Files
tbd-station-14/Content.Client/Chat/Managers/ChatManager.cs
Pieter-Jan Briers 86a7eece40 Adds a bool (#5372)
2021-11-18 23:36:25 -07:00

529 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.Administration.Managers;
using Content.Client.Chat.UI;
using Content.Client.Ghost;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Robust.Client.Console;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Chat.Managers
{
internal sealed class ChatManager : IChatManager, IPostInjectInit
{
private struct SpeechBubbleData
{
public string Message;
public SpeechBubble.SpeechType Type;
}
/// <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;
/// <summary>
/// The max amount of characters an entity can send in one message
/// </summary>
public int MaxMessageLength => _cfg.GetCVar(CCVars.ChatMaxMessageLength);
private readonly List<StoredChatMessage> _history = new();
public IReadOnlyList<StoredChatMessage> History => _history;
// currently enabled channel filters set by the user.
// All values default to on, even if they aren't a filterable chat channel currently.
// Note that these are persisted here, at the manager,
// rather than the chatbox so that these settings persist between instances of different
// chatboxes.
public ChatChannel ChannelFilters { get; private set; } = (ChatChannel) ushort.MaxValue;
// 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 SelectableChannels { get; private set; }
public ChatChannel FilterableChannels { get; private set; }
/// <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();
public IReadOnlyDictionary<ChatChannel, int> UnreadMessages => _unreadMessages;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IClientNetManager _netManager = default!;
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IClientAdminManager _adminMgr = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
/// <summary>
/// Current chat box control. This can be modified, so do not depend on saving a reference to this.
/// </summary>
public ChatBox? CurrentChatBox { get; private set; }
/// <summary>
/// Invoked when CurrentChatBox is resized (including after setting initial default size)
/// </summary>
public event Action<ChatResizedEventArgs>? OnChatBoxResized;
public event Action<ChatPermissionsUpdatedEventArgs>? ChatPermissionsUpdated;
public event Action? UnreadMessageCountsUpdated;
public event Action<StoredChatMessage>? MessageAdded;
public event Action? FiltersUpdated;
private Control _speechBubbleRoot = null!;
/// <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();
public void Initialize()
{
_netManager.RegisterNetMessage<MsgChatMessage>(OnChatMessage);
_speechBubbleRoot = new LayoutContainer();
LayoutContainer.SetAnchorPreset(_speechBubbleRoot, LayoutContainer.LayoutPreset.Wide);
_userInterfaceManager.StateRoot.AddChild(_speechBubbleRoot);
_speechBubbleRoot.SetPositionFirst();
}
public void PostInject()
{
_adminMgr.AdminStatusUpdated += UpdateChannelPermissions;
_playerManager.LocalPlayerChanged += OnLocalPlayerChanged;
OnLocalPlayerChanged(new LocalPlayerChangedEventArgs(null, _playerManager.LocalPlayer));
}
private void OnLocalPlayerChanged(LocalPlayerChangedEventArgs obj)
{
if (obj.OldPlayer != null)
{
obj.OldPlayer.EntityAttached -= OnLocalPlayerEntityAttached;
obj.OldPlayer.EntityDetached -= OnLocalPlayerEntityDetached;
}
if (obj.NewPlayer != null)
{
obj.NewPlayer.EntityAttached += OnLocalPlayerEntityAttached;
obj.NewPlayer.EntityDetached += OnLocalPlayerEntityDetached;
}
UpdateChannelPermissions();
}
private void OnLocalPlayerEntityAttached(EntityAttachedEventArgs obj)
{
UpdateChannelPermissions();
}
private void OnLocalPlayerEntityDetached(EntityDetachedEventArgs obj)
{
UpdateChannelPermissions();
}
// go through all of the various channels and update filter / select permissions
// appropriately, also enabling them if our enabledChannels dict doesn't have an entry
// for any newly-granted channels
private void UpdateChannelPermissions()
{
var oldSelectable = SelectableChannels;
SelectableChannels = default;
FilterableChannels = default;
// Can always send console stuff.
SelectableChannels |= ChatSelectChannel.Console;
// can always send/recieve OOC
SelectableChannels |= ChatSelectChannel.OOC;
FilterableChannels |= ChatChannel.OOC;
// can always hear server (nobody can actually send server messages).
FilterableChannels |= ChatChannel.Server;
// can always hear local / radio / emote
// todo: this makes no sense the lobby exists fix this.
FilterableChannels |= ChatChannel.Local;
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 (!IsGhost)
{
SelectableChannels |= ChatSelectChannel.Local;
SelectableChannels |= ChatSelectChannel.Radio;
SelectableChannels |= ChatSelectChannel.Emotes;
}
// Only ghosts and admins can send / see deadchat.
if (_adminMgr.HasFlag(AdminFlags.Admin) || IsGhost)
{
FilterableChannels |= ChatChannel.Dead;
SelectableChannels |= ChatSelectChannel.Dead;
}
// only admins can see / filter asay
if (_adminMgr.HasFlag(AdminFlags.Admin))
{
FilterableChannels |= ChatChannel.Admin;
SelectableChannels |= ChatSelectChannel.Admin;
}
// Necessary so that we always have a channel to fall back to.
DebugTools.Assert((SelectableChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
DebugTools.Assert((FilterableChannels & ChatChannel.OOC) != 0, "OOC must always be available");
// let our chatbox know all the new settings
ChatPermissionsUpdated?.Invoke(new ChatPermissionsUpdatedEventArgs {OldSelectableChannels = oldSelectable});
}
public bool IsGhost => _playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? false;
public void FrameUpdate(FrameEventArgs delta)
{
// Update queued speech bubbles.
if (_queuedSpeechBubbles.Count == 0)
{
return;
}
foreach (var (entityUid, queueData) in _queuedSpeechBubbles.ShallowClone())
{
if (!_entityManager.TryGetEntity(entityUid, out var entity))
{
_queuedSpeechBubbles.Remove(entityUid);
continue;
}
queueData.TimeLeft -= delta.DeltaSeconds;
if (queueData.TimeLeft > 0)
{
continue;
}
if (queueData.MessageQueue.Count == 0)
{
_queuedSpeechBubbles.Remove(entityUid);
continue;
}
var msg = queueData.MessageQueue.Dequeue();
queueData.TimeLeft += BubbleDelayBase + msg.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);
}
}
public void SetChatBox(ChatBox chatBox)
{
CurrentChatBox = chatBox;
}
public void ClearUnfilteredUnreads()
{
foreach (var channel in _unreadMessages.Keys.ToArray())
{
if ((ChannelFilters & channel) != 0)
_unreadMessages.Remove(channel);
}
}
public void ChatBoxOnResized(ChatResizedEventArgs chatResizedEventArgs)
{
OnChatBoxResized?.Invoke(chatResizedEventArgs);
}
public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
{
bubble.Dispose();
var list = _activeSpeechBubbles[entityUid];
list.Remove(bubble);
if (list.Count == 0)
{
_activeSpeechBubbles.Remove(entityUid);
}
}
public void OnChatBoxTextSubmitted(ChatBox chatBox, ReadOnlyMemory<char> text, ChatSelectChannel channel)
{
DebugTools.Assert(chatBox == CurrentChatBox);
var str = text.ToString();
switch (channel)
{
case ChatSelectChannel.Console:
// run locally
_consoleHost.ExecuteCommand(text.ToString());
break;
case ChatSelectChannel.OOC:
_consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Admin:
_consoleHost.ExecuteCommand($"asay \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Emotes:
_consoleHost.ExecuteCommand($"me \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Dead:
if (IsGhost)
goto case ChatSelectChannel.Local;
else if (_adminMgr.HasFlag(AdminFlags.Admin))
_consoleHost.ExecuteCommand($"dsay \"{CommandParsing.Escape(str)}\"");
else
Logger.WarningS("chat", "Tried to speak on deadchat without being ghost or admin.");
break;
case ChatSelectChannel.Radio:
_consoleHost.ExecuteCommand($"say \";{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Local:
_consoleHost.ExecuteCommand($"say \"{CommandParsing.Escape(str)}\"");
break;
default:
throw new ArgumentOutOfRangeException(nameof(channel), channel, null);
}
}
public void OnFilterButtonToggled(ChatChannel channel, bool enabled)
{
if (enabled)
{
ChannelFilters |= channel;
_unreadMessages.Remove(channel);
UnreadMessageCountsUpdated?.Invoke();
}
else
{
ChannelFilters &= ~channel;
}
FiltersUpdated?.Invoke();
}
private void OnChatMessage(MsgChatMessage msg)
{
// Log all incoming chat to repopulate when filter is un-toggled
if (!msg.HideChat)
{
var storedMessage = new StoredChatMessage(msg);
_history.Add(storedMessage);
MessageAdded?.Invoke(storedMessage);
if (!storedMessage.Read)
{
Logger.Debug($"Message filtered: {storedMessage.Channel}: {storedMessage.Message}");
if (!_unreadMessages.TryGetValue(msg.Channel, out var count))
count = 0;
count += 1;
_unreadMessages[msg.Channel] = count;
UnreadMessageCountsUpdated?.Invoke();
}
}
// Local messages that have an entity attached get a speech bubble.
if (msg.SenderEntity == default)
return;
switch (msg.Channel)
{
case ChatChannel.Local:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Dead:
if (!IsGhost)
break;
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
break;
case ChatChannel.Emotes:
AddSpeechBubble(msg, SpeechBubble.SpeechType.Emote);
break;
}
}
private void AddSpeechBubble(MsgChatMessage msg, SpeechBubble.SpeechType speechType)
{
if (!_entityManager.TryGetEntity(msg.SenderEntity, out var entity))
{
Logger.WarningS("chat", "Got local chat message with invalid sender entity: {0}", msg.SenderEntity);
return;
}
var messages = SplitMessage(FormattedMessage.RemoveMarkup(msg.Message));
foreach (var message in messages)
{
EnqueueSpeechBubble(entity, message, speechType);
}
}
private List<string> SplitMessage(string msg)
{
// Split message into words separated by spaces.
var words = msg.Split(' ');
var messages = new List<string>();
var currentBuffer = new List<string>();
// Really shoddy way to approximate word length.
// Yes, I am aware of all the crimes here.
// TODO: Improve this to use actual glyph width etc..
var currentWordLength = 0;
foreach (var word in words)
{
// +1 for the space.
currentWordLength += word.Length + 1;
if (currentWordLength > SingleBubbleCharLimit)
{
// Too long for the current speech bubble, flush it.
messages.Add(string.Join(" ", currentBuffer));
currentBuffer.Clear();
currentWordLength = word.Length;
if (currentWordLength > SingleBubbleCharLimit)
{
// Word is STILL too long.
// Truncate it with an ellipse.
messages.Add($"{word.Substring(0, SingleBubbleCharLimit - 3)}...");
currentWordLength = 0;
continue;
}
}
currentBuffer.Add(word);
}
if (currentBuffer.Count != 0)
{
// Don't forget the last bubble.
messages.Add(string.Join(" ", currentBuffer));
}
return messages;
}
private void EnqueueSpeechBubble(IEntity entity, string contents, SpeechBubble.SpeechType speechType)
{
// Don't enqueue speech bubbles for other maps. TODO: Support multiple viewports/maps?
if (entity.Transform.MapID != _eyeManager.CurrentMap)
return;
if (!_queuedSpeechBubbles.TryGetValue(entity.Uid, out var queueData))
{
queueData = new SpeechBubbleQueueData();
_queuedSpeechBubbles.Add(entity.Uid, queueData);
}
queueData.MessageQueue.Enqueue(new SpeechBubbleData
{
Message = contents,
Type = speechType,
});
}
private void CreateSpeechBubble(IEntity entity, SpeechBubbleData speechData)
{
var bubble =
SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity, _eyeManager, this);
if (_activeSpeechBubbles.TryGetValue(entity.Uid, out var existing))
{
// Push up existing bubbles above the mob's head.
foreach (var existingBubble in existing)
{
existingBubble.VerticalOffset += bubble.ContentHeight;
}
}
else
{
existing = new List<SpeechBubble>();
_activeSpeechBubbles.Add(entity.Uid, 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 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();
}
}
}