gameStatusUpdate/server/plugin.go

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package main
import (
"encoding/json"
"fmt"
"os/exec"
"strings"
"sync"
"time"
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"github.com/mattermost/mattermost/server/public/model"
"github.com/mattermost/mattermost/server/public/plugin"
)
// Plugin implements the interface expected by the Mattermost server to communicate between the server and plugin processes.
type Plugin struct {
plugin.MattermostPlugin
// configurationLock synchronizes access to the configuration.
configurationLock sync.RWMutex
// configuration is the active plugin configuration. Consult getConfiguration and
// setConfiguration for usage.
configuration *configuration
// stopChannel is used to stop the background process monitor when the plugin is deactivated.
stopChannel chan struct{}
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}
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// Known game processes
var knownGames = map[string]bool{
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"FortniteClient-Win64-Shipping.exe": true,
"OpenDental.exe": true,
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"gameprocess": true,
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}
// GetActiveGame scans processes to determine the active game based on known game names
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func (p *Plugin) GetActiveGame() (string, error) {
// For Windows, use tasklist command to get the list of processes
cmd := exec.Command("tasklist")
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output, err := cmd.Output()
if err != nil {
return "", err
}
// Convert output to a string and split into lines
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lines := strings.Split(string(output), "\n")
for _, line := range lines {
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for gameName := range knownGames {
// Check if the line contains a known game process
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if strings.Contains(line, gameName) {
return gameName, nil
}
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}
}
return "", nil
}
// SetUserGameStatus updates the user's custom status to reflect the game they are playing
func (p *Plugin) SetUserGameStatus(userID, game string) error {
status := fmt.Sprintf("playing: %s", game)
user, appErr := p.API.GetUser(userID)
if appErr != nil {
return appErr
}
// Serialize the custom status to JSON
customStatus := model.CustomStatus{
Emoji: "video_game",
Text: status,
Duration: "0", // Status remains until changed
}
customStatusJSON, err := json.Marshal(customStatus)
if err != nil {
return err
}
// Set the custom status in user.Props
user.Props = map[string]string{
"custom_status": string(customStatusJSON),
}
if _, appErr := p.API.UpdateUser(user); appErr != nil {
return appErr
}
return nil
}
// MonitorGameStatus continuously monitors running processes and updates the user's status
func (p *Plugin) MonitorGameStatus(userID string) {
for {
select {
case <-p.stopChannel:
return
default:
game, err := p.GetActiveGame()
if err != nil {
p.API.LogError("Failed to scan processes", "error", err.Error())
continue
}
if game != "" {
if err := p.SetUserGameStatus(userID, game); err != nil {
p.API.LogError("Failed to set user game status", "error", err.Error())
}
}
// Sleep for a defined interval before scanning again
time.Sleep(30 * time.Second) // Scan every 30 seconds (can be configurable)
}
}
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}
// ExecuteCommand handles the `/setgame` command to manually set a game
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func (p *Plugin) ExecuteCommand(c *plugin.Context, command *model.CommandArgs) (*model.CommandResponse, *model.AppError) {
split := strings.Fields(command.Command)
if len(split) == 0 {
return &model.CommandResponse{}, nil
}
switch split[0] {
case "/setgame":
var game string
var err error
if len(split) < 2 {
// Scan for active game if no specific game is mentioned
game, err = p.GetActiveGame()
if err != nil {
return nil, &model.AppError{Message: "Failed to scan processes", StatusCode: 500}
}
} else {
game = strings.Join(split[1:], " ")
}
err = p.SetUserGameStatus(command.UserId, game)
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if err != nil {
return nil, &model.AppError{Message: "Failed to set game status", StatusCode: 500}
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}
return &model.CommandResponse{
Text: fmt.Sprintf("your status has been updated to: %s", game),
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}, nil
default:
return &model.CommandResponse{}, nil
}
}
// OnActivate is called when the plugin is activated
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func (p *Plugin) OnActivate() error {
p.stopChannel = make(chan struct{})
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command := &model.Command{
Trigger: "setgame",
AutoComplete: true,
AutoCompleteDesc: "set the game you are currently playing",
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AutoCompleteHint: "[game]",
}
if err := p.API.RegisterCommand(command); err != nil {
return err
}
// Start background process monitoring for all users
go p.MonitorGameStatus("user_id_here") // Replace with actual user ID(s)
return nil
}
// OnDeactivate is called when the plugin is deactivated
func (p *Plugin) OnDeactivate() error {
close(p.stopChannel)
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return nil
}