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; } = "";
}