feat(chat): port retail client command families

Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-13 14:50:15 +02:00
parent 5a45a7ac7f
commit 9ea579bdd0
47 changed files with 6659 additions and 99 deletions

View file

@ -70,6 +70,8 @@ public static class WeenieErrorMessages
{
// Command parser
[0x0026] = "That is not a valid command.", // ThatIsNotAValidCommand
[0x055F] = "Only Player Killer characters may use this command!",
[0x0560] = "Only Player Killer Lite characters may use this command!",
// Tell-related
[0x052B] = "That person is not available now.", // CharacterNotAvailable

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@ -1,5 +1,6 @@
using System.Collections.Generic;
using AcDream.Core.Items;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
namespace AcDream.Core.Player;
@ -108,6 +109,7 @@ public sealed class LocalPlayerState
private VitalSnapshot? _mana;
private readonly Dictionary<AttributeKind, AttributeSnapshot> _attrs = new();
private readonly Dictionary<uint, SkillSnapshot> _skills = new();
private readonly Dictionary<uint, Position> _positions = new();
private PropertyBundle _properties = new();
private readonly Spellbook? _spellbook;
@ -185,6 +187,20 @@ public sealed class LocalPlayerState
/// <summary>All known skill snapshots, keyed by SkillId.</summary>
public IReadOnlyDictionary<uint, SkillSnapshot> Skills => _skills;
/// <summary>Player Position qualities keyed by retail PositionType.</summary>
public IReadOnlyDictionary<uint, Position> Positions => _positions;
public Position? GetPosition(uint positionType) =>
_positions.TryGetValue(positionType, out var value) ? value : null;
public void OnPositions(IReadOnlyDictionary<uint, Position> positions)
{
_positions.Clear();
foreach (var pair in positions)
_positions[pair.Key] = pair.Value;
CharacterChanged?.Invoke();
}
/// <summary>Snapshot for one skill, or <c>null</c> if it has not arrived yet.</summary>
public SkillSnapshot? GetSkill(uint skillId) =>
_skills.TryGetValue(skillId, out var s) ? s : null;

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@ -0,0 +1,74 @@
namespace AcDream.Core.Social;
/// <summary>Authoritative client-side copy of retail's <c>FriendDataList</c>.</summary>
public sealed class FriendsState
{
private readonly object _gate = new();
private readonly List<FriendEntry> _entries = new();
public IReadOnlyList<FriendEntry> Snapshot()
{
lock (_gate) return _entries.ToArray();
}
public void Apply(FriendsUpdate update)
{
ArgumentNullException.ThrowIfNull(update);
lock (_gate)
{
switch (update.Type)
{
case FriendsUpdateType.Full:
_entries.Clear();
_entries.AddRange(update.Entries);
break;
case FriendsUpdateType.Add:
foreach (FriendEntry entry in update.Entries)
{
int index = _entries.FindIndex(candidate => candidate.Id == entry.Id);
if (index >= 0) _entries[index] = entry;
else _entries.Add(entry);
}
break;
case FriendsUpdateType.Remove:
case FriendsUpdateType.RemoveSilent:
foreach (FriendEntry entry in update.Entries)
_entries.RemoveAll(candidate => candidate.Id == entry.Id);
break;
case FriendsUpdateType.OnlineStatus:
foreach (FriendEntry entry in update.Entries)
{
int index = _entries.FindIndex(candidate => candidate.Id == entry.Id);
if (index >= 0) _entries[index] = entry;
}
break;
}
}
}
public void Clear()
{
lock (_gate) _entries.Clear();
}
}
public sealed record FriendEntry(
uint Id,
string Name,
bool Online,
bool AppearOffline,
IReadOnlyList<uint> Friends,
IReadOnlyList<uint> FriendOf);
public enum FriendsUpdateType : uint
{
Full = 0,
Add = 1,
Remove = 2,
RemoveSilent = 3,
OnlineStatus = 4,
}
public sealed record FriendsUpdate(
FriendsUpdateType Type,
IReadOnlyList<FriendEntry> Entries);

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@ -0,0 +1,35 @@
namespace AcDream.Core.Social;
/// <summary>Authoritative copy of retail's server-supplied <c>SquelchDB</c>.</summary>
public sealed class SquelchState
{
private readonly object _gate = new();
private SquelchDatabase _database = SquelchDatabase.Empty;
public SquelchDatabase Snapshot()
{
lock (_gate) return _database;
}
public void Replace(SquelchDatabase database)
{
ArgumentNullException.ThrowIfNull(database);
lock (_gate) _database = database;
}
}
public sealed record SquelchInfo(
string Name,
bool AccountWide,
IReadOnlySet<uint> MessageTypes);
public sealed record SquelchDatabase(
IReadOnlyDictionary<string, uint> Accounts,
IReadOnlyDictionary<uint, SquelchInfo> Characters,
SquelchInfo Global)
{
public static SquelchDatabase Empty { get; } = new(
new Dictionary<string, uint>(StringComparer.OrdinalIgnoreCase),
new Dictionary<uint, SquelchInfo>(),
new SquelchInfo(string.Empty, false, new HashSet<uint>()));
}

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@ -0,0 +1,31 @@
using System.Globalization;
using AcDream.Core.Physics;
namespace AcDream.Core.Ui;
/// <summary>Retail text formatting for world positions and outdoor cells.</summary>
public static class RetailPositionFormatter
{
/// <summary>
/// Verbatim field order and precision from
/// <c>Position::ToString @ 0x005A9330</c>.
/// </summary>
public static string Format(Position position)
{
var p = position.Frame.Origin;
var q = position.Frame.Orientation;
return string.Create(CultureInfo.InvariantCulture,
$"0x{position.ObjCellId:X8} [{p.X:F6} {p.Y:F6} {p.Z:F6}] " +
$"{q.W:F6} {q.X:F6} {q.Y:F6} {q.Z:F6}");
}
/// <summary>
/// Port of <c>LandDefs::CellidToCoordinateString @ 0x005A9CB0</c>.
/// Returns null for indoor/invalid cells, matching the underlying
/// <c>gid_to_lcoord</c> failure.
/// </summary>
public static string? FormatOutdoorCell(uint cellId) =>
RadarCoordinates.TryFromCell(cellId, out var coordinates)
? coordinates.CombinedText
: null;
}