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feat: Add chat prefixes to distinguish All and Observer messages #1764
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -619,21 +619,102 @@ void ConnectionManager::processChat(NetChatCommandMsg *msg) | |
| name = m_connections[playerID]->getUser()->GetName(); | ||
| //DEBUG_LOG(("connection is non-NULL, using %ls", name.str())); | ||
| } | ||
| unitext.format(L"[%ls] %ls", name.str(), msg->getText().str()); | ||
| // DEBUG_LOG(("ConnectionManager::processChat - got message from player %d (mask %8.8X), message is %ls", playerID, msg->getPlayerMask(), unitext.str())); | ||
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| AsciiString playerName; | ||
| playerName.format("player%d", msg->getPlayerID()); | ||
| const Player *player = ThePlayerList->findPlayerWithNameKey( TheNameKeyGenerator->nameToKey( playerName ) ); | ||
| if (!player) | ||
| { | ||
| unitext.format(L"[%ls] %ls", name.str(), msg->getText().str()); | ||
| TheInGameUI->message(UnicodeString(L"%ls"), unitext.str()); | ||
| return; | ||
| } | ||
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| Bool fromObserver = !player->isPlayerActive(); | ||
| Bool amIObserver = !ThePlayerList->getLocalPlayer()->isPlayerActive(); | ||
| Bool canSeeChat = (amIObserver || !fromObserver) && !TheGameInfo->getConstSlot(playerID)->isMuted(); | ||
| // ============================================================= | ||
| // ConnectionManager::processChat() | ||
| // Refactored by TheSuperHackers @feature - 31/10/2025 | ||
| // Simplified team chat detection + localizable format via FETCH_OR_SUBSTITUTE_FORMAT() | ||
| // ============================================================= | ||
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| static Bool isTeamChat(const Player* sender, UInt32 mask) | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Functions should not exist within other functions. Usr private functions in the class instead |
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| { | ||
| Int allies = 0; | ||
| Int recipients = 0; | ||
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| for (Int i = 0; i < MAX_SLOTS; ++i) | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I dont think this is correct. You only need to verify the relationship between receiver and sender. Don't need to loop through all players for this. |
||
| { | ||
| if ((1 << i) & mask) | ||
| { | ||
| const Player* receiver = ThePlayerList->getConstSlot(i); | ||
| if (receiver && receiver->isPlayerActive()) | ||
| { | ||
| recipients++; | ||
| if (sender->getRelationship(receiver->getDefaultTeam()) == ALLIES) | ||
| allies++; | ||
| } | ||
| } | ||
| } | ||
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| // Team message if all recipients are allies and at least one exists | ||
| return (recipients > 0 && recipients == allies); | ||
| } | ||
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| void ConnectionManager::processChat(Int playerID, ChatMessage* msg) | ||
| { | ||
| const Player* player = ThePlayerList->getConstSlot(playerID); | ||
| if (!player) return; | ||
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| const Player* localPlayer = ThePlayerList->getLocalPlayer(); | ||
| Bool fromObserver = !player->isPlayerActive(); | ||
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| UnicodeString name(player->getDisplayName()); | ||
| UnicodeString unitext; | ||
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| // Determine whether this is a team message | ||
| Bool isTeamMessage = FALSE; | ||
| if (player->isPlayerActive()) | ||
| { | ||
| isTeamMessage = isTeamChat(player, msg->getPlayerMask()); | ||
| } | ||
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| // Use localized formatted strings (via FETCH_OR_SUBSTITUTE_FORMAT) | ||
| if (isTeamMessage) | ||
| { | ||
| // In your .csf file, define: | ||
| // CHAT:TeamFormat = (%s) [%s] %s | ||
| UnicodeString teamPrefix = TheGameText->FETCH_OR_SUBSTITUTE("GUI:Team", L"TEAM"); | ||
| unitext = TheGameText->FETCH_OR_SUBSTITUTE_FORMAT( | ||
| "CHAT:TeamFormat", | ||
| L"(%ls) [%ls] %ls", | ||
| teamPrefix.str(), | ||
| name.str(), | ||
| msg->getText().str() | ||
| ); | ||
| } | ||
| else | ||
| { | ||
| // In your .csf file, define: | ||
| // CHAT:GlobalFormat = [%s] %s | ||
| unitext = TheGameText->FETCH_OR_SUBSTITUTE_FORMAT( | ||
| "CHAT:GlobalFormat", | ||
| L"[%ls] %ls", | ||
| name.str(), | ||
| msg->getText().str() | ||
| ); | ||
| } | ||
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| // DEBUG_LOG(("ConnectionManager::processChat - got message from player %d (mask %8.8X), message is %ls", | ||
| // playerID, msg->getPlayerMask(), unitext.str())); | ||
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| Bool amIObserver = !localPlayer->isPlayerActive(); | ||
| Bool canSeeChat = (amIObserver || !fromObserver) && !TheGameInfo->getConstSlot(playerID)->isMuted(); | ||
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| if (((1 << m_localSlot) & msg->getPlayerMask()) && canSeeChat) | ||
| { | ||
| TheInGameUI->message(UnicodeString(L"%ls"), unitext.str()); | ||
| } | ||
| } | ||
| ; | ||
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| if ( ((1<<m_localSlot) & msg->getPlayerMask() ) && canSeeChat ) | ||
| { | ||
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There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This feels a bit too much written by AI without a human checking the result.
Comment is incorrect, because it is not a refactor but a feature or enhancment.