Feature/oc 1316 add support for system message to single user (#1351)
* add public func to lookup a ChatClient by its clientId * add facility to send a system message directly to a user * add clientId field to UserEvent * implement simple http endpoint to send a message to a user * let mux handle new directSystemMessageToUser endpoint * add ClientId to UserEvents across the codebase * render body of system-message to client * add clientId to Chat-Message * add tests showing how url-parsing should work * add simple rest endpoint helpers for parameter-parsing and easy routing * use newly added rest-endpoint helper to rout to Client-Messaging controller * use safe "ReadRestUrlParameter" to parse ClientId * remove empty HandleFunc in router * set Header directly to prevent built-in (platform-dependent) canonicalization to kick in * fix typo in "Parameter" message * remove debug-logging of HTTP headers in REST-helpers * convert to uint32 to prevent overruns when converting to wraptype uint later on * resolve linter-ouchies * resolve linter potential nil-deref warning * document the SendSystemMessageToClient endpoint in swaggerdoc * remove clientId assignment causing potential nil dereference in userDisabledEvent-case as the clientId isn't relevant here anyway * make findClientById private, so its not accessible outside of core/chat * remove redundant string type hint * Update PR based on linter requirements Co-authored-by: Raffael Rehberger <raffael@rtrace.io> Co-authored-by: Gabe Kangas <gabek@real-ity.com>
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@@ -41,6 +41,12 @@ func GetClientsForUser(userID string) ([]*Client, error) {
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return clients[userID], nil
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}
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// FindClientByID will return a single connected client by ID.
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func FindClientByID(clientID uint) (*Client, bool) {
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client, found := _server.clients[clientID]
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return client, found
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}
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// GetClients will return all the current chat clients connected.
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func GetClients() []*Client {
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clients := []*Client{}
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@@ -105,6 +111,13 @@ func SendAllWelcomeMessage() {
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_server.sendAllWelcomeMessage()
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}
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// SendSystemMessageToClient will send a single message to a single connected chat client.
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func SendSystemMessageToClient(clientID uint, text string) {
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if client, foundClient := FindClientByID(clientID); foundClient {
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_server.sendSystemMessageToClient(client, text)
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}
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}
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// Broadcast will send all connected clients the outbound object provided.
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func Broadcast(event events.OutboundEvent) error {
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return _server.Broadcast(event.GetBroadcastPayload())
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