feat(chat): Phase H.1 Talk/Tell/ChatChannel + HearSpeech + ChatLog
Completes the chat-wire layer end-to-end: outbound Talk (/say), Tell (/tell), ChatChannel, + inbound HearSpeech (0x02BB) / HearRangedSpeech (0x02BC) routed into a unified ChatLog that also consumes the already- parsed GameEvent ChannelBroadcast / Tell / TransientMessage / Popup. Wire layer (AcDream.Core.Net/Messages): - ChatRequests.BuildTalk (0x0015, inside 0xF7B1): gameActionSequence + string16L message. PackString16L helper with 4-byte pad. - ChatRequests.BuildTell (0x005D): targetName + message, each string16L with its own padding. - ChatRequests.BuildChatChannel (0x0147): channelId + message. - HearSpeech.TryParse handles BOTH 0x02BB local AND 0x02BC ranged — single parser with IsRanged flag in the returned record. Standalone GameMessage (NOT wrapped in 0xF7B0). WorldSession integration: - ProcessDatagram branch for HearSpeech.LocalOpcode / HearSpeech.RangedOpcode; fires new SpeechHeard event. - Places the new branch before the 0xF7B0 GameEvent branch so ordering stays stable. Core layer (AcDream.Core/Chat): - ChatEntry record: (Kind, Sender, Text, SenderGuid, ChannelId, Received). - ChatKind enum: LocalSpeech, RangedSpeech, Channel, Tell, System, Popup. - ChatLog: ring-buffer (default 500) of entries; adapters for every inbound source (OnLocalSpeech, OnChannelBroadcast, OnTellReceived, OnSystemMessage, OnPopup) plus OnSelfSent for echoing outbound. Fires EntryAppended so UI panel can scroll / highlight. Tests (15 new): - ChatRequests: Talk / Tell / ChatChannel byte-exact encoding (including string16L padding edge cases). - HearSpeech: local + ranged round-trip, wrong-opcode returns null. - ChatLog: local / ranged / channel / tell / system / self echo, ring-buffer drops oldest, Clear empties. Build green, 570 tests pass (up from 555). With the chat wire layer in place, Phase H.1's "chat window panel" (UI slice 05) is purely a UI task: instantiate ChatLog, bind to EntryAppended, feed rows into the retail-UI widget toolkit. No more protocol gaps. Ref: r08 §3 (opcodes 0x0015, 0x005D, 0x0147), §2 (0x02BB, 0x02BC). Ref: ACE GameMessageHearSpeech.cs + GameActionChannelBroadcast.cs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
c95aedcd4a
commit
404cab55ba
6 changed files with 568 additions and 0 deletions
|
|
@ -102,6 +102,13 @@ public sealed class WorldSession : IDisposable
|
|||
/// </summary>
|
||||
public event Action<uint>? TeleportStarted;
|
||||
|
||||
/// <summary>
|
||||
/// Phase H.1: fires when a local or ranged speech message (0x02BB /
|
||||
/// 0x02BC) is received. Subscribers typically feed these into a
|
||||
/// <c>ChatLog</c>.
|
||||
/// </summary>
|
||||
public event Action<HearSpeech.Parsed>? SpeechHeard;
|
||||
|
||||
/// <summary>
|
||||
/// Allow re-sending LoginComplete after a portal teleport. The normal
|
||||
/// _loginCompleteSent latch prevents duplicate sends on the initial spawn
|
||||
|
|
@ -487,6 +494,15 @@ public sealed class WorldSession : IDisposable
|
|||
posUpdate.Value.Velocity));
|
||||
}
|
||||
}
|
||||
else if (op == HearSpeech.LocalOpcode || op == HearSpeech.RangedOpcode)
|
||||
{
|
||||
// Phase H.1: local/ranged chat. Standalone GameMessage
|
||||
// (NOT wrapped in 0xF7B0). Payload layout is documented
|
||||
// on HearSpeech.TryParse.
|
||||
var parsed = HearSpeech.TryParse(body);
|
||||
if (parsed is not null)
|
||||
SpeechHeard?.Invoke(parsed.Value);
|
||||
}
|
||||
else if (op == GameEventEnvelope.Opcode)
|
||||
{
|
||||
// Phase F.1: 0xF7B0 is the GameEvent envelope. Parse the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue