Files
tbd-station-14/Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
2023-12-12 13:57:54 -08:00

856 lines
29 KiB
C#

using System.Globalization;
using System.Linq;
using System.Numerics;
using Content.Client.Administration.Managers;
using Content.Client.Chat;
using Content.Client.Chat.Managers;
using Content.Client.Chat.TypingIndicator;
using Content.Client.Chat.UI;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.UserInterface.Screens;
using Content.Client.UserInterface.Systems.Chat.Widgets;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Examine;
using Content.Shared.Input;
using Content.Shared.Radio;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Replays;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Chat;
public sealed class ChatUIController : UIController
{
[Dependency] private readonly IClientAdminManager _admin = default!;
[Dependency] private readonly IChatManager _manager = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly IInputManager _input = default!;
[Dependency] private readonly IClientNetManager _net = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IStateManager _state = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IReplayRecordingManager _replayRecording = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[UISystemDependency] private readonly ExamineSystem? _examine = default;
[UISystemDependency] private readonly GhostSystem? _ghost = default;
[UISystemDependency] private readonly TypingIndicatorSystem? _typingIndicator = default;
[UISystemDependency] private readonly ChatSystem? _chatSys = default;
private ISawmill _sawmill = default!;
public static readonly Dictionary<char, ChatSelectChannel> PrefixToChannel = new()
{
{SharedChatSystem.LocalPrefix, ChatSelectChannel.Local},
{SharedChatSystem.WhisperPrefix, ChatSelectChannel.Whisper},
{SharedChatSystem.ConsolePrefix, ChatSelectChannel.Console},
{SharedChatSystem.LOOCPrefix, ChatSelectChannel.LOOC},
{SharedChatSystem.OOCPrefix, ChatSelectChannel.OOC},
{SharedChatSystem.EmotesPrefix, ChatSelectChannel.Emotes},
{SharedChatSystem.EmotesAltPrefix, ChatSelectChannel.Emotes},
{SharedChatSystem.AdminPrefix, ChatSelectChannel.Admin},
{SharedChatSystem.RadioCommonPrefix, ChatSelectChannel.Radio},
{SharedChatSystem.DeadPrefix, ChatSelectChannel.Dead}
};
public static readonly Dictionary<ChatSelectChannel, char> ChannelPrefixes = new()
{
{ChatSelectChannel.Local, SharedChatSystem.LocalPrefix},
{ChatSelectChannel.Whisper, SharedChatSystem.WhisperPrefix},
{ChatSelectChannel.Console, SharedChatSystem.ConsolePrefix},
{ChatSelectChannel.LOOC, SharedChatSystem.LOOCPrefix},
{ChatSelectChannel.OOC, SharedChatSystem.OOCPrefix},
{ChatSelectChannel.Emotes, SharedChatSystem.EmotesPrefix},
{ChatSelectChannel.Admin, SharedChatSystem.AdminPrefix},
{ChatSelectChannel.Radio, SharedChatSystem.RadioCommonPrefix},
{ChatSelectChannel.Dead, SharedChatSystem.DeadPrefix}
};
/// <summary>
/// The max amount of chars allowed to fit in a single speech bubble.
/// </summary>
private const int SingleBubbleCharLimit = 100;
/// <summary>
/// Base queue delay each speech bubble has.
/// </summary>
private const float BubbleDelayBase = 0.2f;
/// <summary>
/// Factor multiplied by speech bubble char length to add to delay.
/// </summary>
private const float BubbleDelayFactor = 0.8f / SingleBubbleCharLimit;
/// <summary>
/// The max amount of speech bubbles over a single entity at once.
/// </summary>
private const int SpeechBubbleCap = 4;
private LayoutContainer _speechBubbleRoot = default!;
/// <summary>
/// Speech bubbles that are currently visible on screen.
/// We track them to push them up when new ones get added.
/// </summary>
private readonly Dictionary<EntityUid, List<SpeechBubble>> _activeSpeechBubbles =
new();
/// <summary>
/// Speech bubbles that are to-be-sent because of the "rate limit" they have.
/// </summary>
private readonly Dictionary<EntityUid, SpeechBubbleQueueData> _queuedSpeechBubbles
= new();
private readonly HashSet<ChatBox> _chats = new();
public IReadOnlySet<ChatBox> Chats => _chats;
/// <summary>
/// The max amount of characters an entity can send in one message
/// </summary>
public int MaxMessageLength => _config.GetCVar(CCVars.ChatMaxMessageLength);
/// <summary>
/// For currently disabled chat filters,
/// unread messages (messages received since the channel has been filtered out).
/// </summary>
private readonly Dictionary<ChatChannel, int> _unreadMessages = new();
// TODO add a cap for this for non-replays
public readonly List<(GameTick Tick, ChatMessage Msg)> History = new();
// Maintains which channels a client should be able to filter (for showing in the chatbox)
// and select (for attempting to send on).
// This may not always actually match with what the server will actually allow them to
// send / receive on, it is only what the user can select in the UI. For example,
// if a user is silenced from speaking for some reason this may still contain ChatChannel.Local, it is left up
// to the server to handle invalid attempts to use particular channels and not send messages for
// channels the user shouldn't be able to hear.
//
// Note that Command is an available selection in the chatbox channel selector,
// which is not actually a chat channel but is always available.
public ChatSelectChannel CanSendChannels { get; private set; }
public ChatChannel FilterableChannels { get; private set; }
public ChatSelectChannel SelectableChannels { get; private set; }
private ChatSelectChannel PreferredChannel { get; set; } = ChatSelectChannel.OOC;
public event Action<ChatSelectChannel>? CanSendChannelsChanged;
public event Action<ChatChannel>? FilterableChannelsChanged;
public event Action<ChatSelectChannel>? SelectableChannelsChanged;
public event Action<ChatChannel, int?>? UnreadMessageCountsUpdated;
public event Action<ChatMessage>? MessageAdded;
public override void Initialize()
{
_sawmill = Logger.GetSawmill("chat");
_sawmill.Level = LogLevel.Info;
_admin.AdminStatusUpdated += UpdateChannelPermissions;
_player.LocalPlayerAttached += OnAttachedChanged;
_player.LocalPlayerDetached += OnAttachedChanged;
_state.OnStateChanged += StateChanged;
_net.RegisterNetMessage<MsgChatMessage>(OnChatMessage);
_net.RegisterNetMessage<MsgDeleteChatMessagesBy>(OnDeleteChatMessagesBy);
SubscribeNetworkEvent<DamageForceSayEvent>(OnDamageForceSay);
_speechBubbleRoot = new LayoutContainer();
UpdateChannelPermissions();
_input.SetInputCommand(ContentKeyFunctions.FocusChat,
InputCmdHandler.FromDelegate(_ => FocusChat()));
_input.SetInputCommand(ContentKeyFunctions.FocusLocalChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Local)));
_input.SetInputCommand(ContentKeyFunctions.FocusEmote,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Emotes)));
_input.SetInputCommand(ContentKeyFunctions.FocusWhisperChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Whisper)));
_input.SetInputCommand(ContentKeyFunctions.FocusLOOC,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.LOOC)));
_input.SetInputCommand(ContentKeyFunctions.FocusOOC,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.OOC)));
_input.SetInputCommand(ContentKeyFunctions.FocusAdminChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Admin)));
_input.SetInputCommand(ContentKeyFunctions.FocusRadio,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Radio)));
_input.SetInputCommand(ContentKeyFunctions.FocusDeadChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Dead)));
_input.SetInputCommand(ContentKeyFunctions.FocusConsoleChat,
InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Console)));
_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelForward,
InputCmdHandler.FromDelegate(_ => CycleChatChannel(true)));
_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelBackward,
InputCmdHandler.FromDelegate(_ => CycleChatChannel(false)));
var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
gameplayStateLoad.OnScreenLoad += OnScreenLoad;
gameplayStateLoad.OnScreenUnload += OnScreenUnload;
}
public void OnScreenLoad()
{
SetMainChat(true);
var viewportContainer = UIManager.ActiveScreen!.FindControl<LayoutContainer>("ViewportContainer");
SetSpeechBubbleRoot(viewportContainer);
}
public void OnScreenUnload()
{
SetMainChat(false);
}
public void SetMainChat(bool setting)
{
if (UIManager.ActiveScreen == null)
{
return;
}
ChatBox chatBox;
string? chatSizeRaw;
switch (UIManager.ActiveScreen)
{
case DefaultGameScreen defaultScreen:
chatBox = defaultScreen.ChatBox;
chatSizeRaw = _config.GetCVar(CCVars.DefaultScreenChatSize);
SetChatSizing(chatSizeRaw, defaultScreen, setting);
break;
case SeparatedChatGameScreen separatedScreen:
chatBox = separatedScreen.ChatBox;
chatSizeRaw = _config.GetCVar(CCVars.SeparatedScreenChatSize);
SetChatSizing(chatSizeRaw, separatedScreen, setting);
break;
default:
// this could be better?
var maybeChat = UIManager.ActiveScreen.GetWidget<ChatBox>();
chatBox = maybeChat ?? throw new Exception("Cannot get chat box in screen!");
break;
}
chatBox.Main = setting;
}
private void SetChatSizing(string sizing, InGameScreen screen, bool setting)
{
if (!setting)
{
screen.OnChatResized -= StoreChatSize;
return;
}
screen.OnChatResized += StoreChatSize;
if (string.IsNullOrEmpty(sizing))
{
return;
}
var split = sizing.Split(",");
var chatSize = new Vector2(
float.Parse(split[0], CultureInfo.InvariantCulture),
float.Parse(split[1], CultureInfo.InvariantCulture));
screen.SetChatSize(chatSize);
}
private void StoreChatSize(Vector2 size)
{
if (UIManager.ActiveScreen == null)
{
throw new Exception("Cannot get active screen!");
}
var stringSize = $"{size.X},{size.Y}";
switch (UIManager.ActiveScreen)
{
case DefaultGameScreen _:
_config.SetCVar(CCVars.DefaultScreenChatSize, stringSize);
break;
case SeparatedChatGameScreen _:
_config.SetCVar(CCVars.SeparatedScreenChatSize, stringSize);
break;
default:
// do nothing
return;
}
_config.SaveToFile();
}
private void FocusChat()
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.Focus();
break;
}
}
private void FocusChannel(ChatSelectChannel channel)
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.Focus(channel);
break;
}
}
private void CycleChatChannel(bool forward)
{
foreach (var chat in _chats)
{
if (!chat.Main)
continue;
chat.CycleChatChannel(forward);
break;
}
}
private void StateChanged(StateChangedEventArgs args)
{
if (args.NewState is GameplayState)
{
PreferredChannel = ChatSelectChannel.Local;
}
UpdateChannelPermissions();
}
public void SetSpeechBubbleRoot(LayoutContainer root)
{
_speechBubbleRoot.Orphan();
root.AddChild(_speechBubbleRoot);
LayoutContainer.SetAnchorPreset(_speechBubbleRoot, LayoutContainer.LayoutPreset.Wide);
_speechBubbleRoot.SetPositionLast();
}
private void OnAttachedChanged(EntityUid uid)
{
UpdateChannelPermissions();
}
private void AddSpeechBubble(ChatMessage msg, SpeechBubble.SpeechType speechType)
{
var ent = EntityManager.GetEntity(msg.SenderEntity);
if (!EntityManager.EntityExists(ent))
{
_sawmill.Debug("Got local chat message with invalid sender entity: {0}", msg.SenderEntity);
return;
}
EnqueueSpeechBubble(ent, msg, speechType);
}
private void CreateSpeechBubble(EntityUid entity, SpeechBubbleData speechData)
{
var bubble =
SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity);
bubble.OnDied += SpeechBubbleDied;
if (_activeSpeechBubbles.TryGetValue(entity, out var existing))
{
// Push up existing bubbles above the mob's head.
foreach (var existingBubble in existing)
{
existingBubble.VerticalOffset += bubble.ContentSize.Y;
}
}
else
{
existing = new List<SpeechBubble>();
_activeSpeechBubbles.Add(entity, existing);
}
existing.Add(bubble);
_speechBubbleRoot.AddChild(bubble);
if (existing.Count > SpeechBubbleCap)
{
// Get the oldest to start fading fast.
var last = existing[0];
last.FadeNow();
}
}
private void SpeechBubbleDied(EntityUid entity, SpeechBubble bubble)
{
RemoveSpeechBubble(entity, bubble);
}
private void EnqueueSpeechBubble(EntityUid entity, ChatMessage message, SpeechBubble.SpeechType speechType)
{
// Don't enqueue speech bubbles for other maps. TODO: Support multiple viewports/maps?
if (EntityManager.GetComponent<TransformComponent>(entity).MapID != _eye.CurrentMap)
return;
if (!_queuedSpeechBubbles.TryGetValue(entity, out var queueData))
{
queueData = new SpeechBubbleQueueData();
_queuedSpeechBubbles.Add(entity, queueData);
}
queueData.MessageQueue.Enqueue(new SpeechBubbleData(message, speechType));
}
public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
{
bubble.Dispose();
var list = _activeSpeechBubbles[entityUid];
list.Remove(bubble);
if (list.Count == 0)
{
_activeSpeechBubbles.Remove(entityUid);
}
}
private void UpdateChannelPermissions()
{
CanSendChannels = default;
FilterableChannels = default;
// Can always send console stuff.
CanSendChannels |= ChatSelectChannel.Console;
// can always send/recieve OOC
CanSendChannels |= ChatSelectChannel.OOC;
CanSendChannels |= ChatSelectChannel.LOOC;
FilterableChannels |= ChatChannel.OOC;
FilterableChannels |= ChatChannel.LOOC;
// can always hear server (nobody can actually send server messages).
FilterableChannels |= ChatChannel.Server;
if (_state.CurrentState is GameplayStateBase)
{
// can always hear local / radio / emote when in the game
FilterableChannels |= ChatChannel.Local;
FilterableChannels |= ChatChannel.Whisper;
FilterableChannels |= ChatChannel.Radio;
FilterableChannels |= ChatChannel.Emotes;
// Can only send local / radio / emote when attached to a non-ghost entity.
// TODO: this logic is iffy (checking if controlling something that's NOT a ghost), is there a better way to check this?
if (_ghost is not {IsGhost: true})
{
CanSendChannels |= ChatSelectChannel.Local;
CanSendChannels |= ChatSelectChannel.Whisper;
CanSendChannels |= ChatSelectChannel.Radio;
CanSendChannels |= ChatSelectChannel.Emotes;
}
}
// Only ghosts and admins can send / see deadchat.
if (_admin.HasFlag(AdminFlags.Admin) || _ghost is {IsGhost: true})
{
FilterableChannels |= ChatChannel.Dead;
CanSendChannels |= ChatSelectChannel.Dead;
}
// only admins can see / filter asay
if (_admin.HasFlag(AdminFlags.Admin))
{
FilterableChannels |= ChatChannel.Admin;
FilterableChannels |= ChatChannel.AdminAlert;
FilterableChannels |= ChatChannel.AdminChat;
CanSendChannels |= ChatSelectChannel.Admin;
}
SelectableChannels = CanSendChannels;
// Necessary so that we always have a channel to fall back to.
DebugTools.Assert((CanSendChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
DebugTools.Assert((FilterableChannels & ChatChannel.OOC) != 0, "OOC must always be available");
DebugTools.Assert((SelectableChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
// let our chatbox know all the new settings
CanSendChannelsChanged?.Invoke(CanSendChannels);
FilterableChannelsChanged?.Invoke(FilterableChannels);
SelectableChannelsChanged?.Invoke(SelectableChannels);
}
public void ClearUnfilteredUnreads(ChatChannel channels)
{
foreach (var channel in _unreadMessages.Keys.ToArray())
{
if ((channels & channel) == 0)
continue;
_unreadMessages[channel] = 0;
UnreadMessageCountsUpdated?.Invoke(channel, 0);
}
}
public override void FrameUpdate(FrameEventArgs delta)
{
UpdateQueuedSpeechBubbles(delta);
}
private void UpdateQueuedSpeechBubbles(FrameEventArgs delta)
{
// Update queued speech bubbles.
if (_queuedSpeechBubbles.Count == 0 || _examine == null)
{
return;
}
foreach (var (entity, queueData) in _queuedSpeechBubbles.ShallowClone())
{
if (!EntityManager.EntityExists(entity))
{
_queuedSpeechBubbles.Remove(entity);
continue;
}
queueData.TimeLeft -= delta.DeltaSeconds;
if (queueData.TimeLeft > 0)
{
continue;
}
if (queueData.MessageQueue.Count == 0)
{
_queuedSpeechBubbles.Remove(entity);
continue;
}
var msg = queueData.MessageQueue.Dequeue();
queueData.TimeLeft += BubbleDelayBase + msg.Message.Message.Length * BubbleDelayFactor;
// We keep the queue around while it has 0 items. This allows us to keep the timer.
// When the timer hits 0 and there's no messages left, THEN we can clear it up.
CreateSpeechBubble(entity, msg);
}
var player = _player.LocalPlayer?.ControlledEntity;
var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
=> uid == data.compOwner || uid == data.attachedEntity;
var playerPos = player != null
? EntityManager.GetComponent<TransformComponent>(player.Value).MapPosition
: MapCoordinates.Nullspace;
var occluded = player != null && _examine.IsOccluded(player.Value);
foreach (var (ent, bubs) in _activeSpeechBubbles)
{
if (EntityManager.Deleted(ent))
{
SetBubbles(bubs, false);
continue;
}
if (ent == player)
{
SetBubbles(bubs, true);
continue;
}
var otherPos = EntityManager.GetComponent<TransformComponent>(ent).MapPosition;
if (occluded && !ExamineSystemShared.InRangeUnOccluded(
playerPos,
otherPos, 0f,
(ent, player), predicate))
{
SetBubbles(bubs, false);
continue;
}
SetBubbles(bubs, true);
}
}
private void SetBubbles(List<SpeechBubble> bubbles, bool visible)
{
foreach (var bubble in bubbles)
{
bubble.Visible = visible;
}
}
public ChatSelectChannel MapLocalIfGhost(ChatSelectChannel channel)
{
if (channel == ChatSelectChannel.Local && _ghost is {IsGhost: true})
return ChatSelectChannel.Dead;
return channel;
}
private bool TryGetRadioChannel(string text, out RadioChannelPrototype? radioChannel)
{
radioChannel = null;
return _player.LocalPlayer?.ControlledEntity is EntityUid { Valid: true } uid
&& _chatSys != null
&& _chatSys.TryProccessRadioMessage(uid, text, out _, out radioChannel, quiet: true);
}
public void UpdateSelectedChannel(ChatBox box)
{
var (prefixChannel, _, radioChannel) = SplitInputContents(box.ChatInput.Input.Text.ToLower());
if (prefixChannel == ChatSelectChannel.None)
box.ChatInput.ChannelSelector.UpdateChannelSelectButton(box.SelectedChannel, null);
else
box.ChatInput.ChannelSelector.UpdateChannelSelectButton(prefixChannel, radioChannel);
}
public (ChatSelectChannel chatChannel, string text, RadioChannelPrototype? radioChannel) SplitInputContents(string text)
{
text = text.Trim();
if (text.Length == 0)
return (ChatSelectChannel.None, text, null);
// We only cut off prefix only if it is not a radio or local channel, which both map to the same /say command
// because ????????
ChatSelectChannel chatChannel;
if (TryGetRadioChannel(text, out var radioChannel))
chatChannel = ChatSelectChannel.Radio;
else
chatChannel = PrefixToChannel.GetValueOrDefault(text[0]);
if ((CanSendChannels & chatChannel) == 0)
return (ChatSelectChannel.None, text, null);
if (chatChannel == ChatSelectChannel.Radio)
return (chatChannel, text, radioChannel);
if (chatChannel == ChatSelectChannel.Local)
{
if (_ghost?.IsGhost != true)
return (chatChannel, text, null);
else
chatChannel = ChatSelectChannel.Dead;
}
return (chatChannel, text[1..].TrimStart(), null);
}
public void SendMessage(ChatBox box, ChatSelectChannel channel)
{
_typingIndicator?.ClientSubmittedChatText();
var text = box.ChatInput.Input.Text;
box.ChatInput.Input.Clear();
box.ChatInput.Input.ReleaseKeyboardFocus();
UpdateSelectedChannel(box);
if (string.IsNullOrWhiteSpace(text))
return;
(var prefixChannel, text, var _) = SplitInputContents(text);
// Check if message is longer than the character limit
if (text.Length > MaxMessageLength)
{
var locWarning = Loc.GetString("chat-manager-max-message-length",
("maxMessageLength", MaxMessageLength));
box.AddLine(locWarning, Color.Orange);
return;
}
if (prefixChannel != ChatSelectChannel.None)
channel = prefixChannel;
else if (channel == ChatSelectChannel.Radio)
{
// radio must have prefix as it goes through the say command.
text = $";{text}";
}
_manager.SendMessage(text, prefixChannel == 0 ? channel : prefixChannel);
}
private void OnDamageForceSay(DamageForceSayEvent ev, EntitySessionEventArgs _)
{
var chatBox = UIManager.ActiveScreen?.GetWidget<ChatBox>() ?? UIManager.ActiveScreen?.GetWidget<ResizableChatBox>();
if (chatBox == null)
return;
var msg = chatBox.ChatInput.Input.Text.TrimEnd();
// Don't send on OOC/LOOC obviously!
if (SplitInputContents(msg).chatChannel
is not (
ChatSelectChannel.Local or
ChatSelectChannel.Radio or
ChatSelectChannel.Whisper
)
)
return;
if (_player.LocalSession?.AttachedEntity is not { } ent
|| !EntityManager.TryGetComponent<DamageForceSayComponent>(ent, out var forceSay))
return;
if (string.IsNullOrWhiteSpace(msg))
return;
var modifiedText = ev.Suffix != null
? Loc.GetString(forceSay.ForceSayMessageWrap,
("message", msg), ("suffix", ev.Suffix))
: Loc.GetString(forceSay.ForceSayMessageWrapNoSuffix,
("message", msg));
chatBox.ChatInput.Input.SetText(modifiedText);
chatBox.ChatInput.Input.ForceSubmitText();
}
private void OnChatMessage(MsgChatMessage message)
{
var msg = message.Message;
ProcessChatMessage(msg);
if ((msg.Channel & ChatChannel.AdminRelated) == 0 ||
_cfg.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replayRecording.RecordClientMessage(msg);
}
}
public void ProcessChatMessage(ChatMessage msg, bool speechBubble = true)
{
// Log all incoming chat to repopulate when filter is un-toggled
if (!msg.HideChat)
{
History.Add((_timing.CurTick, msg));
MessageAdded?.Invoke(msg);
if (!msg.Read)
{
_sawmill.Debug($"Message filtered: {msg.Channel}: {msg.Message}");
if (!_unreadMessages.TryGetValue(msg.Channel, out var count))
count = 0;
count += 1;
_unreadMessages[msg.Channel] = count;
UnreadMessageCountsUpdated?.Invoke(msg.Channel, count);
}
}
// Local messages that have an entity attached get a speech bubble.
if (!speechBubble || msg.SenderEntity == default)
return;
switch (msg.Channel)
{
case ChatChannel.Local:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Whisper:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Whisper);
break;
case ChatChannel.Dead:
if (_ghost is not {IsGhost: true})
break;
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Emotes:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Emote);
break;
case ChatChannel.LOOC:
if (_cfg.GetCVar(CCVars.LoocAboveHeadShow))
AddSpeechBubble(msg, SpeechBubble.SpeechType.Looc);
break;
}
}
public void OnDeleteChatMessagesBy(MsgDeleteChatMessagesBy msg)
{
// This will delete messages from an entity even if different players were the author.
// Usages of the erase admin verb should be rare enough that this does not matter.
// Otherwise the client would need to know that one entity has multiple author players,
// or the server would need to track when and which entities a player sent messages as.
History.RemoveAll(h => h.Msg.SenderKey == msg.Key || msg.Entities.Contains(h.Msg.SenderEntity));
Repopulate();
}
public void RegisterChat(ChatBox chat)
{
_chats.Add(chat);
}
public void UnregisterChat(ChatBox chat)
{
_chats.Remove(chat);
}
public ChatSelectChannel GetPreferredChannel()
{
return MapLocalIfGhost(PreferredChannel);
}
public void NotifyChatTextChange()
{
_typingIndicator?.ClientChangedChatText();
}
public void Repopulate()
{
foreach (var chat in _chats)
{
chat.Repopulate();
}
}
private readonly record struct SpeechBubbleData(ChatMessage Message, SpeechBubble.SpeechType Type);
private sealed class SpeechBubbleQueueData
{
/// <summary>
/// Time left until the next speech bubble can appear.
/// </summary>
public float TimeLeft { get; set; }
public Queue<SpeechBubbleData> MessageQueue { get; } = new();
}
}