Files
tbd-station-14/Content.Shared/Chat/SharedChatSystem.cs
slarticodefast 1469b9484d Add virtual chat API methods in Shared (#40895)
* move chat stuff to shared

* refactor: using cleanup +whitespaces + xml-doc

* review

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-10-19 19:08:27 +00:00

489 lines
18 KiB
C#

using System.Collections.Frozen;
using System.Text.RegularExpressions;
using Content.Shared.ActionBlocker;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Popups;
using Content.Shared.Radio;
using Content.Shared.Speech;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Console;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Chat;
public abstract partial class SharedChatSystem : EntitySystem
{
public const char RadioCommonPrefix = ';';
public const char RadioChannelPrefix = ':';
public const char RadioChannelAltPrefix = '.';
public const char LocalPrefix = '>';
public const char ConsolePrefix = '/';
public const char DeadPrefix = '\\';
public const char LOOCPrefix = '(';
public const char OOCPrefix = '[';
public const char EmotesPrefix = '@';
public const char EmotesAltPrefix = '*';
public const char AdminPrefix = ']';
public const char WhisperPrefix = ',';
public const char DefaultChannelKey = 'h';
public const int VoiceRange = 10; // how far voice goes in world units
public const int WhisperClearRange = 2; // how far whisper goes while still being understandable, in world units
public const int WhisperMuffledRange = 5; // how far whisper goes at all, in world units
public static readonly SoundSpecifier DefaultAnnouncementSound
= new SoundPathSpecifier("/Audio/Announcements/announce.ogg");
public static readonly ProtoId<RadioChannelPrototype> CommonChannel = "Common";
public static readonly string DefaultChannelPrefix = $"{RadioChannelPrefix}{DefaultChannelKey}";
public static readonly ProtoId<SpeechVerbPrototype> DefaultSpeechVerb = "Default";
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly INetManager _net = default!;
/// <summary>
/// Cache of the keycodes for faster lookup.
/// </summary>
private FrozenDictionary<char, RadioChannelPrototype> _keyCodes = default!;
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(_prototypeManager.HasIndex(CommonChannel));
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypeReload);
CacheRadios();
CacheEmotes();
}
protected virtual void OnPrototypeReload(PrototypesReloadedEventArgs obj)
{
if (obj.WasModified<RadioChannelPrototype>())
CacheRadios();
if (obj.WasModified<EmotePrototype>())
CacheEmotes();
}
private void CacheRadios()
{
_keyCodes = _prototypeManager.EnumeratePrototypes<RadioChannelPrototype>()
.ToFrozenDictionary(x => x.KeyCode);
}
/// <summary>
/// Attempts to find an applicable <see cref="SpeechVerbPrototype"/> for a speaking entity's message.
/// If one is not found, returns <see cref="DefaultSpeechVerb"/>.
/// </summary>
public SpeechVerbPrototype GetSpeechVerb(EntityUid source, string message, SpeechComponent? speech = null)
{
if (!Resolve(source, ref speech, false))
return _prototypeManager.Index(DefaultSpeechVerb);
// check for a suffix-applicable speech verb
SpeechVerbPrototype? current = null;
foreach (var (str, id) in speech.SuffixSpeechVerbs)
{
var proto = _prototypeManager.Index(id);
if (message.EndsWith(Loc.GetString(str)) && proto.Priority >= (current?.Priority ?? 0))
{
current = proto;
}
}
// if no applicable suffix verb return the normal one used by the entity
return current ?? _prototypeManager.Index(speech.SpeechVerb);
}
/// <summary>
/// Splits the input message into a radio prefix part and the rest to preserve it during sanitization.
/// </summary>
/// <remarks>
/// This is primarily for the chat emote sanitizer, which can match against ":b" as an emote, which is a valid radio keycode.
/// </remarks>
public void GetRadioKeycodePrefix(EntityUid source,
string input,
out string output,
out string prefix)
{
prefix = string.Empty;
output = input;
// If the string is less than 2, then it's probably supposed to be an emote.
// No one is sending empty radio messages!
if (input.Length <= 2)
return;
if (!(input.StartsWith(RadioChannelPrefix) || input.StartsWith(RadioChannelAltPrefix)))
return;
if (!_keyCodes.TryGetValue(char.ToLower(input[1]), out _))
return;
prefix = input[..2];
output = input[2..];
}
/// <summary>
/// Attempts to resolve radio prefixes in chat messages (e.g., remove a leading ":e" and resolve the requested
/// channel. Returns true if a radio message was attempted, even if the channel is invalid.
/// </summary>
/// <param name="source">Source of the message</param>
/// <param name="input">The message to be modified</param>
/// <param name="output">The modified message</param>
/// <param name="channel">The channel that was requested, if any</param>
/// <param name="quiet">Whether or not to generate an informative pop-up message.</param>
/// <returns></returns>
public bool TryProccessRadioMessage(
EntityUid source,
string input,
out string output,
out RadioChannelPrototype? channel,
bool quiet = false)
{
output = input.Trim();
channel = null;
if (input.Length == 0)
return false;
if (input.StartsWith(RadioCommonPrefix))
{
output = SanitizeMessageCapital(input[1..].TrimStart());
channel = _prototypeManager.Index<RadioChannelPrototype>(CommonChannel);
return true;
}
if (!(input.StartsWith(RadioChannelPrefix) || input.StartsWith(RadioChannelAltPrefix)))
return false;
if (input.Length < 2 || char.IsWhiteSpace(input[1]))
{
output = SanitizeMessageCapital(input[1..].TrimStart());
if (!quiet)
_popup.PopupEntity(Loc.GetString("chat-manager-no-radio-key"), source, source);
return true;
}
var channelKey = input[1];
channelKey = char.ToLower(channelKey);
output = SanitizeMessageCapital(input[2..].TrimStart());
if (channelKey == DefaultChannelKey)
{
var ev = new GetDefaultRadioChannelEvent();
RaiseLocalEvent(source, ev);
if (ev.Channel != null)
_prototypeManager.TryIndex(ev.Channel, out channel);
return true;
}
if (!_keyCodes.TryGetValue(channelKey, out channel) && !quiet)
{
var msg = Loc.GetString("chat-manager-no-such-channel", ("key", channelKey));
_popup.PopupEntity(msg, source, source);
}
return true;
}
public string SanitizeMessageCapital(string message)
{
if (string.IsNullOrEmpty(message))
return message;
// Capitalize first letter
message = OopsConcat(char.ToUpper(message[0]).ToString(), message.Remove(0, 1));
return message;
}
private static string OopsConcat(string a, string b)
{
// This exists to prevent Roslyn being clever and compiling something that fails sandbox checks.
return a + b;
}
public string SanitizeMessageCapitalizeTheWordI(string message, string theWordI = "i")
{
if (string.IsNullOrEmpty(message))
return message;
for
(
var index = message.IndexOf(theWordI);
index != -1;
index = message.IndexOf(theWordI, index + 1)
)
{
// Stops the code If It's tryIng to capItalIze the letter I In the mIddle of words
// Repeating the code twice is the simplest option
if (index + 1 < message.Length && char.IsLetter(message[index + 1]))
continue;
if (index - 1 >= 0 && char.IsLetter(message[index - 1]))
continue;
var beforeTarget = message.Substring(0, index);
var target = message.Substring(index, theWordI.Length);
var afterTarget = message.Substring(index + theWordI.Length);
message = beforeTarget + target.ToUpper() + afterTarget;
}
return message;
}
public static string SanitizeAnnouncement(string message, int maxLength = 0, int maxNewlines = 2)
{
var trimmed = message.Trim();
if (maxLength > 0 && trimmed.Length > maxLength)
{
trimmed = $"{message[..maxLength]}...";
}
// No more than max newlines, other replaced to spaces
if (maxNewlines > 0)
{
var chars = trimmed.ToCharArray();
var newlines = 0;
for (var i = 0; i < chars.Length; i++)
{
if (chars[i] != '\n')
continue;
if (newlines >= maxNewlines)
chars[i] = ' ';
newlines++;
}
return new string(chars);
}
return trimmed;
}
public static string InjectTagInsideTag(ChatMessage message, string outerTag, string innerTag, string? tagParameter)
{
var rawmsg = message.WrappedMessage;
var tagStart = rawmsg.IndexOf($"[{outerTag}]");
var tagEnd = rawmsg.IndexOf($"[/{outerTag}]");
if (tagStart < 0 || tagEnd < 0) //If the outer tag is not found, the injection is not performed
return rawmsg;
tagStart += outerTag.Length + 2;
string innerTagProcessed = tagParameter != null ? $"[{innerTag}={tagParameter}]" : $"[{innerTag}]";
rawmsg = rawmsg.Insert(tagEnd, $"[/{innerTag}]");
rawmsg = rawmsg.Insert(tagStart, innerTagProcessed);
return rawmsg;
}
/// <summary>
/// Injects a tag around all found instances of a specific string in a ChatMessage.
/// Excludes strings inside other tags and brackets.
/// </summary>
public static string InjectTagAroundString(ChatMessage message, string targetString, string tag, string? tagParameter)
{
var rawmsg = message.WrappedMessage;
rawmsg = Regex.Replace(rawmsg, "(?i)(" + targetString + ")(?-i)(?![^[]*])", $"[{tag}={tagParameter}]$1[/{tag}]");
return rawmsg;
}
public static string GetStringInsideTag(ChatMessage message, string tag)
{
var rawmsg = message.WrappedMessage;
var tagStart = rawmsg.IndexOf($"[{tag}]");
var tagEnd = rawmsg.IndexOf($"[/{tag}]");
if (tagStart < 0 || tagEnd < 0)
return "";
tagStart += tag.Length + 2;
return rawmsg.Substring(tagStart, tagEnd - tagStart);
}
protected virtual void SendEntityEmote(
EntityUid source,
string action,
ChatTransmitRange range,
string? nameOverride,
bool hideLog = false,
bool checkEmote = true,
bool ignoreActionBlocker = false,
NetUserId? author = null
)
{ }
/// <summary>
/// Sends an in-character chat message to relevant clients.
/// </summary>
/// <param name="source">The entity that is speaking.</param>
/// <param name="message">The message being spoken or emoted.</param>
/// <param name="desiredType">The chat type.</param>
/// <param name="hideChat">Whether or not this message should appear in the chat window.</param>
/// <param name="hideLog">Whether or not this message should appear in the adminlog window.</param>
/// <param name="shell"></param>
/// <param name="player">The player doing the speaking.</param>
/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
/// <param name="checkRadioPrefix">Whether or not <paramref name="message"/> should be parsed with consideration of radio channel prefix text at start the start.</param>
/// <param name="ignoreActionBlocker">If set to true, action blocker will not be considered for whether an entity can send this message.</param>
public virtual void TrySendInGameICMessage(
EntityUid source,
string message,
InGameICChatType desiredType,
bool hideChat,
bool hideLog = false,
IConsoleShell? shell = null,
ICommonSession? player = null,
string? nameOverride = null,
bool checkRadioPrefix = true,
bool ignoreActionBlocker = false)
{ }
/// <summary>
/// Sends an in-character chat message to relevant clients.
/// </summary>
/// <param name="source">The entity that is speaking.</param>
/// <param name="message">The message being spoken or emoted.</param>
/// <param name="desiredType">The chat type.</param>
/// <param name="range">Conceptual range of transmission, if it shows in the chat window, if it shows to far-away ghosts or ghosts at all...</param>
/// <param name="hideLog">Disables the admin log for this message if true. Used for entities that are not players, like vendors, cloning, etc.</param>
/// <param name="shell"></param>
/// <param name="player">The player doing the speaking.</param>
/// <param name="nameOverride">The name to use for the speaking entity. Usually this should just be modified via <see cref="TransformSpeakerNameEvent"/>. If this is set, the event will not get raised.</param>
/// <param name="ignoreActionBlocker">If set to true, action blocker will not be considered for whether an entity can send this message.</param>
public virtual void TrySendInGameICMessage(
EntityUid source,
string message,
InGameICChatType desiredType,
ChatTransmitRange range,
bool hideLog = false,
IConsoleShell? shell = null,
ICommonSession? player = null,
string? nameOverride = null,
bool checkRadioPrefix = true,
bool ignoreActionBlocker = false
)
{ }
/// <summary>
/// Sends an out-of-character chat message to relevant clients.
/// </summary>
/// <param name="source">The entity that is speaking.</param>
/// <param name="message">The message being spoken or emoted.</param>
/// <param name="type">The chat type.</param>
/// <param name="hideChat">Whether or not to show the message in the chat window.</param>
/// <param name="shell"></param>
/// <param name="player">The player doing the speaking.</param>
public virtual void TrySendInGameOOCMessage(
EntityUid source,
string message,
InGameOOCChatType type,
bool hideChat,
IConsoleShell? shell = null,
ICommonSession? player = null
)
{ }
/// <summary>
/// Dispatches an announcement to all.
/// </summary>
/// <param name="message">The contents of the message.</param>
/// <param name="sender">The sender (Communications Console in Communications Console Announcement).</param>
/// <param name="playSound">Play the announcement sound.</param>
/// <param name="announcementSound">Sound to play.</param>
/// <param name="colorOverride">Optional color for the announcement message.</param>
public virtual void DispatchGlobalAnnouncement(
string message,
string? sender = null,
bool playSound = true,
SoundSpecifier? announcementSound = null,
Color? colorOverride = null
)
{ }
/// <summary>
/// Dispatches an announcement to players selected by filter.
/// </summary>
/// <param name="filter">Filter to select players who will recieve the announcement.</param>
/// <param name="message">The contents of the message.</param>
/// <param name="source">The entity making the announcement (used to determine the station).</param>
/// <param name="sender">The sender (Communications Console in Communications Console Announcement).</param>
/// <param name="playSound">Play the announcement sound.</param>
/// <param name="announcementSound">Sound to play.</param>
/// <param name="colorOverride">Optional color for the announcement message.</param>
public virtual void DispatchFilteredAnnouncement(
Filter filter,
string message,
EntityUid? source = null,
string? sender = null,
bool playSound = true,
SoundSpecifier? announcementSound = null,
Color? colorOverride = null)
{ }
/// <summary>
/// Dispatches an announcement on a specific station.
/// </summary>
/// <param name="source">The entity making the announcement (used to determine the station).</param>
/// <param name="message">The contents of the message.</param>
/// <param name="sender">The sender (Communications Console in Communications Console Announcement).</param>
/// <param name="playDefaultSound">Play the announcement sound.</param>
/// <param name="announcementSound">Sound to play.</param>
/// <param name="colorOverride">Optional color for the announcement message.</param>
public virtual void DispatchStationAnnouncement(
EntityUid source,
string message,
string? sender = null,
bool playDefaultSound = true,
SoundSpecifier? announcementSound = null,
Color? colorOverride = null)
{ }
}
/// <summary>
/// Controls transmission of chat.
/// </summary>
public enum ChatTransmitRange : byte
{
/// Acts normal, ghosts can hear across the map, etc.
Normal,
/// Normal but ghosts are still range-limited.
GhostRangeLimit,
/// Hidden from the chat window.
HideChat,
/// Ghosts can't hear or see it at all. Regular players can if in-range.
NoGhosts
}
/// <summary>
/// InGame IC chat is for chat that is specifically ingame (not lobby) but is also in character, i.e. speaking.
/// </summary>
// ReSharper disable once InconsistentNaming
public enum InGameICChatType : byte
{
Speak,
Emote,
Whisper
}
/// <summary>
/// InGame OOC chat is for chat that is specifically ingame (not lobby) but is OOC, like deadchat or LOOC.
/// </summary>
public enum InGameOOCChatType : byte
{
Looc,
Dead
}