bloxstrap/Bloxstrap/Integrations/ActivityWatcher.cs

410 lines
17 KiB
C#

using System.Windows;
namespace Bloxstrap.Integrations
{
public class ActivityWatcher : IDisposable
{
private const string GameMessageEntry = "[FLog::Output] [BloxstrapRPC]";
private const string GameJoiningEntry = "[FLog::Output] ! Joining game";
// these entries are technically volatile!
// they only get printed depending on their configured FLog level, which could change at any time
// while levels being changed is fairly rare, please limit the number of varying number of FLog types you have to use, if possible
private const string GameJoiningPrivateServerEntry = "[FLog::GameJoinUtil] GameJoinUtil::joinGamePostPrivateServer";
private const string GameJoiningReservedServerEntry = "[FLog::GameJoinUtil] GameJoinUtil::initiateTeleportToReservedServer";
private const string GameJoiningUniverseEntry = "[FLog::GameJoinLoadTime] Report game_join_loadtime:";
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 GameLeavingEntry = "[FLog::SingleSurfaceApp] leaveUGCGameInternal";
private const string GameJoiningEntryPattern = @"! Joining game '([0-9a-f\-]{36})' place ([0-9]+) at ([0-9\.]+)";
private const string GameJoiningPrivateServerPattern = @"""accessCode"":""([0-9a-f\-]{36})""";
private const string GameJoiningUniversePattern = @"universeid:([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 const string GameMessageEntryPattern = @"\[BloxstrapRPC\] (.*)";
private int _logEntriesRead = 0;
private bool _teleportMarker = false;
private bool _reservedTeleportMarker = false;
public event EventHandler<string>? OnLogEntry;
public event EventHandler? OnGameJoin;
public event EventHandler? OnGameLeave;
public event EventHandler? OnLogOpen;
public event EventHandler? OnAppClose;
public event EventHandler<Message>? OnRPCMessage;
private readonly Dictionary<string, string> GeolocationCache = new();
private DateTime LastRPCRequest;
public string LogLocation = null!;
public bool InGame = false;
public ActivityData Data { get; private set; } = new();
/// <summary>
/// Ordered by newest to oldest
/// </summary>
public List<ActivityData> History = new();
public bool IsDisposed = false;
public async void Start()
{
const string LOG_IDENT = "ActivityWatcher::Start";
// 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
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.Name.Contains("Player", StringComparison.OrdinalIgnoreCase) && 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);
}
OnLogOpen?.Invoke(this, EventArgs.Empty);
LogLocation = logFileInfo.FullName;
FileStream logFileStream = logFileInfo.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
App.Logger.WriteLine(LOG_IDENT, $"Opened {LogLocation}");
var logUpdatedEvent = new AutoResetEvent(false);
var logWatcher = new FileSystemWatcher()
{
Path = logDirectory,
Filter = Path.GetFileName(logFileInfo.FullName),
EnableRaisingEvents = true
};
logWatcher.Changed += (s, e) => logUpdatedEvent.Set();
using var sr = new StreamReader(logFileStream);
while (!IsDisposed)
{
string? log = await sr.ReadLineAsync();
if (log is null)
logUpdatedEvent.WaitOne(250);
else
ReadLogEntry(log);
}
}
// TODO: i need to double check how this handles failed game joins (connection error, invalid permissions, etc)
private void ReadLogEntry(string entry)
{
const string LOG_IDENT = "ActivityWatcher::ReadLogEntry";
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 (entry.Contains(GameLeavingEntry))
OnAppClose?.Invoke(this, new EventArgs());
if (!InGame && Data.PlaceId == 0)
{
// We are not in a game, nor are in the process of joining one
if (entry.Contains(GameJoiningPrivateServerEntry))
{
// we only expect to be joining a private server if we're not already in a game
Data.ServerType = ServerType.Private;
var match = Regex.Match(entry, GameJoiningPrivateServerPattern);
if (match.Groups.Count != 2)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to assert format for game join private server entry");
App.Logger.WriteLine(LOG_IDENT, entry);
return;
}
Data.AccessCode = match.Groups[1].Value;
}
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;
}
InGame = false;
Data.PlaceId = long.Parse(match.Groups[2].Value);
Data.JobId = match.Groups[1].Value;
Data.MachineAddress = match.Groups[3].Value;
if (_teleportMarker)
{
Data.IsTeleport = true;
_teleportMarker = false;
}
if (_reservedTeleportMarker)
{
Data.ServerType = ServerType.Reserved;
_reservedTeleportMarker = false;
}
App.Logger.WriteLine(LOG_IDENT, $"Joining Game ({Data.PlaceId}/{Data.JobId}/{Data.MachineAddress})");
}
}
else if (!InGame && Data.PlaceId != 0)
{
// We are not confirmed to be in a game, but we are in the process of joining one
if (entry.Contains(GameJoiningUniverseEntry))
{
var match = Regex.Match(entry, GameJoiningUniversePattern);
if (match.Groups.Count != 2)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to assert format for game join universe entry");
App.Logger.WriteLine(LOG_IDENT, entry);
return;
}
Data.UniverseId = long.Parse(match.Groups[1].Value);
if (History.Any())
{
var lastActivity = History.First();
if (lastActivity is not null && Data.UniverseId == lastActivity.UniverseId && Data.IsTeleport)
Data.RootActivity = lastActivity.RootActivity ?? lastActivity;
}
}
else if (entry.Contains(GameJoiningUDMUXEntry))
{
var match = Regex.Match(entry, GameJoiningUDMUXPattern);
if (match.Groups.Count != 3 || match.Groups[2].Value != Data.MachineAddress)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to assert format for game join UDMUX entry");
App.Logger.WriteLine(LOG_IDENT, entry);
return;
}
Data.MachineAddress = match.Groups[1].Value;
App.Logger.WriteLine(LOG_IDENT, $"Server is UDMUX protected ({Data.PlaceId}/{Data.JobId}/{Data.MachineAddress})");
}
else if (entry.Contains(GameJoinedEntry))
{
Match match = Regex.Match(entry, GameJoinedEntryPattern);
if (match.Groups.Count != 2 || match.Groups[1].Value != Data.MachineAddress)
{
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 ({Data.PlaceId}/{Data.JobId}/{Data.MachineAddress})");
InGame = true;
Data.TimeJoined = DateTime.Now;
OnGameJoin?.Invoke(this, new EventArgs());
}
}
else if (InGame && Data.PlaceId != 0)
{
// We are confirmed to be in a game
if (entry.Contains(GameDisconnectedEntry))
{
App.Logger.WriteLine(LOG_IDENT, $"Disconnected from Game ({Data.PlaceId}/{Data.JobId}/{Data.MachineAddress})");
Data.TimeLeft = DateTime.Now;
History.Insert(0, Data);
InGame = false;
Data = new();
OnGameLeave?.Invoke(this, new EventArgs());
}
else if (entry.Contains(GameTeleportingEntry))
{
App.Logger.WriteLine(LOG_IDENT, $"Initiating teleport to server ({Data.PlaceId}/{Data.JobId}/{Data.MachineAddress})");
_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))
{
var match = Regex.Match(entry, GameMessageEntryPattern);
if (match.Groups.Count != 2)
{
App.Logger.WriteLine(LOG_IDENT, $"Failed to assert format for RPC message entry");
App.Logger.WriteLine(LOG_IDENT, entry);
return;
}
string messagePlain = match.Groups[1].Value;
Message? message;
App.Logger.WriteLine(LOG_IDENT, $"Received message: '{messagePlain}'");
if ((DateTime.Now - LastRPCRequest).TotalSeconds <= 1)
{
App.Logger.WriteLine(LOG_IDENT, "Dropping message as ratelimit has been hit");
return;
}
try
{
message = JsonSerializer.Deserialize<Message>(messagePlain);
}
catch (Exception)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization threw an exception)");
return;
}
if (message is null)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization returned null)");
return;
}
if (string.IsNullOrEmpty(message.Command))
{
App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (Command is empty)");
return;
}
if (message.Command == "SetLaunchData")
{
string? data;
try
{
data = message.Data.Deserialize<string>();
}
catch (Exception)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization threw an exception)");
return;
}
if (data is null)
{
App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization returned null)");
return;
}
if (data.Length > 200)
{
App.Logger.WriteLine(LOG_IDENT, "Data cannot be longer than 200 characters");
return;
}
Data.RPCLaunchData = data;
}
OnRPCMessage?.Invoke(this, message);
LastRPCRequest = DateTime.Now;
}
}
}
public async Task<string> GetServerLocation()
{
const string LOG_IDENT = "ActivityWatcher::GetServerLocation";
if (GeolocationCache.ContainsKey(Data.MachineAddress))
return GeolocationCache[Data.MachineAddress];
try
{
string location = "";
var ipInfo = await Http.GetJson<IPInfoResponse>($"https://ipinfo.io/{Data.MachineAddress}/json");
if (String.IsNullOrEmpty(ipInfo.City))
throw new InvalidHTTPResponseException("Reported city was blank");
if (ipInfo.City == ipInfo.Region)
location = $"{ipInfo.Region}, {ipInfo.Country}";
else
location = $"{ipInfo.City}, {ipInfo.Region}, {ipInfo.Country}";
GeolocationCache[Data.MachineAddress] = location;
if (!InGame)
return "";
return location;
}
catch (Exception ex)
{
App.Logger.WriteLine(LOG_IDENT, $"Failed to get server location for {Data.MachineAddress}");
App.Logger.WriteException(LOG_IDENT, ex);
Frontend.ShowMessageBox($"{Strings.ActivityWatcher_LocationQueryFailed}\n\n{ex.Message}", MessageBoxImage.Warning);
return "?";
}
}
public void Dispose()
{
IsDisposed = true;
GC.SuppressFinalize(this);
}
}
}