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feat(commands): play a bonk sound on the bonked user's rover
`rs bonk` now publishes a `fun.bonked` event carrying the rover the target is currently driving, and a new audioForwardService listener plays a sound file on it. Wired as an event rather than a direct call so the command layer stays unaware of ffmpeg, matching how the charging-complete cue is already done. The sound file goes at `server/assets/bonk.wav` and is NOT committed here. Note that `server/assets` is the correct home rather than `server/public`: the webui builds to `../server/public` with `emptyOutDir: true`, so anything stored there is deleted by the next build. Details: - The audio is rate limited per rover on a 20s window, separate from the 4s text cooldown. Playback interrupts whatever that rover is forwarding, including a live microphone, so a group of people cannot chain it against one driver. - No sound plays if the target is not currently driving, is not a real user, or is the caller themselves. The text bonk and the tally still work in all cases. - A missing sound file logs once and skips, so the command works on a server that never installs one. A playback failure is caught and logged rather than surfacing as a failed chat command. - Discord bonks play the sound too; only commands needing the caller's own socket are unavailable from there. Server suite: 138 passing, 0 failing. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Claude Opus 5
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@@ -203,6 +203,9 @@ async function runChatTextCommand({ text, socket, sendSystemMessage }) {
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sanitizeMentions,
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funStatsService,
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commandCooldowns,
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// Lets `rs bonk` announce itself so audioForwardService can play the bonk
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// sound on the rover the target is driving.
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publishEvent,
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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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