AdminStealth 0.1.0: make CS2-SimpleAdmin's css_hide look like leaving, block status for players
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commit
61f8ea0ad1
6 changed files with 304 additions and 0 deletions
3
.gitignore
vendored
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.gitignore
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bin/
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obj/
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release-out/
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120
AdminStealth.cs
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AdminStealth.cs
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Core.Attributes.Registration;
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using CounterStrikeSharp.API.Core.Capabilities;
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using CounterStrikeSharp.API.Modules.Commands;
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using CounterStrikeSharp.API.Modules.Entities;
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using CounterStrikeSharp.API.ValveConstants.Protobuf;
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using CS2_SimpleAdminApi;
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using Microsoft.Extensions.Logging;
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namespace AdminStealth;
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// Companion to CS2-SimpleAdmin's css_hide. When an admin hides, everyone else sees them leave the
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// server, and nothing the hide does afterwards (the suicide, the team changes, their real
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// disconnect later) is announced. Also blocks the status command for players, which would
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// otherwise still list a hidden admin.
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public class AdminStealth : BasePlugin
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{
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public override string ModuleName => "AdminStealth";
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public override string ModuleVersion => "0.1.0";
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public override string ModuleAuthor => "astra";
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public override string ModuleDescription => "Makes CS2-SimpleAdmin's css_hide look like leaving the server";
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private static readonly PluginCapability<ICS2_SimpleAdminApi> SimpleAdminCapability = new("simpleadmin:api");
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private ICS2_SimpleAdminApi? _simpleAdmin;
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public override void Load(bool hotReload)
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{
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AddCommandListener("status", OnStatus);
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}
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public override void OnAllPluginsLoaded(bool hotReload)
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{
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try
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{
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_simpleAdmin = SimpleAdminCapability.Get();
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}
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catch (KeyNotFoundException)
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{
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}
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if (_simpleAdmin == null)
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{
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Logger.LogError("CS2-SimpleAdmin's API isn't available, so hiding won't look like leaving");
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return;
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}
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_simpleAdmin.OnAdminToggleSilent += OnAdminToggleSilent;
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}
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public override void Unload(bool hotReload)
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{
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if (_simpleAdmin != null)
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_simpleAdmin.OnAdminToggleSilent -= OnAdminToggleSilent;
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}
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// Players get nothing back. The server console and RCON still work.
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private HookResult OnStatus(CCSPlayerController? player, CommandInfo command)
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{
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return player == null ? HookResult.Continue : HookResult.Stop;
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}
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private void OnAdminToggleSilent(int slot, bool hidden)
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{
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if (!hidden)
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return;
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var admin = Utilities.GetPlayerFromSlot(slot);
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if (admin is not { IsValid: true, IsBot: false })
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return;
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// A fake player_disconnect, sent to each client rather than fired on the server, so no
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// plugin (SimpleAdmin included) treats the admin as really gone.
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var leave = new EventPlayerDisconnect(true)
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{
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Userid = admin,
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Playerid = admin.Slot,
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Name = admin.PlayerName,
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Networkid = new SteamID(admin.SteamID).SteamId3,
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Xuid = admin.SteamID,
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Reason = (int)NetworkDisconnectionReason.NETWORK_DISCONNECT_DISCONNECT_BY_USER,
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EverFullyConnected = true,
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};
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foreach (var player in Utilities.GetPlayers())
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{
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if (player is { IsValid: true, IsBot: false, IsHLTV: false } && player.Slot != slot)
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leave.FireEventToClient(player);
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}
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leave.Free();
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}
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
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{
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if (IsHidden(@event.Userid))
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info.DontBroadcast = true;
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return HookResult.Continue;
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}
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
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{
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if (IsHidden(@event.Userid))
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info.DontBroadcast = true;
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return HookResult.Continue;
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}
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// Pre runs before SimpleAdmin's own handler forgets the player was hidden.
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
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{
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if (IsHidden(@event.Userid))
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info.DontBroadcast = true;
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return HookResult.Continue;
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}
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private bool IsHidden(CCSPlayerController? player)
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{
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return player is { IsValid: true, IsBot: false } && _simpleAdmin?.IsAdminSilent(player) == true;
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}
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}
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22
AdminStealth.csproj
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AdminStealth.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AssemblyName>AdminStealth</AssemblyName>
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<RootNamespace>AdminStealth</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<!-- Compile-time only: the server already has CounterStrikeSharp.API.dll -->
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<PackageReference Include="CounterStrikeSharp.API" Version="1.0.375">
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<PrivateAssets>none</PrivateAssets>
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<ExcludeAssets>runtime</ExcludeAssets>
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<IncludeAssets>compile; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<!-- Compile-time only: CS2-SimpleAdmin installs it in shared/, copied from the server's copy -->
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<Reference Include="CS2-SimpleAdminApi">
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<HintPath>lib/CS2-SimpleAdminApi.dll</HintPath>
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<Private>false</Private>
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</Reference>
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</ItemGroup>
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</Project>
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44
README.md
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44
README.md
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# AdminStealth
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A companion to CS2-SimpleAdmin's `css_hide` (`!hide`, `@css/kick`). SimpleAdmin's hide moves the
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admin off the scoreboard. This plugin makes it look like they left the server:
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- When an admin hides, every other player gets a `player_disconnect` event for them, sent to each
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client only. The server and other plugins never see it, so the admin stays connected.
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- While an admin is hidden, their team changes, their death and their real disconnect are not
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broadcast to clients.
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- `status` from a player's console is blocked and prints nothing. It still works from the server
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console and RCON.
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WebPanelBridge leaves hidden admins out of `css_webpanel_status`, so simpleadmin-web doesn't show
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them either.
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Built for CounterStrikeSharp **1.0.375** (`net10.0`) on Metamod:Source 2.0.0.1469, and needs
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CS2-SimpleAdmin 1.8.2b's shared API (`CS2-SimpleAdminApi`). `lib/CS2-SimpleAdminApi.dll` is a
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compile-time copy of the server's `shared/` one and isn't shipped. Without SimpleAdmin loaded, only
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the `status` block works.
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## Limits
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- Hiding still lasts only as long as SimpleAdmin remembers it: a map change or reconnect makes the
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admin visible again, and joining a team unhides them.
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- Unhiding doesn't announce the admin as joining again.
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- The server browser and trackers get the player list from a separate server query, which this
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doesn't touch, so they still list a hidden admin.
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## Install
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Build with `cd plugins/AdminStealth && ../../build.sh`. Then copy the contents of
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`compiled/AdminStealth/` to `game/csgo/addons/counterstrikesharp/plugins/AdminStealth/` on the
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server.
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Or install a release, which unpacks into `game/csgo/`:
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```
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tar -xzf AdminStealth-<tag>.tar.gz -C /srv/cs2/game/csgo
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```
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To publish one, commit, bump `ModuleVersion`, then run
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`FORGEJO_TOKEN=... ./release.sh v<ModuleVersion>`. It rebuilds the plugin from the committed
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source in the SDK container, tags HEAD, and uploads `AdminStealth-<tag>.tar.gz` to the git.zio.sh
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release. The plugin has no config.
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BIN
lib/CS2-SimpleAdminApi.dll
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BIN
lib/CS2-SimpleAdminApi.dll
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release.sh
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release.sh
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#!/usr/bin/env bash
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# Build AdminStealth, package it as one tarball and publish it as a Forgejo release.
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#
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# ./release.sh <tag> e.g. ./release.sh v0.14.0
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#
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# Commit first: the plugin is rebuilt here from the committed source, so the release always matches
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# the tag. The tag is created on HEAD and pushed to origin if it doesn't exist yet. Re-running with
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# the same tag replaces that release's attachment.
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#
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# Asset: AdminStealth-<tag>.tar.gz, laid out like the server's game/csgo/ - extract it there:
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# tar -xzf AdminStealth-<tag>.tar.gz -C /srv/cs2/game/csgo
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#
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# addons/counterstrikesharp/plugins/AdminStealth/ AdminStealth.dll, .pdb, .deps.json
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#
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# No configs/: the plugin has no settings. CS2-SimpleAdminApi.dll (lib/) is compile-only; the
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# server has it in shared/ from CS2-SimpleAdmin.
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set -euo pipefail
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FORGEJO_URL="https://git.zio.sh"
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OWNER="cs2"
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REPO="AdminStealth"
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# Placeholder - replace, or set FORGEJO_TOKEN in the environment instead. Needs write:repository.
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# Only uploading needs it; downloading from the public repo doesn't. Don't commit a real token.
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FORGEJO_TOKEN="${FORGEJO_TOKEN:-CHANGE_ME_FORGEJO_TOKEN}"
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# Only these ship from the publish output. CounterStrikeSharp.API.dll is excluded by the csproj
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# (ExcludeAssets=runtime); the server already provides it.
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PLUGIN_FILES=(
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AdminStealth.dll
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AdminStealth.pdb
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AdminStealth.deps.json
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)
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TAG="${1:-}"
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if [[ -z "$TAG" ]]; then
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echo "usage: $0 <tag> (e.g. v0.1.0)" >&2
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exit 1
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fi
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if [[ "$FORGEJO_TOKEN" == "CHANGE_ME_FORGEJO_TOKEN" ]]; then
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echo "Set FORGEJO_TOKEN (edit release.sh or export it) first." >&2
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exit 1
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fi
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for tool in podman jq curl git; do
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command -v "$tool" >/dev/null || { echo "'$tool' is required." >&2; exit 1; }
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done
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cd "$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")"
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if [[ -n "$(git status --porcelain --untracked-files=no)" ]]; then
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echo "Tracked files have uncommitted changes; commit them so the tag matches the release." >&2
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exit 1
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fi
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# The tag should name the version the plugin reports in `css_plugins list`.
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version="$(sed -n 's/.*ModuleVersion => "\(.*\)";.*/\1/p' AdminStealth.cs)"
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if [[ "${TAG#v}" != "$version" ]]; then
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echo "Tag $TAG doesn't match ModuleVersion $version in AdminStealth.cs." >&2
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exit 1
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fi
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# --- Build -----------------------------------------------------------------------
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OUT="release-out"
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PUBLISH="$OUT/publish"
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rm -rf bin obj "$OUT"
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podman run --rm -v "$(pwd)":/src:Z -w /src \
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mcr.microsoft.com/dotnet/sdk:10.0 dotnet publish -c Release -o "/src/$PUBLISH"
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# --- Stage (layout of game/csgo/) and package ----------------------------------------
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STAGE="$OUT/stage"
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PLUGIN_DIR="$STAGE/addons/counterstrikesharp/plugins/AdminStealth"
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mkdir -p "$PLUGIN_DIR"
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for file in "${PLUGIN_FILES[@]}"; do
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cp "$PUBLISH/$file" "$PLUGIN_DIR/"
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done
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TARBALL="AdminStealth-${TAG}.tar.gz"
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tar -czf "$OUT/$TARBALL" -C "$STAGE" addons
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rm -rf "$STAGE" "$PUBLISH"
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echo "Packaged:"
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tar -tzf "$OUT/$TARBALL"
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# --- Tag ---------------------------------------------------------------------------
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if ! git rev-parse -q --verify "refs/tags/$TAG" >/dev/null; then
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git tag -a "$TAG" -m "$TAG"
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fi
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git push origin "refs/tags/$TAG"
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# --- Release -----------------------------------------------------------------------
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API="$FORGEJO_URL/api/v1/repos/$OWNER/$REPO"
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AUTH=(-H "Authorization: token $FORGEJO_TOKEN")
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release_json="$(curl -fsS "${AUTH[@]}" "$API/releases/tags/$TAG" 2>/dev/null || true)"
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if [[ -z "$release_json" ]]; then
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body="$(git log -1 --format=%B "$TAG")"
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release_json="$(jq -n --arg tag "$TAG" --arg body "$body" \
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'{tag_name: $tag, name: $tag, body: $body, draft: false, prerelease: false}' |
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curl -fsS "${AUTH[@]}" -H "Content-Type: application/json" -X POST --data @- "$API/releases")"
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echo "Created release $TAG"
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else
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echo "Release $TAG already exists, replacing its attachment"
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fi
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release_id="$(jq -r '.id' <<<"$release_json")"
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existing_id="$(jq -r --arg n "$TARBALL" '.assets[]? | select(.name == $n) | .id' <<<"$release_json")"
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if [[ -n "$existing_id" ]]; then
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curl -fsS "${AUTH[@]}" -X DELETE "$API/releases/$release_id/assets/$existing_id" >/dev/null
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fi
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curl -fsS "${AUTH[@]}" -X POST -F "attachment=@$OUT/$TARBALL" \
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"$API/releases/$release_id/assets?name=$TARBALL" >/dev/null
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echo "Uploaded $TARBALL"
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echo
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echo "Download URL:"
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echo " $FORGEJO_URL/$OWNER/$REPO/releases/download/$TAG/$TARBALL"
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