feat(chat): Phase J - welcome message + own-echo dedup + long-form slash aliases + WeenieError templates
Six fixes from the 2026-04-25 live verify session. 1. ServerMessage (0xF7E0) wired to ChatLog. ACE's GameMessageSystemChat - used for the login banner "Welcome to Asheron's Call ... powered by ACEmulator ... type @acehelp" plus any future server broadcast - rides opcode 0xF7E0. The parser shipped in I.5 but the WorldSession.ServerMessageReceived event was never subscribed by GameWindow, so the welcome line was silently dropped. Subscribed now; same wave wires the missing EmoteHeard / SoulEmoteHeard / PlayerKilledReceived events that I.5 also left orphan. 2. Drop optimistic /say echo + plumb local-player-guid into ChatLog. ACE's HandleActionTalk broadcasts a HearSpeech back to the sender too, so we were double-printing every /say (own optimistic + server echo). New ChatLog.SetLocalPlayerGuid() pushes the chosen character guid in (mirrors VitalsVM pattern); OnLocalSpeech detects own-guid match and substitutes Sender="" so the formatter 's IsOwnSpeaker path renders "You say, ..." instead of "+Acdream says, ...". Single line per /say. 3. IsOwnSpeaker check now applies to ChatKind.Channel too. Empty/ "You" sender -> "[Allegiance] You say, \"text\"" instead of the "[Allegiance] says, \"text\"" double-space hole that Phase I.6's OnSelfSent left when echoing legacy ChatChannel sends. 4. Long-form slash aliases: /general /allegiance /patron /vassals /monarch /covassals /fellowship /fellow /lookingforgroup /roleplay /rp /tr /gen, plus /s as alias for /say. Retail muscle memory expected these; the prior parser only recognized /g /a /p /v /m /cv /lfg /role and friends, so "/patron hello" fell through as /say with the literal "/patron" prefix. 5. WeenieError templates filled in for the codes the user hit: - 0x0414 YouAreNotInAllegiance -> "You are not in an allegiance!" - 0x050F YouDoNotBelongToAFellowship -> "You do not belong to a Fellowship." Replaces the cryptic "WeenieError 0x0414" / "0x050F" lines. 6. @ command pass-through: ACE handles @help / @acehelp / @tele etc. server-side by intercepting Talk text with @ prefix; the user's message isn't broadcast and ACE replies via SystemChat. Drop the optimistic /say echo so the chat shows only the server's response (the SystemChat wiring from #1 surfaces it as [System] {help}). Tests: - 11 long-form-alias Theory cases on ChatInputParser. - 3 own-guid-substitution cases on ChatLog (own match, different guid, pre-login fallback). - Existing PrefixSubstring test refactored to "/genio" since the previous "/general" stub is now a real verb. Solution total: 1021 green (243 Core.Net + 125 UI + 653 Core), 0 warnings, 0 errors. +14 tests. Acceptance: at login, [System] Welcome to Asheron's Call appears. Single "You say, \"hi\"" per /say. /allegiance with no allegiance shows [Allegiance] You say, ... + [System] You are not in an allegiance!. /patron / /vassals / /monarch route correctly. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7 changed files with 177 additions and 20 deletions
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@ -1254,6 +1254,24 @@ public sealed class GameWindow : IDisposable
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// Phase I.6: feed inbound TurbineChat events into the chat log.
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// The Response variant is fire-and-forget (server-side ack);
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// EventSendToRoom is a real chat message broadcast to a room.
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// Phase J: ACE's GameMessageSystemChat (used for the login
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// banner "Welcome to Asheron's Call ... type @acehelp" and
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// for SystemChat broadcasts) rides opcode 0xF7E0 ServerMessage,
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// parsed in I.5 but never wired. Surface it as a System
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// chat line so the welcome banner appears + future server
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// pushes (announcements, command responses) show.
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_liveSession.ServerMessageReceived += sm =>
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Chat.OnSystemMessage(sm.Message, sm.ChatType);
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// Phase I.5 + J: emotes already had ChatLog adapters; wire
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// their session events here so they actually reach chat.
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_liveSession.EmoteHeard += emote =>
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Chat.OnEmote(emote.SenderName, emote.Text, emote.SenderGuid);
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_liveSession.SoulEmoteHeard += emote =>
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Chat.OnSoulEmote(emote.SenderName, emote.Text, emote.SenderGuid);
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_liveSession.PlayerKilledReceived += pk =>
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Chat.OnPlayerKilled(pk.DeathMessage, pk.VictimGuid, pk.KillerGuid);
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_liveSession.TurbineChatReceived += parsed =>
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{
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if (parsed.Body is AcDream.Core.Net.Messages.TurbineChat.Payload.EventSendToRoom ev)
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@ -1292,8 +1310,15 @@ public sealed class GameWindow : IDisposable
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switch (cmd.Channel)
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{
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case AcDream.UI.Abstractions.ChatChannelKind.Say:
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// Phase J: drop optimistic /say echo. ACE's
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// HandleActionTalk broadcasts a HearSpeech back
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// to the sender too, and ChatLog.OnLocalSpeech
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// detects own-guid match to render it as
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// "You say, ...". Optimistic-echoing here
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// doubled the line. ALSO: don't echo "@xxx"
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// server-side admin commands — ACE consumes
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// them silently and replies via SystemChat.
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liveSession.SendTalk(cmd.Text);
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chat.OnSelfSent(AcDream.Core.Chat.ChatKind.LocalSpeech, cmd.Text);
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break;
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case AcDream.UI.Abstractions.ChatChannelKind.Tell:
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if (string.IsNullOrEmpty(cmd.TargetName)) return;
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@ -1398,6 +1423,7 @@ public sealed class GameWindow : IDisposable
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var chosen = _liveSession.Characters.Characters[0];
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_playerServerGuid = chosen.Id; // Phase B.2: store for Tab-key player-mode entry
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_vitalsVm?.SetLocalPlayerGuid(chosen.Id); // Phase D.2a — devtools HP bar tracks this guid
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Chat.SetLocalPlayerGuid(chosen.Id); // Phase J — recognize own /say echo from ACE's HearSpeech broadcast
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_worldState.MarkPersistent(chosen.Id); // player entity survives landblock unloads
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Console.WriteLine($"live: entering world as 0x{chosen.Id:X8} {chosen.Name}");
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_liveSession.EnterWorld(user, characterIndex: 0);
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