using System; using System.Collections.Generic; using System.Collections.Concurrent; using System.Globalization; 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; } /// /// OP4 review-fix round (2026-08-11, SHOULD-FIX S1): retail /// PlayerOption DisplayTimeStampsClientSystem:: /// AddTextToScroll @0x00563C50 — prefixes EVERY transcript line /// with the timestamp, not just the subset that happens to route /// through RuntimeCommunicationState.AddText. Moved HERE /// (from AddText) because is the ONE seam every /// chat producer (, , /// , , /// , , /// , , /// , ) funnels /// through — AddText's own callers (ServerMessage/WeenieError) were a /// strict subset, so heard speech, emotes, Turbine channels, and /// combat text never gained the prefix. The transient SpewBox /// (RetailLogTextType.ClientLocal) never touches this class at /// all, so it stays exempt automatically — matching retail's own /// exemption without a special case here. /// public Func? DisplayTimestampsSource { get; set; } /// 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). Required — no production caller relies on a default; /// retail's normal value is 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) { // 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 = (uint)RetailLogTextType.Emote, }); } /// 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 = (uint)RetailLogTextType.Emote, }); } /// 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) { // Direct anchor (corrected 2026-08-09, Opus review of // 172c6f9a — replaces the earlier sibling-opcode analogy): // opcode 0x019E dispatches via UIQueueManager::ProcessNet // BlobData's byte table @0x55CB07 -> case 7 -> // ClientCombatSystem::HandlePlayerDeathEvent @0x0056C320 -> // AddTextToScroll(..., 0, 1, 0) @0x0056C3D8. Type 0x00 Default // confirmed. LogTextType = 0x00u, }); } // WeenieError (0x028A) / WeenieErrorWithString (0x028B) used to have a // dedicated OnWeenieError entry point here (Phase I.5, hardcoded at // LogTextType 0x00 pending register row AP-176). REJECT-review rework // (SHOULD-FIX 3, docs/research/2026-08-09-ch2-review-findings.md): // AP-176 retired at Campaign CH slice CH2 — WeenieErrorMessages.Resolve // now resolves BOTH the display text AND the real per-code retail // RetailLogTextType (chat vs SpewBox) from the full 344-row // HandleFailureEvent port. Every producer of WeenieError text — the // inbound GameEventWiring handlers AND the client-command // ShowWeenieError sink — now resolves through WeenieErrorMessages and // calls the AddText chokepoint (RuntimeCommunicationState.AddText / // ChatLog.OnSystemMessage) directly instead of through a dedicated // ChatLog method, so the single-fixed-color OnWeenieError entry point // is deleted rather than kept as a second, narrower routing path. /// /// 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) — required; no production caller /// relies on a default. Retail's normal value is 0x03 (Tell) /// for callers without a wire value in hand. /// public void OnTellReceived(string sender, string text, uint senderGuid, uint logTextType) { 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 pre-formatted combat line text. /// /// The retail LogTextType for this combat line — required; no /// production caller relies on a default. 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 /// ), 0x00 Default for /// retail's decompiled kill/death-notification color /// (HandleKillerNotificationEvent @0x0056C410), or 0x06 /// (the generic Combat slot) when no more specific classification is /// in hand — the generic-slot choice is a registered approximation of /// retail's per-message dispatch (register row AP-176). /// /// /// Severity bucket for panel coloring; defaults to /// . /// public void OnCombatLine( string text, uint logTextType, Combat.CombatLineKind kind = Combat.CombatLineKind.Info) { 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 — required; /// no production caller relies on a default (the old null-fallback /// ternary is retired). Pass 0x04 Speech_Direct_Send for Tell /// (retail's own-echo "You tell ..." type — cross-check ACE's /// ChatMessageType.OutgoingTell comment "You tell ...") or, for /// Channel, the precise per-channel-bit value from /// — the /// LiveSessionCommandRouter production caller does exactly this. /// public void OnSelfSent(ChatKind kind, string text, uint logTextType, 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 : "", LogTextType = logTextType, }); } private void Append(ChatEntry entry) { // OP4 re-review R1 (2026-08-11): the timestamp prefix does NOT touch // entry.Text here. Retail composes the display line FIRST and carries // the timestamp as a SEPARATE leading string at display time // (AddTextToScroll @0x00563C50 receives already-composed lines; // fprintf("%ls%ls\n", ts, text) @0x00563e5b) — prefixing the raw body // put the stamp INSIDE the quotes of composed kinds // ('Alice says, "13:05:09 hi"'). ChatVM's display composition applies // FormatTimestampPrefix(entry.Received) around FormatEntry instead. _buffer.Enqueue(entry); while (_buffer.Count > _maxEntries) _buffer.TryDequeue(out _); Interlocked.Increment(ref _revision); EntryAppended?.Invoke(entry); } /// /// SF-1/S4 (OP4 review-fix round, 2026-08-11): retail's constructor /// default "%#H:%M:%S " (PlayerModule::PlayerModule /// @0x005D51F0, BN-sourced string literal — wire research doc U6, /// NOT byte-verified) is non-zero-padded 24h hour, then zero-padded /// minute:second, trailing space. H\:mm\:ss with the colons /// ESCAPED (not the culture-dependent DateTimeFormatInfo. /// TimeSeparator placeholder) plus is the exact .NET equivalent — the CRT's /// strftime always emits a literal colon regardless of locale. /// acdream hardcodes this constructor default rather than reading the /// per-character override retail sources from /// GenericQualitiesData::InqString(m_pPlayerOptionsData, 1, ...) /// — see register row AP-197. /// public static string FormatTimestampPrefix(DateTime receivedUtc) => receivedUtc.ToLocalTime().ToString( @"H\:mm\:ss ", CultureInfo.InvariantCulture); 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. Carried through to the transcript /// on FormattedLine; the per-message colour itself now comes from /// the retail colour table keyed by LogTextType. /// 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; }