Add chat.max_announcement_length cvar (#23571)
* Add announce message length to UI and make a cvar for it * Update comm console server-side trim to use the cvar * Rely on the new OnTextChanged event Because OnKeyBindUp only works for keys that have binds * Add a similar indicator to nukies' war declaration UI * Remove message length indicators for now cuz it requires the engine update * Rename cvar slightly * Refactor duplicated code to a helper method * Remove message trimming from *Window class as it's better to live in the BoundUserInterface where the other message handling happens * Rename to chat.max_announcement_length
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@@ -1,5 +1,7 @@
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using Content.Shared.Communications;
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using Robust.Client.GameObjects;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Communications;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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namespace Content.Client.Communications.UI
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@@ -7,6 +9,7 @@ namespace Content.Client.Communications.UI
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public sealed class CommunicationsConsoleBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[ViewVariables]
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private CommunicationsConsoleMenu? _menu;
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@@ -63,22 +66,9 @@ namespace Content.Client.Communications.UI
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public void AnnounceButtonPressed(string message)
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{
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var msg = (message.Length <= 256 ? message.Trim() : $"{message.Trim().Substring(0, 256)}...").ToCharArray();
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// No more than 2 newlines, other replaced to spaces
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var newlines = 0;
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for (var i = 0; i < msg.Length; i++)
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{
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if (msg[i] != '\n')
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continue;
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if (newlines >= 2)
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msg[i] = ' ';
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newlines++;
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}
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SendMessage(new CommunicationsConsoleAnnounceMessage(new string(msg)));
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var maxLength = _cfg.GetCVar(CCVars.ChatMaxAnnouncementLength);
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var msg = SharedChatSystem.SanitizeAnnouncement(message, maxLength);
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SendMessage(new CommunicationsConsoleAnnounceMessage(msg));
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}
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public void CallShuttle()
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