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feat(commands): add a fun command category with 18 public rs commands
Adds a `fun` category to the operator command registry, reachable identically from site chat and Discord: - text: bonk, hug, slap, 8ball, roll, coin, ship, rate, uwu, wanted - counters: bonkboard, pet, snitch - hardware: honk, boo, spin, disco, vibecheck Supporting pieces: - `permission: 'public'` in the registry. The dispatcher previously decided non-admin access with a hardcoded chain of `action !== '...'` comparisons, so every new public command needed a dispatcher edit. That chain is replaced by a registry lookup plus SELF_GATED_ACTIONS, which names the commands that enforce their own permissions internally (goal/reason are read-public write-admin; verify/deter reject non-lockdown-admins themselves). Existing behavior for every pre-existing command is unchanged. - `cooldowns.js`, a per-actor per-command in-memory gate. Site chat's own rate limit is per-socket-per-message and does not bound a specific command, so without this one person could turn `rs honk` into a siren. Site chat rebuilds its router per message, so the gate is created at module scope there and injected. - `funStatsService`, a small JSON store for the persistent tallies. Counters are keyed by an actor key spanning transports (`user:<id>` / `discord:<id>`), and a Discord id has no row in `users`, so `user_feature_state` could not hold them without violating its foreign key. Safety notes: - `issueCommand` is the raw rover transport and performs none of the ownership, deterrence, or private-safety checks the socket `command` handler applies, so honk and spin re-check `canDrive` themselves and spin re-applies `applyPrivateDriveSafety`. Both are therefore site-chat only: a Discord message has no socket and can never satisfy those checks. - `boo` speaks a canned taunt rather than caller-supplied text, so it cannot become an unmoderated TTS channel aimed at whoever is nearest a rover. - `disco` obeys the existing room-light lock and the homeAssistant feature gate. - The whole fun category is suspended in lockdown mode. - Mute and deterrence already stop command-shaped chat before the router runs. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
d000b8f4f8
commit
a2fbbc100e
@@ -25,8 +25,10 @@ const {
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} = require('../verificationService');
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const { publishEvent } = require('../eventBus');
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const assignmentService = require('../assignmentService');
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const funStatsService = require('../funStatsService');
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const { loadConfig } = require('../../helpers/configLoader');
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const { createCommandHandlers } = require('../operatorCommandService');
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const { createCooldownGate } = require('../operatorCommandService/cooldowns');
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const { parseCommandText } = require('../operatorCommandService/config');
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const { createWebTransportHandlers } = require('../operatorCommandService/webTransport');
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const { commandReplyToText } = require('./commandResultFormatter');
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@@ -39,6 +41,14 @@ const {
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const config = loadConfig();
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const discordConfig = config.discord || {};
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/*
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Site chat builds a fresh command router for every message so each router can
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close over the sending socket. Fun command cooldowns therefore have to live out
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here: a gate created inside the router would be thrown away after one message
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and would never actually rate limit anything.
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*/
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const commandCooldowns = createCooldownGate();
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function isTextCommand(text) {
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return parseCommandText(text, config).matched;
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}
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@@ -120,6 +130,12 @@ function createChatCommandRequest({ socket, text, sendSystemMessage }) {
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actor: {
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bot: false,
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id: socket.id,
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/*
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Fun command tallies are keyed by identity rather than connection, so the
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canonical user id is passed alongside the socket id. Without it a user's
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bonk count would reset on every reconnect and split across browser tabs.
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*/
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userId: String(socket?.data?.userId || '').trim() || null,
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label: nickname,
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isAdmin: isAdmin(socket),
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isLockdownAdmin: isLockdownAdmin(socket),
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@@ -185,6 +201,16 @@ async function runChatTextCommand({ text, socket, sendSystemMessage }) {
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muteUser,
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unmuteUser,
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sanitizeMentions,
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funStatsService,
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commandCooldowns,
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/*
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Fun commands that move hardware need the sending socket so they can prove
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the caller holds control. issueCommand is required lazily for the same
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reason replayEngineV2 is: commandService registers socket handlers on load,
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and chatService should not pull that forward in the boot order.
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*/
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getActorSocket: () => socket,
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issueCommand: (roverId, payload) => require('../commandService').issueCommand(roverId, payload),
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sendToChannel: null,
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isAdminUser: (id) => String(id) === String(socket.id) && isAdmin(socket),
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isLockdownAdminUser: (id) => String(id) === String(socket.id) && isLockdownAdmin(socket),
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