Make log-based Discord RP more reliable

Changed to continuously reading the log file stream rather than re-reading the log file every 30 seconds
This commit is contained in:
pizzaboxer 2022-11-14 12:57:07 +00:00
parent 1c14a0a3fa
commit 5b94b2741a
2 changed files with 144 additions and 181 deletions

View File

@ -217,20 +217,6 @@ namespace Bloxstrap
richPresence.MonitorGameActivity(); richPresence.MonitorGameActivity();
shouldWait = true; shouldWait = true;
// probably not the most ideal way to do this
//string? placeId = Utilities.GetKeyValue(LaunchCommandLine, "placeId=", '&');
//if (placeId is not null)
//{
// richPresence = new DiscordRichPresence();
// bool presenceSet = await richPresence.SetPresence(placeId);
// if (presenceSet)
// shouldWait = true;
// else
// richPresence.Dispose();
//}
} }
if (!shouldWait) if (!shouldWait)

View File

@ -24,49 +24,23 @@ namespace Bloxstrap.Helpers.Integrations
bool ActivityInGame = false; bool ActivityInGame = false;
long ActivityPlaceId = 0; long ActivityPlaceId = 0;
string ActivityJobId = ""; string ActivityJobId = "";
string ActivityMachineAddress = ""; // we're only really using this to confirm a place join string ActivityMachineAddress = ""; // we're only really using this to confirm a place join. todo: maybe this could be used to see server location/ping?
public DiscordRichPresence() public DiscordRichPresence()
{ {
RichPresence.Initialize(); RichPresence.Initialize();
} }
private static IEnumerable<string> GetLog() private async Task ExamineLogEntry(string entry)
{ {
Debug.WriteLine("[DiscordRichPresence] Reading log file..."); Debug.WriteLine(entry);
string logDirectory = Path.Combine(Program.LocalAppData, "Roblox\\logs");
if (!Directory.Exists(logDirectory))
return Enumerable.Empty<string>();
FileInfo logFileInfo = new DirectoryInfo(logDirectory).GetFiles().OrderByDescending(f => f.LastWriteTime).First();
List<string> log = new();
// we just want to read the last 3500 lines of the log file
// this should typically more than cover the last 30 seconds of logs
// it has to be last 3500 lines (~360KB) because voice chat outputs a loooot of logs :')
ReverseLineReader rlr = new(() => logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite));
log = rlr.Take(3500).ToList();
Debug.WriteLine("[DiscordRichPresence] Finished reading log file");
return log;
}
private async Task ExamineLog(List<string> log)
{
Debug.WriteLine("[DiscordRichPresence] Examining log file...");
foreach (string entry in log)
{
if (entry.Contains(GameJoiningEntry) && !ActivityInGame && ActivityPlaceId == 0) if (entry.Contains(GameJoiningEntry) && !ActivityInGame && ActivityPlaceId == 0)
{ {
Match match = Regex.Match(entry, GameJoiningEntryPattern); Match match = Regex.Match(entry, GameJoiningEntryPattern);
if (match.Groups.Count != 4) if (match.Groups.Count != 4)
continue; return;
ActivityInGame = false; ActivityInGame = false;
ActivityPlaceId = Int64.Parse(match.Groups[2].Value); ActivityPlaceId = Int64.Parse(match.Groups[2].Value);
@ -74,35 +48,20 @@ namespace Bloxstrap.Helpers.Integrations
ActivityMachineAddress = match.Groups[3].Value; ActivityMachineAddress = match.Groups[3].Value;
Debug.WriteLine($"[DiscordRichPresence] Joining Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); Debug.WriteLine($"[DiscordRichPresence] Joining Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
// examine log again to check for immediate changes
await Task.Delay(1000);
MonitorGameActivity(false);
break;
} }
else if (entry.Contains(GameJoinedEntry) && !ActivityInGame && ActivityPlaceId != 0) else if (entry.Contains(GameJoinedEntry) && !ActivityInGame && ActivityPlaceId != 0)
{ {
Match match = Regex.Match(entry, GameJoinedEntryPattern); Match match = Regex.Match(entry, GameJoinedEntryPattern);
if (match.Groups.Count != 3 || match.Groups[1].Value != ActivityMachineAddress) if (match.Groups.Count != 3 || match.Groups[1].Value != ActivityMachineAddress)
continue; return;
Debug.WriteLine($"[DiscordRichPresence] Joined Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); Debug.WriteLine($"[DiscordRichPresence] Joined Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
ActivityInGame = true; ActivityInGame = true;
await SetPresence(); await SetPresence();
// examine log again to check for immediate changes
await Task.Delay(1000);
MonitorGameActivity(false);
break;
} }
//else if (entry.Contains(GameDisconnectedEntry) && ActivityInGame && ActivityPlaceId != 0) else if (entry.Contains(GameDisconnectedEntry) && ActivityInGame && ActivityPlaceId != 0)
else if (entry.Contains(GameDisconnectedEntry))
{
// for this one, we want to break as soon as we see this entry
// or else it'll match a game join entry and think we're joining again
if (ActivityInGame && ActivityPlaceId != 0)
{ {
Debug.WriteLine($"[DiscordRichPresence] Disconnected from Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); Debug.WriteLine($"[DiscordRichPresence] Disconnected from Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
@ -111,20 +70,11 @@ namespace Bloxstrap.Helpers.Integrations
ActivityJobId = ""; ActivityJobId = "";
ActivityMachineAddress = ""; ActivityMachineAddress = "";
await SetPresence(); await SetPresence();
// examine log again to check for immediate changes
await Task.Delay(1000);
MonitorGameActivity(false);
} }
break;
}
} }
Debug.WriteLine("[DiscordRichPresence] Finished examining log file"); public async void MonitorGameActivity()
}
public async void MonitorGameActivity(bool loop = true)
{ {
// okay, here's the process: // okay, here's the process:
// //
@ -135,20 +85,47 @@ namespace Bloxstrap.Helpers.Integrations
// - confirm place join with 'serverId: {{MACHINEADDRESS}}|{{MACHINEPORT}}' entry // - confirm place join with 'serverId: {{MACHINEADDRESS}}|{{MACHINEPORT}}' entry
// - check for leaves/disconnects with 'Client:Disconnect' entry // - check for leaves/disconnects with 'Client:Disconnect' entry
// //
// we'll read the log file from bottom-to-top and find which line meets the criteria // we'll tail the log file continuously, monitoring for any log entries that we need to determine the current game activity
// the processes for reading and examining the log files are separated since the log may have to be examined multiple times
// read log file string logDirectory = Path.Combine(Program.LocalAppData, "Roblox\\logs");
List<string> log = GetLog().ToList();
// and now let's get the current status from the log if (!Directory.Exists(logDirectory))
await ExamineLog(log);
if (!loop)
return; return;
await Task.Delay(ActivityInGame ? 30000 : 10000); FileInfo logFileInfo = new DirectoryInfo(logDirectory).GetFiles().OrderByDescending(f => f.LastWriteTime).First();
MonitorGameActivity(); FileStream logFileStream = logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
AutoResetEvent logUpdatedEvent = new(false);
FileSystemWatcher logWatcher = new()
{
Path = logDirectory,
Filter = Path.GetFileName(logFileInfo.FullName),
EnableRaisingEvents = true
};
logWatcher.Changed += (s, e) => logUpdatedEvent.Set();
using (StreamReader sr = new(logFileStream))
{
string? log = null;
while (true)
{
log = await sr.ReadLineAsync();
if (String.IsNullOrEmpty(log))
{
logUpdatedEvent.WaitOne(1000);
}
else
{
//Debug.WriteLine(log);
await ExamineLogEntry(log);
}
}
}
// no need to close the event, its going to be finished with when the program closes anyway
// ...rr im too lazy to fix the event still be updating when its closed... lol
} }
public async Task<bool> SetPresence() public async Task<bool> SetPresence()