mirror of
https://github.com/bloxstraplabs/bloxstrap.git
synced 2025-04-10 15:25:42 -07:00
Add integration for notifying server details
might just be the coolest integration yet
This commit is contained in:
parent
bbd2534f94
commit
e72202f6f8
@ -337,6 +337,8 @@ namespace Bloxstrap
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}
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#endif
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Logger.WriteLine($"[App::OnStartup] Successfully reached end of main thread. Terminating...");
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Terminate();
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}
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}
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@ -333,7 +333,9 @@ namespace Bloxstrap
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Process gameClient = Process.Start(Path.Combine(_versionFolder, "RobloxPlayerBeta.exe"), _launchCommandLine);
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List<Process> autocloseProcesses = new();
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GameActivityWatcher? activityWatcher = null;
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DiscordRichPresence? richPresence = null;
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ServerNotifier? serverNotifier = null;
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App.Logger.WriteLine($"[Bootstrapper::StartRoblox] Started Roblox (PID {gameClient.Id})");
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@ -366,10 +368,19 @@ namespace Bloxstrap
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}
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}
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if (App.Settings.Prop.UseDiscordRichPresence || App.Settings.Prop.ShowServerDetails)
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activityWatcher = new();
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if (App.Settings.Prop.UseDiscordRichPresence)
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{
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App.Logger.WriteLine("[Bootstrapper::StartRoblox] Using Discord Rich Presence");
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richPresence = new DiscordRichPresence();
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richPresence = new(activityWatcher!);
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}
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if (App.Settings.Prop.ShowServerDetails)
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{
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App.Logger.WriteLine("[Bootstrapper::StartRoblox] Using server details notifier");
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serverNotifier = new(activityWatcher!);
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shouldWait = true;
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}
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@ -402,7 +413,7 @@ namespace Bloxstrap
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if (!shouldWait)
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return;
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richPresence?.MonitorGameActivity();
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activityWatcher?.StartWatcher();
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App.Logger.WriteLine("[Bootstrapper::StartRoblox] Waiting for Roblox to close");
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await gameClient.WaitForExitAsync();
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182
Bloxstrap/Helpers/GameActivityWatcher.cs
Normal file
182
Bloxstrap/Helpers/GameActivityWatcher.cs
Normal file
@ -0,0 +1,182 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Bloxstrap.Helpers
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{
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public class GameActivityWatcher : IDisposable
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{
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// i'm thinking the functionality for parsing roblox logs could be broadened for more features than just rich presence,
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// like checking the ping and region of the current connected server. maybe that's something to add?
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private const string GameJoiningEntry = "[FLog::Output] ! Joining game";
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private const string GameJoiningUDMUXEntry = "[FLog::Network] UDMUX Address = ";
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private const string GameJoinedEntry = "[FLog::Network] serverId:";
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private const string GameDisconnectedEntry = "[FLog::Network] Time to disconnect replication data:";
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private const string GameJoiningEntryPattern = @"! Joining game '([0-9a-f\-]{36})' place ([0-9]+) at ([0-9\.]+)";
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private const string GameJoiningUDMUXPattern = @"UDMUX Address = ([0-9\.]+), Port = [0-9]+ \| RCC Server Address = ([0-9\.]+), Port = [0-9]+";
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private const string GameJoinedEntryPattern = @"serverId: ([0-9\.]+)\|[0-9]+";
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private int _logEntriesRead = 0;
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public event EventHandler? OnGameJoin;
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public event EventHandler? OnGameLeave;
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// these are values to use assuming the player isn't currently in a game
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public bool ActivityInGame = false;
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public long ActivityPlaceId = 0;
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public string ActivityJobId = "";
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public string ActivityMachineAddress = "";
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public bool IsDisposed = false;
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public async void StartWatcher()
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{
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// okay, here's the process:
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//
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// - tail the latest log file from %localappdata%\roblox\logs
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// - check for specific lines to determine player's game activity as shown below:
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//
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// - get the place id, job id and machine address from '! Joining game '{{JOBID}}' place {{PLACEID}} at {{MACHINEADDRESS}}' entry
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// - confirm place join with 'serverId: {{MACHINEADDRESS}}|{{MACHINEPORT}}' entry
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// - check for leaves/disconnects with 'Time to disconnect replication data: {{TIME}}' entry
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//
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// we'll tail the log file continuously, monitoring for any log entries that we need to determine the current game activity
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string logDirectory = Path.Combine(Directories.LocalAppData, "Roblox\\logs");
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if (!Directory.Exists(logDirectory))
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return;
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FileInfo logFileInfo;
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// we need to make sure we're fetching the absolute latest log file
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// if roblox doesn't start quickly enough, we can wind up fetching the previous log file
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// good rule of thumb is to find a log file that was created in the last 15 seconds or so
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App.Logger.WriteLine("[GameActivityWatcher::StartWatcher] Opening Roblox log file...");
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while (true)
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{
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logFileInfo = new DirectoryInfo(logDirectory).GetFiles().OrderByDescending(x => x.CreationTime).First();
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if (logFileInfo.CreationTime.AddSeconds(15) > DateTime.Now)
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break;
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App.Logger.WriteLine($"[GameActivityWatcher::StartWatcher] Could not find recent enough log file, waiting... (newest is {logFileInfo.Name})");
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await Task.Delay(1000);
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}
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FileStream logFileStream = logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
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App.Logger.WriteLine($"[GameActivityWatcher::StartWatcher] Opened {logFileInfo.Name}");
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AutoResetEvent logUpdatedEvent = new(false);
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FileSystemWatcher logWatcher = new()
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{
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Path = logDirectory,
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Filter = Path.GetFileName(logFileInfo.FullName),
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EnableRaisingEvents = true
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};
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logWatcher.Changed += (s, e) => logUpdatedEvent.Set();
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using StreamReader sr = new(logFileStream);
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while (!IsDisposed)
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{
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string? log = await sr.ReadLineAsync();
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if (string.IsNullOrEmpty(log))
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logUpdatedEvent.WaitOne(1000);
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else
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ExamineLogEntry(log);
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}
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}
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private void ExamineLogEntry(string entry)
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{
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// App.Logger.WriteLine(entry);
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_logEntriesRead += 1;
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// debug stats to ensure that the log reader is working correctly
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// if more than 1000 log entries have been read, only log per 100 to save on spam
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if (_logEntriesRead <= 1000 && _logEntriesRead % 50 == 0)
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Read {_logEntriesRead} log entries");
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else if (_logEntriesRead % 100 == 0)
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Read {_logEntriesRead} log entries");
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if (!ActivityInGame && ActivityPlaceId == 0 && entry.Contains(GameJoiningEntry))
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{
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Match match = Regex.Match(entry, GameJoiningEntryPattern);
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if (match.Groups.Count != 4)
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{
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Failed to assert format for game join entry");
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App.Logger.WriteLine(entry);
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return;
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}
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ActivityInGame = false;
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ActivityPlaceId = long.Parse(match.Groups[2].Value);
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ActivityJobId = match.Groups[1].Value;
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ActivityMachineAddress = match.Groups[3].Value;
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Joining Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
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}
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else if (!ActivityInGame && ActivityPlaceId != 0)
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{
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if (entry.Contains(GameJoiningUDMUXEntry))
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{
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Match match = Regex.Match(entry, GameJoiningUDMUXPattern);
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if (match.Groups.Count != 3 || match.Groups[2].Value != ActivityMachineAddress)
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{
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Failed to assert format for game join UDMUX entry");
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App.Logger.WriteLine(entry);
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return;
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}
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ActivityMachineAddress = match.Groups[1].Value;
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Server is UDMUX protected ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
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}
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else if (entry.Contains(GameJoinedEntry))
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{
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Match match = Regex.Match(entry, GameJoinedEntryPattern);
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if (match.Groups.Count != 2 || match.Groups[1].Value != ActivityMachineAddress)
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{
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Failed to assert format for game joined entry");
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App.Logger.WriteLine(entry);
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return;
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}
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Joined Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
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ActivityInGame = true;
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OnGameJoin?.Invoke(this, new EventArgs());
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}
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}
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else if (ActivityInGame && ActivityPlaceId != 0 && entry.Contains(GameDisconnectedEntry))
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{
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App.Logger.WriteLine($"[GameActivityWatcher::ExamineLogEntry] Disconnected from Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})");
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ActivityInGame = false;
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ActivityPlaceId = 0;
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ActivityJobId = "";
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ActivityMachineAddress = "";
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OnGameLeave?.Invoke(this, new EventArgs());
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}
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}
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public void Dispose()
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{
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IsDisposed = true;
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}
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}
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}
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@ -16,28 +16,15 @@ namespace Bloxstrap.Integrations
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class DiscordRichPresence : IDisposable
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{
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private readonly DiscordRpcClient _rpcClient = new("1005469189907173486");
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private readonly GameActivityWatcher _activityWatcher;
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// i'm thinking the functionality for parsing roblox logs could be broadened for more features than just rich presence,
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// like checking the ping and region of the current connected server. maybe that's something to add?
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private const string GameJoiningEntry = "[FLog::Output] ! Joining game";
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private const string GameJoiningUDMUXEntry = "[FLog::Network] UDMUX Address = ";
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private const string GameJoinedEntry = "[FLog::Network] serverId:";
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private const string GameDisconnectedEntry = "[FLog::Network] Time to disconnect replication data:";
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private const string GameJoiningEntryPattern = @"! Joining game '([0-9a-f\-]{36})' place ([0-9]+) at ([0-9\.]+)";
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private const string GameJoiningUDMUXPattern = @"UDMUX Address = ([0-9\.]+), Port = [0-9]+ \| RCC Server Address = ([0-9\.]+), Port = [0-9]+";
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private const string GameJoinedEntryPattern = @"serverId: ([0-9\.]+)\|[0-9]+";
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private int _logEntriesRead = 0;
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// these are values to use assuming the player isn't currently in a game
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private bool _activityInGame = false;
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private long _activityPlaceId = 0;
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private string _activityJobId = "";
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private string _activityMachineAddress = "";
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public DiscordRichPresence()
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public DiscordRichPresence(GameActivityWatcher activityWatcher)
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{
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_activityWatcher = activityWatcher;
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_activityWatcher.OnGameJoin += (_, _) => Task.Run(() => SetPresence());
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_activityWatcher.OnGameLeave += (_, _) => Task.Run(() => SetPresence());
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_rpcClient.OnReady += (_, e) =>
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App.Logger.WriteLine($"[DiscordRichPresence::DiscordRichPresence] Received ready from user {e.User.Username} ({e.User.ID})");
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@ -57,159 +44,20 @@ namespace Bloxstrap.Integrations
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_rpcClient.Initialize();
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}
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private async Task ExamineLogEntry(string entry)
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{
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// App.Logger.WriteLine(entry);
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_logEntriesRead += 1;
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// debug stats to ensure that the log reader is working correctly
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// if more than 5000 log entries have been read, only log per 100 to save on spam
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if (_logEntriesRead <= 5000 && _logEntriesRead % 50 == 0)
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Read {_logEntriesRead} log entries");
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else if (_logEntriesRead % 100 == 0)
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Read {_logEntriesRead} log entries");
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if (!_activityInGame && _activityPlaceId == 0 && entry.Contains(GameJoiningEntry))
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{
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Match match = Regex.Match(entry, GameJoiningEntryPattern);
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if (match.Groups.Count != 4)
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{
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Failed to assert format for game join entry");
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App.Logger.WriteLine(entry);
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return;
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}
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_activityInGame = false;
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_activityPlaceId = long.Parse(match.Groups[2].Value);
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_activityJobId = match.Groups[1].Value;
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_activityMachineAddress = match.Groups[3].Value;
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Joining Game ({_activityPlaceId}/{_activityJobId}/{_activityMachineAddress})");
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}
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else if (!_activityInGame && _activityPlaceId != 0)
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{
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if (entry.Contains(GameJoiningUDMUXEntry))
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{
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Match match = Regex.Match(entry, GameJoiningUDMUXPattern);
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if (match.Groups.Count != 3 || match.Groups[2].Value != _activityMachineAddress)
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{
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Failed to assert format for game join UDMUX entry");
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App.Logger.WriteLine(entry);
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return;
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}
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_activityMachineAddress = match.Groups[1].Value;
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Server is UDMUX protected ({_activityPlaceId}/{_activityJobId}/{_activityMachineAddress})");
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}
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else if (entry.Contains(GameJoinedEntry))
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{
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Match match = Regex.Match(entry, GameJoinedEntryPattern);
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if (match.Groups.Count != 2 || match.Groups[1].Value != _activityMachineAddress)
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{
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Failed to assert format for game joined entry");
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App.Logger.WriteLine(entry);
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return;
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}
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Joined Game ({_activityPlaceId}/{_activityJobId}/{_activityMachineAddress})");
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_activityInGame = true;
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await SetPresence();
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}
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}
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else if (_activityInGame && _activityPlaceId != 0 && entry.Contains(GameDisconnectedEntry))
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{
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App.Logger.WriteLine($"[DiscordRichPresence::ExamineLogEntry] Disconnected from Game ({_activityPlaceId}/{_activityJobId}/{_activityMachineAddress})");
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_activityInGame = false;
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_activityPlaceId = 0;
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_activityJobId = "";
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_activityMachineAddress = "";
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await SetPresence();
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}
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}
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public async void MonitorGameActivity()
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{
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// okay, here's the process:
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//
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// - tail the latest log file from %localappdata%\roblox\logs
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// - check for specific lines to determine player's game activity as shown below:
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//
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// - get the place id, job id and machine address from '! Joining game '{{JOBID}}' place {{PLACEID}} at {{MACHINEADDRESS}}' entry
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// - confirm place join with 'serverId: {{MACHINEADDRESS}}|{{MACHINEPORT}}' entry
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// - check for leaves/disconnects with 'Time to disconnect replication data: {{TIME}}' entry
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//
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// we'll tail the log file continuously, monitoring for any log entries that we need to determine the current game activity
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string logDirectory = Path.Combine(Directories.LocalAppData, "Roblox\\logs");
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if (!Directory.Exists(logDirectory))
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return;
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FileInfo logFileInfo;
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// we need to make sure we're fetching the absolute latest log file
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// if roblox doesn't start quickly enough, we can wind up fetching the previous log file
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// good rule of thumb is to find a log file that was created in the last 15 seconds or so
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App.Logger.WriteLine("[DiscordRichPresence::MonitorGameActivity] Opening Roblox log file...");
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while (true)
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{
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logFileInfo = new DirectoryInfo(logDirectory).GetFiles().OrderByDescending(x => x.CreationTime).First();
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if (logFileInfo.CreationTime.AddSeconds(15) > DateTime.Now)
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break;
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App.Logger.WriteLine($"[DiscordRichPresence::MonitorGameActivity] Could not find recent enough log file, waiting... (newest is {logFileInfo.Name})");
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await Task.Delay(1000);
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}
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FileStream logFileStream = logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
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App.Logger.WriteLine($"[DiscordRichPresence::MonitorGameActivity] Opened {logFileInfo.Name}");
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AutoResetEvent logUpdatedEvent = new(false);
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FileSystemWatcher logWatcher = new()
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{
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Path = logDirectory,
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Filter = Path.GetFileName(logFileInfo.FullName),
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EnableRaisingEvents = true
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};
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logWatcher.Changed += (s, e) => logUpdatedEvent.Set();
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using StreamReader sr = new(logFileStream);
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while (true)
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{
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string? log = await sr.ReadLineAsync();
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if (string.IsNullOrEmpty(log))
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logUpdatedEvent.WaitOne(1000);
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else
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await ExamineLogEntry(log);
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}
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// no need to close the event, its going to be finished with when the program closes anyway
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}
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public async Task<bool> SetPresence()
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{
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if (!_activityInGame)
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if (!_activityWatcher.ActivityInGame)
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{
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App.Logger.WriteLine($"[DiscordRichPresence::SetPresence] Clearing presence");
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_rpcClient.ClearPresence();
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return true;
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}
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string icon = "roblox";
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App.Logger.WriteLine($"[DiscordRichPresence::SetPresence] Fetching data for Place ID {_activityPlaceId}");
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App.Logger.WriteLine($"[DiscordRichPresence::SetPresence] Setting presence for Place ID {_activityWatcher.ActivityPlaceId}");
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var universeIdResponse = await Utilities.GetJson<UniverseIdResponse>($"https://apis.roblox.com/universes/v1/places/{_activityPlaceId}/universe");
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var universeIdResponse = await Utilities.GetJson<UniverseIdResponse>($"https://apis.roblox.com/universes/v1/places/{_activityWatcher.ActivityPlaceId}/universe");
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if (universeIdResponse is null)
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{
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App.Logger.WriteLine($"[DiscordRichPresence::SetPresence] Could not get Universe ID!");
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@ -245,7 +93,7 @@ namespace Bloxstrap.Integrations
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new Button
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{
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Label = "See Details",
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Url = $"https://www.roblox.com/games/{_activityPlaceId}"
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Url = $"https://www.roblox.com/games/{_activityWatcher.ActivityPlaceId}"
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}
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};
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||||
|
||||
@ -254,7 +102,7 @@ namespace Bloxstrap.Integrations
|
||||
buttons.Insert(0, new Button
|
||||
{
|
||||
Label = "Join",
|
||||
Url = $"roblox://experiences/start?placeId={_activityPlaceId}&gameInstanceId={_activityJobId}"
|
||||
Url = $"roblox://experiences/start?placeId={_activityWatcher.ActivityPlaceId}&gameInstanceId={_activityWatcher.ActivityJobId}"
|
||||
});
|
||||
}
|
||||
|
||||
|
68
Bloxstrap/Integrations/ServerNotifier.cs
Normal file
68
Bloxstrap/Integrations/ServerNotifier.cs
Normal file
@ -0,0 +1,68 @@
|
||||
using System.Net.NetworkInformation;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
using Bloxstrap.Helpers;
|
||||
using Bloxstrap.Properties;
|
||||
|
||||
namespace Bloxstrap.Integrations
|
||||
{
|
||||
public class ServerNotifier
|
||||
{
|
||||
private readonly GameActivityWatcher _activityWatcher;
|
||||
|
||||
public ServerNotifier(GameActivityWatcher activityWatcher)
|
||||
{
|
||||
_activityWatcher = activityWatcher;
|
||||
_activityWatcher.OnGameJoin += (_, _) => Task.Run(() => Notify());
|
||||
}
|
||||
|
||||
public async void Notify()
|
||||
{
|
||||
string machineAddress = _activityWatcher.ActivityMachineAddress;
|
||||
string message = "";
|
||||
|
||||
App.Logger.WriteLine($"[ServerNotifier::Notify] Getting server information for {machineAddress}");
|
||||
|
||||
// basically nobody has a free public access geolocation api that's accurate,
|
||||
// the ones that do require an api key which isn't suitable for a client-side application like this
|
||||
// so, hopefully this is reliable enough?
|
||||
string locationCity = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{machineAddress}/city");
|
||||
string locationRegion = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{machineAddress}/region");
|
||||
string locationCountry = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{machineAddress}/country");
|
||||
|
||||
locationCity = locationCity.ReplaceLineEndings("");
|
||||
locationRegion = locationRegion.ReplaceLineEndings("");
|
||||
locationCountry = locationCountry.ReplaceLineEndings("");
|
||||
|
||||
if (locationCity == locationRegion)
|
||||
message = $"Location: {locationRegion}, {locationCountry}\n";
|
||||
else
|
||||
message = $"Location: {locationCity}, {locationRegion}, {locationCountry}\n";
|
||||
|
||||
PingReply ping = await new Ping().SendPingAsync(machineAddress);
|
||||
|
||||
// UDMUX protected servers reject ICMP packets and so the ping fails
|
||||
// we could get around this by doing a UDP ping but ehhhhhhhhhhhhh
|
||||
if (ping.Status == IPStatus.Success)
|
||||
message += $"Latency: ~{ping.RoundtripTime}ms";
|
||||
else
|
||||
message += "Latency: N/A (server may be UDMUX protected)";
|
||||
|
||||
App.Logger.WriteLine($"[ServerNotifier::Notify] {message}");
|
||||
|
||||
NotifyIcon notification = new()
|
||||
{
|
||||
Icon = Resources.IconBloxstrap,
|
||||
Text = "Bloxstrap",
|
||||
Visible = true,
|
||||
BalloonTipTitle = "Connected to server",
|
||||
BalloonTipText = message
|
||||
};
|
||||
|
||||
notification.ShowBalloonTip(10);
|
||||
await Task.Delay(10000);
|
||||
notification.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
@ -29,7 +29,7 @@ namespace Bloxstrap.Models
|
||||
public bool RFUAutoclose { get; set; } = false;
|
||||
public bool UseReShade { get; set; } = true;
|
||||
public bool UseReShadeExtraviPresets { get; set; } = true;
|
||||
// ideally should be List<CustomIntegration> but wpf moment so blehhhhh :P
|
||||
public bool ShowServerDetails { get; set; } = false;
|
||||
public ObservableCollection<CustomIntegration> CustomIntegrations { get; set; } = new();
|
||||
|
||||
// mod preset configuration
|
||||
|
@ -114,7 +114,13 @@ namespace Bloxstrap.ViewModels
|
||||
set => App.Settings.Prop.RFUAutoclose = value;
|
||||
}
|
||||
|
||||
public ObservableCollection<CustomIntegration> CustomIntegrations
|
||||
public bool ShowServerDetailsEnabled
|
||||
{
|
||||
get => App.Settings.Prop.ShowServerDetails;
|
||||
set => App.Settings.Prop.ShowServerDetails = value;
|
||||
}
|
||||
|
||||
public ObservableCollection<CustomIntegration> CustomIntegrations
|
||||
{
|
||||
get => App.Settings.Prop.CustomIntegrations;
|
||||
set => App.Settings.Prop.CustomIntegrations = value;
|
||||
|
@ -114,7 +114,18 @@
|
||||
<ui:ToggleSwitch IsChecked="{Binding RbxFpsUnlockerAutocloseEnabled, Mode=TwoWay}" />
|
||||
</ui:CardControl>
|
||||
</StackPanel>
|
||||
|
||||
|
||||
<TextBlock Text="Miscellaneous" FontSize="16" FontWeight="Medium" Margin="0,16,0,0" />
|
||||
<ui:CardControl Margin="0,8,0,0" Padding="16,13,16,12" IsEnabled="{Binding IsChecked, ElementName=RbxFpsUnlockerEnabledToggle, Mode=OneWay}">
|
||||
<ui:CardControl.Header>
|
||||
<StackPanel>
|
||||
<TextBlock FontSize="14" Text="Show server details of current game" />
|
||||
<TextBlock Margin="0,2,0,0" FontSize="12" Text="Be notified of useful server details (e.g. location and ping) whenever you join a game." Foreground="{DynamicResource TextFillColorTertiaryBrush}" />
|
||||
</StackPanel>
|
||||
</ui:CardControl.Header>
|
||||
<ui:ToggleSwitch IsChecked="{Binding ShowServerDetailsEnabled, Mode=TwoWay}" />
|
||||
</ui:CardControl>
|
||||
|
||||
<TextBlock Text="Custom Integrations" FontSize="16" FontWeight="Medium" Margin="0,16,0,0" />
|
||||
<TextBlock Margin="0,4,0,0" Text="Here, you can have other programs launch with Roblox automatically like how rbxfpsunlocker does." TextWrapping="Wrap" Foreground="{DynamicResource TextFillColorSecondaryBrush}" />
|
||||
<Grid Margin="0,8,0,0">
|
||||
|
Loading…
Reference in New Issue
Block a user