simpleadmin-web/internal/live/live.go
Astra 9e4bc63201 GroupVerify: Verification page, overrides and public Verified tags
Shown only where GroupVerify is: staff get the Verification page once its gv_* tables are in
the database, and the public site shows "Verified" only while it's on (enabled, with a group)
and not missing from css_plugins list, which the poller reads once a minute over RCON.

- Verification page: plugin state and version, Steam group, saved member list, overrides.
- Overrides (@zio/verify, not on yourself unless Root): give, change, remove; player drawer
  shows why a player is or isn't verified.
- Root sets the group and turns it on/off: saved to gv_settings, and sent as css_gv_* when the
  plugin is loaded so it applies at once.
- gv_* times use GroupVerify's own timezone setting.
- MySQL integration test (SAW_TEST_DSN), unit tests for plugin list parsing and the show rule.
2026-10-02 17:59:26 +01:00

249 lines
6.2 KiB
Go

// Package live polls the game server through the WebPanelBridge plugin and caches the result, so
// page views never wait on RCON.
package live
import (
"context"
"encoding/json"
"errors"
"log/slog"
"regexp"
"strings"
"sync"
"time"
"git.zio.sh/cs2/simpleadmin-web/internal/rcon"
)
const (
TeamSpectator = 1
TeamT = 2
TeamCT = 3
)
type Player struct {
UserID int `json:"userid"`
Name string `json:"name"`
SteamID string `json:"steamid"`
Team int `json:"team"`
Kills int `json:"kills"`
Deaths int `json:"deaths"`
Ping int `json:"ping"`
Bot bool `json:"bot"`
}
type Status struct {
Online bool `json:"online"`
Error string `json:"-"`
Hostname string `json:"hostname"`
Map string `json:"map"`
MaxPlayers int `json:"maxPlayers"`
ScoreT int `json:"scoreT"`
ScoreCT int `json:"scoreCt"`
Warmup bool `json:"warmup"`
Players []Player `json:"players"`
Updated time.Time `json:"updated"`
}
// Humans returns the connected players that aren't bots.
func (s Status) Humans() []Player {
out := make([]Player, 0, len(s.Players))
for _, p := range s.Players {
if !p.Bot {
out = append(out, p)
}
}
return out
}
// Find returns the online player with this SteamID64.
func (s Status) Find(steamid string) (Player, bool) {
for _, p := range s.Players {
if !p.Bot && p.SteamID == steamid {
return p, true
}
}
return Player{}, false
}
var errNoBridge = errors.New("WebPanelBridge didn't answer; is the plugin installed?")
// Parse reads css_webpanel_status output.
func Parse(out string) (Status, error) {
var st Status
gotServer, gotEnd := false, false
for line := range strings.SplitSeq(out, "\n") {
line = strings.TrimSpace(line)
rest, ok := strings.CutPrefix(line, "wpb ")
if !ok {
continue
}
if rest == "end" {
gotEnd = true
continue
}
if !gotServer {
var srv struct {
V int `json:"v"`
Hostname string `json:"hostname"`
Map string `json:"map"`
MaxPlayers int `json:"maxPlayers"`
ScoreT int `json:"scoreT"`
ScoreCt int `json:"scoreCt"`
Warmup bool `json:"warmup"`
}
if err := json.Unmarshal([]byte(rest), &srv); err != nil || srv.V != 1 {
return st, errors.New("unrecognised WebPanelBridge output")
}
st.Hostname, st.Map, st.MaxPlayers = srv.Hostname, srv.Map, srv.MaxPlayers
st.ScoreT, st.ScoreCT, st.Warmup = srv.ScoreT, srv.ScoreCt, srv.Warmup
gotServer = true
continue
}
var p Player
if err := json.Unmarshal([]byte(rest), &p); err == nil {
st.Players = append(st.Players, p)
}
}
if !gotServer {
return st, errNoBridge
}
if !gotEnd {
return st, errors.New("WebPanelBridge output was cut off")
}
st.Online = true
return st, nil
}
// pluginLine is one plugin in `css_plugins list`: [#3:LOADED]: "GroupVerify" (0.2.0) by astra
var pluginLine = regexp.MustCompile(`\[#\d+:([A-Z]+)\]: "([^"]*)" \(([^)]*)\)`)
// ParsePlugins reads `css_plugins list` output into loaded plugins' versions by ModuleName. ok is
// false when the output isn't a plugin list at all.
func ParsePlugins(out string) (loaded map[string]string, ok bool) {
if !strings.Contains(out, "List of all plugins") {
return nil, false
}
loaded = map[string]string{}
for _, m := range pluginLine.FindAllStringSubmatch(out, -1) {
if m[1] == "LOADED" {
loaded[m[2]] = m[3]
}
}
return loaded, true
}
// Whether a CSS plugin is loaded on the server, as far as the last check knows.
type PluginState string
const (
PluginLoaded PluginState = "loaded"
PluginMissing PluginState = "missing"
PluginUnknown PluginState = "unknown" // server down, or not checked yet
)
// pluginInterval is how often the plugin list is reread; plugins rarely change.
const pluginInterval = time.Minute
type Poller struct {
rc *rcon.Client
interval time.Duration
mu sync.RWMutex
current Status
// From css_plugins list, nil while unknown.
plugins map[string]string
pluginsAt time.Time
}
func NewPoller(rc *rcon.Client, interval time.Duration) *Poller {
return &Poller{rc: rc, interval: interval}
}
// Run polls until ctx is done.
func (p *Poller) Run(ctx context.Context) {
t := time.NewTicker(p.interval)
defer t.Stop()
p.Refresh()
for {
select {
case <-ctx.Done():
return
case <-t.C:
p.Refresh()
}
}
}
// Refresh polls now. Actions call it so the next page load shows their effect.
func (p *Poller) Refresh() Status {
out, err := p.rc.Exec("css_webpanel_status")
var st Status
if err == nil {
st, err = Parse(out)
}
st.Updated = time.Now()
if err != nil {
st = Status{Error: err.Error(), Updated: st.Updated}
// Log each new kind of failure once, so a wrong password or missing plugin shows up in the
// log without repeating every few seconds. ErrDown only repeats the previous failure.
p.mu.RLock()
changed := p.current.Online || p.current.Updated.IsZero() || p.current.Error != st.Error
p.mu.RUnlock()
if changed && !errors.Is(err, rcon.ErrDown) {
slog.Warn("game server status unavailable", "err", err)
}
}
p.mu.Lock()
if st.Online && !p.current.Online && !p.current.Updated.IsZero() {
slog.Info("game server status available again")
}
// While backing off, keep the underlying error rather than "retrying shortly".
if errors.Is(err, rcon.ErrDown) && p.current.Error != "" {
st.Error = p.current.Error
}
p.current = st
if !st.Online {
p.plugins = nil
}
checkPlugins := st.Online && time.Since(p.pluginsAt) >= pluginInterval
if checkPlugins {
p.pluginsAt = time.Now() // claimed, so concurrent refreshes don't all ask
}
p.mu.Unlock()
if checkPlugins {
p.refreshPlugins()
}
return st
}
func (p *Poller) refreshPlugins() {
out, err := p.rc.Exec("css_plugins list")
loaded, ok := ParsePlugins(out)
if err != nil || !ok {
loaded = nil
}
p.mu.Lock()
p.plugins = loaded
p.mu.Unlock()
}
// Plugin reports whether a CSS plugin (by ModuleName) is loaded, and its version if it is.
func (p *Poller) Plugin(name string) (PluginState, string) {
p.mu.RLock()
defer p.mu.RUnlock()
if p.plugins == nil {
return PluginUnknown, ""
}
if v, ok := p.plugins[name]; ok {
return PluginLoaded, v
}
return PluginMissing, ""
}
func (p *Poller) Current() Status {
p.mu.RLock()
defer p.mu.RUnlock()
return p.current
}