fix(chat): / and @ are equivalent command prefixes (retail parity)
Retail treats / and @ interchangeably for commands, but two client-side
layers broke the / spelling for server commands:
- ChatCommandRouter refused ANY unknown /verb with a local "Unknown
command" guess — so /tele, /ci, /acehelp never reached ACE even
though ACE supports them. The guard is gone; the server is now the
single authority on what's a valid command (ACE replies "Unknown
command: x" itself).
- ChatInputParser passed unknown /verbs through as literal speech.
ACE's GameActionTalk only intercepts the @ form on the wire (the /
acceptance in CommandManager is the server CONSOLE path), so the
parser now rewrites unknown /xyz -> @xyz.
Both command pass-throughs (@ and rewritten /) now also force the Say
channel: GameActionTalk (0x0015) is the only wire action ACE parses
commands on — previously a command typed with a chat channel active
would broadcast as channel speech.
Phase J Tier 4 ("/-text must never broadcast as speech") still holds:
letter-verbed input goes out as an @command (never speech), and
command-shaped-but-verbless input ("/", "//shrug") is refused locally
by a narrow router guard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
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5 changed files with 141 additions and 51 deletions
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@ -2,7 +2,11 @@ using System;
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namespace AcDream.UI.Abstractions.Panels.Chat;
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/// <summary>What a submit did, so the caller can clear its input + give feedback.</summary>
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/// <summary>What a submit did, so the caller can clear its input + give feedback.
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/// <c>UnknownCommand</c> is now produced only for command-SHAPED but verbless
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/// input ("/", "//x", "@ x"); real unknown verbs route to the server (retail
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/// treats / and @ as equivalent command prefixes, and ACE answers unknown
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/// commands itself).</summary>
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public enum SubmitOutcome { Empty, ClientHandled, UnknownCommand, Sent, Dropped }
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/// <summary>
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@ -10,9 +14,15 @@ public enum SubmitOutcome { Empty, ClientHandled, UnknownCommand, Sent, Dropped
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/// analogue). Both the ImGui devtools <see cref="ChatPanel"/> and the retail
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/// chat window route through here so command handling stays in one place.
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///
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/// Order mirrors the prior inline <see cref="ChatPanel"/> flow:
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/// client-command intercept → unknown-slash-verb guard → <see cref="ChatInputParser.Parse"/>
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/// → <c>Publish(SendChatCmd)</c>.
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/// Flow: client-command intercept → degenerate-prefix guard →
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/// <see cref="ChatInputParser.Parse"/> → <c>Publish(SendChatCmd)</c>.
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/// Unknown slash/at verbs pass through the parser to the server (the parser
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/// rewrites <c>/xyz</c> → <c>@xyz</c> and forces the Say action, the only
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/// wire path ACE parses commands on); ACE replies "Unknown command: xyz"
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/// for verbs it doesn't know, so the server stays the single authority on
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/// what's a valid command. Prefix text with no letter verb is refused
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/// locally — /-prefixed input must NEVER broadcast as speech (Phase J
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/// Tier 4, from the 2026-04-25 "/ls echoed as speech" trace).
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/// </summary>
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public static class ChatCommandRouter
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{
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@ -26,15 +36,15 @@ public static class ChatCommandRouter
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if (TryHandleClientCommand(trimmed, vm)) return SubmitOutcome.ClientHandled;
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if (trimmed[0] == '/')
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// Command-shaped but no letter verb ("/", "//shrug", "@ x"): refuse
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// locally. Rewriting to @ would put junk on the wire, and letting it
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// fall through would broadcast /-text as speech (Tier-4 violation).
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if (trimmed[0] is '/' or '@'
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&& (trimmed.Length == 1 || !char.IsLetter(trimmed[1])))
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{
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var verb = ChatInputParser.GetVerbToken(trimmed);
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if (!ChatInputParser.IsKnownVerb(verb))
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{
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vm.ShowSystemMessage(
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$"Unknown command: {verb}. Type /help for the list of supported commands.");
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return SubmitOutcome.UnknownCommand;
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}
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vm.ShowSystemMessage(
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$"Unknown command: {ChatInputParser.GetVerbToken(trimmed)}. Type /help for the list of supported commands.");
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return SubmitOutcome.UnknownCommand;
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}
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var parsed = ChatInputParser.Parse(
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@ -16,11 +16,12 @@ namespace AcDream.UI.Abstractions.Panels.Chat;
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/// <item><c>/say</c> with no message → <c>null</c></item>
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/// <item><c>/t</c> with no target / no message → <c>null</c></item>
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/// <item><c>/r</c> with no <c>lastTellSender</c> → <c>null</c></item>
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/// <item>unknown <c>/xyz</c> verb → fall through to default channel
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/// carrying the literal text (matches holtburger
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/// <c>handle_slash_command</c> default arm at line ~744 — they
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/// send <c>ClientCommand::Talk(command)</c> with the original
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/// slash-prefixed string)</item>
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/// <item>unknown <c>/xyz</c> verb → rewritten to <c>@xyz</c> and passed
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/// through on the default channel. Retail treats / and @ as
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/// equivalent command prefixes; ACE's <c>GameActionTalk</c> only
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/// intercepts the <c>@</c> form on the wire. Deliberate divergence
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/// from holtburger's literal fall-through (which would SAY the
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/// command text out loud).</item>
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/// <item>multi-word <c>/t</c> target: first whitespace token is target,
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/// rest is message (matches Rust <c>split_once</c> semantics)</item>
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/// </list>
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@ -122,8 +123,12 @@ public static class ChatInputParser
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return Parse(substituted, defaultChannel, lastTellSender, lastOutgoingTellTarget);
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}
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// Unknown @-verb — keep the original @ so ACE recognizes
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// it server-side when the message arrives via Talk.
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return new ParsedInput(defaultChannel, null, trimmed);
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// it server-side. Always emit as Say: ACE's GameActionTalk
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// (the 0x0015 Talk action) is the ONLY wire path that parses
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// @commands — on a chat channel the text would broadcast as
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// ordinary channel speech. Retail likewise resolves commands
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// before channel routing.
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return new ParsedInput(ChatChannelKind.Say, null, trimmed);
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}
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// /say <msg>
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@ -165,11 +170,18 @@ public static class ChatInputParser
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return null;
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}
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// Unknown slash command: holtburger falls back to Talk(literal).
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// We mirror that — emit on the default channel with the
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// slash-prefixed text intact so the server treats it as speech.
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// No special-case for known-but-unimplemented verbs; the user's
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// text round-trips so their intent isn't silently dropped.
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// Unknown slash verb: retail treats / and @ as equivalent command
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// prefixes, but ACE's GameActionTalk only intercepts the @ form on
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// the wire (a /-prefixed Talk is plain speech server-side). Rewrite
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// to @ and emit as Say — same reasoning as the unknown-@ branch at
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// the top: only the Talk action parses commands. (Deliberate
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// divergence from holtburger's literal fall-through, which would
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// SAY "/ci 629" out loud.)
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if (trimmed.Length > 1 && trimmed[0] == '/' && char.IsLetter(trimmed[1]))
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return new ParsedInput(ChatChannelKind.Say, null, "@" + trimmed.Substring(1));
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// Plain speech (no recognized verb): emit on the default channel
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// so the user's text round-trips instead of being silently dropped.
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return new ParsedInput(defaultChannel, null, trimmed);
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}
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