Read the README first before asking questions! Join the discord to browse plugins and get support.
Omegga wraps brickadia's server console to provide interactivity and utility via plugins.
Omegga plugins can do things like:
- Add custom chat commands
- Respond to and send chat messages
- Load bricks to player's clipboards
- Load/Clear regions of bricks
- Damage/heal players
- Give/remove weapons to players
- Change the environment
- Create/delete minigames, and join/leave players from minigames
- Teleport players, detect player's positions
- Grant players roles
- Detect when a brick with an interact component is clicked
You can run omegga in the Windows Subsystem for Linux (I recommend Ubuntu) or on an actual linux install.
Do not install omegga or run brickadia/omegga as root/superuser:
- running
whoami
should NOT print "root" - your terminal prompt should NOT end with #
- you should NOT be typing
sudo npm i -g omegga
- running
echo $EUID
should NOT print "0" - if you type
pwd
it should NOT print "/root" (typecd
to navigate to your user's home dir)
If any of the above are true, create a new user and continue from there.
If you need to run omegga as root, make sure your branch is main-server
or unstable-server
, as main
will not work as root.
-
Install linux if you haven't already (Windows Install is not that bad)
-
If you type
whoami
and it says "root", create a new user and come back. This step is usually only necessary for people using a VPS. -
Run these commands (Installs a node installer, installs node, installs omegga):
# download nvm curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.39.7/install.sh | bash # activate nvm . ~/.nvm/nvm.sh # install node version 20 nvm install 20 # install omegga npm i -g omegga
-
Head over to Running Omegga or troubleshoot below.
If you are having issues running omegga, see the troubleshooting section for a potential fix. This section is for issues with installing.
-
If you are on Ubuntu and the output of
which npm
is/bin/npm
sudo apt purge nodejs # uninstall old version of nodejs # restart install instructions from this point nvm install 20 # install node version 20 via nvm
-
If you get an error like "
sh: 28: cd: can't cd to .
", you need to be inbash
(and probably typecd
to navigate out of root directory):bash # use bash instead of sh cd # navigate home
-
If you get an error like "
gyp info find Python using Python version 3.8.10 found at /usr/bin/python3
" you need to install python3:sudo apt install python3 npm i -g omegga
-
If you get an error like "
gyp ERR! stack Error: not found: make
" you need to install build-essential:sudo apt install build-essential # install make npm i -g omegga # re-run omegga install
-
If you get an error like "
Unable to fetch some archives, maybe run apt-get update
" you need to run this before running your original command:sudo apt update && sudo apt upgrade
-
If you are having trouble installing with nvm and are running Ubuntu/Debian, run the following commands (installs node, installs omegga) instead or install node&npm from NodeSource Binary Distributions.
curl -fsSL https://deb.nodesource.com/setup_20.x | sudo -E bash - sudo apt-get install -y nodejs npm i -g omegga
Omegga depends on:
- linux
- Windows Install (WSL 1 or WSL 2)
- Node v20+ (ubuntu/deb, but
nvm
from Quick Setup is better) - One of:
tar
(most linuxes come with this, though you cansudo apt install tar
)- Brickadia linux launcher
Omegga is installed as a global npm package
npm i -g omegga
Alternatively, you can use a development/local omegga.
# clone omegga
git clone https://github.com/brickadia-community/omegga.git && cd omegga
# install dependencies
npm i
# point development omegga to global npm bin
npm link
# build the web ui, build omegga's typescript, and the plugin omegga.d.ts
npm run dist
If you accidentally install both from Github and npm i -g omegga
, you can run npm unlink omegga
to stop npm from using the git one.
Any errors, see the troubleshooting section for a potential fix.
These are simple instructions to get Windows System for Linux installed.
Note: WSL 2 at the moment requires the wsl2binds plugin. You can install it with omegga install gh:meshiest/wsl2binds
To enable WSL, run this in powershell as an administrator:
dism.exe /online /enable-feature /featurename:Microsoft-Windows-Subsystem-Linux /all /norestart
Then in the Microsoft Store, download a linux:
More Advanced Instructions here if the above is not sufficient.
To set WSL version from 2 to 1:
- Check WSL version with
wsl -l -v
in cmd - In Administrator cmd, run
wsl --set-version <distribution name> 1
where<distribution name>
isUbuntu
,Debian
, etc. (From the NAME section of the previous command)
If you are running as root (terminal prompt ends with '#' instead of '$' or running whoami
says "root"), create a new user.
The following commands will create a user named brickadia
. Feel free to replace it to user
or your own name.
# create the user
useradd -m brickadia
# set the new user's password
passwd brickadia
# allow "sudo apt install ...." to work in this user
usermod -aG sudo brickadia
# become this user, navigate to user's home, and run bash
su brickadia -c "cd && bash"
# if you were root, you would be in /root (root's home) instead of /home/brickadia
# this fixes some issues when installing omegga on a VPS
It's recommend to create a folder first before starting your server:
# change "myServer" to "brickadia" or "server" or whatever you want
mkdir myServer && cd myServer
# this will place a folder called "myServer" in your home (cd ~)
To start a server, simply type the following in a linux shell after install:
omegga
Omegga will prompt for credentials as necessary and only stores the auth tokens brickadia generates on login. Omegga does not store your password.
Omegga will tell you when it's out of date. You can update with this command:
npm i -g omegga
- CLI config via
omegga config
- Omegga config is located in a generated
omegga-config.yml
- Plugin config is managed inside the web-ui's plugins tab.
- Plugin config can also be set with
omegga set-config pluginName configName configValue
- Plugin config can be fetched with
omegga get-config pluginName
Example available omegga-config.yml
fields
omegga:
port: 8080
webui: true
https: true
debug: false
server:
port: 7777
map: Plate
branch: unstable:unstable-server
Note: BRANCH-server
branches download only server data
Narrow down where the issue might be with the following options:
- If you forgot your server's password:
- terminal:
cat data/Saved/Config/LinuxServer/ServerSettings.ini | grep Password
- terminal:
- If your brickadia is crashing and omegga works:
- omegga console:
/debug
- terminal:
omegga --debug
- omegga console:
- If your omegga isn't starting
- terminal:
omegga --verbose
- terminal:
- If a plugin is crashing, message the plugin developer
- discord: #plugin-bugs
- If you are on Ubuntu and the output of
which npm
is/bin/npm
- terminal:
sudo apt purge nodejs
and restart install instructions fromnvm install 20
.
- terminal:
- If you're getting an
EACCES
error when runningnpm i -g omegga
:- First, try this.
- If that doesn't work, try this horrible bodge method for WSL:
- Set your WSL to WSL 2
npm i -g omegga
- Set your WSL back to WSL 1 (assuming you want wsl1)
- If you're getting a "
gyp ERR! stack Error: not found: make
"- Install build-essential
# uninstall omegga
npm uninstall -g omegga
# remove omegga config
rm -rf ~/.config/omegga
# remove brickadia installs
rm -rf ~/.local/share/brickadia-launcher
# potentially remove extra brickadia config
rm ~/.config/Epic
You will have to delete your omegga data folders manually
Plugins are located in the plugins
directory in an omegga config folder
Plugins are most easily developed in Javascript at the moment using the Node VM Plugins and Node Plugins. You can use JSON RPC Plugins to write plugins in other languages.
You can install plugins with the omegga install https://github.com/user/repo
command.
You can install plugins using a shorthand omegga install gh:user/repo
which will install the plugin located at https://github.com/user/omegga-repo
This is the recommended way of installing plugins as it automatically runs a setup script when present.
You can clone a plugin's github repo inside the plugins
folder (created when you run omegga
for the first time):
cd plugins
to navigate to plugins foldergit clone https://github.com/user/repo
to download the plugin- Make sure to read the plugin's README file for after-install instructions
Plugins can be updated with omegga update
:
# update all plugin
omegga update
# update plugins named "pluginName" and "anotherPluginName"
omegga update pluginName anotherPluginName
Plugins may also need to be updated based on the project's README file.
Plugins can be installed by deleting the plugin's respective folder:
rm -rf plugins/PLUGIN_NAME
Plugins can be created manually using the file structure described below, or they can be initialized automatically using omegga init-plugin
.
Follow the prompts and your plugin will be generated for you.
The plugin types are as follows:
safe
(default), the standard Node VM plugin typeunsafe
, an unsafe plugin with raw access to internal Omegga APIsrust
, an RPC plugin that makes use of the omegga-rs Rust interfacerpc
, a plugin that will interface another executable using RPC over STDIN/STDOUT
All plugins are located in a plugins
directory where you are running Omegga:
plugins/myPlugin
- plugin folder (required)plugins/myPlugin/doc.json
- plugin information (required)plugins/myPlugin/plugin.json
- plugin version information, validated withomegga check
(optional, for now)plugins/myPlugin/setup.sh
- plugin setup script, run after installed byomegga install
(optional)plugins/myPlugin/disable.omegga
- empty file only present if the plugin should be disabled (optional)
Every plugin requires a doc.json
file to document which briefly describes the plugin and its commands.
{
"name": "My Plugin",
"description": "Example Plugin",
"author": "cake",
"config": {
"example-text": {
"description": "This is an example text input",
"default": "default value",
"type": "string"
},
"example-password": {
"description": "This is example text input hidden as a password",
"default": "hidden password value",
"type": "password"
},
"example-number": {
"description": "This is an example numerical input",
"default": 5,
"type": "number"
},
"example-bool": {
"description": "This is an example boolean input",
"default": false,
"type": "boolean"
}
},
"commands": [
{
"name": "!ping",
"description": "sends a pong to the sender",
"example": "!ping foo bar",
"args": [
{
"name": "args",
"description": "random filler arguments",
"required": false
}
]
},
{
"name": "!pos",
"description": "announces player position",
"example": "!pos",
"args": []
}
]
}
This is an example config section of a doc.json
. The web ui provides an interface for editing these configs.
{
"config": {
"example-text": {
"description": "This is an example text input",
"default": "default value",
"type": "string"
},
"example-password": {
"description": "This is example text input hidden as a password",
"default": "hidden password value",
"type": "password"
},
"example-number": {
"description": "This is an example numerical input",
"default": 5,
"type": "number"
},
"example-bool": {
"description": "This is an example boolean input",
"default": false,
"type": "boolean"
},
"example-list": {
"description": "This is an example list input. List type can be string, password, number, or enum",
"type": "list",
"itemType": "string",
"default": ["hello"]
},
"example-enum": {
"description": "This is an example enum/dropdown input",
"type": "enum",
"options": ["foo", "bar", "baz", 1, 2, 3],
"default": "foo"
},
"example-enum-list": {
"description": "This is an example list of enums.",
"type": "list",
"itemType": "enum",
"options": ["foo", "bar", "baz"],
"default": ["foo"]
},
"example-players-list": {
"description": "This is an example list of players.",
"type": "players",
"default": [
{
"id": "fa577b9e-f2be-493f-a30a-3789b02ba70b",
"name": "Aware"
}
]
},
"example-role": {
"description": "This is an example role dropdown",
"type": "role",
"default": "Admin"
}
}
}
That config section would generate the following default config:
{
"example-text": "default value",
"example-password": "hidden password value",
"example-number": 5,
"example-bool": false,
"example-list": ["hello"],
"example-enum": "foo",
"example-enum-list": ["foo"],
"example-players-list": [
{ "id": "fa577b9e-f2be-493f-a30a-3789b02ba70b", "name": "Aware" }
]
}
This is provided to plugins in the constructor or the RPC init function.
This is an example plugin.json
, located inside a plugin folder. The plugin file helps omegga know if the plugin is compatible with the current installation. Plugin files can be validated with the omegga check
command.
{
"formatVersion": 1,
"omeggaVersion": ">=0.1.32",
"emitConfig": "config.json"
}
formatVersion
- indicates the plugin file format versionomeggaVersion
- indicates compatible omegga versions (semver cheatsheet)emitConfig
- optional, a path to a json file where plugin config will be saved to before the plugin starts.
All plugins have the capability to get/set values in a very lightweight "database"
The following asynchronous methods are provided:
Method | Arguments | Description |
---|---|---|
store.get |
key (string) | Get an object from plugin store |
store.set |
key (string), value (any) | Store an object in plugin store |
store.delete |
key (string) | Remove an object from plugin store |
store.wipe |
none | Remove all objects from plugin store |
store.count |
none | Count number of objects in plugin store |
store.keys |
none | Get keys for all objects in plugin store |
// simple add function
async function add() {
const a = await store.get('foo');
const b = await store.get('bar');
await store.set('baz', a + b);
await store.delete('foo');
await store.delete('bar');
}
(async () => {
// store foo and bar in the plugin store
await Promise.all([store.set('foo', 5), store.set('bar', 2)]);
// add foo and bar
await add();
// baz should be equal to 7
console.log('assert', (await store.get('baz')) === 7);
// demo of storing an object
await store.set('example object', {
foo: 'you can store objects in the store too',
bar: "just don't expect it to work with anything recursive (cannot serialize)",
});
})();
For Node Plugins, the store
is the third argument passed into the constructor. For JSONRPC Plugins, the "store.get"
/etc. methods can be used.
JSONRPC Note: store.set
has an array of arguments ([key, value]
)
Node VM Plugins are what you should be using. They are run inside a VM inside a Worker. This means when they crash, they do not crash the whole server, and they can in the future have locked down permissions (disable filesystem access, etc.).
These plugins receive a "proxy" reference to omegga
and have limited reach for what they can touch.
Register custom /commands
by returning {registeredCommands: ['foo', 'bar']}
(registers command /foo
and /bar
) in the async init()
method.
By defining an async pluginEvent(event, from, ...args)
method in your plugin class, you can respond to events from other plugins, where from
is the name of the other plugin, event
is the name of the custom event, and args
is an array of any passed arguments.
OMEGGA_UTIL
- access to thesrc/util/index.js
moduleOmegga
- access to the "proxy" omeggaconsole.log
- and other variants (console.error
,console.info
) print specialized output to console
In a plugins
directory create the following folder structure:
plugins/myPlugin
- plugin folder (required)plugins/myPlugin/omegga.plugin.js
- js plugin main file (required)plugins/myPlugin/doc.json
plugins/myPlugin/access.json
- plugin access information (required, but doesn't have to have anything right now). this will contain what things the vm will need to access
Access to any builtin modules (fs
, path
, etc.)
["*"]
Access to nothing - only the code in the omegga.plugin.js
[]
Access to only fs
, (const fs = require('fs');
)
["fs"]
class PluginName {
// the constructor also contains an omegga if you don't want to use the global one
// config and store variables are optional but provide access to the plugin data store
constructor(omegga, config, store) {
this.omegga = omegga;
this.config = config;
this.store = store;
console.info('constructed my plugin!');
}
async init() {
Omegga.on('chatcmd:ping', (name, ...args) => {
Omegga.broadcast(`pong @ ${name} + ${args.length} args`);
}).on('chatcmd:pos', async name => {
const [x, y, z] = await Omegga.getPlayer(name).getPosition();
Omegga.broadcast(`<b>${name}</> is at ${x} ${y} ${z}`);
});
}
async stop() {
// any remove events are not necessary because the VM removes the code
}
}
module.exports = PluginName;
Be sure to put .build/
and node_modules/
in your .gitignore
Requires a tsconfig.json
:
{
"compilerOptions": {
"noEmit": true,
"esModuleInterop": true,
"moduleResolution": "node",
"resolveJsonModule": true,
"target": "es2020",
"baseUrl": ".",
"paths": {
"omegga/*": ["node_modules/omegga/dist/*"]
}
}
}
omegga.plugin.ts
:
import type { OmeggaPlugin, OL, PS, PC } from 'omegga/plugin';
type Config = { foo: string };
type Storage = { bar: string };
export default class Plugin implements OmeggaPlugin<Config, Storage> {
omegga: OL;
config: PC<Config>;
store: PS<Storage>;
constructor(omegga: OL, config: PC<Config>, store: PS<Storage>) {
this.omegga = omegga;
this.config = config;
this.store = store;
}
async init() {
// Write your plugin!
this.omegga.on('cmd:test', (speaker: string) => {
this.omegga.broadcast(`Hello, ${speaker}!`);
});
return { registeredCommands: ['test'] };
}
async stop() {
// Anything that needs to be cleaned up...
}
}
Node plugins are effectively require
'd into omegga. They have the potential to crash the entire service through uncaught exceptions and also can be insecure. Develop and run these at your own risk - your server stability may suffer.
These plugins receive a direct reference to the omegga
that wraps the brickadia server. As a result, they can directly modify how omegga runs.
Cleanup is important as code can still be running after the plugin is unloaded resulting in strange and undefined behavior. Make sure to run clearInterval
and clearTimeout
Register custom /commands
by returning {registeredCommands: ['foo', 'bar']}
(registers command /foo
and /bar
) in the async init()
method.
OMEGGA_UTIL
- access to thesrc/util/index.js
module
In a plugins
directory create the following folder structure:
plugins/myPlugin
- plugin folder (required)plugins/myPlugin/doc.json
plugins/myPlugin/omegga.main.js
- js plugin main file (required)
class PluginName {
// config and store variables are optional but provide access to the plugin data store
constructor(omegga, config, store) {
this.omegga = omegga;
this.config = config;
this.store = store;
}
async init() {
this.omegga
.on('chatcmd:ping', (name, ...args) => {
this.omegga.broadcast(`pong @ ${name} + ${args.length} args`);
})
.on('chatcmd:pos', async name => {
const [x, y, z] = await this.omegga.getPlayer(name).getPosition();
this.omegga.broadcast(`<b>${name}</> is at ${x} ${y} ${z}`);
});
}
async stop() {
this.omegga
.removeAllListeners('chatcmd:ping')
.removeAllListeners('chatcmd:pos');
}
}
module.exports = PluginName;
JSON RPC Plugins let you use any language you desire, as long as you can run it from a single executable file. They follow the JSON-RPC 2.0 Specification
The server communicates with the plugin by sending messages to stdin
and expects responses in stdout
. All stderr
is printed to the console.
Register custom /commands
by returning {registeredCommands: ['foo', 'bar']}
(registers command /foo
and /bar
) in the init
method.
Method | Arguments | Description | Returns |
---|---|---|---|
log |
line (string) | Prints message to omegga console | |
error |
line (string) | Same as log but with different colors |
|
info |
line (string) | Same as log but with different colors |
|
debug |
line (string) | Same as log but with different colors |
|
warn |
line (string) | Same as log but with different colors |
|
trace |
line (string) | Same as log but with different colors |
|
store.get |
key (string) | Get an object from plugin store | Object |
store.set |
[key (string), value (any)] | Store an object in plugin store | |
store.delete |
key (string) | Remove an object from plugin store | |
store.wipe |
none | Remove all objects from plugin store | |
store.count |
none | Count number of objects in plugin store | Integer |
store.keys |
none | Get keys for all objects in plugin store | List of Strings |
exec |
cmd (string) | Writes a console command to Brickadia | |
writeln |
cmd (string) | Same as exec |
|
broadcast |
line (string) | Broadcasts a message to the server | |
whisper |
{target: string, line: string} | Sends a message to a specific client | |
middlePrint |
{target: string, line: string} | Sends a middle print message to a specific client | |
getPlayers |
none | Online players | List of Players |
getAllPlayerPositions |
none | An array of objects with fields pos and player . |
List of { Player Object(...), Position(...), isDead(bool) } |
getRoleSetup |
none | Server roles | JSON Data |
getBanList |
none | List of bans | JSON Data |
getSaves |
none | Saves in the saves directory | List Strings |
getSavePath |
name (string) | The path to a specific save | String |
getSaveData |
none | Current save as brs-js data | BRS Object |
clearBricks |
{target: string, quiet: bool} | Clears a specific player's bricks | |
clearAllBricks |
quiet | Clears all bricks on the server | |
saveBricks |
name (string) | Save bricks to a save named name |
|
loadBricks |
{name: string, offX, offY, offY, quiet: bool} | Load bricks of save named name |
|
loadBricksOnPlayer |
{name: string, player: string, offX, offY, offY} | Load bricks of save named name on player clipboard |
|
readSaveData |
name (string) | Parses save into a brs-js save object, returns the object | BRS Object |
loadSaveData |
{data: object, offX, offY, offY, quiet: bool} | Builds brs file from data, loads the file | |
loadSaveDataOnPlayer |
{data: object, player: string, offX, offY, offY} | Builds brs file from data, loads the file onto a player's clipboard | |
changeMap |
map (string) | Change map to specified map name, returns success | Boolean |
player.get |
target (string) | Gets the player by their name or UUID. | {name, id, controller, state, host: bool} |
player.getRoles |
target (string) | Target's roles | |
player.getPermissions |
target (string) | Target's permissions | List of Strings |
player.getNameColor |
target (string) | Target's name color | RGB Hex Object (int, int ,int) |
player.getPosition |
target (string) | Target's position | Position Object |
player.getGhostBrick |
target (string) | Target's ghost brick | {targetGrid, location(Location), orientation} |
player.getPaint |
target (string) | Target's current paint selection | {materialIndex, materialAlpha, material, color)} |
player.getTemplateBounds |
target (string) | Target's template/selection bounds | {minBound, maxBound, Center} |
player.getTemplateBoundsData |
target (string) | Target's template/selection as brs-js save data | Brick Object |
player.loadSaveData |
{target, data, offX, offY, offZ} | Loads brs-js save data to the targets clipboard | |
player.loadDataAtGhostBrick |
{target, data, rotate=true, offX, offY, offZ, quiet} | Loads brs-js save data at the target's selection bounds | |
plugin.get |
target (string) | Gets info on the target plugin | Object |
plugin.emit |
[target (string), event (string), ...args (any)] | Emit a custom event to the target plugin |
Method | Arguments | Description | Required |
---|---|---|---|
init |
config object | Returns a start result, called on plugin start | ☑ |
stop |
none | Returns something, called on plugin stop | ☑ |
bootstrap |
[{ omegga info (host , version , etc) }] |
Run when plugin is started for base data | |
plugin:players:raw |
[[... [player name , id , controller , state ]]] |
Lists players on the server | |
plugin:emit |
[event, from, ...args] | Fired when another plugin sends an event | |
line |
[brickadiaLog string] | A brickadia console log | |
start |
[{map}] | On brickadia server start | |
host |
[{name, id}] | When the host is detected | |
version |
[-1 or the CL number] | When the version is detected | |
unauthorized |
none | On brickadia server fails an auth check | |
join |
[{name, id, state, controller}] | Run when a player joins | |
leave |
[{name, id, state, controller}] | Run when a player leaves | |
cmd:command |
[playerName, ...args] | Runs when a player runs a /command args |
|
chatcmd:command |
[playerName, ...args] | Runs when a player runs a !command args |
|
chat |
[playerName, message] | Runs when a player sends a chat message | |
interact |
{brick_asset: string;player: { id: string; name: string; controller: string; pawn: string };position: [number, number, number];} | Runs when a player clicks a brick with an interact component. data is parsed JSON if line (from interact component) starts with "json:{"your": "json"}`. Uses interact log field |
|
event:NAME |
[>player from click<, ...args] | Runs when an interact component has `event:NAME: arg1,arg2,arg,3, | |
mapchange |
[{map}] | Runs when the map changes | |
autorestart |
[autorestart config] | Runs server has an autorestart scheduled | |
minigamejoin |
{player: {name, id}; minigameName: string} | Runs when a player joins a minigame. Note that minigameName is not unique between minigames. minigameName will be null if player leaves all minigames. This will run before join |
In a plugins
directory create the following folder structure:
plugins/myPlugin
- plugin folder (required)plugins/myPlugin/doc.json
plugins/myPlugin/omegga_plugin
- executable plugin file (required)
#!/usr/bin/env node
const readline = require('readline');
const { EventEmitter } = require('events');
const {
JSONRPCServer,
JSONRPCServerAndClient,
JSONRPCClient,
} = require('json-rpc-2.0');
// events
const ev = new EventEmitter();
// stdio handling
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
terminal: false,
});
// rpc "server and client" for responding/receiving messages
const rpc = new JSONRPCServerAndClient(
new JSONRPCServer(),
// the client outputs JSON to console
new JSONRPCClient(async blob => console.log(JSON.stringify(blob)))
);
// on stdin, pass into rpc
rl.on('line', line => {
try {
rpc.receiveAndSend(JSON.parse(line));
} catch (e) {
console.error(e);
}
});
// regexes for matching brickadia console logs
const GENERIC_LINE_REGEX =
/^(\[(?<date>\d{4}\.\d\d.\d\d-\d\d.\d\d.\d\d:\d{3})\]\[\s*(?<counter>\d+)\])?(?<generator>\w+): (?<data>.+)$/;
const LOG_LINE_REGEX =
/\[(?<date>\d{4}\.\d\d.\d\d-\d\d.\d\d.\d\d:\d{3})\]\[\s*(?<counter>\d+)\](?<rest>.*)$/;
ev.on('line', line => {
const logMatch = line.match(LOG_LINE_REGEX);
if (!logMatch) return;
const {
groups: { rest },
} = logMatch;
const dataMatch = rest.match(GENERIC_LINE_REGEX);
if (dataMatch) ev.emit('logData', dataMatch.groups);
else ev.emit('logLine', rest);
});
// list of players
let players;
// get a player by name
const getPlayer = name => players.find(p => p.name === name);
// watch console logs for a pattern, then remove the listener
function watch(exec, pattern) {
return new Promise(resolve => {
function listener(line) {
const match = line.match(pattern);
// listener removes itself on a match
if (match) {
ev.off('logLine', listener);
resolve(match.groups);
}
}
// add the listener
ev.on('logLine', listener);
// run the console command
rpc.notify('writeln', exec);
});
}
// get a player's position
async function getPlayerPos(name) {
const player = getPlayer(name);
if (!player) return;
// get player position from player controller
const pawnRegExp = new RegExp(
`BP_PlayerController_C .+?PersistentLevel\\.${player.controller}\.Pawn = BP_FigureV2_C'.+?:PersistentLevel.(?<pawn>BP_FigureV2_C_\\d+)'`
);
const { pawn } = await watch(
`GetAll BP_PlayerController_C Pawn Name=${player.controller}`,
pawnRegExp
);
// get player position from pawn
const posRegExp = new RegExp(
`CapsuleComponent .+?PersistentLevel\\.${pawn}\\.CollisionCylinder\\.RelativeLocation = \\(X=(?<x>[\\d\\.-]+),Y=(?<y>[\\d\\.-]+),Z=(?<z>[\\d\\.-]+)\\)`
);
const { x, y, z } = await watch(
`GetAll SceneComponent RelativeLocation Name=CollisionCylinder Outer=${pawn}`,
posRegExp
);
return [x, y, z].map(Number);
}
// emit a console log
const log = (...args) => rpc.notify('log', args.join(' '));
// when available players updates - plugin:players:raw is emitted
rpc.addMethod('plugin:players:raw', ([playerArr]) => {
// update the players list
players = playerArr.map(p => ({
name: p[0],
id: p[1],
controller: p[2],
state: p[3],
}));
});
// ping command
rpc.addMethod('chatcmd:ping', ([name, ...args]) => {
rpc.notify('broadcast', `pong @ ${name} + ${args.length} args`);
});
// player position command
rpc.addMethod('chatcmd:pos', async ([name]) => {
log('player', name, 'requests position');
const [x, y, z] = await getPlayerPos(name);
rpc.notify('broadcast', `<b>${name}</> is at ${x} ${y} ${z}`);
});
// pass lines into the event emitter
rpc.addMethod('line', ([line]) => {
ev.emit('line', line);
});
// receive config object in init
rpc.addMethod('init', async ([config]) => ({ registeredCommands: [] }));
rpc.addMethod('stop', async () => 'ok');
omegga
accepts the following environment variables:
BRICKADIA_USER
- brickadia auth username (on first start)BRICKADIA_PASS
- brickadia auth password (on first start)BRICKADIA_PORT
- brickadia server port (on config creation)OMEGGA_PORT
- omegga webserver port (on config creation)
Default config values (including hidden ones)
omegga:
port: 8080 # web-ui port
webui: true # enable web-ui
plugins: true # enable plugins
singleUser: false # disable web-ui auth users
https: true # enable https for web-ui
debug: false # debug logging
server:
port: 7777 # game server port
map: Plate # map name
branch: unstable:unstable-server # branch alias:branch name