using System; using System.Collections.Generic; using System.Collections.Concurrent; using System.Threading; namespace AcDream.Core.Chat; /// /// Unified chat log — mirrors every chat-bearing message the server /// sends (local HearSpeech, broadcast ChannelBroadcast, whispered /// Tell, system TransientMessage, PopupString). /// /// /// Sits behind the UI chat panel (Phase D.2) and the scripting /// plugin API so plugins can react to chat (e.g. auto-reply, loot /// logging). /// /// /// /// Retail keeps ~200 lines of scrollback. Our ring buffer defaults to /// 500 and is configurable. /// /// public sealed class ChatLog { private readonly ConcurrentQueue _buffer = new(); private readonly int _maxEntries; private uint _localPlayerGuid; private long _revision; // Phase J follow-up: ACE often sends the same system text via two // wire paths (GameMessageSystemChat 0xF7E0 + GameEventCommunication- // TransientString 0x02EB) for back-compat — we wired both to // OnSystemMessage in I.5/J, so the user saw lines like "Unknown // command: help" twice. Dedupe within a short window: track the // last system text + arrival time; if a second identical text // shows up within one second, skip. private string _lastSystemText = ""; private DateTime _lastSystemAt = DateTime.MinValue; private static readonly TimeSpan SystemDedupWindow = TimeSpan.FromSeconds(1); public ChatLog(int maxEntries = 500) { if (maxEntries < 1) throw new ArgumentOutOfRangeException(nameof(maxEntries)); _maxEntries = maxEntries; } /// Fires every time a new entry is appended. public event Action? EntryAppended; /// Snapshot of all current entries, oldest first. public ChatEntry[] Snapshot() => _buffer.ToArray(); public int Count => _buffer.Count; /// /// Monotonic content revision. It advances after every successful append and /// every explicit clear, allowing retained UI consumers to cache formatted /// transcript layout without snapshotting the concurrent queue every frame. /// public long Revision => Interlocked.Read(ref _revision); /// /// Push the authoritative local-player GUID from WorldSession. /// The host sets it after character selection and resets it at session /// teardown. Used by to /// recognize ACE's HearSpeech echo of our own /say (server's /// HandleActionTalk broadcasts to all in range INCLUDING the /// sender) and re-render it as "You say, ...". /// public void SetLocalPlayerGuid(uint guid) => _localPlayerGuid = guid; /// /// Reset per-session speaker classification and duplicate suppression /// while preserving the visible transcript. Retail has an explicit /// ChatInterface::RecvNotice_ClearChatBuffer @ 0x004F2F60 path; /// character-session teardown does not use that clear-buffer notice. /// public void ResetSessionIdentity() { _localPlayerGuid = 0u; _lastSystemText = string.Empty; _lastSystemAt = DateTime.MinValue; } // ── Inbound adapters ───────────────────────────────────────────────────── /// Local or ranged HearSpeech (0x02BB / 0x02BC). /// /// Phase I.5: an empty is substituted with /// "You" — the server uses this convention to indicate that the /// player is the speaker (e.g. their own ranged shouts echo back). /// Port from holtburger /// references/holtburger/.../client/messages.rs lines 476-487. /// /// /// The wire chatType carried by HearSpeech/HearRangedSpeech /// (speech.ChatType) — passed through VERBATIM, with zero /// remapping, matching retail's Handle_Communication__HearSpeech /// @0x005712A0 (the raw arg5 feeds AddTextToScroll /// directly). Defaults to 0x02 (Speech) for callers that /// don't have a wire value in hand. /// public void OnLocalSpeech(string sender, string text, uint senderGuid, bool isRanged, uint logTextType = 0x02u) { // Phase J: ACE's HandleActionTalk broadcasts a HearSpeech echo // back to the sender too. Detect own echo by guid match and // substitute "" so the formatter renders "You say, ..." (single // first-person echo) instead of "+Acdream says, ..." // (third-person duplicate of our optimistic, already dropped). bool isOwnEcho = _localPlayerGuid != 0 && senderGuid == _localPlayerGuid; string effectiveSender = (isOwnEcho || string.IsNullOrEmpty(sender)) ? "You" : sender; Append(new ChatEntry( Kind: isRanged ? ChatKind.RangedSpeech : ChatKind.LocalSpeech, Sender: effectiveSender, Text: text, SenderGuid: senderGuid, ChannelId: 0) { LogTextType = logTextType, }); } /// EmoteText (0x01E0) — server-driven third-person emote. public void OnEmote(string senderName, string text, uint senderGuid) { Append(new ChatEntry( Kind: ChatKind.Emote, Sender: senderName, Text: text, SenderGuid: senderGuid, ChannelId: 0) { // Retail hard-codes Emote (0x0C) for every HearEmote line — // ClientCommunicationSystem::HearEmote @0x0057CBE0, the // literal constant at 0x0057CF94. Not a wire value. LogTextType = 0x0Cu, }); } /// SoulEmote (0x01E2) — complex emote (chat + paired animation). public void OnSoulEmote(string senderName, string text, uint senderGuid) { Append(new ChatEntry( Kind: ChatKind.SoulEmote, Sender: senderName, Text: text, SenderGuid: senderGuid, ChannelId: 0) { // HearSoulEmote tail-calls HearEmote @0x0057D096 — same // hard-coded 0x0C. LogTextType = 0x0Cu, }); } /// PlayerKilled (0x019E) — death announcement. /// /// Death messages are routed as so they /// share styling with other server announcements. The /// SenderGuid field carries the victim guid; the /// ChannelId field carries the killer guid (a small misuse /// of the field but avoids a schema change). /// public void OnPlayerKilled(string deathMessage, uint victimGuid, uint killerGuid) { Append(new ChatEntry( Kind: ChatKind.System, Sender: "", Text: deathMessage, SenderGuid: victimGuid, ChannelId: killerGuid) { // Inferred by analogy from the sibling GameEvents this opcode // shares a dispatch pattern with: VictimNotification (0x01AC) // and KillerNotification (0x01AD) both route through the SAME // retail handler, ClientCombatSystem::HandleKillerNotification // Event @0x0056C410 (cases 0xa/0xb of the combat-envelope // switch, pc:359548-359559), which calls // AddTextToScroll(..., 0, 1, 0) — type 0x00 Default. No direct // decomp citation was traced for 0x019E PlayerKilled itself. LogTextType = 0x00u, }); } /// WeenieError (0x028A) / WeenieErrorWithString (0x028B). /// /// Phase I.5: previously-orphaned parser. The server fires this when a /// game-logic action fails (e.g. "you don't have enough mana", "you /// can't pick that up"). Routed as ; the /// ChannelId field carries the WeenieError code so plugins can /// filter or react. is the interpolated /// substring (null for plain WeenieError, set for WeenieErrorWithString). /// public void OnWeenieError(uint errorId, string? param) { if (WeenieErrorMessages.IsSilentClientControlStatus(errorId)) return; // Phase I (post-launch fix): translate the wire code into the // retail-faithful template via WeenieErrorMessages. Many codes // are *informational* (e.g. 0x051B "You have entered the X // channel.", 0x051D "Turbine Chat is enabled.") not errors; // the old "WeenieError 0xNNNN" framing was misleading. Unknown // codes still fall back to the raw "WeenieError 0xNNNN[: param]" // form so nothing is silently lost. See // WeenieErrorMessages.Format for the templates + lookup table. string text = WeenieErrorMessages.Format(errorId, param); Append(new ChatEntry( Kind: ChatKind.System, Sender: "", Text: text, SenderGuid: 0, ChannelId: errorId) { // Retail's HandleFailureEvent @0x00571990 dispatches per ERROR // CODE across an ~87-case switch, mostly AddTextToScroll(..., // 0, ...) with a scattered handful at 0x1a (client-local red). // A full per-code port is future work; 0x00 (Default) matches // the switch's majority behavior and is the safe baseline. LogTextType = 0x00u, }); } /// /// Channel broadcast — legacy ChatChannel (0x0147) or the /// TurbineChat (0xF7DE) global community channels (General, /// Trade, LFG, Roleplay, Society, Olthoi). Pass /// when the caller knows the /// friendly room name (TurbineChat dispatch always does); the /// ChatVM formatter renders entries as /// "[ChannelName] Sender says, \"text\"" when set. /// /// /// The retail LogTextType for this line. When /// (the legacy 0x0147 default), it is derived /// from via /// as a HEARD (not /// own-send) message — correct for this method's only production /// caller, the inbound ChannelBroadcast GameEvent handler. /// TurbineChat-sourced calls MUST pass an explicit value computed /// from the room's TurbineChat.ChatType instead — the wire /// there is an opaque per-session room /// GUID, not a legacy channel bitflag, and the two id spaces must /// never be conflated. /// public void OnChannelBroadcast( uint channelId, string sender, string text, uint? logTextType = null, string channelName = "") { Append(new ChatEntry( Kind: ChatKind.Channel, Sender: sender, Text: text, SenderGuid: 0, ChannelId: channelId) { ChannelName = channelName, LogTextType = logTextType ?? LegacyChannelChatType.Resolve(channelId, ownSend: false), }); } /// GameEvent Tell (0x02BD) — whisper received. /// /// The wire chatType from the Tell GameEvent payload /// (GameEvents.Tell.ChatType) — retail's normal value is /// 0x03 (Tell), which is also this parameter's default for /// callers without a wire value in hand. /// public void OnTellReceived(string sender, string text, uint senderGuid, uint logTextType = 0x03u) { Append(new ChatEntry( Kind: ChatKind.Tell, Sender: sender, Text: text, SenderGuid: senderGuid, ChannelId: 0) { LogTextType = logTextType, }); } /// /// System chat — covers GameMessageSystemChat (0xF7E0 /// ServerMessage) and GameEventCommunicationTransientString /// (0x02EB). Phase J follow-up: dedupe identical text arriving /// within so flows that fire on /// both opcodes (e.g. "Unknown command: help" via help-command /// failure path) only show once. /// public void OnSystemMessage(string text, uint chatType) { var now = DateTime.UtcNow; if (text == _lastSystemText && (now - _lastSystemAt) < SystemDedupWindow) { // Suppress the dup — the wire-level duplicate isn't a // user-meaningful signal. Reset the timer so a long burst // of the same text still skips. _lastSystemAt = now; return; } _lastSystemText = text; _lastSystemAt = now; Append(new ChatEntry( Kind: ChatKind.System, Sender: "", Text: text, SenderGuid: 0, ChannelId: chatType) { // `chatType` IS the retail LogTextType here — every caller // (ServerMessage.ChatType, GameEventWiring's transient/ // query-age/use-done sites, App's client-command echoes) // already passes the wire/retail-correct value. LogTextType = chatType, }); } /// /// GameEvent PopupString (0x0004) — modal dialog text. /// /// /// Retail shows PopUpString as a MODAL DIALOG /// (Handle_Communication__PopUpString @0x0057FE80), never as a /// chat-log line — acdream's choice to render it in chat at all is a /// registered divergence (register row AP-175). Fixed at LogTextType /// 0x00 (Default/green) to preserve the color this entry has /// always rendered with; retail has no chat color for this type since /// it never reaches the chat log. /// public void OnPopup(string text) { Append(new ChatEntry( Kind: ChatKind.Popup, Sender: "", Text: text, SenderGuid: 0, ChannelId: 0) { LogTextType = 0x00u, }); } /// /// Phase I.7: combat-translator emits a pre-formatted line. The /// translator () subscribes to /// events and renders the retail /// template (e.g. "You hit Mosswart for 12 slashing damage (54.0%) /// Critical hit.") and decorates the entry with a /// so the panel can color the /// line. Maps to holtburger's info().combat() / /// warning().combat() / error().combat() tag flow at /// chat.rs:221-308. /// /// /// The retail LogTextType for this combat line. Callers should /// pass one of the ACE-cited combat types (0x16 Combat_Self for /// lines about the local player's OWN offensive action, 0x15 /// Combat_Enemy for lines about an enemy's action against the local /// player — see ) or 0x00 /// Default for retail's decompiled kill/death-notification color /// (HandleKillerNotificationEvent @0x0056C410). Defaults to /// 0x06 (the generic Combat slot) for callers with no more /// specific classification in hand. /// public void OnCombatLine( string text, Combat.CombatLineKind kind = Combat.CombatLineKind.Info, uint logTextType = 0x06u) { Append(new ChatEntry( Kind: ChatKind.Combat, Sender: "", Text: text, SenderGuid: 0, ChannelId: 0) { CombatKind = kind, LogTextType = logTextType, }); } /// /// Echo the player's own outbound message after local send. /// /// /// /// Say: pass as /// empty; the formatter renders "You say, \"text\"". /// Tell: pass the target name; the formatter /// renders "You tell {target}, \"text\"". /// Channel: do not call for global community /// channels — the server (ACE TurbineChatHandler) echoes the /// broadcast back to the sender already, so optimistic-echoing /// would double-print. For legacy channels (Fellowship, /// Allegiance) where the server may not echo, pass the /// channel name as ; it /// becomes the entry's ChannelName. /// /// SenderGuid == 0 on the resulting entry is the /// discriminator the formatter uses to render outgoing-vs-incoming /// (a real incoming Tell carries the sender's player guid). /// /// /// The retail LogTextType for this self-sent line. When /// , defaults to 0x04 Speech_Direct_Send /// for Tell (retail's own-echo "You tell ..." type — cross-check /// ACE's ChatMessageType.OutgoingTell comment "You tell ...") or /// 0x0B Social_Send for Channel (the simplified own-send default /// research doc §3.3 records; the LiveSessionCommandRouter production /// caller overrides this with the precise per-channel-bit value from /// instead of relying on /// this fallback). /// public void OnSelfSent(ChatKind kind, string text, string targetOrChannel = "", uint? logTextType = null) { Append(new ChatEntry( Kind: kind, // For Tell, Sender carries the target name (so the formatter // can render "You tell {Sender}..."). For LocalSpeech, we // leave Sender empty and let the formatter substitute "You". // For Channel callers, Sender stays empty too — ChannelName // (below) carries the friendly name. Sender: kind == ChatKind.Tell ? targetOrChannel : "", Text: text, SenderGuid: 0, ChannelId: 0) { ChannelName = kind == ChatKind.Channel ? targetOrChannel : "", LogTextType = logTextType ?? (kind == ChatKind.Tell ? 0x04u : 0x0Bu), }); } private void Append(ChatEntry entry) { _buffer.Enqueue(entry); while (_buffer.Count > _maxEntries) _buffer.TryDequeue(out _); Interlocked.Increment(ref _revision); EntryAppended?.Invoke(entry); } public void Clear() { while (_buffer.TryDequeue(out _)) { /* drain */ } Interlocked.Increment(ref _revision); } } public enum ChatKind { LocalSpeech, RangedSpeech, Channel, Tell, System, Popup, Emote, SoulEmote, /// /// Phase I.7: a combat feedback line emitted by /// from /// events. The accompanying field /// drives panel coloring (info / warning / error per holtburger /// chat.rs:221-308). /// Combat, } public readonly record struct ChatEntry( ChatKind Kind, string Sender, string Text, uint SenderGuid, uint ChannelId) { public DateTime Received { get; init; } = DateTime.UtcNow; /// /// Phase I.7: severity bucket for /// entries. Null for every other kind. Drives the /// 's TextColored color choice. /// public Combat.CombatLineKind? CombatKind { get; init; } /// /// Friendly name of the channel for /// entries (e.g. "General", "Trade", "LFG", "Fellowship"). Empty /// for non-Channel kinds. Used by ChatVM.FormatEntry to /// render lines as "[ChannelName] Sender says, \"text\"". /// Falls back to "ch {ChannelId}" if not populated. /// public string ChannelName { get; init; } = ""; /// /// Campaign CH slice CH1: the retail wire LogTextType /// (0x00-0x21) that keys /// RetailChatColorTable/ChatInterface::BuildChatColorLookupTable /// @0x004F31C0. This is the FULL 34-value retail index space, NOT /// — retail colors by this integer, never by our /// synthetic 9-value . Populated by every /// OnXxx ingestion method above; defaults to 0x00 /// (Default/green, retail's own unfilled-slot default) for any entry /// constructed without setting it explicitly. /// public uint LogTextType { get; init; } = 0x00u; }