wow that took awhile
This commit is contained in:
BIN
bridge/jackbox/FiraMono-Bold.ttf
Normal file
BIN
bridge/jackbox/FiraMono-Bold.ttf
Normal file
Binary file not shown.
399
bridge/jackbox/client.go
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399
bridge/jackbox/client.go
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@@ -0,0 +1,399 @@
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package jackbox
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import (
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"bytes"
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"encoding/json"
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"fmt"
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"io"
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"net/http"
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"sync"
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"time"
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"github.com/sirupsen/logrus"
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)
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// Client handles communication with the Jackbox Game Picker API
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type Client struct {
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apiURL string
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adminPassword string
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token string
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tokenExpiry time.Time
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mu sync.RWMutex
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log *logrus.Entry
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httpClient *http.Client
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messageCallback func(string)
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// Vote tracking
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activeSessionID int
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lastVoteResponse *VoteResponse
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voteDebounceTimer *time.Timer
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voteDebounceDelay time.Duration
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}
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// AuthResponse represents the authentication response from the API
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type AuthResponse struct {
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Token string `json:"token"`
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}
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// VoteRequest represents a vote submission to the API
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type VoteRequest struct {
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Username string `json:"username"`
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Vote string `json:"vote"` // "up" or "down"
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Timestamp string `json:"timestamp"`
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}
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// VoteResponse represents the API response to a vote submission
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type VoteResponse struct {
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Success bool `json:"success"`
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Message string `json:"message"`
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Game struct {
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Title string `json:"title"`
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Upvotes int `json:"upvotes"`
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Downvotes int `json:"downvotes"`
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PopularityScore int `json:"popularity_score"`
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} `json:"game"`
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}
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// Session represents an active Jackbox session
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type Session struct {
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ID int `json:"id"`
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IsActive int `json:"is_active"` // API returns 1 for active, 0 for inactive
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GamesPlayed int `json:"games_played"`
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CreatedAt string `json:"created_at"`
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}
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// SessionResponse represents the API response for session queries
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type SessionResponse struct {
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Session *Session `json:"session"`
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}
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// NewClient creates a new Jackbox API client
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func NewClient(apiURL, adminPassword string, log *logrus.Entry) *Client {
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return &Client{
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apiURL: apiURL,
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adminPassword: adminPassword,
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log: log,
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httpClient: &http.Client{
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Timeout: 10 * time.Second,
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},
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voteDebounceDelay: 3 * time.Second, // Wait 3 seconds after last vote before broadcasting
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}
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}
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// SetMessageCallback sets the callback function for broadcasting messages
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func (c *Client) SetMessageCallback(callback func(string)) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.messageCallback = callback
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}
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// SetActiveSession sets the active session ID for vote tracking
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func (c *Client) SetActiveSession(sessionID int) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.activeSessionID = sessionID
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c.log.Infof("Active session set to %d", sessionID)
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}
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// GetAndClearLastVoteResponse returns the last vote response and clears it
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func (c *Client) GetAndClearLastVoteResponse() *VoteResponse {
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c.mu.Lock()
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defer c.mu.Unlock()
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resp := c.lastVoteResponse
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c.lastVoteResponse = nil
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// Stop any pending debounce timer
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if c.voteDebounceTimer != nil {
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c.voteDebounceTimer.Stop()
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c.voteDebounceTimer = nil
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}
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return resp
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}
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// broadcastMessage sends a message via the callback if set
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func (c *Client) broadcastMessage(message string) {
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c.mu.RLock()
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callback := c.messageCallback
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c.mu.RUnlock()
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if callback != nil {
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callback(message)
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}
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}
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// Authenticate obtains a JWT token from the API using admin password
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func (c *Client) Authenticate() error {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.log.Debug("Authenticating with Jackbox API...")
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// Prepare authentication request
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authReq := map[string]string{
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"key": c.adminPassword,
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}
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jsonBody, err := json.Marshal(authReq)
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if err != nil {
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return fmt.Errorf("failed to marshal auth request: %w", err)
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}
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// Send authentication request
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req, err := http.NewRequest("POST", c.apiURL+"/api/auth/login", bytes.NewReader(jsonBody))
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if err != nil {
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return fmt.Errorf("failed to create auth request: %w", err)
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}
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req.Header.Set("Content-Type", "application/json")
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resp, err := c.httpClient.Do(req)
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if err != nil {
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return fmt.Errorf("failed to send auth request: %w", err)
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}
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defer resp.Body.Close()
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if resp.StatusCode != http.StatusOK {
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body, _ := io.ReadAll(resp.Body)
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return fmt.Errorf("authentication failed with status %d: %s", resp.StatusCode, string(body))
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}
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// Parse response
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var authResp AuthResponse
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if err := json.NewDecoder(resp.Body).Decode(&authResp); err != nil {
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return fmt.Errorf("failed to parse auth response: %w", err)
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}
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c.token = authResp.Token
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// Assume token is valid for 24 hours (adjust based on actual API behavior)
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c.tokenExpiry = time.Now().Add(24 * time.Hour)
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c.log.Info("Successfully authenticated with Jackbox API")
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return nil
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}
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// ensureAuthenticated checks if we have a valid token and authenticates if needed
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func (c *Client) ensureAuthenticated() error {
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c.mu.RLock()
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hasValidToken := c.token != "" && time.Now().Before(c.tokenExpiry)
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c.mu.RUnlock()
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if hasValidToken {
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return nil
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}
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return c.Authenticate()
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}
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// SendVote sends a vote to the Jackbox API
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func (c *Client) SendVote(username, voteType string, timestamp time.Time) error {
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// Ensure we're authenticated
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if err := c.ensureAuthenticated(); err != nil {
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return fmt.Errorf("authentication failed: %w", err)
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}
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c.mu.RLock()
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token := c.token
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c.mu.RUnlock()
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// Prepare vote request
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voteReq := VoteRequest{
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Username: username,
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Vote: voteType,
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Timestamp: timestamp.Format(time.RFC3339),
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}
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jsonBody, err := json.Marshal(voteReq)
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if err != nil {
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return fmt.Errorf("failed to marshal vote request: %w", err)
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}
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// Send vote request
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req, err := http.NewRequest("POST", c.apiURL+"/api/votes/live", bytes.NewReader(jsonBody))
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if err != nil {
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return fmt.Errorf("failed to create vote request: %w", err)
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}
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req.Header.Set("Content-Type", "application/json")
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req.Header.Set("Authorization", "Bearer "+token)
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resp, err := c.httpClient.Do(req)
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if err != nil {
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return fmt.Errorf("failed to send vote request: %w", err)
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}
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defer resp.Body.Close()
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// Read response body
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body, err := io.ReadAll(resp.Body)
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if err != nil {
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return fmt.Errorf("failed to read vote response: %w", err)
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}
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// Check response status
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if resp.StatusCode == http.StatusUnauthorized {
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// Token expired, try to re-authenticate
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c.log.Warn("Token expired, re-authenticating...")
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if err := c.Authenticate(); err != nil {
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return fmt.Errorf("re-authentication failed: %w", err)
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}
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// Retry the vote
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return c.SendVote(username, voteType, timestamp)
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}
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if resp.StatusCode == http.StatusConflict {
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// Duplicate vote - this is expected, just log it
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c.log.Debugf("Duplicate vote from %s (within 1 second)", username)
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return nil
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}
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if resp.StatusCode == http.StatusNotFound {
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// No active session or timestamp doesn't match any game
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c.log.Debug("Vote rejected: no active session or timestamp doesn't match any game")
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return nil
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}
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if resp.StatusCode != http.StatusOK {
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return fmt.Errorf("vote failed with status %d: %s", resp.StatusCode, string(body))
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}
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// Parse successful response
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var voteResp VoteResponse
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if err := json.Unmarshal(body, &voteResp); err != nil {
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c.log.Warnf("Failed to parse vote response: %v", err)
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return nil // Don't fail if we can't parse the response
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}
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c.log.Debugf("Vote recorded for %s: %s - %d👍 %d👎",
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voteResp.Game.Title, username, voteResp.Game.Upvotes, voteResp.Game.Downvotes)
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// Debounce vote broadcasts - wait for activity to settle
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c.debouncedVoteBroadcast(&voteResp)
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return nil
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}
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// GetToken returns the current JWT token
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func (c *Client) GetToken() string {
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c.mu.RLock()
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defer c.mu.RUnlock()
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return c.token
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}
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// GetActiveSession retrieves the currently active session from the API
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func (c *Client) GetActiveSession() (*Session, error) {
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// Ensure we're authenticated
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if err := c.ensureAuthenticated(); err != nil {
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return nil, fmt.Errorf("authentication failed: %w", err)
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}
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c.mu.RLock()
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token := c.token
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c.mu.RUnlock()
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// Create request to get active session
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req, err := http.NewRequest("GET", c.apiURL+"/api/sessions/active", nil)
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if err != nil {
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return nil, fmt.Errorf("failed to create request: %w", err)
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}
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req.Header.Set("Authorization", "Bearer "+token)
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resp, err := c.httpClient.Do(req)
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if err != nil {
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return nil, fmt.Errorf("failed to send request: %w", err)
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}
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defer resp.Body.Close()
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|
||||
// Read body for debugging
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body, readErr := io.ReadAll(resp.Body)
|
||||
if readErr != nil {
|
||||
return nil, fmt.Errorf("failed to read response body: %w", readErr)
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}
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c.log.Infof("GetActiveSession: GET %s/api/sessions/active returned %d", c.apiURL, resp.StatusCode)
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c.log.Infof("GetActiveSession response body: %s", string(body))
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// Handle 404 - no active session
|
||||
if resp.StatusCode == http.StatusNotFound {
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c.log.Info("API returned 404 - endpoint may not exist or no active session")
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return nil, nil
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}
|
||||
|
||||
// Handle 401 - token expired
|
||||
if resp.StatusCode == http.StatusUnauthorized {
|
||||
c.log.Warn("Token expired, re-authenticating...")
|
||||
if err := c.Authenticate(); err != nil {
|
||||
return nil, fmt.Errorf("re-authentication failed: %w", err)
|
||||
}
|
||||
// Retry the request
|
||||
return c.GetActiveSession()
|
||||
}
|
||||
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return nil, fmt.Errorf("unexpected status %d: %s", resp.StatusCode, string(body))
|
||||
}
|
||||
|
||||
// Try to parse as direct session object first
|
||||
var session Session
|
||||
if err := json.Unmarshal(body, &session); err != nil {
|
||||
c.log.Errorf("Failed to parse session response: %v, body: %s", err, string(body))
|
||||
return nil, fmt.Errorf("failed to parse response: %w", err)
|
||||
}
|
||||
|
||||
// Check if we got a valid session (ID > 0 means it's valid)
|
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if session.ID == 0 {
|
||||
c.log.Info("No active session (ID is 0)")
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
c.log.Infof("Parsed session: ID=%d, IsActive=%v, GamesPlayed=%d", session.ID, session.IsActive, session.GamesPlayed)
|
||||
return &session, nil
|
||||
}
|
||||
|
||||
// debouncedVoteBroadcast implements debouncing for vote broadcasts
|
||||
// When there's an active session, it stores votes to be announced with the next game
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// When there's no active session, it uses time-based debouncing (3 seconds)
|
||||
func (c *Client) debouncedVoteBroadcast(voteResp *VoteResponse) {
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||||
c.mu.Lock()
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defer c.mu.Unlock()
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||||
|
||||
// Store the latest vote response
|
||||
c.lastVoteResponse = voteResp
|
||||
|
||||
// If there's an active session, just accumulate votes silently
|
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// They'll be announced when the next game is picked
|
||||
if c.activeSessionID > 0 {
|
||||
c.log.Debugf("Vote accumulated for %s (session active, will announce with next game)", voteResp.Game.Title)
|
||||
// Cancel any existing timer since we're in session mode
|
||||
if c.voteDebounceTimer != nil {
|
||||
c.voteDebounceTimer.Stop()
|
||||
c.voteDebounceTimer = nil
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// No active session - use time-based debouncing
|
||||
// If there's an existing timer, stop it
|
||||
if c.voteDebounceTimer != nil {
|
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c.voteDebounceTimer.Stop()
|
||||
}
|
||||
|
||||
// Create a new timer that will fire after the debounce delay
|
||||
c.voteDebounceTimer = time.AfterFunc(c.voteDebounceDelay, func() {
|
||||
c.mu.Lock()
|
||||
lastResp := c.lastVoteResponse
|
||||
c.lastVoteResponse = nil
|
||||
c.mu.Unlock()
|
||||
|
||||
if lastResp != nil {
|
||||
// Broadcast the final vote result
|
||||
message := fmt.Sprintf("🗳️ Voting complete for %s • %d👍 %d👎 (Score: %d)",
|
||||
lastResp.Game.Title,
|
||||
lastResp.Game.Upvotes, lastResp.Game.Downvotes, lastResp.Game.PopularityScore)
|
||||
c.broadcastMessage(message)
|
||||
c.log.Infof("Broadcast final vote result: %s - %d👍 %d👎",
|
||||
lastResp.Game.Title, lastResp.Game.Upvotes, lastResp.Game.Downvotes)
|
||||
}
|
||||
})
|
||||
}
|
||||
111
bridge/jackbox/image_upload.go
Normal file
111
bridge/jackbox/image_upload.go
Normal file
@@ -0,0 +1,111 @@
|
||||
package jackbox
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"mime/multipart"
|
||||
"net/http"
|
||||
"net/textproto"
|
||||
|
||||
"github.com/sirupsen/logrus"
|
||||
)
|
||||
|
||||
const (
|
||||
kosmiImageUploadURL = "https://img.kosmi.io/"
|
||||
)
|
||||
|
||||
// ImageUploadResponse represents the response from Kosmi image upload endpoint
|
||||
type ImageUploadResponse struct {
|
||||
Filename string `json:"filename"`
|
||||
}
|
||||
|
||||
// UploadImageToKosmi uploads an image to Kosmi's CDN and returns the URL
|
||||
func UploadImageToKosmi(imageData []byte, filename string) (string, error) {
|
||||
logrus.WithFields(logrus.Fields{
|
||||
"filename": filename,
|
||||
"size": len(imageData),
|
||||
}).Debug("Uploading image to Kosmi CDN")
|
||||
|
||||
// Create multipart form body
|
||||
body := &bytes.Buffer{}
|
||||
writer := multipart.NewWriter(body)
|
||||
|
||||
// Add file field with proper MIME type for GIF
|
||||
h := make(textproto.MIMEHeader)
|
||||
h.Set("Content-Disposition", fmt.Sprintf(`form-data; name="file"; filename="%s"`, filename))
|
||||
h.Set("Content-Type", "image/gif")
|
||||
|
||||
logrus.WithFields(logrus.Fields{
|
||||
"Content-Disposition": h.Get("Content-Disposition"),
|
||||
"Content-Type": h.Get("Content-Type"),
|
||||
}).Debug("Creating multipart form with headers")
|
||||
|
||||
part, err := writer.CreatePart(h)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("failed to create form file: %w", err)
|
||||
}
|
||||
|
||||
if _, err := part.Write(imageData); err != nil {
|
||||
return "", fmt.Errorf("failed to write image data: %w", err)
|
||||
}
|
||||
|
||||
logrus.Debugf("Written %d bytes of GIF data to multipart form", len(imageData))
|
||||
|
||||
// Close the multipart writer to finalize the body
|
||||
if err := writer.Close(); err != nil {
|
||||
return "", fmt.Errorf("failed to close multipart writer: %w", err)
|
||||
}
|
||||
|
||||
// Create HTTP request
|
||||
req, err := http.NewRequest("POST", kosmiImageUploadURL, body)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("failed to create request: %w", err)
|
||||
}
|
||||
|
||||
// Set required headers
|
||||
req.Header.Set("Content-Type", writer.FormDataContentType())
|
||||
req.Header.Set("Origin", "https://app.kosmi.io")
|
||||
req.Header.Set("Referer", "https://app.kosmi.io/")
|
||||
req.Header.Set("User-Agent", "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/120.0.0.0 Safari/537.36")
|
||||
|
||||
// Send request
|
||||
client := &http.Client{}
|
||||
resp, err := client.Do(req)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("failed to send request: %w", err)
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
|
||||
// Check status code
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
bodyBytes, _ := io.ReadAll(resp.Body)
|
||||
return "", fmt.Errorf("upload failed with status %d: %s", resp.StatusCode, string(bodyBytes))
|
||||
}
|
||||
|
||||
// Read response body
|
||||
bodyBytes, err := io.ReadAll(resp.Body)
|
||||
if err != nil {
|
||||
return "", fmt.Errorf("failed to read response body: %w", err)
|
||||
}
|
||||
|
||||
logrus.WithField("response", string(bodyBytes)).Debug("Upload response body")
|
||||
|
||||
// Parse response
|
||||
var result ImageUploadResponse
|
||||
if err := json.Unmarshal(bodyBytes, &result); err != nil {
|
||||
return "", fmt.Errorf("failed to parse response: %w (body: %s)", err, string(bodyBytes))
|
||||
}
|
||||
|
||||
if result.Filename == "" {
|
||||
return "", fmt.Errorf("no filename in response (body: %s)", string(bodyBytes))
|
||||
}
|
||||
|
||||
// Construct the full URL from the filename
|
||||
imageURL := fmt.Sprintf("https://img.kosmi.io/%s", result.Filename)
|
||||
|
||||
logrus.WithField("url", imageURL).Info("Successfully uploaded image to Kosmi CDN")
|
||||
return imageURL, nil
|
||||
}
|
||||
|
||||
277
bridge/jackbox/manager.go
Normal file
277
bridge/jackbox/manager.go
Normal file
@@ -0,0 +1,277 @@
|
||||
package jackbox
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"github.com/42wim/matterbridge/bridge/config"
|
||||
"github.com/sirupsen/logrus"
|
||||
)
|
||||
|
||||
// Manager handles the Jackbox integration lifecycle
|
||||
type Manager struct {
|
||||
client *Client
|
||||
webhookServer *WebhookServer
|
||||
wsClient *WebSocketClient
|
||||
config config.Config
|
||||
log *logrus.Entry
|
||||
enabled bool
|
||||
useWebSocket bool
|
||||
messageCallback func(string)
|
||||
muted bool
|
||||
mu sync.RWMutex
|
||||
}
|
||||
|
||||
// NewManager creates a new Jackbox manager
|
||||
func NewManager(cfg config.Config, log *logrus.Entry) *Manager {
|
||||
return &Manager{
|
||||
config: cfg,
|
||||
log: log,
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize sets up the Jackbox client and webhook server or WebSocket client
|
||||
func (m *Manager) Initialize() error {
|
||||
// Check if Jackbox integration is enabled
|
||||
m.enabled = m.config.Viper().GetBool("jackbox.Enabled")
|
||||
if !m.enabled {
|
||||
m.log.Info("Jackbox integration is disabled")
|
||||
return nil
|
||||
}
|
||||
|
||||
m.log.Info("Initializing Jackbox integration...")
|
||||
|
||||
// Get configuration values
|
||||
apiURL := m.config.Viper().GetString("jackbox.APIURL")
|
||||
adminPassword := m.config.Viper().GetString("jackbox.AdminPassword")
|
||||
m.useWebSocket = m.config.Viper().GetBool("jackbox.UseWebSocket")
|
||||
|
||||
// Validate configuration
|
||||
if apiURL == "" {
|
||||
return fmt.Errorf("jackbox.APIURL is required when Jackbox integration is enabled")
|
||||
}
|
||||
if adminPassword == "" {
|
||||
return fmt.Errorf("jackbox.AdminPassword is required when Jackbox integration is enabled")
|
||||
}
|
||||
|
||||
// Create Jackbox API client
|
||||
m.client = NewClient(apiURL, adminPassword, m.log)
|
||||
|
||||
// Authenticate with the API
|
||||
if err := m.client.Authenticate(); err != nil {
|
||||
return fmt.Errorf("failed to authenticate with Jackbox API: %w", err)
|
||||
}
|
||||
|
||||
m.log.Info("Jackbox integration initialized successfully")
|
||||
return nil
|
||||
}
|
||||
|
||||
// StartWebhookServer starts the webhook server with the provided message callback
|
||||
func (m *Manager) StartWebhookServer(messageCallback func(string)) error {
|
||||
if !m.enabled {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Use WebSocket if enabled, otherwise fall back to webhook
|
||||
if m.useWebSocket {
|
||||
return m.startWebSocketClient(messageCallback)
|
||||
}
|
||||
|
||||
webhookPort := m.config.Viper().GetInt("jackbox.WebhookPort")
|
||||
webhookSecret := m.config.Viper().GetString("jackbox.WebhookSecret")
|
||||
|
||||
if webhookSecret == "" {
|
||||
return fmt.Errorf("jackbox.WebhookSecret is required when using webhooks")
|
||||
}
|
||||
if webhookPort == 0 {
|
||||
webhookPort = 3001
|
||||
}
|
||||
|
||||
// Wrap the callback to check mute status
|
||||
wrappedCallback := func(message string) {
|
||||
if m.IsMuted() {
|
||||
m.log.Debugf("Jackbox message suppressed (muted): %s", message)
|
||||
return
|
||||
}
|
||||
messageCallback(message)
|
||||
}
|
||||
|
||||
m.webhookServer = NewWebhookServer(webhookPort, webhookSecret, wrappedCallback, m.log)
|
||||
return m.webhookServer.Start()
|
||||
}
|
||||
|
||||
// startWebSocketClient starts the WebSocket client connection
|
||||
func (m *Manager) startWebSocketClient(messageCallback func(string)) error {
|
||||
apiURL := m.config.Viper().GetString("jackbox.APIURL")
|
||||
|
||||
// Store the callback for use in monitoring
|
||||
m.messageCallback = messageCallback
|
||||
|
||||
// Wrap the callback to check mute status
|
||||
wrappedCallback := func(message string) {
|
||||
if m.IsMuted() {
|
||||
m.log.Debugf("Jackbox message suppressed (muted): %s", message)
|
||||
return
|
||||
}
|
||||
messageCallback(message)
|
||||
}
|
||||
|
||||
// Set wrapped callback on client for vote broadcasts
|
||||
m.client.SetMessageCallback(wrappedCallback)
|
||||
|
||||
// Get JWT token from client
|
||||
token := m.client.GetToken()
|
||||
if token == "" {
|
||||
return fmt.Errorf("no JWT token available, authentication may have failed")
|
||||
}
|
||||
|
||||
// Get EnableRoomCodeImage setting from config (defaults to false)
|
||||
enableRoomCodeImage := m.config.Viper().GetBool("jackbox.EnableRoomCodeImage")
|
||||
|
||||
// Create WebSocket client (pass the API client for vote tracking)
|
||||
m.wsClient = NewWebSocketClient(apiURL, token, wrappedCallback, m.client, enableRoomCodeImage, m.log)
|
||||
|
||||
// Connect to WebSocket
|
||||
if err := m.wsClient.Connect(); err != nil {
|
||||
return fmt.Errorf("failed to connect WebSocket: %w", err)
|
||||
}
|
||||
|
||||
// Get active session and subscribe
|
||||
session, err := m.client.GetActiveSession()
|
||||
if err != nil {
|
||||
m.log.Warnf("Could not get active session: %v", err)
|
||||
m.log.Info("WebSocket connected but not subscribed to any session yet")
|
||||
return nil
|
||||
}
|
||||
|
||||
if session != nil && session.ID > 0 {
|
||||
if err := m.wsClient.Subscribe(session.ID); err != nil {
|
||||
m.log.Warnf("Failed to subscribe to session %d: %v", session.ID, err)
|
||||
}
|
||||
|
||||
// Set the active session on the client for vote tracking
|
||||
m.client.SetActiveSession(session.ID)
|
||||
|
||||
// Only announce if this is a NEW session (no games played yet)
|
||||
// If games have been played, the bot is just reconnecting to an existing session
|
||||
if session.GamesPlayed == 0 {
|
||||
announcement := fmt.Sprintf("🎮 Game Night is starting! Session #%d", session.ID)
|
||||
if messageCallback != nil {
|
||||
messageCallback(announcement)
|
||||
}
|
||||
} else {
|
||||
m.log.Infof("Reconnected to existing session #%d (%d games already played)", session.ID, session.GamesPlayed)
|
||||
}
|
||||
} else {
|
||||
m.log.Info("No active session found, will subscribe when session becomes active")
|
||||
// Start a goroutine to periodically check for active sessions
|
||||
go m.monitorActiveSessions()
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// monitorActiveSessions periodically checks for active sessions and subscribes
|
||||
// This is a FALLBACK mechanism - only used when WebSocket events aren't working
|
||||
// Normally, session.started and session.ended events should handle this
|
||||
func (m *Manager) monitorActiveSessions() {
|
||||
ticker := time.NewTicker(30 * time.Second)
|
||||
defer ticker.Stop()
|
||||
|
||||
wasSubscribed := false
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-ticker.C:
|
||||
// Skip polling if WebSocket is disconnected (no point in polling)
|
||||
if m.wsClient == nil || !m.wsClient.IsConnected() {
|
||||
m.log.Debug("WebSocket disconnected, skipping session poll")
|
||||
continue
|
||||
}
|
||||
|
||||
session, err := m.client.GetActiveSession()
|
||||
if err != nil {
|
||||
m.log.Debugf("Error checking for active session: %v", err)
|
||||
continue
|
||||
}
|
||||
|
||||
isSubscribed := m.wsClient.IsSubscribed()
|
||||
|
||||
// Check if we need to subscribe to a new session (fallback if session.started wasn't received)
|
||||
if !isSubscribed && session != nil && session.ID > 0 {
|
||||
m.log.Warnf("Found active session %d via polling (session.started event may have been missed), subscribing...", session.ID)
|
||||
if err := m.wsClient.Subscribe(session.ID); err != nil {
|
||||
m.log.Warnf("Failed to subscribe to session %d: %v", session.ID, err)
|
||||
} else {
|
||||
m.client.SetActiveSession(session.ID)
|
||||
wasSubscribed = true
|
||||
|
||||
// Only announce if this is a NEW session (no games played yet)
|
||||
if session.GamesPlayed == 0 && !m.IsMuted() {
|
||||
announcement := fmt.Sprintf("🎮 Game Night is starting! Session #%d", session.ID)
|
||||
if m.messageCallback != nil {
|
||||
m.messageCallback(announcement)
|
||||
}
|
||||
} else if session.GamesPlayed == 0 && m.IsMuted() {
|
||||
m.log.Debugf("Jackbox message suppressed (muted): 🎮 Game Night is starting! Session #%d", session.ID)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if session ended (fallback if session.ended wasn't received)
|
||||
if wasSubscribed && (session == nil || session.ID == 0 || session.IsActive == 0) {
|
||||
m.log.Warn("Active session ended (detected via polling, session.ended event may have been missed)")
|
||||
if m.wsClient != nil {
|
||||
m.wsClient.AnnounceSessionEnd()
|
||||
}
|
||||
wasSubscribed = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// GetClient returns the Jackbox API client (may be nil if disabled)
|
||||
func (m *Manager) GetClient() *Client {
|
||||
return m.client
|
||||
}
|
||||
|
||||
// IsEnabled returns whether Jackbox integration is enabled
|
||||
func (m *Manager) IsEnabled() bool {
|
||||
return m.enabled
|
||||
}
|
||||
|
||||
// Shutdown stops the webhook server or WebSocket client
|
||||
func (m *Manager) Shutdown() error {
|
||||
if m.wsClient != nil {
|
||||
if err := m.wsClient.Close(); err != nil {
|
||||
m.log.Errorf("Error closing WebSocket client: %v", err)
|
||||
}
|
||||
}
|
||||
if m.webhookServer != nil {
|
||||
return m.webhookServer.Stop()
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// SetMuted sets the mute state for Jackbox announcements
|
||||
func (m *Manager) SetMuted(muted bool) {
|
||||
m.mu.Lock()
|
||||
defer m.mu.Unlock()
|
||||
m.muted = muted
|
||||
}
|
||||
|
||||
// ToggleMuted toggles the mute state and returns the new state
|
||||
func (m *Manager) ToggleMuted() bool {
|
||||
m.mu.Lock()
|
||||
defer m.mu.Unlock()
|
||||
m.muted = !m.muted
|
||||
return m.muted
|
||||
}
|
||||
|
||||
// IsMuted returns the current mute state
|
||||
func (m *Manager) IsMuted() bool {
|
||||
m.mu.RLock()
|
||||
defer m.mu.RUnlock()
|
||||
return m.muted
|
||||
}
|
||||
453
bridge/jackbox/roomcode_image.go
Normal file
453
bridge/jackbox/roomcode_image.go
Normal file
@@ -0,0 +1,453 @@
|
||||
package jackbox
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"embed"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/draw"
|
||||
"image/gif"
|
||||
"strings"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"github.com/gonutz/gofont"
|
||||
)
|
||||
|
||||
//go:embed FiraMono-Bold.ttf
|
||||
var firaMono embed.FS
|
||||
|
||||
const (
|
||||
imageWidth = 300
|
||||
imageHeight = 300
|
||||
padding = 15
|
||||
)
|
||||
|
||||
// Color pairs for room codes
|
||||
var colorPairs = [][2]color.RGBA{
|
||||
{{0xDD, 0xCC, 0x77, 255}, {0x44, 0xAA, 0x99, 255}}, // a) #DDCC77, #44AA99
|
||||
{{0xFE, 0xFE, 0x62, 255}, {0xD3, 0x5F, 0xB7, 255}}, // b) #FEFE62, #D35FB7
|
||||
{{0x64, 0x8F, 0xFF, 255}, {0xFF, 0xB0, 0x00, 255}}, // c) #648FFF, #FFB000
|
||||
{{229, 212, 232, 255}, {217, 241, 213, 255}}, // d) RGB values
|
||||
}
|
||||
|
||||
// State for color rotation
|
||||
var (
|
||||
colorIndex int
|
||||
letterGetColor bool // true = letters get Color1, false = letters get Color2
|
||||
colorMutex sync.Mutex
|
||||
)
|
||||
|
||||
func init() {
|
||||
// Seed with current time to get different starting point each run
|
||||
now := time.Now()
|
||||
colorIndex = int(now.Unix()) % len(colorPairs)
|
||||
letterGetColor = (now.UnixNano() % 2) == 0
|
||||
}
|
||||
|
||||
// GenerateRoomCodeImage creates an animated GIF with the room code and game title
|
||||
// Black background, colored Fira Mono text
|
||||
// Colors rotate through predefined pairs and alternate letter/number assignment
|
||||
func GenerateRoomCodeImage(roomCode, gameTitle string) ([]byte, error) {
|
||||
// Get and advance color state
|
||||
colorMutex.Lock()
|
||||
currentPair := colorPairs[colorIndex]
|
||||
currentLetterGetColor1 := letterGetColor
|
||||
|
||||
// Advance for next call
|
||||
letterGetColor = !letterGetColor
|
||||
if !letterGetColor {
|
||||
// Only advance to next color pair when we've used both orientations
|
||||
colorIndex = (colorIndex + 1) % len(colorPairs)
|
||||
}
|
||||
colorMutex.Unlock()
|
||||
|
||||
// Determine which color goes to letters vs numbers
|
||||
var letterColor, numberColor color.RGBA
|
||||
if currentLetterGetColor1 {
|
||||
letterColor = currentPair[0]
|
||||
numberColor = currentPair[1]
|
||||
} else {
|
||||
letterColor = currentPair[1]
|
||||
numberColor = currentPair[0]
|
||||
}
|
||||
|
||||
// Static text color for game title and labels is always off-white #EEEEEE (hardcoded in drawing code)
|
||||
// Choose a random color from the pair for the separator
|
||||
separatorColor := currentPair[0]
|
||||
if time.Now().UnixNano()%2 == 1 {
|
||||
separatorColor = currentPair[1]
|
||||
}
|
||||
|
||||
// Load Fira Mono Bold font
|
||||
fontData, err := firaMono.ReadFile("FiraMono-Bold.ttf")
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
font, err := gofont.Read(bytes.NewReader(fontData))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
black := color.RGBA{0, 0, 0, 255}
|
||||
|
||||
// Layout from top to bottom:
|
||||
// 1. Game title (at top, staticTextColor)
|
||||
// 2. Room code (center, largest, letterColor/numberColor)
|
||||
// 3. "Room Code" label (below code, staticTextColor)
|
||||
// 4. "Jackbox.tv 🎮 coming up next!" (at bottom, staticTextColor)
|
||||
|
||||
// Calculate layout from bottom up to maximize room code size
|
||||
|
||||
// 4. Bottom text "Jackbox.tv :: coming up next!"
|
||||
// Split into parts so we can color the separator differently
|
||||
bottomTextLeft := "Jackbox.tv "
|
||||
bottomTextSeparator := "::"
|
||||
bottomTextRight := " coming up next!"
|
||||
bottomTextSize := 16
|
||||
font.HeightInPixels = bottomTextSize
|
||||
// Measure full bottom text for positioning
|
||||
fullBottomText := bottomTextLeft + bottomTextSeparator + bottomTextRight
|
||||
bottomTextWidth, bottomTextHeight := font.Measure(fullBottomText)
|
||||
bottomTextX := (imageWidth - bottomTextWidth) / 2
|
||||
bottomTextY := imageHeight - 20 - bottomTextHeight
|
||||
|
||||
// Calculate positions for each part
|
||||
leftWidth, _ := font.Measure(bottomTextLeft)
|
||||
sepWidth, _ := font.Measure(bottomTextSeparator)
|
||||
|
||||
// 3. "Room Code" label (above bottom text)
|
||||
labelText := "^ Room Code ^"
|
||||
labelSize := 21 // Increased by 5% from 20
|
||||
font.HeightInPixels = labelSize
|
||||
labelWidth, labelHeight := font.Measure(labelText)
|
||||
labelX := (imageWidth - labelWidth) / 2
|
||||
labelY := bottomTextY - 10 - labelHeight
|
||||
|
||||
// 2. Room code in center (largest text)
|
||||
// Calculate available vertical space for the room code
|
||||
// We'll reserve space at the top for the game title (calculate after room code)
|
||||
tempTopMargin := 60 // Temporary estimate for title + spacing
|
||||
availableTop := tempTopMargin
|
||||
availableBottom := labelY - 20
|
||||
availableHeight := availableBottom - availableTop
|
||||
availableWidth := imageWidth - 60
|
||||
|
||||
// Find the largest font size that fits the room code
|
||||
bestSize := 30
|
||||
for size := 150; size >= 30; size -= 5 {
|
||||
font.HeightInPixels = size
|
||||
width, height := font.Measure(roomCode)
|
||||
|
||||
if width <= availableWidth && height <= availableHeight {
|
||||
bestSize = size
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate actual room code position
|
||||
font.HeightInPixels = bestSize
|
||||
_, codeHeight := font.Measure(roomCode)
|
||||
|
||||
// Room code is ALWAYS 4 characters, monospace font
|
||||
// Calculate width of a single character and spread them evenly
|
||||
singleCharWidth, _ := font.Measure("X") // Use X as reference for monospace width
|
||||
totalCodeWidth := singleCharWidth * 4
|
||||
|
||||
codeX := (imageWidth - totalCodeWidth) / 2
|
||||
codeY := availableTop + (availableHeight-codeHeight)/2
|
||||
|
||||
// 1. Game title at top - find largest font size that fits in remaining space
|
||||
// Available space is from top of image to top of room code
|
||||
maxTitleWidth := imageWidth - 40 // Leave 20px padding on each side
|
||||
maxTitleHeight := codeY - 30 // Space from top (20px) to room code top (with 10px gap)
|
||||
gameTitleSize := 14
|
||||
|
||||
// Helper function to split title into two lines at nearest whitespace to middle
|
||||
splitTitle := func(title string) (string, string) {
|
||||
words := strings.Fields(title)
|
||||
if len(words) <= 1 {
|
||||
return title, ""
|
||||
}
|
||||
|
||||
// Find the split point closest to the middle
|
||||
totalLen := len(title)
|
||||
midPoint := totalLen / 2
|
||||
bestSplit := 0
|
||||
bestDist := totalLen
|
||||
|
||||
currentLen := 0
|
||||
for i := 0; i < len(words)-1; i++ {
|
||||
currentLen += len(words[i]) + 1 // +1 for space
|
||||
dist := currentLen - midPoint
|
||||
if dist < 0 {
|
||||
dist = -dist
|
||||
}
|
||||
if dist < bestDist {
|
||||
bestDist = dist
|
||||
bestSplit = i + 1
|
||||
}
|
||||
}
|
||||
|
||||
line1 := strings.Join(words[:bestSplit], " ")
|
||||
line2 := strings.Join(words[bestSplit:], " ")
|
||||
return line1, line2
|
||||
}
|
||||
|
||||
// Try single line first, starting at larger size
|
||||
titleLines := []string{gameTitle}
|
||||
var gameTitleHeight int
|
||||
singleLineFits := false
|
||||
|
||||
for size := 40; size >= 28; size -= 2 {
|
||||
font.HeightInPixels = size
|
||||
titleWidth, titleHeight := font.Measure(gameTitle)
|
||||
if titleWidth <= maxTitleWidth && titleHeight <= maxTitleHeight {
|
||||
gameTitleSize = size
|
||||
gameTitleHeight = titleHeight
|
||||
singleLineFits = true
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// If single line doesn't fit at 28px or larger, try splitting into two lines
|
||||
if !singleLineFits {
|
||||
line1, line2 := splitTitle(gameTitle)
|
||||
if line2 != "" {
|
||||
titleLines = []string{line1, line2}
|
||||
|
||||
// Recalculate from maximum size with two lines - might fit larger now!
|
||||
gameTitleSize = 14 // Reset to minimum
|
||||
for size := 40; size >= 14; size -= 2 {
|
||||
font.HeightInPixels = size
|
||||
line1Width, line1Height := font.Measure(line1)
|
||||
line2Width, line2Height := font.Measure(line2)
|
||||
|
||||
maxLineWidth := line1Width
|
||||
if line2Width > maxLineWidth {
|
||||
maxLineWidth = line2Width
|
||||
}
|
||||
totalHeight := line1Height + line2Height + 5 // 5px gap between lines
|
||||
|
||||
if maxLineWidth <= maxTitleWidth && totalHeight <= maxTitleHeight {
|
||||
gameTitleSize = size
|
||||
gameTitleHeight = totalHeight
|
||||
break
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Single word that's too long, just shrink it
|
||||
for size := 27; size >= 14; size -= 2 {
|
||||
font.HeightInPixels = size
|
||||
titleWidth, titleHeight := font.Measure(gameTitle)
|
||||
if titleWidth <= maxTitleWidth && titleHeight <= maxTitleHeight {
|
||||
gameTitleSize = size
|
||||
gameTitleHeight = titleHeight
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate Y position (center vertically in available space)
|
||||
gameTitleY := 20 + (codeY-30-20-gameTitleHeight)/2
|
||||
|
||||
// Calculate character positions - evenly spaced for 4 characters
|
||||
// Room code is ALWAYS 4 characters, monospace font
|
||||
charPositions := make([]int, 4)
|
||||
for i := 0; i < 4; i++ {
|
||||
charPositions[i] = codeX + (i * singleCharWidth)
|
||||
}
|
||||
|
||||
// Create animated GIF frames
|
||||
var frames []*image.Paletted
|
||||
var delays []int
|
||||
|
||||
// Palette: Must include ALL colors used in the image
|
||||
// - Black (background)
|
||||
// - Shades for numberColor (room code animation)
|
||||
// - Shades for letterColor (room code animation)
|
||||
// - #EEEEEE (static text)
|
||||
// - separatorColor (:: separator)
|
||||
palette := make([]color.Color, 256)
|
||||
|
||||
// Index 0: Pure black (background)
|
||||
palette[0] = color.RGBA{0, 0, 0, 255}
|
||||
|
||||
// Index 1: #EEEEEE (static text - game title, labels, bottom text)
|
||||
palette[1] = color.RGBA{0xEE, 0xEE, 0xEE, 255}
|
||||
|
||||
// Index 2: separatorColor (:: separator)
|
||||
palette[2] = separatorColor
|
||||
|
||||
// Indices 3-128: black to numberColor (for number animation)
|
||||
for i := 0; i < 126; i++ {
|
||||
progress := float64(i) / 125.0
|
||||
r := uint8(progress * float64(numberColor.R))
|
||||
g := uint8(progress * float64(numberColor.G))
|
||||
b := uint8(progress * float64(numberColor.B))
|
||||
palette[3+i] = color.RGBA{r, g, b, 255}
|
||||
}
|
||||
|
||||
// Indices 129-255: black to letterColor (for letter animation)
|
||||
for i := 0; i < 127; i++ {
|
||||
progress := float64(i) / 126.0
|
||||
r := uint8(progress * float64(letterColor.R))
|
||||
g := uint8(progress * float64(letterColor.G))
|
||||
b := uint8(progress * float64(letterColor.B))
|
||||
palette[129+i] = color.RGBA{r, g, b, 255}
|
||||
}
|
||||
|
||||
// Helper function to determine if a character is a letter
|
||||
isLetter := func(ch rune) bool {
|
||||
return (ch >= 'A' && ch <= 'Z') || (ch >= 'a' && ch <= 'z')
|
||||
}
|
||||
|
||||
// Animation parameters
|
||||
initialPauseFrames := 25 // Initial pause before animation starts (2.5 seconds at 10fps)
|
||||
fadeFrames := 10 // Number of frames for fade-in (1 second at 10fps)
|
||||
pauseFrames := 30 // Frames to pause between characters (3 seconds at 10fps)
|
||||
frameDelay := 10 // 10/100 second = 0.1s per frame (10 fps)
|
||||
|
||||
// Helper function to draw a frame and convert to paletted
|
||||
drawFrame := func(charIndex int, fadeProgress float64) *image.Paletted {
|
||||
// Draw to RGBA first for proper alpha blending
|
||||
rgba := image.NewRGBA(image.Rect(0, 0, imageWidth, imageHeight))
|
||||
draw.Draw(rgba, rgba.Bounds(), &image.Uniform{black}, image.Point{}, draw.Src)
|
||||
|
||||
// STEP 1: Draw room code FIRST with animation (colored letters/numbers)
|
||||
font.HeightInPixels = bestSize
|
||||
|
||||
// Draw all previous characters (fully visible)
|
||||
for i := 0; i < charIndex; i++ {
|
||||
ch := rune(roomCode[i])
|
||||
if isLetter(ch) {
|
||||
font.R, font.G, font.B, font.A = letterColor.R, letterColor.G, letterColor.B, 255
|
||||
} else {
|
||||
font.R, font.G, font.B, font.A = numberColor.R, numberColor.G, numberColor.B, 255
|
||||
}
|
||||
font.Write(rgba, string(roomCode[i]), charPositions[i], codeY)
|
||||
}
|
||||
|
||||
// Draw current character (fading in) using manual alpha blending
|
||||
if charIndex < len(roomCode) && fadeProgress > 0 {
|
||||
// Draw the character to a temporary image at full opacity
|
||||
tempImg := image.NewRGBA(image.Rect(0, 0, imageWidth, imageHeight))
|
||||
draw.Draw(tempImg, tempImg.Bounds(), &image.Uniform{color.RGBA{0, 0, 0, 0}}, image.Point{}, draw.Src)
|
||||
|
||||
ch := rune(roomCode[charIndex])
|
||||
if isLetter(ch) {
|
||||
font.R, font.G, font.B, font.A = letterColor.R, letterColor.G, letterColor.B, 255
|
||||
} else {
|
||||
font.R, font.G, font.B, font.A = numberColor.R, numberColor.G, numberColor.B, 255
|
||||
}
|
||||
font.Write(tempImg, string(roomCode[charIndex]), charPositions[charIndex], codeY)
|
||||
|
||||
// Manually blend the character onto the main image with fadeProgress alpha
|
||||
targetAlpha := uint8(fadeProgress * 255)
|
||||
for y := 0; y < imageHeight; y++ {
|
||||
for x := 0; x < imageWidth; x++ {
|
||||
srcColor := tempImg.RGBAAt(x, y)
|
||||
if srcColor.A > 0 {
|
||||
// Apply fade alpha to the source color
|
||||
dstColor := rgba.RGBAAt(x, y)
|
||||
|
||||
// Alpha blending formula
|
||||
alpha := uint32(srcColor.A) * uint32(targetAlpha) / 255
|
||||
invAlpha := 255 - alpha
|
||||
|
||||
r := (uint32(srcColor.R)*alpha + uint32(dstColor.R)*invAlpha) / 255
|
||||
g := (uint32(srcColor.G)*alpha + uint32(dstColor.G)*invAlpha) / 255
|
||||
b := (uint32(srcColor.B)*alpha + uint32(dstColor.B)*invAlpha) / 255
|
||||
|
||||
rgba.SetRGBA(x, y, color.RGBA{uint8(r), uint8(g), uint8(b), 255})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// STEP 2: Draw static text elements ON TOP (always visible, same on every frame)
|
||||
|
||||
// 1. Game title at top (off-white #EEEEEE) - may be 1 or 2 lines
|
||||
font.HeightInPixels = gameTitleSize
|
||||
font.R, font.G, font.B, font.A = 0xEE, 0xEE, 0xEE, 255
|
||||
|
||||
if len(titleLines) == 1 {
|
||||
// Single line - use pre-calculated position
|
||||
lineWidth, _ := font.Measure(titleLines[0])
|
||||
lineX := (imageWidth - lineWidth) / 2
|
||||
font.Write(rgba, titleLines[0], lineX, gameTitleY)
|
||||
} else {
|
||||
// Two lines
|
||||
line1Width, line1Height := font.Measure(titleLines[0])
|
||||
line2Width, _ := font.Measure(titleLines[1])
|
||||
|
||||
line1X := (imageWidth - line1Width) / 2
|
||||
line2X := (imageWidth - line2Width) / 2
|
||||
|
||||
font.Write(rgba, titleLines[0], line1X, gameTitleY)
|
||||
font.Write(rgba, titleLines[1], line2X, gameTitleY+line1Height+5) // 5px gap
|
||||
}
|
||||
|
||||
// 3. "^ Room Code ^" label (off-white #EEEEEE)
|
||||
font.HeightInPixels = labelSize
|
||||
font.R, font.G, font.B, font.A = 0xEE, 0xEE, 0xEE, 255
|
||||
font.Write(rgba, labelText, labelX, labelY)
|
||||
|
||||
// 4. Bottom text with colored separator
|
||||
font.HeightInPixels = bottomTextSize
|
||||
|
||||
// Left part (off-white #EEEEEE)
|
||||
font.R, font.G, font.B, font.A = 0xEE, 0xEE, 0xEE, 255
|
||||
font.Write(rgba, bottomTextLeft, bottomTextX, bottomTextY)
|
||||
|
||||
// Separator (separatorColor - from the color pair)
|
||||
font.R, font.G, font.B, font.A = separatorColor.R, separatorColor.G, separatorColor.B, 255
|
||||
font.Write(rgba, bottomTextSeparator, bottomTextX+leftWidth, bottomTextY)
|
||||
|
||||
// Right part (off-white #EEEEEE)
|
||||
font.R, font.G, font.B, font.A = 0xEE, 0xEE, 0xEE, 255
|
||||
font.Write(rgba, bottomTextRight, bottomTextX+leftWidth+sepWidth, bottomTextY)
|
||||
|
||||
// Convert RGBA to paletted
|
||||
paletted := image.NewPaletted(rgba.Bounds(), palette)
|
||||
draw.FloydSteinberg.Draw(paletted, rgba.Bounds(), rgba, image.Point{})
|
||||
return paletted
|
||||
}
|
||||
|
||||
// Generate initial pause frames (just label, no characters)
|
||||
for i := 0; i < initialPauseFrames; i++ {
|
||||
frames = append(frames, drawFrame(0, 0))
|
||||
delays = append(delays, frameDelay)
|
||||
}
|
||||
|
||||
// Generate frames
|
||||
for charIndex := 0; charIndex < len(roomCode); charIndex++ {
|
||||
// Fade-in frames for current character
|
||||
for fadeFrame := 0; fadeFrame < fadeFrames; fadeFrame++ {
|
||||
fadeProgress := float64(fadeFrame+1) / float64(fadeFrames)
|
||||
frames = append(frames, drawFrame(charIndex, fadeProgress))
|
||||
delays = append(delays, frameDelay)
|
||||
}
|
||||
|
||||
// Pause frames (hold current state with character fully visible)
|
||||
for pauseFrame := 0; pauseFrame < pauseFrames; pauseFrame++ {
|
||||
frames = append(frames, drawFrame(charIndex+1, 0))
|
||||
delays = append(delays, frameDelay)
|
||||
}
|
||||
}
|
||||
|
||||
// Encode as GIF (loop forever since LoopCount is unreliable)
|
||||
var buf bytes.Buffer
|
||||
err = gif.EncodeAll(&buf, &gif.GIF{
|
||||
Image: frames,
|
||||
Delay: delays,
|
||||
// Omit LoopCount entirely - let it loop forever (most reliable)
|
||||
})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
return buf.Bytes(), nil
|
||||
}
|
||||
29
bridge/jackbox/votes.go
Normal file
29
bridge/jackbox/votes.go
Normal file
@@ -0,0 +1,29 @@
|
||||
package jackbox
|
||||
|
||||
import "strings"
|
||||
|
||||
// DetectVote checks if a message contains a vote and returns the vote type
|
||||
// Returns (true, "up") for thisgame++
|
||||
// Returns (true, "down") for thisgame--
|
||||
// Returns (false, "") for non-vote messages
|
||||
func DetectVote(text string) (isVote bool, voteType string) {
|
||||
lower := strings.ToLower(text)
|
||||
|
||||
if strings.Contains(lower, "thisgame++") {
|
||||
return true, "up"
|
||||
}
|
||||
|
||||
if strings.Contains(lower, "thisgame--") {
|
||||
return true, "down"
|
||||
}
|
||||
|
||||
return false, ""
|
||||
}
|
||||
|
||||
// IsRelayedMessage checks if a message is relayed from another chat
|
||||
// Returns true if the message has [irc] or [kosmi] prefix
|
||||
func IsRelayedMessage(text string) bool {
|
||||
lower := strings.ToLower(text)
|
||||
return strings.HasPrefix(lower, "[irc]") || strings.HasPrefix(lower, "[kosmi]")
|
||||
}
|
||||
|
||||
174
bridge/jackbox/webhook.go
Normal file
174
bridge/jackbox/webhook.go
Normal file
@@ -0,0 +1,174 @@
|
||||
package jackbox
|
||||
|
||||
import (
|
||||
"crypto/hmac"
|
||||
"crypto/sha256"
|
||||
"crypto/subtle"
|
||||
"encoding/hex"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"net/http"
|
||||
|
||||
"github.com/sirupsen/logrus"
|
||||
)
|
||||
|
||||
// WebhookServer handles incoming webhooks from the Jackbox API
|
||||
type WebhookServer struct {
|
||||
port int
|
||||
secret string
|
||||
messageCallback func(string) // Callback to broadcast messages
|
||||
log *logrus.Entry
|
||||
server *http.Server
|
||||
}
|
||||
|
||||
// WebhookPayload represents the webhook event from the API
|
||||
type WebhookPayload struct {
|
||||
Event string `json:"event"`
|
||||
Timestamp string `json:"timestamp"`
|
||||
Data struct {
|
||||
Session struct {
|
||||
ID int `json:"id"`
|
||||
IsActive bool `json:"is_active"`
|
||||
GamesPlayed int `json:"games_played"`
|
||||
} `json:"session"`
|
||||
Game struct {
|
||||
ID int `json:"id"`
|
||||
Title string `json:"title"`
|
||||
PackName string `json:"pack_name"`
|
||||
MinPlayers int `json:"min_players"`
|
||||
MaxPlayers int `json:"max_players"`
|
||||
ManuallyAdded bool `json:"manually_added"`
|
||||
} `json:"game"`
|
||||
} `json:"data"`
|
||||
}
|
||||
|
||||
// NewWebhookServer creates a new webhook server
|
||||
func NewWebhookServer(port int, secret string, messageCallback func(string), log *logrus.Entry) *WebhookServer {
|
||||
return &WebhookServer{
|
||||
port: port,
|
||||
secret: secret,
|
||||
messageCallback: messageCallback,
|
||||
log: log,
|
||||
}
|
||||
}
|
||||
|
||||
// Start starts the webhook HTTP server
|
||||
func (w *WebhookServer) Start() error {
|
||||
mux := http.NewServeMux()
|
||||
mux.HandleFunc("/webhook/jackbox", w.handleWebhook)
|
||||
|
||||
// Health check endpoint
|
||||
mux.HandleFunc("/health", func(rw http.ResponseWriter, r *http.Request) {
|
||||
rw.WriteHeader(http.StatusOK)
|
||||
rw.Write([]byte("OK"))
|
||||
})
|
||||
|
||||
w.server = &http.Server{
|
||||
Addr: fmt.Sprintf(":%d", w.port),
|
||||
Handler: mux,
|
||||
}
|
||||
|
||||
w.log.Infof("Starting Jackbox webhook server on port %d", w.port)
|
||||
|
||||
go func() {
|
||||
if err := w.server.ListenAndServe(); err != nil && err != http.ErrServerClosed {
|
||||
w.log.Errorf("Webhook server error: %v", err)
|
||||
}
|
||||
}()
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Stop stops the webhook server
|
||||
func (w *WebhookServer) Stop() error {
|
||||
if w.server != nil {
|
||||
w.log.Info("Stopping Jackbox webhook server")
|
||||
return w.server.Close()
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// handleWebhook processes incoming webhook requests
|
||||
func (w *WebhookServer) handleWebhook(rw http.ResponseWriter, r *http.Request) {
|
||||
if r.Method != http.MethodPost {
|
||||
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
|
||||
return
|
||||
}
|
||||
|
||||
// Read the raw body for signature verification
|
||||
body, err := io.ReadAll(r.Body)
|
||||
if err != nil {
|
||||
w.log.Errorf("Failed to read webhook body: %v", err)
|
||||
http.Error(rw, "Failed to read body", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
defer r.Body.Close()
|
||||
|
||||
// Verify signature
|
||||
signature := r.Header.Get("X-Webhook-Signature")
|
||||
if !w.verifySignature(signature, body) {
|
||||
w.log.Warn("Webhook signature verification failed")
|
||||
http.Error(rw, "Invalid signature", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
|
||||
// Parse the webhook payload
|
||||
var payload WebhookPayload
|
||||
if err := json.Unmarshal(body, &payload); err != nil {
|
||||
w.log.Errorf("Failed to parse webhook payload: %v", err)
|
||||
http.Error(rw, "Invalid payload", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
// Handle the event
|
||||
w.handleEvent(&payload)
|
||||
|
||||
// Always respond with 200 OK
|
||||
rw.WriteHeader(http.StatusOK)
|
||||
rw.Write([]byte("OK"))
|
||||
}
|
||||
|
||||
// verifySignature verifies the HMAC-SHA256 signature of the webhook
|
||||
func (w *WebhookServer) verifySignature(signature string, body []byte) bool {
|
||||
if signature == "" || len(signature) < 7 || signature[:7] != "sha256=" {
|
||||
return false
|
||||
}
|
||||
|
||||
// Extract the hex signature (after "sha256=")
|
||||
receivedSig := signature[7:]
|
||||
|
||||
// Compute expected signature
|
||||
mac := hmac.New(sha256.New, []byte(w.secret))
|
||||
mac.Write(body)
|
||||
expectedSig := hex.EncodeToString(mac.Sum(nil))
|
||||
|
||||
// Timing-safe comparison
|
||||
return subtle.ConstantTimeCompare([]byte(receivedSig), []byte(expectedSig)) == 1
|
||||
}
|
||||
|
||||
// handleEvent processes webhook events
|
||||
func (w *WebhookServer) handleEvent(payload *WebhookPayload) {
|
||||
switch payload.Event {
|
||||
case "game.added":
|
||||
w.handleGameAdded(payload)
|
||||
default:
|
||||
w.log.Debugf("Unhandled webhook event: %s", payload.Event)
|
||||
}
|
||||
}
|
||||
|
||||
// handleGameAdded handles the game.added event
|
||||
func (w *WebhookServer) handleGameAdded(payload *WebhookPayload) {
|
||||
game := payload.Data.Game
|
||||
|
||||
w.log.Infof("Game added: %s from %s", game.Title, game.PackName)
|
||||
|
||||
// Format the announcement message
|
||||
message := fmt.Sprintf("🎮 Coming up next: %s!", game.Title)
|
||||
|
||||
// Broadcast to both chats via callback
|
||||
if w.messageCallback != nil {
|
||||
w.messageCallback(message)
|
||||
}
|
||||
}
|
||||
|
||||
547
bridge/jackbox/websocket_client.go
Normal file
547
bridge/jackbox/websocket_client.go
Normal file
@@ -0,0 +1,547 @@
|
||||
package jackbox
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"github.com/gorilla/websocket"
|
||||
"github.com/sirupsen/logrus"
|
||||
)
|
||||
|
||||
// WebSocketClient handles WebSocket connection to Jackbox API
|
||||
type WebSocketClient struct {
|
||||
apiURL string
|
||||
token string
|
||||
conn *websocket.Conn
|
||||
messageCallback func(string)
|
||||
apiClient *Client // Reference to API client for vote tracking
|
||||
log *logrus.Entry
|
||||
mu sync.Mutex
|
||||
reconnectDelay time.Duration
|
||||
maxReconnect time.Duration
|
||||
stopChan chan struct{}
|
||||
connected bool
|
||||
authenticated bool
|
||||
subscribedSession int
|
||||
enableRoomCodeImage bool // Whether to upload room code images to Kosmi
|
||||
}
|
||||
|
||||
// WebSocket message types
|
||||
type WSMessage struct {
|
||||
Type string `json:"type"`
|
||||
Token string `json:"token,omitempty"`
|
||||
SessionID int `json:"sessionId,omitempty"`
|
||||
Message string `json:"message,omitempty"`
|
||||
Timestamp string `json:"timestamp,omitempty"`
|
||||
Data json.RawMessage `json:"data,omitempty"`
|
||||
}
|
||||
|
||||
// SessionStartedData represents the session.started event data
|
||||
type SessionStartedData struct {
|
||||
Session struct {
|
||||
ID int `json:"id"`
|
||||
IsActive int `json:"is_active"`
|
||||
CreatedAt string `json:"created_at"`
|
||||
Notes string `json:"notes"`
|
||||
} `json:"session"`
|
||||
}
|
||||
|
||||
// GameAddedData represents the game.added event data
|
||||
type GameAddedData struct {
|
||||
Session struct {
|
||||
ID int `json:"id"`
|
||||
IsActive bool `json:"is_active"`
|
||||
GamesPlayed int `json:"games_played"`
|
||||
} `json:"session"`
|
||||
Game struct {
|
||||
ID int `json:"id"`
|
||||
Title string `json:"title"`
|
||||
PackName string `json:"pack_name"`
|
||||
MinPlayers int `json:"min_players"`
|
||||
MaxPlayers int `json:"max_players"`
|
||||
ManuallyAdded bool `json:"manually_added"`
|
||||
RoomCode string `json:"room_code"`
|
||||
} `json:"game"`
|
||||
}
|
||||
|
||||
// NewWebSocketClient creates a new WebSocket client
|
||||
func NewWebSocketClient(apiURL, token string, messageCallback func(string), apiClient *Client, enableRoomCodeImage bool, log *logrus.Entry) *WebSocketClient {
|
||||
return &WebSocketClient{
|
||||
apiURL: apiURL,
|
||||
token: token,
|
||||
messageCallback: messageCallback,
|
||||
apiClient: apiClient,
|
||||
enableRoomCodeImage: enableRoomCodeImage,
|
||||
log: log,
|
||||
reconnectDelay: 1 * time.Second,
|
||||
maxReconnect: 30 * time.Second,
|
||||
stopChan: make(chan struct{}),
|
||||
}
|
||||
}
|
||||
|
||||
// Connect establishes WebSocket connection
|
||||
func (c *WebSocketClient) Connect() error {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
|
||||
// Convert http(s):// to ws(s)://
|
||||
wsURL := c.apiURL
|
||||
if len(wsURL) > 7 && wsURL[:7] == "http://" {
|
||||
wsURL = "ws://" + wsURL[7:]
|
||||
} else if len(wsURL) > 8 && wsURL[:8] == "https://" {
|
||||
wsURL = "wss://" + wsURL[8:]
|
||||
}
|
||||
|
||||
wsURL += "/api/sessions/live"
|
||||
|
||||
c.log.Infof("Connecting to WebSocket: %s", wsURL)
|
||||
|
||||
conn, _, err := websocket.DefaultDialer.Dial(wsURL, nil)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to connect: %w", err)
|
||||
}
|
||||
|
||||
c.conn = conn
|
||||
c.connected = true
|
||||
c.log.Info("WebSocket connected")
|
||||
|
||||
// Start message listener
|
||||
go c.listen()
|
||||
|
||||
// Authenticate
|
||||
return c.authenticate()
|
||||
}
|
||||
|
||||
// authenticate sends authentication message
|
||||
func (c *WebSocketClient) authenticate() error {
|
||||
msg := WSMessage{
|
||||
Type: "auth",
|
||||
Token: c.token,
|
||||
}
|
||||
|
||||
if err := c.sendMessage(msg); err != nil {
|
||||
return fmt.Errorf("failed to send auth: %w", err)
|
||||
}
|
||||
|
||||
c.log.Debug("Authentication message sent")
|
||||
return nil
|
||||
}
|
||||
|
||||
// Subscribe subscribes to a session's events
|
||||
func (c *WebSocketClient) Subscribe(sessionID int) error {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
|
||||
if !c.authenticated {
|
||||
return fmt.Errorf("not authenticated")
|
||||
}
|
||||
|
||||
msg := WSMessage{
|
||||
Type: "subscribe",
|
||||
SessionID: sessionID,
|
||||
}
|
||||
|
||||
if err := c.sendMessage(msg); err != nil {
|
||||
return fmt.Errorf("failed to subscribe: %w", err)
|
||||
}
|
||||
|
||||
c.subscribedSession = sessionID
|
||||
c.log.Infof("Subscribed to session %d", sessionID)
|
||||
return nil
|
||||
}
|
||||
|
||||
// Unsubscribe unsubscribes from a session's events
|
||||
func (c *WebSocketClient) Unsubscribe(sessionID int) error {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
|
||||
msg := WSMessage{
|
||||
Type: "unsubscribe",
|
||||
SessionID: sessionID,
|
||||
}
|
||||
|
||||
if err := c.sendMessage(msg); err != nil {
|
||||
return fmt.Errorf("failed to unsubscribe: %w", err)
|
||||
}
|
||||
|
||||
if c.subscribedSession == sessionID {
|
||||
c.subscribedSession = 0
|
||||
}
|
||||
|
||||
c.log.Infof("Unsubscribed from session %d", sessionID)
|
||||
return nil
|
||||
}
|
||||
|
||||
// listen handles incoming WebSocket messages
|
||||
func (c *WebSocketClient) listen() {
|
||||
defer c.handleDisconnect()
|
||||
|
||||
// Start heartbeat
|
||||
go c.startHeartbeat()
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-c.stopChan:
|
||||
return
|
||||
default:
|
||||
_, message, err := c.conn.ReadMessage()
|
||||
if err != nil {
|
||||
c.log.Errorf("Error reading message: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
c.handleMessage(message)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// handleMessage processes incoming messages
|
||||
func (c *WebSocketClient) handleMessage(data []byte) {
|
||||
var msg WSMessage
|
||||
if err := json.Unmarshal(data, &msg); err != nil {
|
||||
c.log.Errorf("Failed to parse message: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
switch msg.Type {
|
||||
case "auth_success":
|
||||
c.mu.Lock()
|
||||
c.authenticated = true
|
||||
c.mu.Unlock()
|
||||
c.log.Info("Authentication successful")
|
||||
// session.started events are automatically broadcast to all authenticated clients
|
||||
// No need to subscribe - just wait for session.started events
|
||||
|
||||
case "auth_error":
|
||||
c.log.Errorf("Authentication failed: %s", msg.Message)
|
||||
c.authenticated = false
|
||||
|
||||
case "subscribed":
|
||||
c.log.Infof("Subscription confirmed: %s", msg.Message)
|
||||
|
||||
case "unsubscribed":
|
||||
c.log.Infof("Unsubscription confirmed: %s", msg.Message)
|
||||
|
||||
case "session.started":
|
||||
c.handleSessionStarted(msg.Data)
|
||||
|
||||
case "game.added":
|
||||
c.handleGameAdded(msg.Data)
|
||||
|
||||
case "session.ended":
|
||||
c.handleSessionEnded(msg.Data)
|
||||
|
||||
case "pong":
|
||||
c.log.Debug("Heartbeat pong received")
|
||||
|
||||
case "error":
|
||||
c.log.Errorf("Server error: %s", msg.Message)
|
||||
|
||||
default:
|
||||
c.log.Debugf("Unknown message type: %s", msg.Type)
|
||||
}
|
||||
}
|
||||
|
||||
// handleSessionStarted processes session.started events
|
||||
func (c *WebSocketClient) handleSessionStarted(data json.RawMessage) {
|
||||
var sessionData SessionStartedData
|
||||
if err := json.Unmarshal(data, &sessionData); err != nil {
|
||||
c.log.Errorf("Failed to parse session.started data: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
sessionID := sessionData.Session.ID
|
||||
c.log.Infof("Session started: ID=%d", sessionID)
|
||||
|
||||
// Subscribe to the new session
|
||||
if err := c.Subscribe(sessionID); err != nil {
|
||||
c.log.Errorf("Failed to subscribe to new session %d: %v", sessionID, err)
|
||||
return
|
||||
}
|
||||
|
||||
// Set the active session on the client for vote tracking
|
||||
if c.apiClient != nil {
|
||||
c.apiClient.SetActiveSession(sessionID)
|
||||
}
|
||||
|
||||
// Announce the new session
|
||||
message := fmt.Sprintf("🎮 Game Night is starting! Session #%d", sessionID)
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(message)
|
||||
}
|
||||
}
|
||||
|
||||
// handleGameAdded processes game.added events
|
||||
func (c *WebSocketClient) handleGameAdded(data json.RawMessage) {
|
||||
var gameData GameAddedData
|
||||
if err := json.Unmarshal(data, &gameData); err != nil {
|
||||
c.log.Errorf("Failed to parse game.added data: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
c.log.Infof("Game added: %s from %s (Room Code: %s)", gameData.Game.Title, gameData.Game.PackName, gameData.Game.RoomCode)
|
||||
|
||||
// Get and clear the last vote response for the previous game
|
||||
var message string
|
||||
if c.apiClient != nil {
|
||||
lastVote := c.apiClient.GetAndClearLastVoteResponse()
|
||||
if lastVote != nil {
|
||||
// Include vote results from the previous game
|
||||
message = fmt.Sprintf("🗳️ Final votes for %s: %d👍 %d👎 (Score: %d)\n🎮 Coming up next: %s",
|
||||
lastVote.Game.Title,
|
||||
lastVote.Game.Upvotes, lastVote.Game.Downvotes, lastVote.Game.PopularityScore,
|
||||
gameData.Game.Title)
|
||||
} else {
|
||||
// No votes for previous game (or first game)
|
||||
message = fmt.Sprintf("🎮 Coming up next: %s", gameData.Game.Title)
|
||||
}
|
||||
} else {
|
||||
// Fallback if no API client
|
||||
message = fmt.Sprintf("🎮 Coming up next: %s", gameData.Game.Title)
|
||||
}
|
||||
|
||||
// Handle room code display based on configuration
|
||||
if gameData.Game.RoomCode != "" {
|
||||
if c.enableRoomCodeImage {
|
||||
// Try to upload room code image (for Kosmi) - image contains all info
|
||||
c.broadcastWithRoomCodeImage(gameData.Game.Title, gameData.Game.RoomCode)
|
||||
} else {
|
||||
// Use IRC text formatting (fallback)
|
||||
roomCodeText := fmt.Sprintf(" - Room Code \x02\x11%s\x0F", gameData.Game.RoomCode)
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(message + roomCodeText)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// No room code, just send the message
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(message)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// broadcastWithRoomCodeImage generates, uploads, and broadcasts a room code image
|
||||
// The image contains all the information (game title, room code, etc.)
|
||||
func (c *WebSocketClient) broadcastWithRoomCodeImage(gameTitle, roomCode string) {
|
||||
c.log.Infof("🎨 Starting room code image generation and upload for: %s - %s", gameTitle, roomCode)
|
||||
|
||||
// Generate room code image (animated GIF) with game title embedded
|
||||
c.log.Infof("📝 Step 1: Generating image...")
|
||||
imageData, err := GenerateRoomCodeImage(roomCode, gameTitle)
|
||||
if err != nil {
|
||||
c.log.Errorf("❌ Failed to generate room code image: %v", err)
|
||||
// Fallback to plain text (no IRC formatting codes for Kosmi)
|
||||
fallbackMessage := fmt.Sprintf("🎮 Coming up next: %s - Room Code %s", gameTitle, roomCode)
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(fallbackMessage)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
c.log.Infof("✅ Step 1 complete: Generated %d bytes of GIF data", len(imageData))
|
||||
|
||||
// Upload animated GIF to Kosmi CDN (MUST complete before announcing)
|
||||
c.log.Infof("📤 Step 2: Uploading to Kosmi CDN...")
|
||||
filename := fmt.Sprintf("roomcode_%s.gif", roomCode)
|
||||
imageURL, err := UploadImageToKosmi(imageData, filename)
|
||||
if err != nil {
|
||||
c.log.Errorf("❌ Failed to upload room code image: %v", err)
|
||||
// Fallback to plain text (no IRC formatting codes for Kosmi)
|
||||
fallbackMessage := fmt.Sprintf("🎮 Coming up next: %s - Room Code %s", gameTitle, roomCode)
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(fallbackMessage)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
c.log.Infof("✅ Step 2 complete: Uploaded to %s", imageURL)
|
||||
|
||||
// Now that upload succeeded, send the full announcement with game title and URL
|
||||
c.log.Infof("📢 Step 3: Broadcasting game announcement with URL...")
|
||||
fullMessage := fmt.Sprintf("🎮 Coming up next: %s %s", gameTitle, imageURL)
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(fullMessage)
|
||||
c.log.Infof("✅ Step 3 complete: Game announcement sent with URL")
|
||||
} else {
|
||||
c.log.Error("❌ Step 3 failed: messageCallback is nil")
|
||||
}
|
||||
|
||||
// Send the plaintext room code after 19 seconds (to sync with animation completion)
|
||||
// Capture callback and logger in closure
|
||||
callback := c.messageCallback
|
||||
logger := c.log
|
||||
plainRoomCode := roomCode // Capture room code for plain text message
|
||||
|
||||
c.log.Infof("⏰ Step 4: Starting 19-second timer goroutine for plaintext room code...")
|
||||
go func() {
|
||||
logger.Infof("⏰ [Goroutine started] Waiting 19 seconds before sending plaintext room code: %s", plainRoomCode)
|
||||
time.Sleep(19 * time.Second)
|
||||
logger.Infof("⏰ [19 seconds elapsed] Now sending plaintext room code...")
|
||||
|
||||
if callback != nil {
|
||||
// Send just the room code in plaintext (for easy copy/paste)
|
||||
plaintextMessage := fmt.Sprintf("Room Code: %s", plainRoomCode)
|
||||
logger.Infof("📤 Sending plaintext: %s", plaintextMessage)
|
||||
callback(plaintextMessage)
|
||||
logger.Infof("✅ Successfully sent plaintext room code")
|
||||
} else {
|
||||
logger.Error("❌ Message callback is nil when trying to send delayed room code")
|
||||
}
|
||||
}()
|
||||
|
||||
c.log.Infof("✅ Step 4 complete: Goroutine launched, will fire in 19 seconds")
|
||||
}
|
||||
|
||||
// handleSessionEnded processes session.ended events
|
||||
func (c *WebSocketClient) handleSessionEnded(data json.RawMessage) {
|
||||
c.log.Info("Session ended event received")
|
||||
c.AnnounceSessionEnd()
|
||||
}
|
||||
|
||||
// AnnounceSessionEnd announces the final votes and says goodnight
|
||||
func (c *WebSocketClient) AnnounceSessionEnd() {
|
||||
// Get and clear the last vote response for the final game
|
||||
var message string
|
||||
if c.apiClient != nil {
|
||||
lastVote := c.apiClient.GetAndClearLastVoteResponse()
|
||||
if lastVote != nil {
|
||||
// Include final vote results
|
||||
message = fmt.Sprintf("🗳️ Final votes for %s: %d👍 %d👎 (Score: %d)\n🌙 Game Night has ended! Thanks for playing!",
|
||||
lastVote.Game.Title,
|
||||
lastVote.Game.Upvotes, lastVote.Game.Downvotes, lastVote.Game.PopularityScore)
|
||||
} else {
|
||||
// No votes for final game
|
||||
message = "🌙 Game Night has ended! Thanks for playing!"
|
||||
}
|
||||
|
||||
// Clear the active session
|
||||
c.apiClient.SetActiveSession(0)
|
||||
} else {
|
||||
message = "🌙 Game Night has ended! Thanks for playing!"
|
||||
}
|
||||
|
||||
// Broadcast to chats via callback
|
||||
if c.messageCallback != nil {
|
||||
c.messageCallback(message)
|
||||
}
|
||||
}
|
||||
|
||||
// startHeartbeat sends ping messages periodically
|
||||
func (c *WebSocketClient) startHeartbeat() {
|
||||
ticker := time.NewTicker(30 * time.Second)
|
||||
defer ticker.Stop()
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-c.stopChan:
|
||||
return
|
||||
case <-ticker.C:
|
||||
c.mu.Lock()
|
||||
if c.connected && c.conn != nil {
|
||||
msg := WSMessage{Type: "ping"}
|
||||
if err := c.sendMessage(msg); err != nil {
|
||||
c.log.Errorf("Failed to send ping: %v", err)
|
||||
}
|
||||
}
|
||||
c.mu.Unlock()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// sendMessage sends a message to the WebSocket server
|
||||
func (c *WebSocketClient) sendMessage(msg WSMessage) error {
|
||||
data, err := json.Marshal(msg)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
if c.conn == nil {
|
||||
return fmt.Errorf("not connected")
|
||||
}
|
||||
|
||||
return c.conn.WriteMessage(websocket.TextMessage, data)
|
||||
}
|
||||
|
||||
// handleDisconnect handles connection loss and attempts reconnection
|
||||
func (c *WebSocketClient) handleDisconnect() {
|
||||
c.mu.Lock()
|
||||
c.connected = false
|
||||
c.authenticated = false
|
||||
if c.conn != nil {
|
||||
c.conn.Close()
|
||||
c.conn = nil
|
||||
}
|
||||
c.mu.Unlock()
|
||||
|
||||
c.log.Warn("WebSocket disconnected, attempting to reconnect...")
|
||||
|
||||
// Exponential backoff reconnection
|
||||
delay := c.reconnectDelay
|
||||
for {
|
||||
select {
|
||||
case <-c.stopChan:
|
||||
return
|
||||
case <-time.After(delay):
|
||||
c.log.Infof("Reconnecting... (delay: %v)", delay)
|
||||
|
||||
if err := c.Connect(); err != nil {
|
||||
c.log.Errorf("Reconnection failed: %v", err)
|
||||
|
||||
// Increase delay with exponential backoff
|
||||
delay *= 2
|
||||
if delay > c.maxReconnect {
|
||||
delay = c.maxReconnect
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
// Reconnected successfully
|
||||
c.log.Info("Reconnected successfully")
|
||||
|
||||
// Re-subscribe if we were subscribed before
|
||||
if c.subscribedSession > 0 {
|
||||
if err := c.Subscribe(c.subscribedSession); err != nil {
|
||||
c.log.Errorf("Failed to re-subscribe: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Close closes the WebSocket connection
|
||||
func (c *WebSocketClient) Close() error {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
|
||||
close(c.stopChan)
|
||||
|
||||
if c.conn != nil {
|
||||
c.log.Info("Closing WebSocket connection")
|
||||
err := c.conn.Close()
|
||||
c.conn = nil
|
||||
c.connected = false
|
||||
c.authenticated = false
|
||||
return err
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// IsConnected returns whether the client is connected
|
||||
func (c *WebSocketClient) IsConnected() bool {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
return c.connected && c.authenticated
|
||||
}
|
||||
|
||||
// IsSubscribed returns whether the client is subscribed to a session
|
||||
func (c *WebSocketClient) IsSubscribed() bool {
|
||||
c.mu.Lock()
|
||||
defer c.mu.Unlock()
|
||||
return c.subscribedSession > 0
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user