Take control over your live stream video by running it yourself. Streaming + chat out of the box.
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package chat
import (
"errors"
"net/http"
"sort"
"github.com/owncast/owncast/core/chat/events"
"github.com/owncast/owncast/models"
log "github.com/sirupsen/logrus"
)
var getStatus func() models.Status
// Start begins the chat server.
func Start(getStatusFunc func() models.Status) error {
setupPersistence()
getStatus = getStatusFunc
_server = NewChat()
go _server.Run()
log.Traceln("Chat server started with max connection count of", _server.maxSocketConnectionLimit)
return nil
}
// GetClientsForUser will return chat connections that are owned by a specific user.
func GetClientsForUser(userID string) ([]*Client, error) {
clients := map[string][]*Client{}
for _, client := range _server.clients {
clients[client.User.ID] = append(clients[client.User.ID], client)
}
if _, exists := clients[userID]; !exists {
return nil, errors.New("no connections for user found")
}
return clients[userID], nil
}
// FindClientByID will return a single connected client by ID.
func FindClientByID(clientID uint) (*Client, bool) {
client, found := _server.clients[clientID]
return client, found
}
// GetClients will return all the current chat clients connected.
func GetClients() []*Client {
clients := []*Client{}
// Convert the keyed map to a slice.
for _, client := range _server.clients {
clients = append(clients, client)
}
sort.Slice(clients, func(i, j int) bool {
return clients[i].ConnectedAt.Before(clients[j].ConnectedAt)
})
return clients
}
// SendSystemMessage will send a message string as a system message to all clients.
func SendSystemMessage(text string, ephemeral bool) error {
message := events.SystemMessageEvent{
MessageEvent: events.MessageEvent{
Body: text,
},
}
message.SetDefaults()
message.RenderBody()
if err := Broadcast(&message); err != nil {
log.Errorln("error sending system message", err)
}
if !ephemeral {
saveEvent(message.ID, "system", message.Body, message.GetMessageType(), nil, message.Timestamp)
}
return nil
}
// SendSystemAction will send a system action string as an action event to all clients.
func SendSystemAction(text string, ephemeral bool) error {
message := events.ActionEvent{
MessageEvent: events.MessageEvent{
Body: text,
},
}
message.SetDefaults()
message.RenderBody()
if err := Broadcast(&message); err != nil {
log.Errorln("error sending system chat action")
}
if !ephemeral {
saveEvent(message.ID, "action", message.Body, message.GetMessageType(), nil, message.Timestamp)
}
return nil
}
// SendAllWelcomeMessage will send the chat message to all connected clients.
func SendAllWelcomeMessage() {
_server.sendAllWelcomeMessage()
}
// SendSystemMessageToClient will send a single message to a single connected chat client.
func SendSystemMessageToClient(clientID uint, text string) {
if client, foundClient := FindClientByID(clientID); foundClient {
_server.sendSystemMessageToClient(client, text)
}
}
// Broadcast will send all connected clients the outbound object provided.
func Broadcast(event events.OutboundEvent) error {
return _server.Broadcast(event.GetBroadcastPayload())
}
// HandleClientConnection handles a single inbound websocket connection.
func HandleClientConnection(w http.ResponseWriter, r *http.Request) {
_server.HandleClientConnection(w, r)
}
// DisconnectUser will forcefully disconnect all clients belonging to a user by ID.
func DisconnectUser(userID string) {
_server.DisconnectUser(userID)
}