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Handle game chats and write them into the log
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Players sometimes say things in the game chat, which I would be
interested in at least becoming aware of.
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windo committed May 15, 2024
1 parent 9478fd1 commit 865e7cb
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Showing 2 changed files with 76 additions and 1 deletion.
32 changes: 32 additions & 0 deletions src/Game.ts
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,7 @@ export class Game extends EventEmitter<Events> {
state: GoEngineConfig;
opponent_evenodd: null | number;
greeted: boolean;
startup_timestamp: number;
bot?: Bot;
using_opening_bot: boolean = false;
ending_bot?: Bot;
Expand Down Expand Up @@ -56,6 +57,7 @@ export class Game extends EventEmitter<Events> {
this.verbose = trace.debug.bind(null, `[game ${game_id}]`);
this.warn = trace.warn.bind(null, `[game ${game_id}]`);
this.error = trace.error.bind(null, `[game ${game_id}]`);
this.startup_timestamp = Date.now() / 1000;
this.state = null;
this.opponent_evenodd = null;
this.greeted = false;
Expand Down Expand Up @@ -226,6 +228,7 @@ export class Game extends EventEmitter<Events> {
// Try to connect again, to get the server to send the gamedata over.
socket.send("game/connect", {
game_id: game_id,
chat: true,
});
return;
}
Expand Down Expand Up @@ -341,8 +344,23 @@ export class Game extends EventEmitter<Events> {
socket.off(`game/${game_id}/move`, on_move);
});

socket.send("chat/join", {
channel: `game-${game_id}`,
});
const on_chat = (d) => {
// If the bot is down for a while, we will miss those chats, rather
// than to reiterate all the chats on all the ongoing games.
handleChatLine(game_id, d.line, this.startup_timestamp);
};
socket.on(`game/${game_id}/chat`, on_chat);
this.on("disconnecting", () => {
socket.off(`game/${game_id}/chat`, on_chat);
});

trace.log("connecting");
socket.send("game/connect", {
game_id: game_id,
chat: true,
});

/*
Expand Down Expand Up @@ -827,6 +845,20 @@ export class Game extends EventEmitter<Events> {
}
}

export function handleChatLine(game_id: string, line: any, cutoff_timestamp: number) {
if (typeof line.body !== "string") {
return;
}
if (line.username === config.username) {
return;
}
if (line.date < cutoff_timestamp) {
return;
}

trace.log(`[game ${game_id}] Game chat from ${line.username}: ${line.body}`);
}

function num2char(num: number): string {
if (num === -1) {
return ".";
Expand Down
45 changes: 44 additions & 1 deletion src/main.ts
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ import { config, config_event_emitter, TimeControlRanges } from "./config";
import { socket } from "./socket";
import { trace } from "./trace";
import { post, api1 } from "./util";
import { Game } from "./Game";
import { Game, handleChatLine } from "./Game";
import { bot_pools } from "./pools";
import { JGOFTimeControl } from "goban/src/JGOF";
import { Speed } from "./types";
Expand Down Expand Up @@ -65,6 +65,7 @@ interface RejectionDetails {
class Main {
notification_connect_interval: ReturnType<typeof setInterval>;
connected_games: { [game_id: string]: Game };
connected_finished_games: { [game_id: string]: boolean };

//games_by_player: { [player_id: string]: Game[] };
connected: boolean;
Expand All @@ -77,6 +78,7 @@ class Main {

constructor() {
this.connected_games = {};
this.connected_finished_games = {};
//this.games_by_player = {}; // Keep track of connected games per player
this.connected = false;

Expand Down Expand Up @@ -329,6 +331,47 @@ class Main {
}
break;

case "lateChatReceivedInGame":
{
this.deleteNotification(notification);
const game_id = notification.game_id;
if (game_id in this.connected_finished_games) {
break;
}

trace.debug(`Connecting to ${game_id} to receive late chats`);
socket.send("chat/join", {
channel: `game-${game_id}`,
});
const on_chat = (chat) => {
handleChatLine(game_id, chat.line, notification.timestamp - 1);
};
socket.on(`game/${game_id}/chat`, on_chat);

// Connecting to a game from outside Game deserves a little
// bit of care, but I think it should be OK, because
// lateChatReceivedInGame implies the game is over, so we
// should not be getting in the way of anything here.
//
// We could connect to the game as we usually do, but this
// would confuse the logic there that expects to handle an
// unfinished game.
this.connected_finished_games[game_id] = true;
socket.send("game/connect", {
game_id: game_id,
chat: true,
});
setTimeout(() => {
trace.debug(`Disconnecting from ${game_id} (chats)`);
delete this.connected_finished_games[game_id];
socket.send("game/disconnect", {
game_id: game_id,
});
socket.off(`game/${game_id}/chat`, on_chat);
}, 5000);
}
break;

default:
{
if (!(notification.type in ignorable_notifications)) {
Expand Down

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