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Merge pull request #27 from alopezlago/alopezlago/v3
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v3 update: remove explicit text/voice channel pairing in config file, and several improvements
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alopezlago authored Sep 9, 2020
2 parents 314c39d + 9533e9c commit 113b85a
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204 changes: 204 additions & 0 deletions APACHE_LICENSE.txt
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57 changes: 40 additions & 17 deletions QuizBowlDiscordScoreTracker/Bot.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.Linq;
Expand All @@ -17,6 +18,7 @@
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
using Microsoft.Extensions.Options;
using QuizBowlDiscordScoreTracker.Database;
using QuizBowlDiscordScoreTracker.Web;
using Serilog;

Expand All @@ -25,7 +27,7 @@ namespace QuizBowlDiscordScoreTracker
// TODO: Refactor this so that most of the methods are in a separate class that is easily testable.
public sealed class Bot : BackgroundService
{
private static readonly Regex BuzzRegex = new Regex("^bu?z+$", RegexOptions.IgnoreCase);
private static readonly Regex BuzzRegex = new Regex("^\\s*bu?z+\\s*$", RegexOptions.IgnoreCase);

// TODO: We may need a lock for this, and this lock would need to be accessible form BotCommands. We could wrap
// this in an object which would do the locking for us.
Expand All @@ -37,6 +39,7 @@ public sealed class Bot : BackgroundService
private readonly ILogger logger;
private readonly DiscordNetEventLogger discordNetEventLogger;
private readonly IDisposable configurationChangeCallback;
private readonly IDatabaseActionFactory dbActionFactory;

[SuppressMessage("Code Quality", "CA2213:Disposable fields should be disposed", Justification = "Dispose method is inaccessible")]
private readonly CommandService commandService;
Expand All @@ -58,6 +61,7 @@ public Bot(IOptionsMonitor<BotConfiguration> options, IHubContext<MonitorHub> hu
this.hubContext = hubContext;
this.gameStateManager = new GameStateManager();
this.options = options;
this.dbActionFactory = new SqliteDatabaseActionFactory(this.options.CurrentValue.DatabaseDataSource);

// TODO: Rewrite this so that
// #1: buzz emojis are server-dependent, since emojis are
Expand All @@ -75,6 +79,7 @@ public Bot(IOptionsMonitor<BotConfiguration> options, IHubContext<MonitorHub> hu
serviceCollection.AddSingleton(this.client);
serviceCollection.AddSingleton(this.gameStateManager);
serviceCollection.AddSingleton(this.options);
serviceCollection.AddSingleton(this.dbActionFactory);
this.serviceProvider = serviceCollection.BuildServiceProvider();

this.commandService = new CommandService(new CommandServiceConfig()
Expand Down Expand Up @@ -109,6 +114,7 @@ public override void Dispose()
this.discordNetEventLogger.Dispose();
this.configurationChangeCallback.Dispose();
this.client.Dispose();
base.Dispose();
}

private static IEnumerable<Regex> BuildBuzzEmojiRegexes(BotConfiguration options)
Expand All @@ -135,10 +141,19 @@ private static IEnumerable<Regex> BuildBuzzEmojiRegexes(BotConfiguration options

protected override async Task ExecuteAsync(CancellationToken stoppingToken)
{
// Make sure the database exists
using (DatabaseAction action = this.dbActionFactory.Create())
{
await action.MigrateAsync();
}

stoppingToken.ThrowIfCancellationRequested();

// TODO: If we go to a more proper service architecture, move more of the initialization logic from the
// constructor to here, since we could start/stop the client multiple times.
string token = this.options.CurrentValue.BotToken;
await this.client.LoginAsync(TokenType.Bot, token);
stoppingToken.ThrowIfCancellationRequested();
await this.client.StartAsync();
}

Expand All @@ -148,19 +163,31 @@ public override Task StopAsync(CancellationToken cancellationToken)
return base.StopAsync(cancellationToken);
}

private async Task<Tuple<IVoiceChannel, IGuildUser>> MuteReader(
ITextChannel textChannel, string voiceChannelName, ulong? readerId)
private async Task<Tuple<IVoiceChannel, IGuildUser>> MuteReader(ITextChannel textChannel, ulong? readerId)
{
IGuildUser reader = null;
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
ulong? voiceChannelId = null;
using (DatabaseAction action = this.dbActionFactory.Create())
{
voiceChannelId = await action.GetPairedVoiceChannelIdOrNullAsync(textChannel.Id);
}

stopwatch.Stop();
this.logger.Verbose($"Time to get paired channel: {stopwatch.ElapsedMilliseconds} ms");

IReadOnlyCollection<IVoiceChannel> voiceChannels = await textChannel.Guild.GetVoiceChannelsAsync();
IVoiceChannel voiceChannel = voiceChannels.FirstOrDefault(channel => channel.Name == voiceChannelName);
if (voiceChannelId == null)
{
return null;
}

IVoiceChannel voiceChannel = await textChannel.Guild.GetVoiceChannelAsync(voiceChannelId.Value);
if (voiceChannel == null)
{
return null;
}

reader = await textChannel.Guild.GetUserAsync(readerId.Value);
IGuildUser reader = await textChannel.Guild.GetUserAsync(readerId.Value);
try
{
// Make sure the reader didn't mute themselves or leave the voice channel
Expand All @@ -187,18 +214,15 @@ private async Task PromptNextPlayer(GameState state, ITextChannel textChannel)
{
if (state.TryGetNextPlayer(out ulong userId))
{
Tuple<IVoiceChannel, IGuildUser> voiceChannelReaderPair = null;
if (this.options.CurrentValue.TryGetVoiceChannelName(
textChannel.Guild.Name, textChannel.Name, out string voiceChannelName))
{
voiceChannelReaderPair = await this.MuteReader(textChannel, voiceChannelName, state.ReaderId);
}

IGuildUser user = await textChannel.Guild.GetUserAsync(userId);
await textChannel.SendMessageAsync(user.Mention);
await this.hubContext.Clients.Group(GroupFromChannel(textChannel))
Task<Tuple<IVoiceChannel, IGuildUser>> getVoiceChannelReaderPair = this.MuteReader(
textChannel, state.ReaderId);
Task sendMessage = textChannel.SendMessageAsync(user.Mention);
Task alertWebSocket = this.hubContext.Clients.Group(GroupFromChannel(textChannel))
.SendAsync("PlayerBuzz", user.Nickname ?? user.Username);
await Task.WhenAll(getVoiceChannelReaderPair, sendMessage, alertWebSocket);

Tuple<IVoiceChannel, IGuildUser> voiceChannelReaderPair = getVoiceChannelReaderPair.Result;
if (voiceChannelReaderPair != null)
{
// We want to run this on a separate thread and not block the event handler
Expand Down Expand Up @@ -232,7 +256,6 @@ private async Task OnMessageCreated(SocketMessage message)
// Some commands may need to be taken in DM channels. Everything for handling buzzes and scoring should be
// on the main channel
if (!(userMessage.Channel is ITextChannel channel &&
this.options.CurrentValue.IsTextSupportedChannel(channel.Guild.Name, channel.Name) &&
this.gameStateManager.TryGet(channel.Id, out GameState state)))
{
return;
Expand Down
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