wh_messages now holds every message with a channel (all, team, pm, staff, to_staff, css_say/asay/psay/csay/hsay/cssay) and NULL sender columns for the console. Seen by a catch-all listener added in Load, which CSS runs before CS2-SimpleAdmin's (added in OnAllPluginsLoaded), so gagged lines and @ chat are kept before SimpleAdmin stops or rewrites them. Replaces 001_CreateTables in place: drop wh_messages and wh_migrations first.
50 lines
2 KiB
C#
50 lines
2 KiB
C#
using System.Text.Json.Serialization;
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namespace Whisper;
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// Every database write, as data, so the writer can run them in order off the game thread and keep
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// them in the spool file while the database is down. Each is safe to run twice: messages are keyed,
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// block adds are INSERT IGNOREs and removes are deletes.
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[JsonPolymorphic(TypeDiscriminatorPropertyName = "op")]
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[JsonDerivedType(typeof(MessageRecord), "message")]
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[JsonDerivedType(typeof(BlockAdd), "block_add")]
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[JsonDerivedType(typeof(BlockRemove), "block_remove")]
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public abstract record Op;
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// A player as they were when the message was sent. Console: SteamId 0, no team.
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public sealed record PlayerState(ulong SteamId, string Name, int? Team, bool? Alive)
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{
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public static readonly PlayerState Console = new(0, "Console", null, null);
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}
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public sealed record MessageRecord(
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string Key, DateTime At, int? ServerId, string Map, string Channel, PlayerState Sender, PlayerState? Recipient,
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string? Target, string Message, string Result) : Op;
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public sealed record BlockAdd(ulong Blocker, ulong Blocked, string BlockedName, DateTime At) : Op;
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public sealed record BlockRemove(ulong Blocker, ulong Blocked) : Op;
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// Where a message went (wh_messages.channel). SimpleAdmin's commands are logged by their own name.
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public static class ChatChannel
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{
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public const string All = "all";
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public const string Team = "team";
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public const string Pm = "pm";
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public const string Staff = "staff";
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public const string ToStaff = "to_staff";
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}
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// What the message log calls each outcome (wh_messages.result).
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public static class Result
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{
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public const string Sent = "sent";
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public const string Command = "command";
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public const string Blocked = "blocked";
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public const string Gagged = "gagged";
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public const string Cooldown = "cooldown";
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public const string NoTarget = "no_target";
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public const string Ambiguous = "ambiguous";
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public const string GroupTarget = "group_target";
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public const string TooLong = "too_long";
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}
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