Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
164 lines
7.3 KiB
C#
164 lines
7.3 KiB
C#
using System.Collections.Generic;
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namespace AcDream.Core.Chat;
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/// <summary>
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/// Translates ACE <c>WeenieError</c> + <c>WeenieErrorWithString</c> codes
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/// into the human-readable templates the retail client showed. The
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/// retail client baked these strings into <c>string_table.bin</c>; for
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/// our purposes we mirror ACE's enum-doc comments
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/// (<c>references/ACE/Source/ACE.Entity/Enum/WeenieError.cs</c> +
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/// <c>WeenieErrorWithString.cs</c>) since they preserve the original
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/// templates verbatim, including the literal <c>_</c> placeholder where
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/// the parameter goes.
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///
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/// <para>
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/// <b>Why we need this:</b> Many of the codes ACE sends — especially
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/// the high-frequency ones the user actually sees in normal play —
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/// are <i>informational</i>, not error-level (e.g. <c>0x051B</c> =
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/// "You have entered the X channel.", <c>0x051D</c> = "Turbine Chat
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/// is enabled."). Displaying them as <c>WeenieError 0xNNNN</c> is
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/// noisy and misleading. With the proper template they read as the
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/// retail player would have seen them.
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/// </para>
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///
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/// <para>
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/// We don't translate every code — only the ~30 most likely to appear
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/// in a normal session. Unknown codes fall back to the
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/// <c>WeenieError 0xNNNN[: param]</c> form so nothing is silently
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/// lost. New codes can be added in 30 seconds when the user reports
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/// one.
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/// </para>
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/// </summary>
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public static class WeenieErrorMessages
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{
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/// <summary>
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/// Format a WeenieError / WeenieErrorWithString into a human-readable
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/// system-message string.
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/// </summary>
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/// <param name="errorCode">The wire error code.</param>
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/// <param name="param">The interpolated substring (null for plain
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/// <c>WeenieError</c>, set for <c>WeenieErrorWithString</c>).</param>
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public static string Format(uint errorCode, string? param)
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{
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// WeenieErrorWithString templates use the literal underscore
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// character `_` as the placeholder for the param. We
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// substitute it for `param` if present, otherwise drop it.
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if (param is not null && WithStringTemplates.TryGetValue(errorCode, out var withTemplate))
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{
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return withTemplate.Replace("_", param);
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}
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if (NoParamTemplates.TryGetValue(errorCode, out var template))
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{
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// Some "no-param" codes do still arrive with a meaningless
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// param string; ignore it.
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return template;
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}
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// Unknown code — fall back to the raw form.
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return string.IsNullOrEmpty(param)
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? $"WeenieError 0x{errorCode:X4}"
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: $"WeenieError 0x{errorCode:X4}: {param}";
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}
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/// <summary>
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/// Codes from <c>WeenieError</c> (no param). Templates copied
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/// verbatim from ACE enum-doc comments.
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/// </summary>
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private static readonly Dictionary<uint, string> NoParamTemplates = new()
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{
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// Command parser
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[0x0026] = "That is not a valid command.", // ThatIsNotAValidCommand
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// Tell-related
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[0x052B] = "That person is not available now.", // CharacterNotAvailable
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// Chat-channel related
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[0x051D] = "Turbine Chat is enabled.", // TurbineChatIsEnabled
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// Trade
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[0x0529] = "Trade Complete!", // TradeComplete
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// Allegiance / Fellowship membership errors (high-frequency
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// when player isn't in either group and tries the channel)
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[0x0414] = "You are not in an allegiance!", // YouAreNotInAllegiance
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[0x050F] = "You do not belong to a Fellowship.", // YouDoNotBelongToAFellowship
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// Allegiance
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[0x0496] = "Your Allegiance has been dissolved!", // YourAllegianceHasBeenDissolved
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[0x0497] = "Your patron's Allegiance to you has been broken!",
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// YourPatronsAllegianceHasBeenBroken
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[0x0535] = "You do not have the authority within your allegiance to do that.",
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// Movement / teleport / housing
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[0x0498] = "You have moved too far!", // YouHaveMovedTooFar
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[0x0499] = "That is not a valid destination!", // TeleToInvalidPosition
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[0x0532] = "You must wait 30 days after purchasing a house before you may purchase another with any character on the same account.",
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// Fellowship
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[0x0528] = "The fellowship is locked; you cannot open locked fellowships.",
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// Player flavour
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[0x0526] = "You chicken out.", // YouChickenOut
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};
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/// <summary>
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/// Codes from <c>WeenieErrorWithString</c>. Templates copied
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/// verbatim from ACE enum-doc comments. The <c>_</c> placeholder
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/// is substituted with the param at format time.
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/// </summary>
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private static readonly Dictionary<uint, string> WithStringTemplates = new()
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{
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// Channel join / leave (high frequency at login)
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[0x051B] = "You have entered the _ channel.", // YouHaveEnteredThe_Channel
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[0x051C] = "You have left the _ channel.", // YouHaveLeftThe_Channel
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// Chat-server failures
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[0x051E] = "_ will not receive your message, please use urgent assistance to speak with an in-game representative.",
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[0x051F] = "Message Blocked: _", // MessageBlocked_
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// Hear / loud-list
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[0x0521] = "_ has been added to the list of people you can hear.",
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[0x0522] = "_ has been removed from the list of people you can hear.",
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[0x0525] = "You fail to remove _ from your loud list.",
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// Snooping (admin)
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[0x052C] = "You are now snooping on _.",
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[0x052D] = "You are no longer snooping on _.",
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[0x052E] = "You fail to snoop on _.",
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[0x052F] = "_ attempted to snoop on you.",
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[0x0551] = "You are not listening to the _ channel.",
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// Allegiance
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[0x046A] = "_ doesn't know what to do with that.",
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[0x0413] = "_ is already one of your followers.",
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[0x0416] = "_ cannot have any more Vassals.",
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[0x03EF] = "_ is not accepting gifts right now.",
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// Combat / spell failures
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[0x004E] = "You fail to affect _ because you cannot affect anyone!",
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[0x004F] = "You fail to affect _ because they cannot be harmed!",
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[0x0050] = "You fail to affect _ because beneficial spells do not affect them!",
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[0x0051] = "You fail to affect _ because you are not a player killer!",
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[0x0052] = "You fail to affect _ because they are not a player killer!",
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[0x0053] = "You fail to affect _ because you are not the same sort of player killer as them!",
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[0x0054] = "You fail to affect _ because you are acting across a house boundary!",
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// Healing
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[0x04FF] = "_ is already at full health!", // _IsAtFullHealth
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// Inventory / etiquette
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[0x001E] = "_ is too busy to accept gifts right now.",
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[0x002B] = "_ cannot carry anymore.",
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// Fellowship
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[0x0517] = "_ is not close enough to your level.",
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[0x0518] = "This fellowship is locked; _ cannot be recruited into the fellowship.",
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// Hooks
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[0x0510] = "Maximum number of _ hooked.",
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[0x0514] = "Maximum number of _ hooked until one is removed.",
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[0x0515] = "You no longer have the maximum number of _ hooked. You may hook additional.",
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};
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}
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