Files
Delta-v/Content.Server/MassMedia/Systems/NewsSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

429 lines
15 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.CartridgeLoader.Cartridges;
using Content.Server.CartridgeLoader;
using Content.Server.Chat.Managers;
using Content.Server.Discord;
using Content.Server.GameTicking;
using Content.Server.MassMedia.Components;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.CCVar;
using Content.Shared.CartridgeLoader.Cartridges;
using Content.Shared.CartridgeLoader;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.IdentityManagement;
using Content.Shared.MassMedia.Components;
using Content.Shared.MassMedia.Systems;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Server;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
namespace Content.Server.MassMedia.Systems;
public sealed class NewsSystem : SharedNewsSystem
{
[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly CartridgeLoaderSystem _cartridgeLoaderSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly DiscordWebhook _discord = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IBaseServer _baseServer = default!;
private WebhookIdentifier? _webhookId = null;
private Color _webhookEmbedColor;
private bool _webhookSendDuringRound;
public override void Initialize()
{
base.Initialize();
// Discord hook
_cfg.OnValueChanged(CCVars.DiscordNewsWebhook,
value =>
{
if (!string.IsNullOrWhiteSpace(value))
_discord.GetWebhook(value, data => _webhookId = data.ToIdentifier());
}, true);
_cfg.OnValueChanged(CCVars.DiscordNewsWebhookEmbedColor, value =>
{
_webhookEmbedColor = Color.LawnGreen;
if (Color.TryParse(value, out var color))
_webhookEmbedColor = color;
}, true);
_cfg.OnValueChanged(CCVars.DiscordNewsWebhookSendDuringRound, value => _webhookSendDuringRound = value, true);
SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEndMessageEvent);
// News writer
SubscribeLocalEvent<NewsWriterComponent, MapInitEvent>(OnMapInit);
// New writer bui messages
Subs.BuiEvents<NewsWriterComponent>(NewsWriterUiKey.Key, subs =>
{
subs.Event<NewsWriterDeleteMessage>(OnWriteUiDeleteMessage);
subs.Event<NewsWriterArticlesRequestMessage>(OnRequestArticlesUiMessage);
subs.Event<NewsWriterPublishMessage>(OnWriteUiPublishMessage);
subs.Event<NewsWriterSaveDraftMessage>(OnNewsWriterDraftUpdatedMessage);
subs.Event<NewsWriterRequestDraftMessage>(OnRequestArticleDraftMessage);
});
// News reader
SubscribeLocalEvent<NewsReaderCartridgeComponent, NewsArticlePublishedEvent>(OnArticlePublished);
SubscribeLocalEvent<NewsReaderCartridgeComponent, NewsArticleDeletedEvent>(OnArticleDeleted);
SubscribeLocalEvent<NewsReaderCartridgeComponent, CartridgeMessageEvent>(OnReaderUiMessage);
SubscribeLocalEvent<NewsReaderCartridgeComponent, CartridgeUiReadyEvent>(OnReaderUiReady);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<NewsWriterComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.PublishEnabled || _timing.CurTime < comp.NextPublish)
continue;
comp.PublishEnabled = true;
UpdateWriterUi((uid, comp));
}
}
#region Writer Event Handlers
private void OnMapInit(Entity<NewsWriterComponent> ent, ref MapInitEvent args)
{
var station = _station.GetOwningStation(ent);
if (!station.HasValue)
return;
EnsureComp<StationNewsComponent>(station.Value);
}
private void OnWriteUiDeleteMessage(Entity<NewsWriterComponent> ent, ref NewsWriterDeleteMessage msg)
{
if (!TryGetArticles(ent, out var articles))
return;
if (msg.ArticleNum >= articles.Count)
return;
var article = articles[msg.ArticleNum];
if (CanUse(msg.Actor, ent.Owner))
{
_adminLogger.Add(
LogType.Chat, LogImpact.Medium,
$"{ToPrettyString(msg.Actor):actor} deleted news article {article.Title} by {article.Author}: {article.Content}"
);
articles.RemoveAt(msg.ArticleNum);
_audio.PlayPvs(ent.Comp.ConfirmSound, ent);
}
else
{
_popup.PopupEntity(Loc.GetString("news-write-no-access-popup"), ent, PopupType.SmallCaution);
_audio.PlayPvs(ent.Comp.NoAccessSound, ent);
}
var args = new NewsArticleDeletedEvent();
var query = EntityQueryEnumerator<NewsReaderCartridgeComponent>();
while (query.MoveNext(out var readerUid, out _))
{
RaiseLocalEvent(readerUid, ref args);
}
UpdateWriterDevices();
}
private void OnRequestArticlesUiMessage(Entity<NewsWriterComponent> ent, ref NewsWriterArticlesRequestMessage msg)
{
UpdateWriterUi(ent);
}
private void OnWriteUiPublishMessage(Entity<NewsWriterComponent> ent, ref NewsWriterPublishMessage msg)
{
if (!ent.Comp.PublishEnabled)
return;
if (!TryGetArticles(ent, out var articles))
return;
if (!CanUse(msg.Actor, ent.Owner))
return;
ent.Comp.PublishEnabled = false;
ent.Comp.NextPublish = _timing.CurTime + TimeSpan.FromSeconds(ent.Comp.PublishCooldown);
var tryGetIdentityShortInfoEvent = new TryGetIdentityShortInfoEvent(ent, msg.Actor);
RaiseLocalEvent(tryGetIdentityShortInfoEvent);
string? authorName = tryGetIdentityShortInfoEvent.Title;
var title = msg.Title.Trim();
var content = msg.Content.Trim();
var article = new NewsArticle
{
Title = title.Length <= MaxTitleLength ? title : $"{title[..MaxTitleLength]}...",
Content = content.Length <= MaxContentLength ? content : $"{content[..MaxContentLength]}...",
Author = authorName,
ShareTime = _ticker.RoundDuration()
};
_audio.PlayPvs(ent.Comp.ConfirmSound, ent);
_adminLogger.Add(
LogType.Chat,
LogImpact.Medium,
$"{ToPrettyString(msg.Actor):actor} created news article {article.Title} by {article.Author}: {article.Content}"
);
_chatManager.SendAdminAnnouncement(Loc.GetString("news-publish-admin-announcement",
("actor", msg.Actor),
("title", article.Title),
("author", article.Author ?? Loc.GetString("news-read-ui-no-author"))
));
articles.Add(article);
var args = new NewsArticlePublishedEvent(article);
var query = EntityQueryEnumerator<NewsReaderCartridgeComponent>();
while (query.MoveNext(out var readerUid, out _))
{
RaiseLocalEvent(readerUid, ref args);
}
if (_webhookSendDuringRound)
AddNewsSendWebhook(article);
UpdateWriterDevices();
}
private async void AddNewsSendWebhook(NewsArticle article)
{
await Task.Run(async () => await SendArticleToDiscordWebhook(article));
}
#endregion
#region Reader Event Handlers
private void OnArticlePublished(Entity<NewsReaderCartridgeComponent> ent, ref NewsArticlePublishedEvent args)
{
if (Comp<CartridgeComponent>(ent).LoaderUid is not { } loaderUid)
return;
UpdateReaderUi(ent, loaderUid);
if (!ent.Comp.NotificationOn)
return;
_cartridgeLoaderSystem.SendNotification(
loaderUid,
Loc.GetString("news-pda-notification-header"),
args.Article.Title);
}
private void OnArticleDeleted(Entity<NewsReaderCartridgeComponent> ent, ref NewsArticleDeletedEvent args)
{
if (Comp<CartridgeComponent>(ent).LoaderUid is not { } loaderUid)
return;
UpdateReaderUi(ent, loaderUid);
}
private void OnReaderUiMessage(Entity<NewsReaderCartridgeComponent> ent, ref CartridgeMessageEvent args)
{
if (args is not NewsReaderUiMessageEvent message)
return;
switch (message.Action)
{
case NewsReaderUiAction.Next:
NewsReaderLeafArticle(ent, 1);
break;
case NewsReaderUiAction.Prev:
NewsReaderLeafArticle(ent, -1);
break;
case NewsReaderUiAction.NotificationSwitch:
ent.Comp.NotificationOn = !ent.Comp.NotificationOn;
break;
}
UpdateReaderUi(ent, GetEntity(args.LoaderUid));
}
private void OnReaderUiReady(Entity<NewsReaderCartridgeComponent> ent, ref CartridgeUiReadyEvent args)
{
UpdateReaderUi(ent, args.Loader);
}
#endregion
private bool TryGetArticles(EntityUid uid, [NotNullWhen(true)] out List<NewsArticle>? articles)
{
if (_station.GetOwningStation(uid) is not { } station ||
!TryComp<StationNewsComponent>(station, out var stationNews))
{
articles = null;
return false;
}
articles = stationNews.Articles;
return true;
}
private void UpdateWriterUi(Entity<NewsWriterComponent> ent)
{
if (!_ui.HasUi(ent, NewsWriterUiKey.Key))
return;
if (!TryGetArticles(ent, out var articles))
return;
var state = new NewsWriterBoundUserInterfaceState(articles.ToArray(), ent.Comp.PublishEnabled, ent.Comp.NextPublish, ent.Comp.DraftTitle, ent.Comp.DraftContent);
_ui.SetUiState(ent.Owner, NewsWriterUiKey.Key, state);
}
private void UpdateReaderUi(Entity<NewsReaderCartridgeComponent> ent, EntityUid loaderUid)
{
if (!TryGetArticles(ent, out var articles))
return;
NewsReaderLeafArticle(ent, 0);
if (articles.Count == 0)
{
_cartridgeLoaderSystem.UpdateCartridgeUiState(loaderUid, new NewsReaderEmptyBoundUserInterfaceState(ent.Comp.NotificationOn));
return;
}
var state = new NewsReaderBoundUserInterfaceState(
articles[ent.Comp.ArticleNumber],
ent.Comp.ArticleNumber + 1,
articles.Count,
ent.Comp.NotificationOn);
_cartridgeLoaderSystem.UpdateCartridgeUiState(loaderUid, state);
}
private void NewsReaderLeafArticle(Entity<NewsReaderCartridgeComponent> ent, int leafDir)
{
if (!TryGetArticles(ent, out var articles))
return;
ent.Comp.ArticleNumber += leafDir;
if (ent.Comp.ArticleNumber >= articles.Count)
ent.Comp.ArticleNumber = 0;
if (ent.Comp.ArticleNumber < 0)
ent.Comp.ArticleNumber = articles.Count - 1;
}
private void UpdateWriterDevices()
{
var query = EntityQueryEnumerator<NewsWriterComponent>();
while (query.MoveNext(out var owner, out var comp))
{
UpdateWriterUi((owner, comp));
}
}
private bool CanUse(EntityUid user, EntityUid console)
{
if (TryComp<AccessReaderComponent>(console, out var accessReaderComponent))
{
return _accessReaderSystem.IsAllowed(user, console, accessReaderComponent);
}
return true;
}
private void OnNewsWriterDraftUpdatedMessage(Entity<NewsWriterComponent> ent, ref NewsWriterSaveDraftMessage args)
{
ent.Comp.DraftTitle = args.DraftTitle;
ent.Comp.DraftContent = args.DraftContent;
}
private void OnRequestArticleDraftMessage(Entity<NewsWriterComponent> ent, ref NewsWriterRequestDraftMessage msg)
{
UpdateWriterUi(ent);
}
#region Discord Hook
private void OnRoundEndMessageEvent(RoundEndMessageEvent ev)
{
if (_webhookSendDuringRound)
return;
var query = EntityQueryEnumerator<StationNewsComponent>();
while (query.MoveNext(out _, out var comp))
{
SendArticlesListToDiscordWebhook(comp.Articles.OrderBy(article => article.ShareTime));
}
}
private async void SendArticlesListToDiscordWebhook(IOrderedEnumerable<NewsArticle> articles)
{
foreach (var article in articles)
{
await Task.Delay(TimeSpan.FromSeconds(1)); // TODO: proper discord rate limit handling
await SendArticleToDiscordWebhook(article);
}
}
private async Task SendArticleToDiscordWebhook(NewsArticle article)
{
if (_webhookId is null)
return;
try
{
var embed = new WebhookEmbed
{
Title = article.Title,
// There is no need to cut article content. It's MaxContentLength smaller then discord's limit (4096):
Description = FormattedMessage.RemoveMarkupPermissive(article.Content),
Color = _webhookEmbedColor.ToArgb() & 0xFFFFFF, // HACK: way to get hex without A (transparency)
Footer = new WebhookEmbedFooter
{
Text = Loc.GetString("news-discord-footer",
("server", _baseServer.ServerName),
("round", _ticker.RoundId),
("author", article.Author ?? Loc.GetString("news-discord-unknown-author")),
("time", article.ShareTime.ToString(@"hh\:mm\:ss")))
}
};
var payload = new WebhookPayload { Embeds = [embed] };
await _discord.CreateMessage(_webhookId.Value, payload);
Log.Info("Sent news article to Discord webhook");
}
catch (Exception e)
{
Log.Error($"Error while sending discord news article:\n{e}");
}
}
#endregion
}