gameStatusUpdate/server/plugin.go

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package main
import (
"encoding/json"
"fmt"
"os/exec"
"strings"
"sync"
"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
}
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// Known game processes
var knownGames = map[string]bool{
"game.exe": true,
"gameprocess": true,
// Add more known game processes here
}
// GetActiveGame scans processes to determine the active game based on known game names
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func (p *Plugin) GetActiveGame() (string, error) {
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// Use appropriate command for your OS
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cmd := exec.Command("ps", "-e")
output, err := cmd.Output()
if err != nil {
return "", err
}
lines := strings.Split(string(output), "\n")
for _, line := range lines {
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for gameName := range knownGames {
if strings.Contains(line, gameName) {
return gameName, nil
}
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}
}
return "No game detected", nil
}
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:], " ")
}
status := fmt.Sprintf("Playing: %s", game)
user, appErr := p.API.GetUser(command.UserId)
if appErr != nil {
return nil, appErr
}
// Serialize the custom status to JSON
customStatus := model.CustomStatus{
Emoji: "video_game",
Text: status,
Duration: "0", // Optional: Time duration the status will stay
}
customStatusJSON, err := json.Marshal(customStatus)
if err != nil {
return nil, &model.AppError{Message: "Failed to serialize custom status", StatusCode: 500}
}
// 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 nil, appErr
}
return &model.CommandResponse{
Text: fmt.Sprintf("Your status has been updated to: %s", status),
}, nil
default:
return &model.CommandResponse{}, nil
}
}
func (p *Plugin) OnActivate() error {
command := &model.Command{
Trigger: "setgame",
AutoComplete: true,
AutoCompleteDesc: "Set the game you are currently playing",
AutoCompleteHint: "[game]",
}
if err := p.API.RegisterCommand(command); err != nil {
return err
}
return nil
}