Files
factorio-clusterio-plugin-C…/instance.ts
T
2026-10-13 02:01:35 +09:00

129 lines
5.2 KiB
TypeScript

import type {InstancePluginContext} from '@clusterio/host';
import {ChatEvent, ChatFromDiscordEvent, sanitiseForFactorio} from './index.js';
interface ChatMessage {
datetime: string;
message: string;
}
function datetime(): string {
const now = new Date();
const p = (n: number) => String(n).padStart(2, '0');
return `${now.getFullYear()}${p(now.getMonth() + 1)}${p(now.getDate())} ${p(now.getHours())}${p(now.getMinutes())}${p(now.getSeconds())}`;
}
// Message body only. `.+?` (not `\S+`) so a manual save named 'my map' still parses.
const SAVE_LINE_RE = /Saving to (.+?) \((?:non-)?blocking\)\./;
// Factorio's autosaves are literally named '_autosave1'..'_autosaveN'.
const AUTOSAVE_NAME_RE = /^_autosave(\d+)$/;
function parse_save(line: string): number | null {
const m = SAVE_LINE_RE.exec(line);
if (!m) return null;
const slot = AUTOSAVE_NAME_RE.exec(m[1]);
return slot ? Number(slot[1]) : null;
}
/** Escape a JS string for embedding in a double-quoted Lua literal. */
function luaString(text: string): string {
return `"${text.replace(/\\/g, '\\\\').replace(/"/g, '\\"')}"`;
}
export default async function(context: InstancePluginContext) {
const {instance, host, plugin, logger} = context;
const queue: ChatMessage[] = [];
let flushing = false;
// Log-once guard: a busy channel plus a stopped instance or dead RCON would
// otherwise write one error per message. Re-armed on controller connect.
const warnedPrintFail = new Set<string>();
const flush = async () => {
if (flushing || queue.length === 0 || !host.connector.connected) {
return;
}
flushing = true;
try {
while (queue.length > 0 && host.connector.connected) {
try {
await instance.sendTo('controller', new ChatEvent(instance.name, queue[0].datetime, queue[0].message));
queue.shift();
} catch (err) {
logger.warn(`[Chat Relay] Failed to send chat to controller: ${err}`);
break;
}
}
} finally {
flushing = false;
}
};
instance.hooks.controllerConnectionEvent.attach(plugin.name, async (event) => {
if (event === 'connect') {
warnedPrintFail.clear();
await flush();
}
});
instance.hooks.output.attach(plugin.name, async (output) => {
if (output.type === 'action') {
const dt = datetime();
const action = output.action;
let message = output.message.trim();
if (action === 'CHAT' || action === 'SHOUT') {
message = message.replace(/\[special-item=.*?\]/g, '<blueprint>').replace(/<@/g, '<@\u200c>');
const message_index = message.indexOf(':');
const message_username = message_index === -1 ? message : message.slice(0, message_index);
const message_content = message_index === -1 ? '' : message.slice(message_index + 1).trim();
queue.push({datetime: dt, message: `**\`${message_username}\`**: ${message_content}`});
} else if (action === 'JOIN' || action === 'LEAVE' || action === 'KICK' || action === 'BAN' || action === 'UNBANNED') {
const message_index = message.indexOf(' ');
const message_username = message_index === -1 ? message : message.slice(0, message_index);
const message_content = message_index === -1 ? '' : message.slice(message_index + 1).trim();
const player_count = instance.playersOnline.size + (action === 'JOIN' ? 0 : -1);
queue.push({datetime: dt, message: `**\`${message_username}\`** ${message_content} (${player_count})`});
}
await flush();
} else if (output.type === 'log') {
const message = output.message.trim();
const save_slot = parse_save(message);
if (!save_slot) {
return;
}
const dt = datetime();
queue.push({datetime: dt, message: `**AUTO SAVE SLOT ${save_slot}**`});
await flush();
}
});
instance.handle(ChatFromDiscordEvent, async (event: ChatFromDiscordEvent) => {
// Re-sanitise here too: any producer can publish this event, and this is
// the process that actually calls game.print.
const author = sanitiseForFactorio(event.author_name, 40);
const message = sanitiseForFactorio(event.message);
if (!message) return;
const line = `[Discord] ${author}: ${message}`;
try {
// game.print reaches every player and does NOT fire on_console_chat,
// so this cannot echo back out through the outbound half.
await instance.sendRcon(`/sc game.print(${luaString(line)})`);
} catch (err) {
if (!warnedPrintFail.has(instance.name)) {
warnedPrintFail.add(instance.name);
logger.error(`[Chat Relay] Failed to print Discord message in game:\n${(err as Error).stack}`);
}
}
});
}