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Split up the action of registring an event or request data class to be decoded by the Link class and the action of registring a handler for those requests and events. This moves the validation work from Link instantiation time to startup initialisation which makes logic errors fail on startup instead of failing instantiation of the link when a connection attempt is made. Additionally implement a partial validation logic for messages received using the newly refactored message registration. This unfortunately ended up merged with the registration refactor.
64 lines
1.5 KiB
JavaScript
64 lines
1.5 KiB
JavaScript
/**
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* @module
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*/
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"use strict";
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const libPlugin = require("@clusterio/lib/plugin");
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const libLuaTools = require("@clusterio/lib/lua_tools");
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const { ChatEvent } = require("./messages");
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/**
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* Removes gps and train tags from messags
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*
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* @param {string} content - string to strip tags from.
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* @returns {string} stripped string.
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*/
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function removeTags(content) {
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return content.replace(/(\[gps=-?\d+,-?\d+\]|\[train=\d+\])/g, "");
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}
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class InstancePlugin extends libPlugin.BaseInstancePlugin {
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async init() {
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this.messageQueue = [];
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this.instance.handle(ChatEvent, this.handleChatEvent.bind(this));
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}
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onControllerConnectionEvent(event) {
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if (event === "connect") {
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for (let message of this.messageQueue) {
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this.sendChat(message);
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}
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this.messageQueue = [];
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}
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}
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async handleChatEvent(event) {
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// TODO check if cross server chat is enabled
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let content = `[${event.instanceName}] ${removeTags(event.content)}`;
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await this.sendRcon(`/sc game.print('${libLuaTools.escapeString(content)}')`, true);
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}
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sendChat(message) {
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this.instance.sendTo(new ChatEvent(this.instance.name, message), "allInstances");
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}
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async onOutput(output) {
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if (output.type === "action" && output.action === "CHAT") {
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if (this.host.connector.connected) {
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this.sendChat(output.message);
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} else {
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this.messageQueue.push(output.message);
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}
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}
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}
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// TODO implement info command in lua?
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}
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module.exports = {
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InstancePlugin,
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// For testing only
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_removeTags: removeTags,
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};
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