feat(chat): Phase J Tier 1+2 - @ verb prefix, /retell, /framerate, /loc
Three-tier rollout per the 2026-04-25 retail @help dump showing the full ACE command surface. Tier 1 + most of Tier 2 in one commit. TIER 1 - @ as / equivalent ACE accepts both / and @ as verb prefixes (per its own help text: "Note: You may substitute a forward slash (/) for the at symbol (@)."). ChatInputParser now normalises @ to / for the verb-match phase and re-enters parsing. Critical: for verbs we don't recognise (@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...), the original @ is kept in the message text so ACE's CommandManager intercepts the message server-side. If we substituted / there too, ACE would treat it as plain Talk and broadcast it. Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell all route exactly like their / counterparts. @acehelp / @tele / @version / @die etc. pass through to the server intact. TIER 2 - client-only commands - /retell <msg> (also @retell): resend to the last person you tell'd. Mirrors retail @retell. ChatVM tracks LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry — SenderGuid==0 distinguishes outgoing echo from inbound whispers, same way LastIncomingTellSender already worked. ChatInputParser takes a new optional lastOutgoingTellTarget param. - /framerate (also @framerate): prints "Framerate: 144.2 FPS" into chat. Wired via a new ChatVM.FpsProvider Func<float> callback set by GameWindow at construction (closes over _lastFps). Falls back to "(provider unavailable)" if no callback is wired (tests / pre-live). - /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into chat. Wired via ChatVM.PositionProvider Func<Vector3> closing over GetDebugPlayerPosition() in GameWindow. ACE has a server- side @loc too; client wins here (instantaneous + uses the local interpolated position). ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear /framerate /loc and the new EqAny helper for case-insensitive multi-string matching. Help text rewritten to reference the / <-> @ equivalence and point at @acehelp / @acecommands for ACE's full command list. TIER 3 - automatic (no code) Most retail @-commands (@allegiance motd, @afk, @die, @lifestone, @corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps, @permit, @consent, @squelch, @unsquelch, @messagetypes, @age, @birth, @day, @endurance, @pklite, @version, @filter, @unfilter, @loadfile, @log, @marketplace, ...) are server-side ACE commands. Tier 1's passthrough takes care of them automatically — they arrive via Talk, ACE recognises the @ and intercepts, replies via SystemChat (which our 0xF7E0 wiring renders as [System] lines). DEFERRED - @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr standalone task. Filed for follow-up. - @title <text>: rename chat window. ImGui window-id complications. - Toggle-style @framerate (FPS overlay on/off): print-once is simpler and matches retail's most-common usage. 30 new tests: - ChatInputParserAtPrefixTests: 11 covering @-prefix recognition, unknown-@ passthrough, /retell and @retell. - ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget tracking, FpsProvider/PositionProvider callbacks, no-provider fallback. - ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough). Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core), 0 warnings. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7 changed files with 497 additions and 22 deletions
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@ -41,8 +41,10 @@ public sealed class ChatPanelInputTests
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Assert.Empty(bus.Published);
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var entry = Assert.Single(log.Snapshot());
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Assert.Equal(ChatKind.System, entry.Kind);
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Assert.Contains("acdream chat commands:", entry.Text);
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// Help text mentions / and @ equivalence and points at @acehelp
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// for the server's full command list.
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Assert.Contains("/tell", entry.Text);
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Assert.Contains("@acehelp", entry.Text);
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}
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[Theory]
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@ -67,6 +69,73 @@ public sealed class ChatPanelInputTests
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Assert.Single(log.Snapshot());
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}
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[Fact]
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public void Submit_FramerateCommand_PrintsFpsAndDoesNotPublish()
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{
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var log = new ChatLog();
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var vm = new ChatVM(log) { FpsProvider = () => 60f };
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var panel = new ChatPanel(vm);
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var bus = new RecordingBus();
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var renderer = new FakePanelRenderer
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{
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InputTextSubmitNextSubmitted = "/framerate",
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InputTextSubmitNextBufferAfter = "",
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};
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panel.Render(new PanelContext(0.016f, bus), renderer);
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Assert.Empty(bus.Published);
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var entry = Assert.Single(log.Snapshot());
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Assert.Contains("60.0 FPS", entry.Text);
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}
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[Fact]
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public void Submit_LocCommand_PrintsPositionAndDoesNotPublish()
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{
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var log = new ChatLog();
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var vm = new ChatVM(log)
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{
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PositionProvider = () => new System.Numerics.Vector3(10f, 20f, 30f),
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};
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var panel = new ChatPanel(vm);
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var bus = new RecordingBus();
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var renderer = new FakePanelRenderer
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{
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InputTextSubmitNextSubmitted = "@loc",
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InputTextSubmitNextBufferAfter = "",
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};
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panel.Render(new PanelContext(0.016f, bus), renderer);
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Assert.Empty(bus.Published);
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var entry = Assert.Single(log.Snapshot());
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Assert.Contains("(10.0, 20.0, 30.0)", entry.Text);
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}
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[Fact]
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public void Submit_AtAcehelp_PassesThroughToSayWithAtIntact()
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{
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// Unknown @-verb falls through to the default channel with the
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// literal "@acehelp" text intact so ACE's CommandManager
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// intercepts it server-side. We DO publish a SendChatCmd here —
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// the publish is what carries the message to the server.
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var log = new ChatLog();
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var vm = new ChatVM(log);
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var panel = new ChatPanel(vm);
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var bus = new RecordingBus();
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var renderer = new FakePanelRenderer
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{
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InputTextSubmitNextSubmitted = "@acehelp",
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InputTextSubmitNextBufferAfter = "",
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};
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panel.Render(new PanelContext(0.016f, bus), renderer);
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var sendCmd = Assert.IsType<SendChatCmd>(Assert.Single(bus.Published));
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Assert.Equal(ChatChannelKind.Say, sendCmd.Channel);
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Assert.Equal("@acehelp", sendCmd.Text);
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}
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[Fact]
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public void Submit_ClearCommand_DrainsLog_AndDoesNotPublish()
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{
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