EmbedBuilder()
.setDescription(`**Internal Error:**\nUh Oh D: Its not you, its me.\nThe bot has failed to connect to the database 5 times!\nContact the Developers\nhttps://discord.gg/YCXhvy9uZw`)
.setColor(Colors.Red)
return interaction.send({ embeds: [dbFailedEmbed] });
}
let cmd: Command | undefined = this.commands.get(command);
if (!cmd) return;
try
{
cmd.SlashCommand.run(this, interaction, args, GuildDB, start); // start is only used in ping / stats command
}
catch (err: any)
{
this.sendInternalError(interaction, err);
}
});
}
/**
* log sends given log messages to the logger
* to print to console and write to file.
* @param text to send to logger.
*/
private log(text: string): void { this.logger.log(text); }
/**
* error send a given error message to the logger
* to print to console and write to file.
* @param text to send to logger as error.
*/
public error(text: string): void { this.logger.error(text); }
/**
* getDateEST gets proper Date from given nitrado EST time
* @param time in string format hh:mm:ss
* @returns Date object at the given time
*/
public getDateEST(time: string): Date
{
// TODO: fix magic numbers <------------------------------------------------------------------------------------
let timeArray: Array<number> = time.split(" ")[0].split(":").map((v) => parseInt(v));
let t: Date = new Date(); // Get current date & time (UTC)
let f: Date = new Date(t.getTime() - 4 * 3600000); // Convert UTC into EST time to roll back the day as necessary
f.setUTCHours(timeArray[0], timeArray[1], timeArray[2]); // Apply the supplied EST time to the converted date (EST is the timezone produced from the Nitrado logs).
return new Date(f.getTime() + 4 * 3600000); // Add EST time offset to return timestamp in UTC
}
/**
* readLogs of nitrado server from given guild configuration,
* ensures logs arent read twice. Checks contents of logs and
* send to appropriate handler in util/ e.g. HandlePlayerLog,
* HandleKillfeed, etc.
*
* After all logs are read, and handlers update db as needed,
* send any queued alarm pings to configured discord webhooks.
* Then clear alarm embed queue of given guild.
*
* After alarm queue embeds are handled, any players who are
* still connected, are checked against logs latest logs
* player list to ensure they are still connected. If players
* are no longer connected even while being marked as connected.
* Mark players as disconnected.
*
* Any players who have been determined to be still connected to
* server, update their calculated session times. Update players
* database for connected and previously connected to updated
* session stats.
*
* Update guild config lastLog read to ensure we continue from
* where we last left off in the logs when we call readLogs next.
*
* @param guild config to read Nitrado logs
*/
private async readLogs(guild: GuildConfig): Promise<void>
{
if (!guild.Nitrado) return;
const fileStream: fs.ReadStream = fs.createReadStream(`./logs/${guild.Nitrado.ServerID}-logs.ADM`);
const rl: readline.Interface = readline.createInterface({
input: fileStream as Readable,
crlfDelay: Infinity
});
let lines: Array<string> = [];
for await (const line of rl) { lines.push(line); }
const lastLog: string | null | undefined = this.logHistory.get(guild.Nitrado.ServerID);
let logIndex: number = -1;
if (lastLog != null)
{
logIndex = lines.indexOf(lastLog);
}
if (this.playerSessions.get(guild.Nitrado.ServerID)?.size === 0)
{
// Get all players of this server
let players: Array<Player> = await this.dbo.collection("players").find(
{
"nitradoServerID": guild.Nitrado.ServerID
}
).toArray().then((all: Array<Player>) =>
{
// assume all players who were previously connected are not connected on init only.
return all.filter(p => p.connected).map(p => p.connected = false);
}
);
for (let i = 0; i < players.length; i++)
{
await UpdatePlayer(this, players[i])
}
}
// Read logs
for (let i = logIndex + 1; i < lines.length; i++)
{
// TODO: tidy this up its just bad looking
// Handle lines to skip
if (lines[i].includes("| ####")) continue;
if (lines[i].includes("(id=Unknown") || lines[i].includes("Player \"Unknown Entity\"")) continue;
if ((i - 1) >= 0 && lines[i] == lines[i - 1]) continue; // continue if this line is a duplicate of the last line
// Handle general logs
if (lines[i].includes("connected") || lines[i].includes("pos=<")) await HandlePlayerLogs(guild.Nitrado.ServerID, this, guild, lines[i], guild.combatLogTimer);
if (lines[i].includes("killed by Zmb") || lines[i].includes(">) died.")) await UpdateLastDeathDate(guild.Nitrado.ServerID, this, lines[i]); // Updates users last death date for non PVP deaths.
if (lines[i].includes(") placed Fireplace")) await PlaceFireplaceInAlarm(this, guild, lines[i]);
// Handle killfeed logs
if (
(lines[i].includes("killed by with") || lines[i].includes("killed by LandMineTrap")) || // Handle explosive deaths
(!(i + 1 >= lines.length) && lines[i + 1].includes("killed by") && lines[i].includes("TransportHit")) || // Handle vehicle deaths
(!(i + 1 >= lines.length) && lines[i + 1].includes("killed by Player") && lines[i].includes("hit by Player")) || // Handle PVP deaths
(lines[i].includes("killed by Player") && !lines[i - 1].includes("hit by Player")) // Handle deaths missing hit by log
) await HandleKillfeed(guild.Nitrado.ServerID, this, guild, lines[i]);
}
// Handle alarm pings
const maxEmbed = 10;
this.alarmPingQueue.forEach(queue =>
{
queue.forEach(async (data, channel_id) =>
{
const channel: Channel | undefined = this.GetChannel(channel_id);
if (!channel) return;
const NAME: string = "DayZ.R Zone Alert";
const webhook: any = await GetWebhook(this, NAME, channel_id);
data.forEach(async (embeds, role) =>
{
let embedArrays: Array<Array<EmbedBuilder>> = [];
while (embeds.length > 0)
{
embedArrays.push(embeds.splice(0, maxEmbed));
}
for (let i = 0; i < embedArrays.length; i++)
{
interface AlarmEmbed
{
embeds: any;
content?: string;
};
let content: AlarmEmbed = { embeds: embedArrays[i] };
if (role != "-no-role-ping-") content.content = `<@&${role}>`;
WebhookSend(this, webhook, content);
// if (role == "-no-role-ping-") channel.send({ embeds: embedArrays[i] });
// else channel.send({ content: `<@&${role}>`, embeds: embedArrays[i] });
}
});
});
});
// Clear alarm queue for this guild
this.alarmPingQueue.set(guild.serverID, new Map());
// Get all previously connected players from database.
const playerTemplate = /(.*) \| Player \"(.*)\" \(id=(.*) pos=<(.*)>\)/g;
let previouslyConnected = await this.dbo.collection("players").find(
{
"nitradoServerID": guild.Nitrado.ServerID
}
).toArray().then((players: Array<Player>) => {
// All players with connection log captured above and no disconnect log
return players.filter(p => p.connected);
});
let lastDetectedTime: Date;
// Get latest player list from logs
for (let i = lines.length - 1; i > 0; i--)
{
if (lines[i].includes("PlayerList log:"))
{
for (let j = i + 1; j < lines.length; j++)
{
let line: string = lines[j];
if (line.includes("| ####")) break;
let data = [...line.matchAll(playerTemplate)][0];
if (!data) continue;
let info = {
time: data[1],
player: data[2],
playerID: data[3],
};
// Skip this player if the player does not exist.
if (!this.exists(info.player) || !this.exists(info.playerID)) continue;
lastDetectedTime = this.getDateEST(info.time);
let playerStat: Player = await this.dbo.collection("players").findOne({ "playerID": info.playerID });
if (!this.exists(playerStat)) playerStat = getDefaultPlayer(info.player, info.playerID, guild.Nitrado.ServerID);
// Skip this player if the lastDisconnectionDate time is later than the player log entry.
if (!previouslyConnected.includes(playerStat) &&
this.exists(playerStat.lastDisconnectionDate) &&
playerStat.lastDisconnectionDate !== null &&
playerStat.lastDisconnectionDate.getTime() > lastDetectedTime.getTime()
) continue;
// Track adjusted sessions this instance has handled (e.g. no bot crashes or restarts).
if (this.playerSessions.get(guild.Nitrado.ServerID)?.has(info.playerID))
{
// Player is already in a session, update the session's end time.
let session: PlayerSession | undefined = this.playerSessions.get(guild.Nitrado.ServerID)?.get(info.playerID);
if (!session) continue;
session.endTime = lastDetectedTime; // Update end time.
}
else
{
// Player is not in a session, create a new session.
const newSession: PlayerSession = {
startTime: lastDetectedTime,
endTime: null, // Initialize end time as null.
};
this.playerSessions.get(guild.Nitrado.ServerID)?.set(info.playerID, newSession);
// Check if the player has been marked as connected before, but only if a session doesn't exist
// in the map, indicating the connection was discovered in the logs during this session.
if (!previouslyConnected.includes(playerStat))
{
playerStat.connected = true;
playerStat.lastConnectionDate = lastDetectedTime; // Update last connection date.
}
}
await UpdatePlayer(this, playerStat);
}
break;
}
}
// Update lastLog read to keep track of progress in logs for next log update
const lastLine: string = lines[lines.length - 1];
this.logHistory.set(guild.Nitrado.ServerID, lastLine);
this.dbo.collection("guilds").updateOne(
{
"server.serverID": guild.serverID
},
{
$set: { "server.lastLog": lastLine }
},
(err: string) =>
{
if (err)
{
this.error(`Failed to save last log to guild config [${guild.serverID}] for nitrado server [${guild.Nitrado?.ServerID}]`);
}
}
);
}
/**
* logsUpdateTimer handles concurrent log checking and ensures
* correct log files are downloaded to read.
*
* Go over each guild, for each guild with valid Nitrado credentials,
* check DayZ mission from Nitrado server settings. Ensure guild config
* database is up to date for the mission of the server.
*
* Download the correct log file for nitrado server.
*
* After log files are downloaded, call readLogs to read the log file.
* Once the log files are done being read, call other utility methods
* to handle expired things such as UAVs, and events.
* @param c is the DayZR client, passed in from external source
* as this function is called externally, and sometimes
* "this." just doesnt work.
*/
private async logsUpdateTimer(c: DayZR): Promise<void>
{
c.activePlayersTick++;
c.guilds.cache.forEach(async (guild) =>
{
let GuildDB: GuildConfig = await GetGuild(c, guild.id);
/*
Note to self:
return statements do not prematurely exit out of a forEach loop like it does in a for loop.
*/
// Continue if no nitrado credentials
if (!c.exists(GuildDB.Nitrado)) return;
// Continue if these credentials are marked as failed
if (GuildDB.Nitrado.Status == NitradoCredentialStatus.FAILED) return;
const NitradoCred: NitradoCredentials = {
ServerID: GuildDB.Nitrado.ServerID,
UserID: GuildDB.Nitrado.UserID,
Auth: decrypt(
GuildDB.Nitrado.Auth,
c.config.EncryptionMethod,
c.key,
c.encryptionIV
),
};
// TODO: can we type this? will have to read Nitrado API docs
const response = await FetchServerSettings(NitradoCred, c, "logsUpdateTimer").then(res => res);
// TODO: fix magic number
if (response == 1)
{
c.dbo.collection("guilds").updateOne(
{
"server.serverID": GuildDB.serverID
},
{
$set: { "Nitrado.Status": NitradoCredentialStatus.FAILED }
},
(err: string) =>
{
if (err)
{
this.error(`Failed to update Nitrado status to failed. [${GuildDB.serverID}]`);
}
}
);
return;
};
const settings = response.data.gameserver;
// Update Nitrado DayZ Mission if change is detected
let missionKey: MissionKey = settings.settings.config.mission;
if (GuildDB.Nitrado.Mission !== Missions[missionKey])
{
c.dbo.collection("guilds").updateOne(
{
"server.serverID": GuildDB.serverID
},
{
$set: { "Nitrado.Mission": Missions[missionKey] }
},
(err: string) =>
{
if (err)
{
this.error(`Failed to save mission to guild config [${GuildDB.serverID}] for nitrado server [${GuildDB.Nitrado?.ServerID}]`)
};
}
);
}
GuildDB.Nitrado.Mission = Missions[missionKey];
// Ignore if no log files on Nitrado server
if (settings.game_specific.log_files.length == 0) return;
// Get file with longest file name (target log file)
const filename: string = settings.game_specific.log_files.sort((a: string, b: string) => a.length - b.length)[0];
const path: string = `${settings.game_specific.path.slice(0, -1)}${filename.split(settings.game)[1]}`;
// Ensure Player List is logged for next update
const playerListEnabled: IntegerBoolean = parseInt(settings.settings.config.adminLogPlayerList)
if (!playerListEnabled) PostServerSettings(NitradoCred, c, "config", "adminLogPlayerList", "1")
await DownloadNitradoFile(NitradoCred, c, path, `./logs/${NitradoCred.ServerID}-logs.ADM`)
.then(async (status) =>
{
// TODO: magic number
if (status == 1) return c.error(`Failed to Download Nitrado Log Files - [${NitradoCred.ServerID}]`);
await c.readLogs(GuildDB).then(async () =>
{
HandleExpiredUAVs(c, GuildDB);
HandleEvents(c, GuildDB)
// TODO: fix magic number
if (c.activePlayersTick == 12) await HandleActivePlayersList(NitradoCred, c, GuildDB);
})
});
});
}
/**
* connectMongo connects to mongo database instance, retries on failure
* up to a maximum number of times. After failed database connection attempts,
* it marks databaseConnected as false, and allows bot to run.
*
* Any commands called will return error to end-user alerting them
* the bot has failed to connect to databsae and to contact administrator.
*
* @param mongoURI to connect to
* @param dbo name of database
*/
private async connectMongo(mongoURI: string, dbo: string): Promise<void>
{
let failed: boolean = false;
let dbLogDir: string = path.join(__dirname, "..", "logs", "database-logs.json");
interface DatabaseLog
{
attempts: number;
connected: boolean;
};
let databaselogs: DatabaseLog;
try
{
databaselogs = JSON.parse(
fs.readFileSync(dbLogDir).toString("utf-8")
);
}
catch (err)
{
databaselogs = {
attempts: 0,
connected: false,
};
}
if (databaselogs.attempts >= 5)
{
this.error("Failed to connect to mongodb after multiple attempts");
return; // prevent further attempts
}
try
{
// Connect to Mongo database.
this.db = new MongoClient(mongoURI, { connectTimeoutMS: 1000 });
await this.db.connect();
this.dbo = this.db.db(dbo);
this.log("Successfully connected to mongoDB");
databaselogs.connected = true;
databaselogs.attempts = 0; // reset attempts
this.databaseConnected = true;
}
catch (err)
{
databaselogs.attempts++;
databaselogs.connected = false;
let db: string = mongoURI.includes("@") ? mongoURI.split("@")[1] : mongoURI.split("//")[1];
db = db.includes("/") ? db.split("/")[0] : db;
this.error(`Failed to connect to mongodb (mongodb://${db}/${dbo}): attempt ${databaselogs.attempts} - ${err}`);
failed = true;
}
// write JSON string to a file
fs.writeFileSync(dbLogDir, JSON.stringify(databaselogs));
if (failed) process.exit(-1);
}
/**
* initialize is called once upon the bot being constructed.
* It attempts to connect the bot to the database, gets guilds
* from the database to initialize maps.
*
* Checks guilds configurations to see if they should be added
* to auto-restart map.
*
* Adds each guild with valid Nitrado config to a lastLogs map
* to keep a local copy of where logs have been read last.
*
* Adds each guild with valid Nitrado config to player sessions
* map to keep track of active players per guilds nitrado server.
*
* Adds each guild with valid Nitrado config to alarm queue map
* to keep track of which guilds have embeds to send to select
* channels.
*/
private async initialize(): Promise<void>
{
// Wait for MongoDB to connect
await this.connectMongo(this.config.MongoURI, this.config.DBO);
if (!this.databaseConnected) return;
let guilds: Array<GuildConfigDB> = await this.dbo.collection("guilds").find({}).toArray();
/*
Initialize auto restart for enabled servers
Initialize last logs
Initialize Player Sessions
*/
for (let i = 0; i < guilds.length; i++)
{
// // Ignore guilds with no Nitrado configuration
if (!this.exists(guilds[i].Nitrado)) continue;
if (guilds[i].server.autoRestart)
{
const NitradoCred: NitradoCredentials = {
ServerID: guilds[i].Nitrado!.ServerID,
UserID: guilds[i].Nitrado!.UserID,
Auth: decrypt(
guilds[i].Nitrado!.Auth,
this.config.EncryptionMethod,
this.key,
this.encryptionIV
)
};
this.arIntervalIds.set(guilds[i].server.serverID, setInterval(CheckServerStatus, this.arInterval, NitradoCred, this))
}
this.logHistory.set(guilds[i].Nitrado!.ServerID, guilds[i].server.lastLog); // Using Nitrado Server ID over guild ID in case of future support for multiple nitrado servers in a single guild
this.playerSessions.set(guilds[i].Nitrado!.ServerID, new Map()); // Same reason here as named above.
this.alarmPingQueue.set(guilds[i].server.serverID, new Map()); // Initialize alarm queue to be empty
this.playerListMsgIds.set(guilds[i].server.serverID, ""); // Initialize player list message ids
this.log(`[${guilds[i].server.serverID}] Initialized existing Nitrado Server: (${guilds[i].Nitrado!.ServerID})`);
}
}
/**
* initNewNitradoServer takes required Nitrado credentials
* such as the unique server ID to add guild to required maps
* such as log history, player sessions, alarm queue, etc.
*
* @param guildId of the guild the nitrado server is assigned in.
* @param Nitrado configuration provided for this guild.
*/
private async initNewNitradoServer(
guildId: Snowflake,
Nitrado: NitradoConfig
): Promise<void>
{
let guild: GuildConfig = await GetGuild(this, guildId)
if (guild.autoRestart)
{
this.arIntervalIds.set(guildId, setInterval(CheckServerStatus, this.arInterval, Nitrado, this))
}
this.logHistory.set(Nitrado.ServerID, guild.lastLog);
this.playerSessions.set(Nitrado.ServerID, new Map());
this.alarmPingQueue.set(guildId, new Map());
this.playerListMsgIds.set(guildId, "");
this.log(`[${guildId}] Initialized new Nitrado`);
}
/**
* exists simply ensures a given input is not
* null, undefined, an empty string or NaN.
*
* @param n to validate
* @returns if this object exists (boolean)
*/
public exists<T> (n: T | null | undefined | "" | number): n is T
{
return typeof n === "number" ? !isNaN(n) : n !== null && n !== undefined && n !== "";
}
/**
* secondsToDhms converts a given number of seconds
* to its equivilent in days, hours, minutes and seconds.
*
* @param seconds to convert to dhms
* @returns string of days x, hours y, minutes z, ...
*/
public secondsToDhms(seconds: number): string
{
// TODO; holy magic numbers, my prof is gonna assasinate me if he sees this
seconds = Number(seconds);
const d: number = Math.floor(seconds / (3600 * 24));
const h: number = Math.floor(seconds % (3600 * 24) / 3600);
const m: number = Math.floor(seconds % 3600 / 60);
const s: number = Math.floor(seconds % 60);
const dDisplay: string = d > 0 ? d + (d == 1 ? " day, " : " days, ") : "";
const hDisplay: string = h > 0 ? h + (h == 1 ? " hour, " : " hours, ") : "";
const mDisplay: string = m > 0 ? m + (m == 1 ? " minute, " : " minutes, ") : "";
const sDisplay: string = s > 0 ? s + (s == 1 ? " second" : " seconds") : "";
return dDisplay + hDisplay + mDisplay + sDisplay;
}
/**
* LoadCommandAndInteractoinHandlers checks the commands/
* directory for each slash command, and maps their provided
* functions to their given name. As well as interaction
* handlers for button menues, select menus, etc.
*/
private LoadCommandsAndInteractionHandlers(): void
{
let CommandsDir: string = path.join(__dirname, "commands");
fs.readdir(CommandsDir, (err, files) =>
{
if (err)
{
this.error(err.message);
}
else
{
files.forEach((file) =>
{
let cmd: Command = require(CommandsDir + "/" + file);
if (!this.exists(cmd.name) || !this.exists(cmd.description))
{
return this.error(
"Unable to load Command: " +
file.split(".")[0] +
", Reason: File doesn't had name/desciption"
);
}
this.commands.set(file.split(".")[0].toLowerCase(), cmd);
if (this.exists(cmd.Interactions))
{
for (let [interaction, handler] of Object.entries(cmd.Interactions))
{
this.interactionHandlers.set(interaction, handler);
}
}
this.log("Command Loaded: " + file.split(".")[0]);
});
}
});
}
/**
* LoadEvents read events from the events/ directory
* and maps each event to a webhook listener to ensure
* we are listening to events we want to keep track of.
*/
private LoadEvents(): void
{
let EventsDir: string = path.join(__dirname, "events");
fs.readdir(EventsDir, (err, files) =>
{
if (err)
{
this.error(err.message);
}
else
{
files.forEach((file) =>
{
const event = require(EventsDir + "/" + file);
if (["interactionCreate", "guildMemberAdd"].includes(file.split(".")[0]))
{
this.on(file.split(".")[0], i => event(this, i));
}
else
{
this.on(file.split(".")[0], event.bind(null, this));
}
this.log("Event Loaded: " + file.split(".")[0]);
});
}
});
}
/**
* GetChannel takes a channel id and returns the channel
* object from discord's client.
*
* @param channel_id to get
* @returns Channel if found or undefined if not
*/
public GetChannel(channel_id: Snowflake): Channel | undefined
{
return this.channels.cache.get(channel_id);
}
/**
* sendError sends an error embed with the given error
* message to a discord channel to alert end-users of
* an issue.
*
* @param channel to send error to
* @param error to include in embed
*/
public sendError(channel: TextBasedChannel, error: string): void
{
this.error(error);
let embed: EmbedBuilder = new EmbedBuilder()
.setColor(Colors.Red)
.setDescription(error);
channel.send({ embeds: [embed] });
}
/**
* sendInternalError should send errors if an internal error
* has occuered such as failed database operations, failed
* interaction handlers, etc.
*
* @param interaction to reply to with error warning
* @param error to log to internal logs
*/
public sendInternalError(
interaction: ChatInputCommandInteraction | ButtonInteraction | StringSelectMenuInteraction,
error: string
): void
{
this.error(error);
const embed: EmbedBuilder = new EmbedBuilder()
.setDescription(`**Internal Error:**\nUh Oh D: Its not you, its me.\nThis command has crashed\nContact the Developers\nhttps://discord.gg/YCXhvy9uZw`)
.setColor(Colors.Red)
if (interaction.isChatInputCommand())
{
interaction.send({ embeds: [embed] });
}
else if (interaction.isButton() || interaction.isStringSelectMenu())
{
interaction.update({ embeds: [embed], components: [] });
}
}
/**
* RegisterSlashCommands registers slash commands
* loaded earlier from commands/ directory with
* discords REST API.
*/
private RegisterSlashCommands(): void
{
RegisterGlobalCommands(this);
let p = Promise.resolve()
this.guilds.cache.forEach((guild) =>
{
p = p.then(() =>
{
RegisterGuildCommands(this, guild.id);
return new Promise((resolve) =>
{
setTimeout(resolve, 500); // <<--- TODO: MAGIC NUMBER!
});
});
});
}
/**
* build logs into client once ready
*/
public build(): void
{
this.login(this.config.Token);
}
}