723 lines
24 KiB
C#
723 lines
24 KiB
C#
using System.Linq;
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using Content.Client.Administration.Managers;
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using Content.Client.Chat;
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using Content.Client.Chat.Managers;
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using Content.Client.Chat.TypingIndicator;
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using Content.Client.Chat.UI;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.Client.Ghost;
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using Content.Client.UserInterface.Systems.Chat.Widgets;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Examine;
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using Content.Shared.Input;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.UserInterface.Systems.Chat;
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public sealed class ChatUIController : UIController
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{
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[Dependency] private readonly IClientAdminManager _admin = default!;
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[Dependency] private readonly IChatManager _manager = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly IEyeManager _eye = default!;
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[Dependency] private readonly IInputManager _input = default!;
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[Dependency] private readonly IClientNetManager _net = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IStateManager _state = default!;
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[UISystemDependency] private readonly ExamineSystem? _examine = default;
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[UISystemDependency] private readonly GhostSystem? _ghost = default;
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[UISystemDependency] private readonly TypingIndicatorSystem? _typingIndicator = default;
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private ISawmill _sawmill = default!;
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public const char AliasLocal = '.';
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public const char AliasConsole = '/';
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public const char AliasDead = '\\';
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public const char AliasLOOC = '(';
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public const char AliasOOC = '[';
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public const char AliasEmotes = '@';
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public const char AliasAdmin = ']';
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public const char AliasRadio = ';';
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public const char AliasWhisper = ',';
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public static readonly Dictionary<char, ChatSelectChannel> PrefixToChannel = new()
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{
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{AliasLocal, ChatSelectChannel.Local},
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{AliasWhisper, ChatSelectChannel.Whisper},
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{AliasConsole, ChatSelectChannel.Console},
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{AliasLOOC, ChatSelectChannel.LOOC},
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{AliasOOC, ChatSelectChannel.OOC},
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{AliasEmotes, ChatSelectChannel.Emotes},
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{AliasAdmin, ChatSelectChannel.Admin},
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{AliasRadio, ChatSelectChannel.Radio},
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{AliasDead, ChatSelectChannel.Dead}
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};
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public static readonly Dictionary<ChatSelectChannel, char> ChannelPrefixes =
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PrefixToChannel.ToDictionary(kv => kv.Value, kv => kv.Key);
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/// <summary>
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/// The max amount of chars allowed to fit in a single speech bubble.
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/// </summary>
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private const int SingleBubbleCharLimit = 100;
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/// <summary>
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/// Base queue delay each speech bubble has.
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/// </summary>
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private const float BubbleDelayBase = 0.2f;
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/// <summary>
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/// Factor multiplied by speech bubble char length to add to delay.
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/// </summary>
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private const float BubbleDelayFactor = 0.8f / SingleBubbleCharLimit;
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/// <summary>
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/// The max amount of speech bubbles over a single entity at once.
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/// </summary>
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private const int SpeechBubbleCap = 4;
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private LayoutContainer _speechBubbleRoot = default!;
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/// <summary>
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/// Speech bubbles that are currently visible on screen.
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/// We track them to push them up when new ones get added.
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/// </summary>
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private readonly Dictionary<EntityUid, List<SpeechBubble>> _activeSpeechBubbles =
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new();
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/// <summary>
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/// Speech bubbles that are to-be-sent because of the "rate limit" they have.
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/// </summary>
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private readonly Dictionary<EntityUid, SpeechBubbleQueueData> _queuedSpeechBubbles
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= new();
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private readonly HashSet<ChatBox> _chats = new();
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/// <summary>
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/// The max amount of characters an entity can send in one message
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/// </summary>
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public int MaxMessageLength => _config.GetCVar(CCVars.ChatMaxMessageLength);
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/// <summary>
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/// For currently disabled chat filters,
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/// unread messages (messages received since the channel has been filtered out).
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/// </summary>
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private readonly Dictionary<ChatChannel, int> _unreadMessages = new();
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public readonly List<StoredChatMessage> History = new();
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// Maintains which channels a client should be able to filter (for showing in the chatbox)
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// and select (for attempting to send on).
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// This may not always actually match with what the server will actually allow them to
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// send / receive on, it is only what the user can select in the UI. For example,
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// if a user is silenced from speaking for some reason this may still contain ChatChannel.Local, it is left up
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// to the server to handle invalid attempts to use particular channels and not send messages for
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// channels the user shouldn't be able to hear.
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//
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// Note that Command is an available selection in the chatbox channel selector,
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// which is not actually a chat channel but is always available.
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public ChatSelectChannel CanSendChannels { get; private set; }
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public ChatChannel FilterableChannels { get; private set; }
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public ChatSelectChannel SelectableChannels { get; private set; }
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private ChatSelectChannel PreferredChannel { get; set; } = ChatSelectChannel.OOC;
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public event Action<ChatSelectChannel>? CanSendChannelsChanged;
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public event Action<ChatChannel>? FilterableChannelsChanged;
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public event Action<ChatSelectChannel>? SelectableChannelsChanged;
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public event Action<ChatChannel, int?>? UnreadMessageCountsUpdated;
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public event Action<StoredChatMessage>? MessageAdded;
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public override void Initialize()
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{
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_sawmill = Logger.GetSawmill("chat");
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_sawmill.Level = LogLevel.Info;
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_admin.AdminStatusUpdated += UpdateChannelPermissions;
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_player.LocalPlayerChanged += OnLocalPlayerChanged;
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_state.OnStateChanged += StateChanged;
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_net.RegisterNetMessage<MsgChatMessage>(OnChatMessage);
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_speechBubbleRoot = new LayoutContainer();
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OnLocalPlayerChanged(new LocalPlayerChangedEventArgs(null, _player.LocalPlayer));
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_input.SetInputCommand(ContentKeyFunctions.FocusChat,
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InputCmdHandler.FromDelegate(_ => FocusChat()));
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_input.SetInputCommand(ContentKeyFunctions.FocusLocalChat,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Local)));
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_input.SetInputCommand(ContentKeyFunctions.FocusWhisperChat,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Whisper)));
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_input.SetInputCommand(ContentKeyFunctions.FocusOOC,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.OOC)));
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_input.SetInputCommand(ContentKeyFunctions.FocusAdminChat,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Admin)));
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_input.SetInputCommand(ContentKeyFunctions.FocusRadio,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Radio)));
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_input.SetInputCommand(ContentKeyFunctions.FocusDeadChat,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Dead)));
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_input.SetInputCommand(ContentKeyFunctions.FocusConsoleChat,
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InputCmdHandler.FromDelegate(_ => FocusChannel(ChatSelectChannel.Console)));
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_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelForward,
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InputCmdHandler.FromDelegate(_ => CycleChatChannel(true)));
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_input.SetInputCommand(ContentKeyFunctions.CycleChatChannelBackward,
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InputCmdHandler.FromDelegate(_ => CycleChatChannel(false)));
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}
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public void SetMainChat(bool setting)
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{
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// This isn't very nice to look at.
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var widget = UIManager.ActiveScreen?.GetWidget<ChatBox>();
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if (widget == null)
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{
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widget = UIManager.ActiveScreen?.GetWidget<ResizableChatBox>();
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if (widget == null)
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{
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return;
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}
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}
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widget.Main = setting;
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}
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private void FocusChat()
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{
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foreach (var chat in _chats)
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{
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if (!chat.Main)
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continue;
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chat.Focus();
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break;
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}
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}
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private void FocusChannel(ChatSelectChannel channel)
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{
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foreach (var chat in _chats)
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{
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if (!chat.Main)
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continue;
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chat.Focus(channel);
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break;
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}
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}
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private void CycleChatChannel(bool forward)
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{
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foreach (var chat in _chats)
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{
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if (!chat.Main)
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continue;
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chat.CycleChatChannel(forward);
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break;
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}
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}
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private void StateChanged(StateChangedEventArgs args)
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{
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if (args.NewState is GameplayState)
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{
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PreferredChannel = ChatSelectChannel.Local;
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}
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UpdateChannelPermissions();
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}
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public void SetSpeechBubbleRoot(LayoutContainer root)
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{
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_speechBubbleRoot.Orphan();
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root.AddChild(_speechBubbleRoot);
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LayoutContainer.SetAnchorPreset(_speechBubbleRoot, LayoutContainer.LayoutPreset.Wide);
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_speechBubbleRoot.SetPositionLast();
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}
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private void OnLocalPlayerChanged(LocalPlayerChangedEventArgs obj)
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{
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if (obj.OldPlayer != null)
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{
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obj.OldPlayer.EntityAttached -= OnLocalPlayerEntityAttached;
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obj.OldPlayer.EntityDetached -= OnLocalPlayerEntityDetached;
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}
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if (obj.NewPlayer != null)
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{
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obj.NewPlayer.EntityAttached += OnLocalPlayerEntityAttached;
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obj.NewPlayer.EntityDetached += OnLocalPlayerEntityDetached;
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}
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UpdateChannelPermissions();
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}
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private void OnLocalPlayerEntityAttached(EntityAttachedEventArgs obj)
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{
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UpdateChannelPermissions();
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}
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private void OnLocalPlayerEntityDetached(EntityDetachedEventArgs obj)
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{
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UpdateChannelPermissions();
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}
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private void AddSpeechBubble(MsgChatMessage msg, SpeechBubble.SpeechType speechType)
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{
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if (!_entities.EntityExists(msg.SenderEntity))
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{
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_sawmill.Debug("Got local chat message with invalid sender entity: {0}", msg.SenderEntity);
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return;
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}
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// msg.Message should be the string that a user sent over text, without any added markup.
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var messages = SplitMessage(msg.Message);
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foreach (var message in messages)
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{
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EnqueueSpeechBubble(msg.SenderEntity, message, speechType);
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}
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}
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private void CreateSpeechBubble(EntityUid entity, SpeechBubbleData speechData)
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{
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var bubble =
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SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity, _eye, _manager, _entities);
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bubble.OnDied += SpeechBubbleDied;
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if (_activeSpeechBubbles.TryGetValue(entity, out var existing))
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{
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// Push up existing bubbles above the mob's head.
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foreach (var existingBubble in existing)
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{
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existingBubble.VerticalOffset += bubble.ContentSize.Y;
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}
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}
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else
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{
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existing = new List<SpeechBubble>();
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_activeSpeechBubbles.Add(entity, existing);
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}
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existing.Add(bubble);
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_speechBubbleRoot.AddChild(bubble);
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if (existing.Count > SpeechBubbleCap)
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{
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// Get the oldest to start fading fast.
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var last = existing[0];
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last.FadeNow();
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}
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}
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private void SpeechBubbleDied(EntityUid entity, SpeechBubble bubble)
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{
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RemoveSpeechBubble(entity, bubble);
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}
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private void EnqueueSpeechBubble(EntityUid entity, string contents, SpeechBubble.SpeechType speechType)
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{
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// Don't enqueue speech bubbles for other maps. TODO: Support multiple viewports/maps?
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if (_entities.GetComponent<TransformComponent>(entity).MapID != _eye.CurrentMap)
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return;
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if (!_queuedSpeechBubbles.TryGetValue(entity, out var queueData))
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{
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queueData = new SpeechBubbleQueueData();
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_queuedSpeechBubbles.Add(entity, queueData);
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}
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queueData.MessageQueue.Enqueue(new SpeechBubbleData(contents, speechType));
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}
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public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
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{
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bubble.Dispose();
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var list = _activeSpeechBubbles[entityUid];
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list.Remove(bubble);
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if (list.Count == 0)
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{
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_activeSpeechBubbles.Remove(entityUid);
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}
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}
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public static string GetChannelSelectorName(ChatSelectChannel channelSelector)
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{
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return channelSelector.ToString();
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}
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private void UpdateChannelPermissions()
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{
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CanSendChannels = default;
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FilterableChannels = default;
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// Can always send console stuff.
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CanSendChannels |= ChatSelectChannel.Console;
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// can always send/recieve OOC
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CanSendChannels |= ChatSelectChannel.OOC;
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CanSendChannels |= ChatSelectChannel.LOOC;
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FilterableChannels |= ChatChannel.OOC;
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FilterableChannels |= ChatChannel.LOOC;
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// can always hear server (nobody can actually send server messages).
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FilterableChannels |= ChatChannel.Server;
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if (_state.CurrentState is GameplayStateBase)
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{
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// can always hear local / radio / emote when in the game
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FilterableChannels |= ChatChannel.Local;
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FilterableChannels |= ChatChannel.Whisper;
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FilterableChannels |= ChatChannel.Radio;
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FilterableChannels |= ChatChannel.Emotes;
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// Can only send local / radio / emote when attached to a non-ghost entity.
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// TODO: this logic is iffy (checking if controlling something that's NOT a ghost), is there a better way to check this?
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if (_ghost is not {IsGhost: true})
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{
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CanSendChannels |= ChatSelectChannel.Local;
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CanSendChannels |= ChatSelectChannel.Whisper;
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CanSendChannels |= ChatSelectChannel.Radio;
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CanSendChannels |= ChatSelectChannel.Emotes;
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}
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}
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// Only ghosts and admins can send / see deadchat.
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if (_admin.HasFlag(AdminFlags.Admin) || _ghost is {IsGhost: true})
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{
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FilterableChannels |= ChatChannel.Dead;
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CanSendChannels |= ChatSelectChannel.Dead;
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}
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// only admins can see / filter asay
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if (_admin.HasFlag(AdminFlags.Admin))
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{
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FilterableChannels |= ChatChannel.Admin;
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CanSendChannels |= ChatSelectChannel.Admin;
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}
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SelectableChannels = CanSendChannels;
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// Necessary so that we always have a channel to fall back to.
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DebugTools.Assert((CanSendChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
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DebugTools.Assert((FilterableChannels & ChatChannel.OOC) != 0, "OOC must always be available");
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DebugTools.Assert((SelectableChannels & ChatSelectChannel.OOC) != 0, "OOC must always be available");
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// let our chatbox know all the new settings
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CanSendChannelsChanged?.Invoke(CanSendChannels);
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FilterableChannelsChanged?.Invoke(FilterableChannels);
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SelectableChannelsChanged?.Invoke(SelectableChannels);
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}
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public void ClearUnfilteredUnreads(ChatChannel channels)
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{
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foreach (var channel in _unreadMessages.Keys.ToArray())
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{
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if ((channels & channel) == 0)
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continue;
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_unreadMessages[channel] = 0;
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UnreadMessageCountsUpdated?.Invoke(channel, 0);
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}
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}
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public override void FrameUpdate(FrameEventArgs delta)
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{
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UpdateQueuedSpeechBubbles(delta);
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}
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private void UpdateQueuedSpeechBubbles(FrameEventArgs delta)
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{
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// Update queued speech bubbles.
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if (_queuedSpeechBubbles.Count == 0 || _examine == null)
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{
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return;
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}
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foreach (var (entity, queueData) in _queuedSpeechBubbles.ShallowClone())
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{
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if (!_entities.EntityExists(entity))
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{
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_queuedSpeechBubbles.Remove(entity);
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continue;
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}
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queueData.TimeLeft -= delta.DeltaSeconds;
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if (queueData.TimeLeft > 0)
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{
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continue;
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}
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if (queueData.MessageQueue.Count == 0)
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{
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_queuedSpeechBubbles.Remove(entity);
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continue;
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}
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var msg = queueData.MessageQueue.Dequeue();
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queueData.TimeLeft += BubbleDelayBase + msg.Message.Length * BubbleDelayFactor;
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// We keep the queue around while it has 0 items. This allows us to keep the timer.
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// When the timer hits 0 and there's no messages left, THEN we can clear it up.
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CreateSpeechBubble(entity, msg);
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}
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var player = _player.LocalPlayer?.ControlledEntity;
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var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
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=> uid == data.compOwner || uid == data.attachedEntity;
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var playerPos = player != null
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? _entities.GetComponent<TransformComponent>(player.Value).MapPosition
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: MapCoordinates.Nullspace;
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var occluded = player != null && _examine.IsOccluded(player.Value);
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foreach (var (ent, bubs) in _activeSpeechBubbles)
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{
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if (_entities.Deleted(ent))
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{
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SetBubbles(bubs, false);
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continue;
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}
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if (ent == player)
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{
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SetBubbles(bubs, true);
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continue;
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}
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var otherPos = _entities.GetComponent<TransformComponent>(ent).MapPosition;
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if (occluded && !ExamineSystemShared.InRangeUnOccluded(
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playerPos,
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otherPos, 0f,
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(ent, player), predicate))
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{
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SetBubbles(bubs, false);
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continue;
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}
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SetBubbles(bubs, true);
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}
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}
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private void SetBubbles(List<SpeechBubble> bubbles, bool visible)
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{
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foreach (var bubble in bubbles)
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{
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bubble.Visible = visible;
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}
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}
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private List<string> SplitMessage(string msg)
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|
{
|
|
// 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;
|
|
}
|
|
|
|
public ChatSelectChannel MapLocalIfGhost(ChatSelectChannel channel)
|
|
{
|
|
if (channel == ChatSelectChannel.Local && _ghost is {IsGhost: true})
|
|
return ChatSelectChannel.Dead;
|
|
|
|
return channel;
|
|
}
|
|
|
|
public (ChatSelectChannel channel, ReadOnlyMemory<char> text) SplitInputContents(string inputText)
|
|
{
|
|
var text = inputText.AsMemory().Trim();
|
|
if (text.Length == 0)
|
|
return default;
|
|
|
|
var prefixChar = text.Span[0];
|
|
var channel = PrefixToChannel.GetValueOrDefault(prefixChar);
|
|
|
|
if ((CanSendChannels & channel) != 0)
|
|
// Cut off prefix if it's valid and we can use the channel in question.
|
|
text = text[1..];
|
|
else
|
|
channel = 0;
|
|
|
|
channel = MapLocalIfGhost(channel);
|
|
|
|
// Trim from start again to cut out any whitespace between the prefix and message, if any.
|
|
return (channel, text.TrimStart());
|
|
}
|
|
|
|
public void SendMessage(ChatBox box, ChatSelectChannel channel)
|
|
{
|
|
_typingIndicator?.ClientSubmittedChatText();
|
|
|
|
if (!string.IsNullOrWhiteSpace(box.ChatInput.Input.Text))
|
|
{
|
|
var (prefixChannel, text) = SplitInputContents(box.ChatInput.Input.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;
|
|
}
|
|
|
|
_manager.SendMessage(text, prefixChannel == 0 ? channel : prefixChannel);
|
|
}
|
|
|
|
box.ChatInput.Input.Clear();
|
|
box.UpdateSelectedChannel();
|
|
box.ChatInput.Input.ReleaseKeyboardFocus();
|
|
}
|
|
|
|
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)
|
|
{
|
|
_sawmill.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(msg.Channel, count);
|
|
}
|
|
}
|
|
|
|
// 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.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;
|
|
}
|
|
}
|
|
|
|
public char GetPrefixFromChannel(ChatSelectChannel channel)
|
|
{
|
|
return ChannelPrefixes.GetValueOrDefault(channel);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
private readonly record struct SpeechBubbleData(string 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();
|
|
}
|
|
}
|