using System; using System.Collections.Generic; using System.Collections.Concurrent; 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; // 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; /// /// Push the authoritative local-player GUID from WorldSession. /// One-way setter — only GameWindow should call it, exactly /// once per live session. 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; // ── 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. /// public void OnLocalSpeech(string sender, string text, uint senderGuid, bool isRanged) { // 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)); } /// 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)); } /// 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)); } /// 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)); } /// 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) { // 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)); } /// /// 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. /// public void OnChannelBroadcast(uint channelId, string sender, string text, string channelName = "") { Append(new ChatEntry( Kind: ChatKind.Channel, Sender: sender, Text: text, SenderGuid: 0, ChannelId: channelId) { ChannelName = channelName, }); } /// GameEvent Tell (0x02BD) — whisper received. public void OnTellReceived(string sender, string text, uint senderGuid) { Append(new ChatEntry( Kind: ChatKind.Tell, Sender: sender, Text: text, SenderGuid: senderGuid, ChannelId: 0)); } /// /// 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)); } /// GameEvent PopupString (0x0004) — modal dialog text. public void OnPopup(string text) { Append(new ChatEntry( Kind: ChatKind.Popup, Sender: "", Text: text, SenderGuid: 0, ChannelId: 0)); } /// /// 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. /// public void OnCombatLine(string text, Combat.CombatLineKind kind = Combat.CombatLineKind.Info) { Append(new ChatEntry( Kind: ChatKind.Combat, Sender: "", Text: text, SenderGuid: 0, ChannelId: 0) { CombatKind = kind, }); } /// /// 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). /// public void OnSelfSent(ChatKind kind, string text, string targetOrChannel = "") { 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 : "", }); } private void Append(ChatEntry entry) { _buffer.Enqueue(entry); while (_buffer.Count > _maxEntries) _buffer.TryDequeue(out _); EntryAppended?.Invoke(entry); } public void Clear() { while (_buffer.TryDequeue(out _)) { /* drain */ } } } 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; } = ""; }