Whisper 0.1.0: private messages between players

/pm (/w) with names, #userid, SteamIDs, @me, @aim, @random, @randomt and
@randomct, /r to reply, and /block, /blocklist, /unblock. Lines use
CS2-Tags' rank prefixes and colours: >[[M] Kalus -> me] message. Gagged
players can't send; blocks stop everyone but staff. Messages are kept in
CS2-SimpleAdmin's database while History is on (css_whisper_history).
This commit is contained in:
Astra 2026-10-05 13:13:58 +01:00
commit c414e8a770
12 changed files with 1547 additions and 0 deletions

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Ops.cs Normal file
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using System.Text.Json.Serialization;
namespace Whisper;
// Every database write, as data, so the writer can run them in order off the game thread and keep
// them in the spool file while the database is down. Each is safe to run twice: messages are keyed,
// block adds are INSERT IGNOREs and removes are deletes.
[JsonPolymorphic(TypeDiscriminatorPropertyName = "op")]
[JsonDerivedType(typeof(MessageRecord), "message")]
[JsonDerivedType(typeof(BlockAdd), "block_add")]
[JsonDerivedType(typeof(BlockRemove), "block_remove")]
public abstract record Op;
public sealed record PlayerState(ulong SteamId, string Name, int Team, bool Alive);
public sealed record MessageRecord(
string Key, DateTime At, int? ServerId, string Map, PlayerState Sender, PlayerState? Recipient,
string Target, string Message, string Result) : Op;
public sealed record BlockAdd(ulong Blocker, ulong Blocked, string BlockedName, DateTime At) : Op;
public sealed record BlockRemove(ulong Blocker, ulong Blocked) : Op;
// What the message log calls each outcome (wh_messages.result).
public static class Result
{
public const string Sent = "sent";
public const string Blocked = "blocked";
public const string Gagged = "gagged";
public const string Cooldown = "cooldown";
public const string NoTarget = "no_target";
public const string Ambiguous = "ambiguous";
public const string GroupTarget = "group_target";
public const string TooLong = "too_long";
}