Phase J follow-up after a 2026-04-25 trace where typing /help
produced two identical "Unknown command: help" lines (ACE fires the
text via both GameMessageSystemChat 0xF7E0 and a paired
CommunicationTransientString 0x02EB), and the server's WeenieError
0x0026 trailer rendered cryptically as "WeenieError 0x0026".
Three small changes:
1. WeenieErrorMessages: add 0x0026 ThatIsNotAValidCommand ->
"That is not a valid command." Plus 0x0414 / 0x050F that Phase J
already added are now covered by tests too.
2. ChatLog.OnSystemMessage dedup. Track last system text + arrival
time; if a second identical text shows up within 1 second,
suppress. ACE's two-path send (gag warnings, command errors,
etc.) collapses to a single chat line. Long bursts of repeated
text still skip the duplicates without resetting the timer.
3. Client-side /help and /clear in ChatPanel. Intercepted BEFORE
the parser passes to the server bus:
- /help, /?, /h (case-insensitive) -> render local cheat-sheet
listing acdream's slash prefixes via ChatLog.OnSystemMessage.
Avoids the round-trip to ACE that produced the duplicate
"Unknown command: help" lines AND gives users discoverability.
- /clear, /cls -> drains the chat log so the panel starts empty.
New ChatVM.ShowSystemMessage() + ChatVM.Clear() expose the
minimum surface the panel needs to dispatch client-only feedback
without coupling the panel to ChatLog directly.
12 new tests:
- 3 WeenieErrorMessages template adds (0x0026 / 0x0414 / 0x050F).
- 4 ChatLog dedup cases (immediate dup, different text, triplet,
bookended-by-different-text).
- 5 ChatPanel client-command cases (/help, 3 alias variants,
/clear).
Solution total: 1033 green (243 Core.Net + 130 UI + 660 Core),
0 warnings.
Acceptance: type /help in chat -> local help banner appears, no
server round-trip, no "Unknown command: help" duplicates. Type
/clear -> chat tail empty. Welcome banner + WeenieError-templated
"You are not in an allegiance!" / "You do not belong to a
Fellowship." continue rendering once each.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
354 lines
14 KiB
C#
354 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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namespace AcDream.Core.Chat;
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/// <summary>
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/// Unified chat log — mirrors every chat-bearing message the server
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/// sends (local HearSpeech, broadcast ChannelBroadcast, whispered
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/// Tell, system TransientMessage, PopupString).
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///
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/// <para>
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/// Sits behind the UI chat panel (Phase D.2) and the scripting
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/// plugin API so plugins can react to chat (e.g. auto-reply, loot
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/// logging).
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/// </para>
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///
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/// <para>
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/// Retail keeps ~200 lines of scrollback. Our ring buffer defaults to
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/// 500 and is configurable.
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/// </para>
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/// </summary>
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public sealed class ChatLog
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{
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private readonly ConcurrentQueue<ChatEntry> _buffer = new();
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private readonly int _maxEntries;
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private uint _localPlayerGuid;
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// Phase J follow-up: ACE often sends the same system text via two
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// wire paths (GameMessageSystemChat 0xF7E0 + GameEventCommunication-
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// TransientString 0x02EB) for back-compat — we wired both to
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// OnSystemMessage in I.5/J, so the user saw lines like "Unknown
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// command: help" twice. Dedupe within a short window: track the
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// last system text + arrival time; if a second identical text
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// shows up within one second, skip.
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private string _lastSystemText = "";
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private DateTime _lastSystemAt = DateTime.MinValue;
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private static readonly TimeSpan SystemDedupWindow = TimeSpan.FromSeconds(1);
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public ChatLog(int maxEntries = 500)
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{
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if (maxEntries < 1) throw new ArgumentOutOfRangeException(nameof(maxEntries));
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_maxEntries = maxEntries;
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}
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/// <summary>Fires every time a new entry is appended.</summary>
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public event Action<ChatEntry>? EntryAppended;
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/// <summary>Snapshot of all current entries, oldest first.</summary>
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public ChatEntry[] Snapshot() => _buffer.ToArray();
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public int Count => _buffer.Count;
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/// <summary>
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/// Push the authoritative local-player GUID from <c>WorldSession</c>.
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/// One-way setter — only <c>GameWindow</c> should call it, exactly
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/// once per live session. Used by <see cref="OnLocalSpeech"/> to
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/// recognize ACE's HearSpeech echo of our own /say (server's
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/// HandleActionTalk broadcasts to all in range INCLUDING the
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/// sender) and re-render it as <c>"You say, ..."</c>.
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/// </summary>
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public void SetLocalPlayerGuid(uint guid) => _localPlayerGuid = guid;
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// ── Inbound adapters ─────────────────────────────────────────────────────
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/// <summary>Local or ranged HearSpeech (0x02BB / 0x02BC).</summary>
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/// <remarks>
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/// Phase I.5: an empty <paramref name="sender"/> is substituted with
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/// "You" — the server uses this convention to indicate that the
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/// player is the speaker (e.g. their own ranged shouts echo back).
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/// Port from holtburger
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/// <c>references/holtburger/.../client/messages.rs</c> lines 476-487.
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/// </remarks>
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public void OnLocalSpeech(string sender, string text, uint senderGuid, bool isRanged)
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{
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// Phase J: ACE's HandleActionTalk broadcasts a HearSpeech echo
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// back to the sender too. Detect own echo by guid match and
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// substitute "" so the formatter renders "You say, ..." (single
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// first-person echo) instead of "+Acdream says, ..."
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// (third-person duplicate of our optimistic, already dropped).
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bool isOwnEcho = _localPlayerGuid != 0 && senderGuid == _localPlayerGuid;
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string effectiveSender = (isOwnEcho || string.IsNullOrEmpty(sender)) ? "You" : sender;
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Append(new ChatEntry(
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Kind: isRanged ? ChatKind.RangedSpeech : ChatKind.LocalSpeech,
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Sender: effectiveSender,
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Text: text,
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SenderGuid: senderGuid,
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ChannelId: 0));
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}
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/// <summary>EmoteText (0x01E0) — server-driven third-person emote.</summary>
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public void OnEmote(string senderName, string text, uint senderGuid)
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{
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Append(new ChatEntry(
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Kind: ChatKind.Emote,
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Sender: senderName,
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Text: text,
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SenderGuid: senderGuid,
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ChannelId: 0));
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}
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/// <summary>SoulEmote (0x01E2) — complex emote (chat + paired animation).</summary>
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public void OnSoulEmote(string senderName, string text, uint senderGuid)
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{
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Append(new ChatEntry(
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Kind: ChatKind.SoulEmote,
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Sender: senderName,
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Text: text,
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SenderGuid: senderGuid,
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ChannelId: 0));
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}
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/// <summary>PlayerKilled (0x019E) — death announcement.</summary>
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/// <remarks>
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/// Death messages are routed as <see cref="ChatKind.System"/> so they
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/// share styling with other server announcements. The
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/// <c>SenderGuid</c> field carries the victim guid; the
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/// <c>ChannelId</c> field carries the killer guid (a small misuse
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/// of the field but avoids a schema change).
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/// </remarks>
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public void OnPlayerKilled(string deathMessage, uint victimGuid, uint killerGuid)
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{
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Append(new ChatEntry(
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Kind: ChatKind.System,
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Sender: "",
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Text: deathMessage,
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SenderGuid: victimGuid,
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ChannelId: killerGuid));
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}
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/// <summary>WeenieError (0x028A) / WeenieErrorWithString (0x028B).</summary>
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/// <remarks>
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/// Phase I.5: previously-orphaned parser. The server fires this when a
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/// game-logic action fails (e.g. "you don't have enough mana", "you
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/// can't pick that up"). Routed as <see cref="ChatKind.System"/>; the
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/// <c>ChannelId</c> field carries the WeenieError code so plugins can
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/// filter or react. <paramref name="param"/> is the interpolated
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/// substring (null for plain WeenieError, set for WeenieErrorWithString).
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/// </remarks>
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public void OnWeenieError(uint errorId, string? param)
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{
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// Phase I (post-launch fix): translate the wire code into the
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// retail-faithful template via WeenieErrorMessages. Many codes
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// are *informational* (e.g. 0x051B "You have entered the X
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// channel.", 0x051D "Turbine Chat is enabled.") not errors;
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// the old "WeenieError 0xNNNN" framing was misleading. Unknown
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// codes still fall back to the raw "WeenieError 0xNNNN[: param]"
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// form so nothing is silently lost. See
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// WeenieErrorMessages.Format for the templates + lookup table.
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string text = WeenieErrorMessages.Format(errorId, param);
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Append(new ChatEntry(
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Kind: ChatKind.System,
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Sender: "",
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Text: text,
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SenderGuid: 0,
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ChannelId: errorId));
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}
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/// <summary>
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/// Channel broadcast — legacy <c>ChatChannel (0x0147)</c> or the
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/// TurbineChat (<c>0xF7DE</c>) global community channels (General,
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/// Trade, LFG, Roleplay, Society, Olthoi). Pass
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/// <paramref name="channelName"/> when the caller knows the
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/// friendly room name (TurbineChat dispatch always does); the
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/// <c>ChatVM</c> formatter renders entries as
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/// <c>"[ChannelName] Sender says, \"text\""</c> when set.
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/// </summary>
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public void OnChannelBroadcast(uint channelId, string sender, string text, string channelName = "")
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{
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Append(new ChatEntry(
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Kind: ChatKind.Channel,
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Sender: sender,
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Text: text,
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SenderGuid: 0,
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ChannelId: channelId)
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{
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ChannelName = channelName,
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});
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}
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/// <summary>GameEvent Tell (0x02BD) — whisper received.</summary>
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public void OnTellReceived(string sender, string text, uint senderGuid)
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{
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Append(new ChatEntry(
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Kind: ChatKind.Tell,
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Sender: sender,
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Text: text,
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SenderGuid: senderGuid,
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ChannelId: 0));
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}
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/// <summary>
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/// System chat — covers GameMessageSystemChat (0xF7E0
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/// ServerMessage) and GameEventCommunicationTransientString
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/// (0x02EB). Phase J follow-up: dedupe identical text arriving
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/// within <see cref="SystemDedupWindow"/> so flows that fire on
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/// both opcodes (e.g. "Unknown command: help" via help-command
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/// failure path) only show once.
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/// </summary>
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public void OnSystemMessage(string text, uint chatType)
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{
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var now = DateTime.UtcNow;
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if (text == _lastSystemText && (now - _lastSystemAt) < SystemDedupWindow)
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{
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// Suppress the dup — the wire-level duplicate isn't a
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// user-meaningful signal. Reset the timer so a long burst
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// of the same text still skips.
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_lastSystemAt = now;
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return;
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}
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_lastSystemText = text;
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_lastSystemAt = now;
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Append(new ChatEntry(
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Kind: ChatKind.System,
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Sender: "",
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Text: text,
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SenderGuid: 0,
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ChannelId: chatType));
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}
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/// <summary>GameEvent PopupString (0x0004) — modal dialog text.</summary>
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public void OnPopup(string text)
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{
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Append(new ChatEntry(
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Kind: ChatKind.Popup,
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Sender: "",
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Text: text,
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SenderGuid: 0,
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ChannelId: 0));
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}
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/// <summary>
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/// Phase I.7: combat-translator emits a pre-formatted line. The
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/// translator (<see cref="CombatChatTranslator"/>) subscribes to
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/// <see cref="Combat.CombatState"/> events and renders the retail
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/// template (e.g. "You hit Mosswart for 12 slashing damage (54.0%)
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/// Critical hit.") and decorates the entry with a
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/// <see cref="Combat.CombatLineKind"/> so the panel can color the
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/// line. Maps to holtburger's <c>info().combat()</c> /
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/// <c>warning().combat()</c> / <c>error().combat()</c> tag flow at
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/// <c>chat.rs:221-308</c>.
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/// </summary>
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public void OnCombatLine(string text, Combat.CombatLineKind kind = Combat.CombatLineKind.Info)
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{
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Append(new ChatEntry(
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Kind: ChatKind.Combat,
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Sender: "",
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Text: text,
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SenderGuid: 0,
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ChannelId: 0)
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{
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CombatKind = kind,
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});
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}
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/// <summary>
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/// Echo the player's own outbound message after local send.
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <item><b>Say</b>: pass <paramref name="targetOrChannel"/> as
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/// empty; the formatter renders <c>"You say, \"text\""</c>.</item>
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/// <item><b>Tell</b>: pass the target name; the formatter
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/// renders <c>"You tell {target}, \"text\""</c>.</item>
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/// <item><b>Channel</b>: <i>do not call</i> for global community
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/// channels — the server (ACE TurbineChatHandler) echoes the
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/// broadcast back to the sender already, so optimistic-echoing
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/// would double-print. For legacy channels (Fellowship,
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/// Allegiance) where the server may not echo, pass the
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/// channel name as <paramref name="targetOrChannel"/>; it
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/// becomes the entry's <c>ChannelName</c>.</item>
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/// </list>
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/// <c>SenderGuid == 0</c> on the resulting entry is the
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/// discriminator the formatter uses to render outgoing-vs-incoming
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/// (a real incoming Tell carries the sender's player guid).
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/// </remarks>
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public void OnSelfSent(ChatKind kind, string text, string targetOrChannel = "")
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{
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Append(new ChatEntry(
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Kind: kind,
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// For Tell, Sender carries the target name (so the formatter
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// can render "You tell {Sender}..."). For LocalSpeech, we
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// leave Sender empty and let the formatter substitute "You".
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// For Channel callers, Sender stays empty too — ChannelName
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// (below) carries the friendly name.
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Sender: kind == ChatKind.Tell ? targetOrChannel : "",
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Text: text,
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SenderGuid: 0,
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ChannelId: 0)
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{
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ChannelName = kind == ChatKind.Channel ? targetOrChannel : "",
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});
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}
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private void Append(ChatEntry entry)
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{
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_buffer.Enqueue(entry);
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while (_buffer.Count > _maxEntries)
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_buffer.TryDequeue(out _);
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EntryAppended?.Invoke(entry);
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}
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public void Clear()
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{
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while (_buffer.TryDequeue(out _)) { /* drain */ }
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}
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}
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public enum ChatKind
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{
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LocalSpeech,
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RangedSpeech,
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Channel,
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Tell,
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System,
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Popup,
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Emote,
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SoulEmote,
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/// <summary>
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/// Phase I.7: a combat feedback line emitted by
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/// <see cref="CombatChatTranslator"/> from <see cref="Combat.CombatState"/>
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/// events. The accompanying <see cref="ChatEntry.CombatKind"/> field
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/// drives panel coloring (info / warning / error per holtburger
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/// <c>chat.rs:221-308</c>).
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/// </summary>
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Combat,
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}
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public readonly record struct ChatEntry(
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ChatKind Kind,
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string Sender,
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string Text,
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uint SenderGuid,
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uint ChannelId)
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{
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public DateTime Received { get; init; } = DateTime.UtcNow;
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/// <summary>
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/// Phase I.7: severity bucket for <see cref="ChatKind.Combat"/>
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/// entries. Null for every other kind. Drives the
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/// <see cref="ChatPanel"/>'s <c>TextColored</c> color choice.
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/// </summary>
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public Combat.CombatLineKind? CombatKind { get; init; }
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/// <summary>
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/// Friendly name of the channel for <see cref="ChatKind.Channel"/>
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/// entries (e.g. "General", "Trade", "LFG", "Fellowship"). Empty
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/// for non-Channel kinds. Used by <c>ChatVM.FormatEntry</c> to
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/// render lines as <c>"[ChannelName] Sender says, \"text\""</c>.
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/// Falls back to <c>"ch {ChannelId}"</c> if not populated.
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/// </summary>
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public string ChannelName { get; init; } = "";
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}
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