namespace Bloxstrap.Integrations { public class ActivityWatcher : IDisposable { // i'm thinking the functionality for parsing roblox logs could be broadened for more features than just rich presence, // like checking the ping and region of the current connected server. maybe that's something to add? private const string GameJoiningEntry = "[FLog::Output] ! Joining game"; private const string GameJoiningPrivateServerEntry = "[FLog::GameJoinUtil] GameJoinUtil::joinGamePostPrivateServer"; private const string GameJoiningReservedServerEntry = "[FLog::GameJoinUtil] GameJoinUtil::initiateTeleportToReservedServer"; private const string GameJoiningUDMUXEntry = "[FLog::Network] UDMUX Address = "; private const string GameJoinedEntry = "[FLog::Network] serverId:"; private const string GameDisconnectedEntry = "[FLog::Network] Time to disconnect replication data:"; private const string GameTeleportingEntry = "[FLog::SingleSurfaceApp] initiateTeleport"; private const string GameMessageEntry = "[FLog::Output] [BloxstrapRPC]"; private const string GameJoiningEntryPattern = @"! Joining game '([0-9a-f\-]{36})' place ([0-9]+) at ([0-9\.]+)"; private const string GameJoiningUDMUXPattern = @"UDMUX Address = ([0-9\.]+), Port = [0-9]+ \| RCC Server Address = ([0-9\.]+), Port = [0-9]+"; private const string GameJoinedEntryPattern = @"serverId: ([0-9\.]+)\|[0-9]+"; private int _logEntriesRead = 0; private bool _teleportMarker = false; private bool _reservedTeleportMarker = false; public event EventHandler? OnLogEntry; public event EventHandler? OnGameJoin; public event EventHandler? OnGameLeave; public event EventHandler? OnRPCMessage; private readonly Dictionary GeolocationCache = new(); private DateTime LastRPCRequest; public string LogLocation = null!; // these are values to use assuming the player isn't currently in a game // hmm... do i move this to a model? public bool ActivityInGame = false; public long ActivityPlaceId = 0; public string ActivityJobId = ""; public string ActivityMachineAddress = ""; public bool ActivityMachineUDMUX = false; public bool ActivityIsTeleport = false; public ServerType ActivityServerType = ServerType.Public; public bool IsDisposed = false; public async void StartWatcher() { const string LOG_IDENT = "ActivityWatcher::StartWatcher"; // okay, here's the process: // // - tail the latest log file from %localappdata%\roblox\logs // - check for specific lines to determine player's game activity as shown below: // // - get the place id, job id and machine address from '! Joining game '{{JOBID}}' place {{PLACEID}} at {{MACHINEADDRESS}}' entry // - confirm place join with 'serverId: {{MACHINEADDRESS}}|{{MACHINEPORT}}' entry // - check for leaves/disconnects with 'Time to disconnect replication data: {{TIME}}' entry // // we'll tail the log file continuously, monitoring for any log entries that we need to determine the current game activity int delay = 1000; if (App.Settings.Prop.OhHeyYouFoundMe) delay = 250; string logDirectory = Path.Combine(Paths.LocalAppData, "Roblox\\logs"); if (!Directory.Exists(logDirectory)) return; FileInfo logFileInfo; // we need to make sure we're fetching the absolute latest log file // if roblox doesn't start quickly enough, we can wind up fetching the previous log file // good rule of thumb is to find a log file that was created in the last 15 seconds or so App.Logger.WriteLine(LOG_IDENT, "Opening Roblox log file..."); while (true) { logFileInfo = new DirectoryInfo(logDirectory) .GetFiles() .Where(x => x.CreationTime <= DateTime.Now) .OrderByDescending(x => x.CreationTime) .First(); if (logFileInfo.CreationTime.AddSeconds(15) > DateTime.Now) break; App.Logger.WriteLine(LOG_IDENT, $"Could not find recent enough log file, waiting... (newest is {logFileInfo.Name})"); await Task.Delay(1000); } LogLocation = logFileInfo.FullName; FileStream logFileStream = logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite); App.Logger.WriteLine(LOG_IDENT, $"Opened {LogLocation}"); 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); while (!IsDisposed) { string? log = await sr.ReadLineAsync(); if (string.IsNullOrEmpty(log)) logUpdatedEvent.WaitOne(delay); else ExamineLogEntry(log); } } private void ExamineLogEntry(string entry) { const string LOG_IDENT = "ActivityWatcher::ExamineLogEntry"; OnLogEntry?.Invoke(this, entry); _logEntriesRead += 1; // debug stats to ensure that the log reader is working correctly // if more than 1000 log entries have been read, only log per 100 to save on spam if (_logEntriesRead <= 1000 && _logEntriesRead % 50 == 0) App.Logger.WriteLine(LOG_IDENT, $"Read {_logEntriesRead} log entries"); else if (_logEntriesRead % 100 == 0) App.Logger.WriteLine(LOG_IDENT, $"Read {_logEntriesRead} log entries"); if (!ActivityInGame && ActivityPlaceId == 0) { if (entry.Contains(GameJoiningPrivateServerEntry)) { // we only expect to be joining a private server if we're not already in a game ActivityServerType = ServerType.Private; } else if (entry.Contains(GameJoiningEntry)) { Match match = Regex.Match(entry, GameJoiningEntryPattern); if (match.Groups.Count != 4) { App.Logger.WriteLine(LOG_IDENT, $"Failed to assert format for game join entry"); App.Logger.WriteLine(LOG_IDENT, entry); return; } ActivityInGame = false; ActivityPlaceId = long.Parse(match.Groups[2].Value); ActivityJobId = match.Groups[1].Value; ActivityMachineAddress = match.Groups[3].Value; if (_teleportMarker) { ActivityIsTeleport = true; _teleportMarker = false; } if (_reservedTeleportMarker) { ActivityServerType = ServerType.Reserved; _reservedTeleportMarker = false; } App.Logger.WriteLine(LOG_IDENT, $"Joining Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); } } else if (!ActivityInGame && ActivityPlaceId != 0) { if (entry.Contains(GameJoiningUDMUXEntry)) { Match match = Regex.Match(entry, GameJoiningUDMUXPattern); if (match.Groups.Count != 3 || match.Groups[2].Value != ActivityMachineAddress) { App.Logger.WriteLine(LOG_IDENT, $"Failed to assert format for game join UDMUX entry"); App.Logger.WriteLine(LOG_IDENT, entry); return; } ActivityMachineAddress = match.Groups[1].Value; ActivityMachineUDMUX = true; App.Logger.WriteLine(LOG_IDENT, $"Server is UDMUX protected ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); } else if (entry.Contains(GameJoinedEntry)) { Match match = Regex.Match(entry, GameJoinedEntryPattern); if (match.Groups.Count != 2 || match.Groups[1].Value != ActivityMachineAddress) { App.Logger.WriteLine(LOG_IDENT, $"Failed to assert format for game joined entry"); App.Logger.WriteLine(LOG_IDENT, entry); return; } App.Logger.WriteLine(LOG_IDENT, $"Joined Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); ActivityInGame = true; OnGameJoin?.Invoke(this, new EventArgs()); } } else if (ActivityInGame && ActivityPlaceId != 0) { if (entry.Contains(GameDisconnectedEntry)) { App.Logger.WriteLine(LOG_IDENT, $"Disconnected from Game ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); ActivityInGame = false; ActivityPlaceId = 0; ActivityJobId = ""; ActivityMachineAddress = ""; ActivityMachineUDMUX = false; ActivityIsTeleport = false; ActivityServerType = ServerType.Public; OnGameLeave?.Invoke(this, new EventArgs()); } else if (entry.Contains(GameTeleportingEntry)) { App.Logger.WriteLine(LOG_IDENT, $"Initiating teleport to server ({ActivityPlaceId}/{ActivityJobId}/{ActivityMachineAddress})"); _teleportMarker = true; } else if (_teleportMarker && entry.Contains(GameJoiningReservedServerEntry)) { // we only expect to be joining a reserved server if we're teleporting to one from a game _reservedTeleportMarker = true; } else if (entry.Contains(GameMessageEntry)) { string messagePlain = entry.Substring(entry.IndexOf(GameMessageEntry) + GameMessageEntry.Length + 1); Message? message; App.Logger.WriteLine(LOG_IDENT, $"Received message: '{messagePlain}'"); if ((DateTime.Now - LastRPCRequest).TotalSeconds <= 1) { App.Logger.WriteLine(LOG_IDENT, "Dropping message as ratelimit has been hit"); return; } try { message = JsonSerializer.Deserialize(messagePlain); } catch (Exception) { App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization threw an exception)"); return; } if (message is null) { App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization returned null)"); return; } if (string.IsNullOrEmpty(message.Command)) { App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (Command is empty)"); return; } OnRPCMessage?.Invoke(this, message); LastRPCRequest = DateTime.Now; } } } public async Task GetServerLocation() { const string LOG_IDENT = "ActivityWatcher::GetServerLocation"; if (GeolocationCache.ContainsKey(ActivityMachineAddress)) return GeolocationCache[ActivityMachineAddress]; string location, locationCity, locationRegion, locationCountry = ""; try { locationCity = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{ActivityMachineAddress}/city"); locationRegion = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{ActivityMachineAddress}/region"); locationCountry = await App.HttpClient.GetStringAsync($"https://ipinfo.io/{ActivityMachineAddress}/country"); } catch (Exception ex) { App.Logger.WriteLine(LOG_IDENT, $"Failed to get server location for {ActivityMachineAddress}"); App.Logger.WriteException(LOG_IDENT, ex); return "N/A (lookup failed)"; } locationCity = locationCity.ReplaceLineEndings(""); locationRegion = locationRegion.ReplaceLineEndings(""); locationCountry = locationCountry.ReplaceLineEndings(""); if (string.IsNullOrEmpty(locationCountry)) location = "N/A"; else if (locationCity == locationRegion) location = $"{locationRegion}, {locationCountry}"; else location = $"{locationCity}, {locationRegion}, {locationCountry}"; if (!ActivityInGame) return "N/A (left game)"; GeolocationCache[ActivityMachineAddress] = location; return location; } public void Dispose() { IsDisposed = true; GC.SuppressFinalize(this); } } }