acdream/src/AcDream.Core/Chat/ChatLog.cs
Erik 172c6f9aa3 feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's
ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old
ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail
colors onto one bucket per ChatKind — e.g. every Channel line rendered
colorLightBlue (Magic's slot) when retail's actual palette spans five
different colors across the Turbine rooms and legacy allegiance family.

Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim
(RetailChatColorTable, all 34 RGBA floats read from the PDB-paired
binary's .data section) and threads a new ChatEntry.LogTextType field
through every ingestion site to the correct retail wire value:
HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote
hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel
broadcasts derive their type from the channel bit via the new
LegacyChannelChatType helper (ported from the decompiled
Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send);
TurbineChat rooms map through TurbineChatDisplayNames.LogTextType;
CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/
CombatEnemy per Player_Combat.cs; kill/death lines use retail's
decompiled 0x00 Default (not a combat color). ChatWindowController's
transcript now folds LogTextType through RetailChatColorTable with
retail's exact "out-of-range keeps the previous line's color" carry
rule; ChatPanel's combat highlighting sources the same table.

Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries
were wrong). Adds register row AP-175 for the pre-existing (unchanged)
Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind
description. Narrows ISSUES #139 — its chat-colors half is done.

Retail renders no chat timestamp prefix path exists in acdream today,
so the "timestamp is always colorGrey 0x0C" rule has nothing to attach
to; noted here per the research doc rather than left silent.

Research: docs/research/2026-08-09-chat-retail-color-table.md
Full Release suite: 11,833 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 15:24:09 +02:00

505 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Threading;
namespace AcDream.Core.Chat;
/// <summary>
/// Unified chat log — mirrors every chat-bearing message the server
/// sends (local HearSpeech, broadcast ChannelBroadcast, whispered
/// Tell, system TransientMessage, PopupString).
///
/// <para>
/// 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).
/// </para>
///
/// <para>
/// Retail keeps ~200 lines of scrollback. Our ring buffer defaults to
/// 500 and is configurable.
/// </para>
/// </summary>
public sealed class ChatLog
{
private readonly ConcurrentQueue<ChatEntry> _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;
}
/// <summary>Fires every time a new entry is appended.</summary>
public event Action<ChatEntry>? EntryAppended;
/// <summary>Snapshot of all current entries, oldest first.</summary>
public ChatEntry[] Snapshot() => _buffer.ToArray();
public int Count => _buffer.Count;
/// <summary>
/// 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.
/// </summary>
public long Revision => Interlocked.Read(ref _revision);
/// <summary>
/// Push the authoritative local-player GUID from <c>WorldSession</c>.
/// The host sets it after character selection and resets it at session
/// teardown. Used by <see cref="OnLocalSpeech"/> 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 <c>"You say, ..."</c>.
/// </summary>
public void SetLocalPlayerGuid(uint guid) => _localPlayerGuid = guid;
/// <summary>
/// Reset per-session speaker classification and duplicate suppression
/// while preserving the visible transcript. Retail has an explicit
/// <c>ChatInterface::RecvNotice_ClearChatBuffer @ 0x004F2F60</c> path;
/// character-session teardown does not use that clear-buffer notice.
/// </summary>
public void ResetSessionIdentity()
{
_localPlayerGuid = 0u;
_lastSystemText = string.Empty;
_lastSystemAt = DateTime.MinValue;
}
// ── Inbound adapters ─────────────────────────────────────────────────────
/// <summary>Local or ranged HearSpeech (0x02BB / 0x02BC).</summary>
/// <remarks>
/// Phase I.5: an empty <paramref name="sender"/> 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
/// <c>references/holtburger/.../client/messages.rs</c> lines 476-487.
/// </remarks>
/// <param name="logTextType">
/// The wire <c>chatType</c> carried by HearSpeech/HearRangedSpeech
/// (<c>speech.ChatType</c>) — passed through VERBATIM, with zero
/// remapping, matching retail's <c>Handle_Communication__HearSpeech
/// @0x005712A0</c> (the raw <c>arg5</c> feeds <c>AddTextToScroll</c>
/// directly). Defaults to <c>0x02</c> (Speech) for callers that
/// don't have a wire value in hand.
/// </param>
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,
});
}
/// <summary>EmoteText (0x01E0) — server-driven third-person emote.</summary>
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,
});
}
/// <summary>SoulEmote (0x01E2) — complex emote (chat + paired animation).</summary>
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,
});
}
/// <summary>PlayerKilled (0x019E) — death announcement.</summary>
/// <remarks>
/// Death messages are routed as <see cref="ChatKind.System"/> so they
/// share styling with other server announcements. The
/// <c>SenderGuid</c> field carries the victim guid; the
/// <c>ChannelId</c> field carries the killer guid (a small misuse
/// of the field but avoids a schema change).
/// </remarks>
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,
});
}
/// <summary>WeenieError (0x028A) / WeenieErrorWithString (0x028B).</summary>
/// <remarks>
/// 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 <see cref="ChatKind.System"/>; the
/// <c>ChannelId</c> field carries the WeenieError code so plugins can
/// filter or react. <paramref name="param"/> is the interpolated
/// substring (null for plain WeenieError, set for WeenieErrorWithString).
/// </remarks>
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,
});
}
/// <summary>
/// Channel broadcast — legacy <c>ChatChannel (0x0147)</c> or the
/// TurbineChat (<c>0xF7DE</c>) global community channels (General,
/// Trade, LFG, Roleplay, Society, Olthoi). Pass
/// <paramref name="channelName"/> when the caller knows the
/// friendly room name (TurbineChat dispatch always does); the
/// <c>ChatVM</c> formatter renders entries as
/// <c>"[ChannelName] Sender says, \"text\""</c> when set.
/// </summary>
/// <param name="logTextType">
/// The retail <c>LogTextType</c> for this line. When
/// <see langword="null"/> (the legacy 0x0147 default), it is derived
/// from <paramref name="channelId"/> via
/// <see cref="LegacyChannelChatType.Resolve"/> as a HEARD (not
/// own-send) message — correct for this method's only production
/// caller, the inbound <c>ChannelBroadcast</c> GameEvent handler.
/// TurbineChat-sourced calls MUST pass an explicit value computed
/// from the room's <c>TurbineChat.ChatType</c> instead — the wire
/// <paramref name="channelId"/> there is an opaque per-session room
/// GUID, not a legacy channel bitflag, and the two id spaces must
/// never be conflated.
/// </param>
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),
});
}
/// <summary>GameEvent Tell (0x02BD) — whisper received.</summary>
/// <param name="logTextType">
/// The wire <c>chatType</c> from the Tell GameEvent payload
/// (<c>GameEvents.Tell.ChatType</c>) — retail's normal value is
/// <c>0x03</c> (Tell), which is also this parameter's default for
/// callers without a wire value in hand.
/// </param>
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,
});
}
/// <summary>
/// System chat — covers GameMessageSystemChat (0xF7E0
/// ServerMessage) and GameEventCommunicationTransientString
/// (0x02EB). Phase J follow-up: dedupe identical text arriving
/// within <see cref="SystemDedupWindow"/> so flows that fire on
/// both opcodes (e.g. "Unknown command: help" via help-command
/// failure path) only show once.
/// </summary>
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,
});
}
/// <summary>
/// GameEvent PopupString (0x0004) — modal dialog text.
/// </summary>
/// <remarks>
/// Retail shows PopUpString as a MODAL DIALOG
/// (<c>Handle_Communication__PopUpString @0x0057FE80</c>), 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
/// <c>0x00</c> (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.
/// </remarks>
public void OnPopup(string text)
{
Append(new ChatEntry(
Kind: ChatKind.Popup,
Sender: "",
Text: text,
SenderGuid: 0,
ChannelId: 0)
{
LogTextType = 0x00u,
});
}
/// <summary>
/// Phase I.7: combat-translator emits a pre-formatted line. The
/// translator (<see cref="CombatChatTranslator"/>) subscribes to
/// <see cref="Combat.CombatState"/> 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
/// <see cref="Combat.CombatLineKind"/> so the panel can color the
/// line. Maps to holtburger's <c>info().combat()</c> /
/// <c>warning().combat()</c> / <c>error().combat()</c> tag flow at
/// <c>chat.rs:221-308</c>.
/// </summary>
/// <param name="logTextType">
/// The retail <c>LogTextType</c> for this combat line. Callers should
/// pass one of the ACE-cited combat types (<c>0x16</c> Combat_Self for
/// lines about the local player's OWN offensive action, <c>0x15</c>
/// Combat_Enemy for lines about an enemy's action against the local
/// player — see <see cref="CombatChatTranslator"/>) or <c>0x00</c>
/// Default for retail's decompiled kill/death-notification color
/// (<c>HandleKillerNotificationEvent @0x0056C410</c>). Defaults to
/// <c>0x06</c> (the generic Combat slot) for callers with no more
/// specific classification in hand.
/// </param>
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,
});
}
/// <summary>
/// Echo the player's own outbound message after local send.
/// </summary>
/// <remarks>
/// <list type="bullet">
/// <item><b>Say</b>: pass <paramref name="targetOrChannel"/> as
/// empty; the formatter renders <c>"You say, \"text\""</c>.</item>
/// <item><b>Tell</b>: pass the target name; the formatter
/// renders <c>"You tell {target}, \"text\""</c>.</item>
/// <item><b>Channel</b>: <i>do not call</i> 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 <paramref name="targetOrChannel"/>; it
/// becomes the entry's <c>ChannelName</c>.</item>
/// </list>
/// <c>SenderGuid == 0</c> 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).
/// </remarks>
/// <param name="logTextType">
/// The retail <c>LogTextType</c> for this self-sent line. When
/// <see langword="null"/>, defaults to <c>0x04</c> Speech_Direct_Send
/// for Tell (retail's own-echo "You tell ..." type — cross-check
/// ACE's <c>ChatMessageType.OutgoingTell</c> comment "You tell ...") or
/// <c>0x0B</c> 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
/// <see cref="LegacyChannelChatType.Resolve"/> instead of relying on
/// this fallback).
/// </param>
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,
/// <summary>
/// Phase I.7: a combat feedback line emitted by
/// <see cref="CombatChatTranslator"/> from <see cref="Combat.CombatState"/>
/// events. The accompanying <see cref="ChatEntry.CombatKind"/> field
/// drives panel coloring (info / warning / error per holtburger
/// <c>chat.rs:221-308</c>).
/// </summary>
Combat,
}
public readonly record struct ChatEntry(
ChatKind Kind,
string Sender,
string Text,
uint SenderGuid,
uint ChannelId)
{
public DateTime Received { get; init; } = DateTime.UtcNow;
/// <summary>
/// Phase I.7: severity bucket for <see cref="ChatKind.Combat"/>
/// entries. Null for every other kind. Drives the
/// <see cref="ChatPanel"/>'s <c>TextColored</c> color choice.
/// </summary>
public Combat.CombatLineKind? CombatKind { get; init; }
/// <summary>
/// Friendly name of the channel for <see cref="ChatKind.Channel"/>
/// entries (e.g. "General", "Trade", "LFG", "Fellowship"). Empty
/// for non-Channel kinds. Used by <c>ChatVM.FormatEntry</c> to
/// render lines as <c>"[ChannelName] Sender says, \"text\""</c>.
/// Falls back to <c>"ch {ChannelId}"</c> if not populated.
/// </summary>
public string ChannelName { get; init; } = "";
/// <summary>
/// Campaign CH slice CH1: the retail wire <c>LogTextType</c>
/// (<c>0x00</c>-<c>0x21</c>) that keys
/// <c>RetailChatColorTable</c>/<c>ChatInterface::BuildChatColorLookupTable
/// @0x004F31C0</c>. This is the FULL 34-value retail index space, NOT
/// <see cref="Kind"/> — retail colors by this integer, never by our
/// synthetic 9-value <see cref="ChatKind"/>. Populated by every
/// <c>OnXxx</c> ingestion method above; defaults to <c>0x00</c>
/// (Default/green, retail's own unfilled-slot default) for any entry
/// constructed without setting it explicitly.
/// </summary>
public uint LogTextType { get; init; } = 0x00u;
}