Server-Monitor v3, Composer v2, Temp-Voice-Panel und Embed-Polish

- Server-Monitor v3: gamedig-Integration (300+ Spiele), GSM-Stil-Embeds
  (Spieler-Balken mit %, Map, Spieler-Liste, klickbarer Connect-Link,
  Ping im Footer), Down/Up-Alerts (2 Fails → 🚨, Recovery →  mit
  Downtime) in konfigurierbaren Alert-Kanal; Server-Tab mit 19
  Spiel-Presets, Host/Port bzw. Query-URL und Connect-URL
- Composer v2: visueller Embed-Builder mit Live-Discord-Preview
  (Autor, Felder, Bilder, Farbe, Footer, Timestamp), speicherbare
  Vorlagen (/api/templates), /api/compose versteht volle Embeds
- Temp-Voice: Control-Panel im erstellten Kanal (Umbenennen, Sperren,
  Limit, Löschen) — nur der Kanal-Besitzer darf bedienen
- Embed-Polish: brandEmbed-Factory (src/embeds.js), Footer überall
  mit Bot-Avatar-Icon

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-30 02:17:30 +02:00
co-authored by Claude Fable 5
parent 332e89dcbd
commit 00249f9d8b
17 changed files with 1379 additions and 116 deletions
+110 -20
View File
@@ -1,65 +1,153 @@
// Game-Server-Monitor (DiscordGSM-Stil): pro Server ein eigenes Status-Embed
// im Status-Kanal (edit in place, grün/rot), alle 2 Minuten aktualisiert.
// Server werden im Setup-Tab "Server" verwaltet (Typ: fivem | http).
// Game-Server-Monitor v3 (DiscordGSM-Stil): gamedig-Queries für 300+ Spiele,
// pro Server ein Live-Embed (Spieler-Balken, Map, Player-Liste, Connect-Link),
// Down/Up-Alerts mit 2-Fails-Schwelle. Verwaltet im Setup-Tab "Server".
import { ActivityType, EmbedBuilder, Events } from 'discord.js';
import { GameDig } from 'gamedig';
import { getSetting, listGameservers, setGameserverMessage } from '../db.js';
import { brandFooter, botStatusText } from '../runtime-settings.js';
import { brandEmbed } from '../embeds.js';
const CHECK_INTERVAL_MS = 2 * 60 * 1000;
const TIMEOUT_MS = 8000;
const FAILS_BEFORE_ALERT = 2;
const GREEN = 0x23a55a;
const RED = 0xf23f43;
/** Einen Server abfragen — je nach Typ */
// Emoji pro Spieltyp (Fallback 🎮)
export const GAME_ICONS = {
fivem: '🚗', http: '🌐', minecraft: '⛏️', minecraftbe: '⛏️',
teamfortress2: '🎩', counterstrike2: '🔫', csgo: '🔫', garrysmod: '🔧',
rust: '🪓', valheim: '🛡️', palworld: '🐑', ark: '🦖', arkse: '🦖',
dayz: '🧟', projectzomboid: '🧟', sevendaystodie: '🧟',
satisfactory: '🏭', terraria: '🌳', arma3: '🪖', squad: '🪖', unturned: '🏝️',
};
// Alert-Zustand pro Server (in-memory)
const alertState = new Map(); // id → { fails, down, since }
/** Einen Server abfragen — fivem/http direkt, alles andere über gamedig */
export async function queryServer(server) {
const base = { ...server, online: false, players: null, max: null, map: null };
const base = {
...server, online: false, players: null, max: null, map: null,
playerNames: [], ping: null,
};
const started = Date.now();
try {
if (server.type === 'fivem') {
const res = await fetch(`${server.query_url.replace(/\/$/, '')}/dynamic.json`, {
signal: AbortSignal.timeout(TIMEOUT_MS),
headers: { 'User-Agent': 'd4rkbot-monitor/2.0' },
headers: { 'User-Agent': 'd4rkbot-monitor/3.0' },
});
if (!res.ok) throw new Error(`HTTP ${res.status}`);
const data = await res.json();
return {
...base,
online: true,
...base, online: true, ping: Date.now() - started,
players: Number(data.clients) || 0,
max: Number(data.sv_maxclients) || 0,
map: data.mapname ?? null,
};
}
// Typ 'http': generischer Healthcheck (2xx/3xx/4xx = erreichbar)
const res = await fetch(server.query_url, {
signal: AbortSignal.timeout(TIMEOUT_MS),
redirect: 'follow',
headers: { 'User-Agent': 'd4rkbot-monitor/2.0' },
if (server.type === 'http') {
const res = await fetch(server.query_url, {
signal: AbortSignal.timeout(TIMEOUT_MS),
redirect: 'follow',
headers: { 'User-Agent': 'd4rkbot-monitor/3.0' },
});
return { ...base, online: res.status < 500, ping: Date.now() - started };
}
// gamedig: Typ = Spiel-ID (minecraft, teamfortress2, rust, …)
const state = await GameDig.query({
type: server.type,
host: server.host,
port: server.port || undefined,
maxRetries: 1,
socketTimeout: TIMEOUT_MS,
});
return { ...base, online: res.status < 500 };
return {
...base, online: true, ping: state.ping ?? Date.now() - started,
players: state.players?.length ?? state.numplayers ?? 0,
max: state.maxplayers ?? null,
map: state.map || null,
playerNames: (state.players ?? []).map((p) => p?.name).filter(Boolean).slice(0, 15),
};
} catch {
return base;
}
}
/** Status-Embed für einen Server bauen (DiscordGSM-Look) */
/** GSM-Style-Embed für ein Query-Ergebnis */
export function buildServerEmbed(r) {
const icon = GAME_ICONS[r.type] ?? '🎮';
const embed = new EmbedBuilder()
.setColor(r.online ? GREEN : RED)
.setTitle(`${r.online ? '🟢' : '🔴'} ${r.name}`)
.addFields({ name: 'Status', value: r.online ? '**Online**' : '**Offline**', inline: true })
.setFooter({ text: `${brandFooter('STATUS')} • alle 2 min` })
.setTitle(`${icon} ${r.name}`)
.addFields({ name: 'Status', value: r.online ? '🟢 **Online**' : '🔴 **Offline**', inline: true })
.setFooter({ text: `${brandFooter('STATUS')}${r.ping != null ? `${r.ping}ms` : ''} • alle 2 min` })
.setTimestamp();
if (r.online && r.players != null && r.max) {
const pct = Math.min(1, r.players / r.max);
const bar = '█'.repeat(Math.round(pct * 10)).padEnd(10, '░');
embed.addFields({ name: 'Spieler', value: `\`${bar}\` ${r.players}/${r.max}`, inline: true });
embed.addFields({
name: 'Spieler',
value: `\`${bar}\` ${r.players}/${r.max} (${Math.round(pct * 100)}%)`,
inline: true,
});
}
if (r.map) embed.addFields({ name: 'Map', value: r.map, inline: true });
if (r.connect_url) {
// steam:// & Co. sind in Embeds klickbar (Link-Buttons erlauben nur https)
embed.addFields({ name: 'Connect', value: `[${r.connect_url}](${r.connect_url})`, inline: false });
}
if (r.address) embed.addFields({ name: 'Adresse', value: `\`\`\`\n${r.address}\n\`\`\`` });
if (r.online && r.playerNames.length > 0) {
embed.addFields({
name: `Spieler-Liste (${r.playerNames.length})`,
value: r.playerNames.map((n) => `\`${n}\``).join(' ').slice(0, 1000),
});
}
return embed;
}
/** Down/Up-Alerts in den Alert-Kanal (2 Fails in Folge = down) */
async function handleAlerts(client, r) {
const channelId = getSetting('server_alert_channel_id');
if (!channelId) return;
const s = alertState.get(r.id) ?? { fails: 0, down: false, since: null };
if (r.online) {
if (s.down) {
const minutes = Math.max(1, Math.round((Date.now() - s.since) / 60000));
const channel = await client.channels.fetch(channelId).catch(() => null);
await channel?.send({
embeds: [
brandEmbed(client, 'ALERT')
.setColor(GREEN)
.setTitle(`${r.name} ist wieder online!`)
.setDescription(`Downtime: ~${minutes} min`),
],
}).catch(() => {});
}
alertState.set(r.id, { fails: 0, down: false, since: null });
return;
}
const fails = s.fails + 1;
if (!s.down && fails >= FAILS_BEFORE_ALERT) {
const channel = await client.channels.fetch(channelId).catch(() => null);
await channel?.send({
embeds: [
brandEmbed(client, 'ALERT')
.setColor(RED)
.setTitle(`🚨 ${r.name} scheint down zu sein!`)
.setDescription(r.address ? `\`${r.address}\`` : null),
],
}).catch(() => {});
alertState.set(r.id, { fails, down: true, since: Date.now() });
} else {
alertState.set(r.id, { ...s, fails });
}
}
/** Ein Poll-Durchlauf — exportiert für Tests und den Timer */
export async function monitorTick(client) {
const servers = listGameservers();
@@ -79,7 +167,9 @@ export async function monitorTick(client) {
} catch { /* Presence ist nice-to-have */ }
}
// Pro Server ein Embed pflegen
for (const r of results) await handleAlerts(client, r).catch(() => {});
// Pro Server ein Embed pflegen (edit in place)
const channelId = getSetting('status_channel_id');
if (!channelId) return;
const channel = await client.channels.fetch(channelId).catch(() => null);