/
eventHandler.go
523 lines (469 loc) · 16.3 KB
/
eventHandler.go
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package discord
import (
"bytes"
"encoding/json"
"errors"
"fmt"
"github.com/automuteus/automuteus/v7/amongus"
"github.com/automuteus/automuteus/v7/metrics"
"github.com/automuteus/automuteus/v7/pkg/discord"
"github.com/automuteus/automuteus/v7/pkg/game"
"github.com/automuteus/automuteus/v7/pkg/settings"
"github.com/automuteus/automuteus/v7/pkg/storage"
"github.com/automuteus/automuteus/v7/pkg/task"
"github.com/go-redis/redis/v8"
"github.com/nicksnyder/go-i18n/v2/i18n"
"log"
"strconv"
"strings"
"time"
)
type EndGameMessage bool
func (bot *Bot) SubscribeToGameByConnectCode(guildID, connectCode string, endGameChannel chan EndGameMessage) {
log.Println("Started Redis Subscription worker for " + connectCode)
notify := task.Subscribe(ctx, bot.RedisInterface.client, connectCode)
timer := time.NewTimer(time.Second * time.Duration(bot.captureTimeout))
dgsRequest := GameStateRequest{
GuildID: guildID,
ConnectCode: connectCode,
}
// indicate to the broker that we're online and ready to start processing messages
task.Ack(ctx, bot.RedisInterface.client, connectCode)
for {
select {
case message := <-notify.Channel():
timer.Reset(time.Second * time.Duration(bot.captureTimeout))
if message == nil {
break
}
// anytime we get a notification message, continue pulling messages off the list until there are no more
for {
job, err := task.PopJob(ctx, bot.RedisInterface.client, connectCode)
if errors.Is(err, redis.Nil) {
break
} else if err != nil {
log.Println(err)
break
}
log.Printf("Popped job of type %d w/ payload %s\n", job.JobType, job.Payload.(string))
bot.refreshGameLiveness(connectCode)
bot.RedisInterface.RefreshActiveGame(guildID, connectCode)
gameEvent := storage.PostgresGameEvent{
GameID: -1,
UserID: nil,
EventTime: int32(time.Now().Unix()),
EventType: int16(job.JobType),
Payload: job.Payload.(string),
}
correlatedUserID := ""
sett := bot.StorageInterface.GetGuildSettings(guildID)
switch job.JobType {
case task.ConnectionJob:
lock, dgs := bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
for lock == nil {
lock, dgs = bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
}
if job.Payload == "true" {
dgs.Linked = true
} else {
dgs.Linked = false
}
dgs.ConnectCode = connectCode
bot.RedisInterface.SetDiscordGameState(dgs, lock)
bot.handleTrackedMembers(bot.PrimarySession, sett, 0, NoPriority, dgsRequest)
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
case task.LobbyJob:
var lobby game.Lobby
err = json.Unmarshal([]byte(job.Payload.(string)), &lobby)
if err != nil {
log.Println(err)
break
}
bot.processLobby(sett, lobby, dgsRequest)
case task.StateJob:
num, err := strconv.ParseInt(job.Payload.(string), 10, 64)
if err != nil {
log.Println(err)
break
}
bot.processTransition(game.Phase(num), dgsRequest)
case task.PlayerJob:
var player game.Player
err = json.Unmarshal([]byte(job.Payload.(string)), &player)
if err != nil {
log.Println(err)
break
}
if player.Color > 17 || player.Color < 0 {
break
}
shouldHandleTracked, userID, readOnlyDgs, err := bot.processPlayer(sett, player, dgsRequest)
if shouldHandleTracked {
bot.handleTrackedMembers(bot.PrimarySession, sett, 0, NoPriority, dgsRequest)
}
if err != nil {
bot.PrimarySession.ChannelMessageSend(readOnlyDgs.GameStateMsg.MessageChannelID, sett.LocalizeMessage(&i18n.Message{
ID: "processplayer.error",
Other: "Error in muting or deafening {{.User}}. Does the bot have permissions to mute/deafen users in {{.VoiceChannel}}?",
},
map[string]interface{}{
"User": discord.MentionByUserID(userID),
"VoiceChannel": discord.MentionByChannelID(readOnlyDgs.VoiceChannel),
},
))
metrics.RecordDiscordRequests(bot.RedisInterface.client, metrics.MessageCreateDelete, 1)
}
correlatedUserID = userID
case task.GameOverJob:
var gameOverResult game.Gameover
// log.Println("Successfully identified game over event:")
// log.Println(job.Payload)
err := json.Unmarshal([]byte(job.Payload.(string)), &gameOverResult)
if err != nil {
log.Println(err)
break
}
// we only need a read-only state for making the game summary message
dgs := bot.RedisInterface.GetReadOnlyDiscordGameState(dgsRequest)
if dgs != nil {
delTime := sett.GetDeleteGameSummaryMinutes()
if delTime != 0 {
winners := getWinners(*dgs, gameOverResult)
buf := bytes.NewBuffer([]byte{})
for i, v := range winners {
roleStr := "Crewmate"
if v.role == game.ImposterRole {
roleStr = "Imposter"
}
buf.WriteString(fmt.Sprintf("<@%s>", v.userID))
if i < len(winners)-1 {
buf.WriteRune(',')
} else {
buf.WriteString(fmt.Sprintf(" won as %s", roleStr))
}
}
embed := gameOverMessage(dgs, bot.StatusEmojis, sett, buf.String())
channelID := dgs.GameStateMsg.MessageChannelID
if sett.GetMatchSummaryChannelID() != "" {
channelID = sett.GetMatchSummaryChannelID()
}
msg, err := bot.PrimarySession.ChannelMessageSendEmbed(channelID, embed)
if delTime > 0 && err == nil {
metrics.RecordDiscordRequests(bot.RedisInterface.client, metrics.MessageCreateDelete, 2)
go MessageDeleteWorker(bot.PrimarySession, msg.ChannelID, msg.ID, time.Minute*time.Duration(delTime))
} else if err == nil {
metrics.RecordDiscordRequests(bot.RedisInterface.client, metrics.MessageCreateDelete, 1)
}
}
go dumpGameToPostgres(*dgs, bot.PostgresInterface, gameOverResult)
// refresh the game message if the setting is marked (it is not locked, the previous dgs is
// read-only). This means the original msg is refreshed, not the gameover message
if sett.AutoRefresh {
bot.RefreshGameStateMessage(dgsRequest, sett)
}
// now we need to fetch the state again (AFTER refreshing) to mark the game as complete/
lock, dgs := bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
for lock == nil {
lock, dgs = bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
}
dgs.MatchID = -1
dgs.MatchStartUnix = -1
bot.RedisInterface.SetDiscordGameState(dgs, lock)
}
}
if job.JobType != task.ConnectionJob {
go func(userID string, ge storage.PostgresGameEvent) {
dgs := bot.RedisInterface.GetReadOnlyDiscordGameState(dgsRequest)
if dgs.MatchID > 0 && dgs.MatchStartUnix > 0 {
ge.GameID = dgs.MatchID
if userID != "" {
num, err := strconv.ParseUint(userID, 10, 64)
if err != nil {
log.Println(err)
ge.UserID = nil
} else {
ge.UserID = &num
}
log.Printf("Adding postgres event with user id %d\n", ge.UserID)
}
err := bot.PostgresInterface.AddEvent(&ge)
if err != nil {
log.Println(err)
}
}
}(correlatedUserID, gameEvent)
}
}
case <-timer.C:
timer.Stop()
log.Printf("Killing game w/ code %s after %d seconds of inactivity!\n", connectCode, bot.captureTimeout)
err := notify.Close()
if err != nil {
log.Println(err)
}
go bot.forceEndGame(dgsRequest)
bot.ChannelsMapLock.Lock()
delete(bot.EndGameChannels, connectCode)
bot.ChannelsMapLock.Unlock()
return
case <-endGameChannel:
log.Println("Redis subscriber received kill signal, closing all pubsubs")
err := notify.Close()
if err != nil {
log.Println(err)
}
bot.forceEndGame(dgsRequest)
return
}
}
}
type winnerRecord struct {
userID string
role game.GameRole
}
func getWinners(dgs GameState, gameOver game.Gameover) []winnerRecord {
var winners []winnerRecord
imposterWin := gameOver.GameOverReason == game.ImpostorByKill ||
gameOver.GameOverReason == game.ImpostorByVote ||
gameOver.GameOverReason == game.ImpostorBySabotage ||
gameOver.GameOverReason == game.ImpostorDisconnect
for _, player := range dgs.UserData {
if player.GetPlayerName() != amongus.UnlinkedPlayerName {
for _, v := range gameOver.PlayerInfos {
// only override for the imposters
if player.GetPlayerName() == v.Name {
if (v.IsImpostor && imposterWin) || (!v.IsImpostor && !imposterWin) {
role := game.CrewmateRole
if v.IsImpostor {
role = game.ImposterRole
}
winners = append(winners, winnerRecord{
userID: player.User.UserID,
role: role,
})
}
}
}
}
}
return winners
}
func (bot *Bot) processPlayer(sett *settings.GuildSettings, player game.Player, dgsRequest GameStateRequest) (bool, string, *GameState, error) {
var err error
if player.Name != "" {
lock, dgs := bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
for lock == nil {
lock, dgs = bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
}
dgs.Linked = true
defer bot.RedisInterface.SetDiscordGameState(dgs, lock)
if player.Disconnected || player.Action == game.LEFT {
if player.Disconnected {
log.Println("I detected that " + player.Name + " disconnected, I'm purging their player data!")
dgs.ClearPlayerDataByPlayerName(player.Name)
}
_, _, data := dgs.GameData.UpdatePlayer(player)
userID := dgs.AttemptPairingByMatchingNames(data)
// try pairing via the cached usernames
if userID == "" {
var uids map[string]interface{}
uids, err = bot.RedisInterface.GetUsernameOrUserIDMappings(dgs.GuildID, player.Name)
userID = dgs.AttemptPairingByUserIDs(data, uids)
} else {
err = bot.applyToSingle(dgs, userID, false, false)
}
dgs.GameData.ClearPlayerData(player.Name)
// only update the message if we're not in the tasks phase (info leaks)
if dgs.GameData.GetPhase() != game.TASKS {
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
}
return true, userID, dgs, err
}
updated, isAliveUpdated, data := dgs.GameData.UpdatePlayer(player)
switch {
case player.Action == game.JOINED:
log.Println("Detected a player joined, refreshing User data mappings")
userID := dgs.AttemptPairingByMatchingNames(data)
if userID == "" {
var uids map[string]interface{}
uids, err = bot.RedisInterface.GetUsernameOrUserIDMappings(dgs.GuildID, player.Name)
userID = dgs.AttemptPairingByUserIDs(data, uids)
}
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
return true, userID, dgs, err
case updated:
userID := dgs.AttemptPairingByMatchingNames(data)
if userID == "" {
var uids map[string]interface{}
uids, err = bot.RedisInterface.GetUsernameOrUserIDMappings(dgs.GuildID, player.Name)
userID = dgs.AttemptPairingByUserIDs(data, uids)
}
if isAliveUpdated && dgs.GameData.GetPhase() == game.TASKS {
if sett.GetUnmuteDeadDuringTasks() || player.Action == game.EXILED {
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
return true, userID, dgs, err
}
log.Println("NOT updating the discord status message; would leak info")
return false, userID, dgs, err
}
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
if player.Action == game.EXILED {
return false, userID, dgs, err // don't apply a mute to this player
}
return true, userID, dgs, err
default:
return false, "", nil, nil
}
}
return false, "", nil, nil
}
func (bot *Bot) processTransition(phase game.Phase, dgsRequest GameStateRequest) {
sett := bot.StorageInterface.GetGuildSettings(dgsRequest.GuildID)
lock, dgs := bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
for lock == nil {
lock, dgs = bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
}
oldPhase := dgs.GameData.UpdatePhase(phase)
if oldPhase == phase {
lock.Release(ctx)
return
}
dgs.Linked = true
// if we started a new game
if oldPhase == game.LOBBY && phase == game.TASKS {
matchStart := time.Now().Unix()
dgs.MatchStartUnix = matchStart
gameID := startGameInPostgres(*dgs, bot.PostgresInterface)
dgs.MatchID = int64(gameID)
log.Printf("New match has begun. ID %d and starttime %d\n", gameID, matchStart)
}
bot.RedisInterface.SetDiscordGameState(dgs, lock)
switch phase {
case game.MENU:
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
err := bot.applyToAll(dgs, false, false)
if err != nil {
log.Println("Error in unmuting all users when returning to menu ", err)
}
// on a gameover event from the capture, it's like going to the lobby; use that delay
case game.GAMEOVER:
phase = game.LOBBY
fallthrough
case game.LOBBY:
delay := sett.Delays.GetDelay(oldPhase, phase)
bot.handleTrackedMembers(bot.PrimarySession, sett, delay, NoPriority, dgsRequest)
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
case game.TASKS:
delay := sett.Delays.GetDelay(oldPhase, phase)
// when going from discussion to tasks, we should mute alive players FIRST
priority := AlivePriority
if oldPhase == game.LOBBY {
priority = NoPriority
}
bot.handleTrackedMembers(bot.PrimarySession, sett, delay, priority, dgsRequest)
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
case game.DISCUSS:
delay := sett.Delays.GetDelay(oldPhase, phase)
bot.handleTrackedMembers(bot.PrimarySession, sett, delay, DeadPriority, dgsRequest)
if sett.AutoRefresh {
bot.RefreshGameStateMessage(dgsRequest, sett)
} else {
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
}
}
}
func (bot *Bot) processLobby(sett *settings.GuildSettings, lobby game.Lobby, dgsRequest GameStateRequest) {
lock, dgs := bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
for lock == nil {
lock, dgs = bot.RedisInterface.GetDiscordGameStateAndLock(dgsRequest)
}
dgs.GameData.SetRoomRegionMap(lobby.LobbyCode, lobby.Region.ToString(), lobby.PlayMap)
bot.RedisInterface.SetDiscordGameState(dgs, lock)
bot.DispatchRefreshOrEdit(dgs, dgsRequest, sett)
}
func startGameInPostgres(dgs GameState, psql *storage.PsqlInterface) uint64 {
if dgs.MatchStartUnix < 0 {
return 0
}
gid, err := strconv.ParseUint(dgs.GuildID, 10, 64)
if err != nil {
log.Println(err)
return 0
}
pgame := &storage.PostgresGame{
GameID: -1,
GuildID: gid,
ConnectCode: dgs.ConnectCode,
StartTime: int32(dgs.MatchStartUnix),
WinType: -1,
EndTime: -1,
}
i, err := psql.AddInitialGame(pgame)
if err != nil {
log.Println(err)
}
return i
}
func dumpGameToPostgres(dgs GameState, psql *storage.PsqlInterface, gameOver game.Gameover) {
if dgs.MatchID < 0 || dgs.MatchStartUnix < 0 {
log.Println("dgs match id or start time is <0; not dumping game to Postgres")
return
}
end := time.Now().Unix()
userGames := make([]*storage.PostgresUserGame, 0)
imposterWin := gameOver.GameOverReason == game.ImpostorByKill ||
gameOver.GameOverReason == game.ImpostorBySabotage ||
gameOver.GameOverReason == game.ImpostorByVote ||
gameOver.GameOverReason == game.ImpostorDisconnect
for _, v := range dgs.UserData {
if v.GetPlayerName() != amongus.UnlinkedPlayerName {
inGameData, found := dgs.GameData.GetByName(v.GetPlayerName())
if !found {
log.Println("No game data found for that player")
continue
}
uid, err := strconv.ParseUint(v.User.UserID, 10, 64)
if err != nil {
log.Println(err)
continue
}
gid, err := strconv.ParseUint(dgs.GuildID, 10, 64)
if err != nil {
log.Println(err)
continue
}
puser, err := psql.EnsureUserExists(uid)
if err != nil || puser == nil {
log.Println(err)
continue
}
// assume crewmate by default
won := !imposterWin
role := game.CrewmateRole
for _, pi := range gameOver.PlayerInfos {
// only override for the imposters
if pi.IsImpostor {
if strings.EqualFold(pi.Name, inGameData.Name) {
role = game.ImposterRole
won = imposterWin
break
}
}
}
userGames = append(userGames, &storage.PostgresUserGame{
UserID: puser.UserID,
GuildID: gid,
GameID: dgs.MatchID,
PlayerName: inGameData.Name,
PlayerColor: int16(inGameData.Color),
PlayerRole: int16(role),
PlayerWon: won,
})
}
}
log.Printf("Game %d has been completed and recorded in postgres\n", dgs.MatchID)
err := psql.UpdateGameAndPlayers(dgs.MatchID, int16(gameOver.GameOverReason), end, userGames)
if err != nil {
log.Println(err)
}
}