Delta-v/Content.Server/Chat/V2/Repository/ChatRepository.cs

197 lines
6.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.InteropServices;
using Content.Shared.Chat.V2;
using Content.Shared.Chat.V2.Repository;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Replays;
namespace Content.Server.Chat.V2.Repository;
/// <summary>
/// Stores <see cref="IChatEvent"/>, gives them UIDs, and issues <see cref="MessageCreatedEvent"/>.
/// Allows for deletion of messages.
/// </summary>
public sealed class ChatRepositorySystem : EntitySystem
{
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IPlayerManager _player = default!;
// Clocks should start at 1, as 0 indicates "clock not set" or "clock forgotten to be set by bad programmer".
private uint _nextMessageId = 1;
private Dictionary<uint, ChatRecord> _messages = new();
private Dictionary<NetUserId, List<uint>> _playerMessages = new();
public override void Initialize()
{
Refresh();
_replay.RecordingFinished += _ =>
{
// TODO: resolve https://github.com/space-wizards/space-station-14/issues/25485 so we can dump the chat to disc.
Refresh();
};
}
/// <summary>
/// Adds an <see cref="IChatEvent"/> to the repo and raises it with a UID for consumption elsewhere.
/// </summary>
/// <param name="ev">The event to store and raise</param>
/// <returns>If storing and raising succeeded.</returns>
public bool Add(IChatEvent ev)
{
if (!_player.TryGetSessionByEntity(ev.Sender, out var session))
{
return false;
}
var messageId = _nextMessageId;
_nextMessageId++;
ev.Id = messageId;
var storedEv = new ChatRecord
{
UserName = session.Name,
UserId = session.UserId,
EntityName = Name(ev.Sender),
StoredEvent = ev
};
_messages[messageId] = storedEv;
CollectionsMarshal.GetValueRefOrAddDefault(_playerMessages, storedEv.UserId, out _)?.Add(messageId);
RaiseLocalEvent(ev.Sender, new MessageCreatedEvent(ev), true);
return true;
}
/// <summary>
/// Returns the event associated with a UID, if it exists.
/// </summary>
/// <param name="id">The UID of a event.</param>
/// <returns>The event, if it exists.</returns>
public IChatEvent? GetEventFor(uint id)
{
return _messages.TryGetValue(id, out var record) ? record.StoredEvent : null;
}
/// <summary>
/// Edits a specific message and issues a <see cref="MessagePatchedEvent"/> that says this happened both locally and
/// on the network. Note that this doesn't replay the message (yet), so translators and mutators won't act on it.
/// </summary>
/// <param name="id">The ID to edit</param>
/// <param name="message">The new message to send</param>
/// <returns>If patching did anything did anything</returns>
/// <remarks>Should be used for admining and admemeing only.</remarks>
public bool Patch(uint id, string message)
{
if (!_messages.TryGetValue(id, out var ev))
{
return false;
}
ev.StoredEvent.Message = message;
RaiseLocalEvent(new MessagePatchedEvent(id, message));
return true;
}
/// <summary>
/// Deletes a message from the repository and issues a <see cref="MessageDeletedEvent"/> that says this has happened
/// both locally and on the network.
/// </summary>
/// <param name="id">The ID to delete</param>
/// <returns>If deletion did anything</returns>
/// <remarks>Should only be used for adminning</remarks>
public bool Delete(uint id)
{
if (!_messages.TryGetValue(id, out var ev))
{
return false;
}
_messages.Remove(id);
if (_playerMessages.TryGetValue(ev.UserId, out var set))
{
set.Remove(id);
}
RaiseLocalEvent(new MessageDeletedEvent(id));
return true;
}
/// <summary>
/// Nukes a user's entire chat history from the repo and issues a <see cref="MessageDeletedEvent"/> saying this has
/// happened.
/// </summary>
/// <param name="userName">The user ID to nuke.</param>
/// <param name="reason">Why nuking failed, if it did.</param>
/// <returns>If nuking did anything.</returns>
/// <remarks>Note that this could be a <b>very large</b> event, as we send every single event ID over the wire.
/// By necessity we can't leak the player-source of chat messages (or if they even have the same origin) because of
/// client modders who could use that information to cheat/metagrudge/etc >:(</remarks>
public bool NukeForUsername(string userName, [NotNullWhen(false)] out string? reason)
{
if (!_player.TryGetUserId(userName, out var userId))
{
reason = Loc.GetString("command-error-nukechatmessages-usernames-usernamenotexist", ("username", userName));
return false;
}
return NukeForUserId(userId, out reason);
}
/// <summary>
/// Nukes a user's entire chat history from the repo and issues a <see cref="MessageDeletedEvent"/> saying this has
/// happened.
/// </summary>
/// <param name="userId">The user ID to nuke.</param>
/// <param name="reason">Why nuking failed, if it did.</param>
/// <returns>If nuking did anything.</returns>
/// <remarks>Note that this could be a <b>very large</b> event, as we send every single event ID over the wire.
/// By necessity we can't leak the player-source of chat messages (or if they even have the same origin) because of
/// client modders who could use that information to cheat/metagrudge/etc >:(</remarks>
public bool NukeForUserId(NetUserId userId, [NotNullWhen(false)] out string? reason)
{
if (!_playerMessages.TryGetValue(userId, out var dict))
{
reason = Loc.GetString("command-error-nukechatmessages-usernames-usernamenomessages", ("userId", userId.UserId.ToString()));
return false;
}
foreach (var id in dict)
{
_messages.Remove(id);
}
var ev = new MessagesNukedEvent(dict);
CollectionsMarshal.GetValueRefOrAddDefault(_playerMessages, userId, out _)?.Clear();
RaiseLocalEvent(ev);
reason = null;
return true;
}
/// <summary>
/// Dumps held chat storage data and refreshes the repo.
/// </summary>
public void Refresh()
{
_nextMessageId = 1;
_messages.Clear();
_playerMessages.Clear();
}
}