//! Implementations of chat-related features. use std::{ sync::Arc, time::{SystemTime, UNIX_EPOCH}, }; use azalea_chat::FormattedText; use azalea_protocol::packets::{ Packet, game::{ c_disguised_chat::ClientboundDisguisedChat, c_player_chat::ClientboundPlayerChat, c_system_chat::ClientboundSystemChat, s_chat::{LastSeenMessagesUpdate, ServerboundChat}, s_chat_command::ServerboundChatCommand, }, }; use bevy_app::{App, Plugin, Update}; use bevy_ecs::{ entity::Entity, event::{EventReader, EventWriter}, prelude::Event, schedule::IntoSystemConfigs, }; use uuid::Uuid; use crate::{ client::Client, packet_handling::game::{SendPacketEvent, handle_send_packet_event}, }; /// A chat packet, either a system message or a chat message. #[derive(Debug, Clone, PartialEq)] pub enum ChatPacket { System(Arc), Player(Arc), Disguised(Arc), } macro_rules! regex { ($re:literal $(,)?) => {{ static RE: std::sync::LazyLock = std::sync::LazyLock::new(|| regex::Regex::new($re).unwrap()); &RE }}; } impl ChatPacket { /// Get the message shown in chat for this packet. pub fn message(&self) -> FormattedText { match self { ChatPacket::System(p) => p.content.clone(), ChatPacket::Player(p) => p.message(), ChatPacket::Disguised(p) => p.message(), } } /// Determine the username of the sender and content of the message. This /// does not preserve formatting codes. If it's not a player-sent chat /// message or the sender couldn't be determined, the username part will be /// None. pub fn split_sender_and_content(&self) -> (Option, String) { match self { ChatPacket::System(p) => { let message = p.content.to_string(); // Overlay messages aren't in chat if p.overlay { return (None, message); } // It's a system message, so we'll have to match the content // with regex if let Some(m) = regex!("^<([a-zA-Z_0-9]{1,16})> (.+)$").captures(&message) { return (Some(m[1].to_string()), m[2].to_string()); } (None, message) } ChatPacket::Player(p) => ( // If it's a player chat packet, then the sender and content // are already split for us. Some(p.chat_type.name.to_string()), p.body.content.clone(), ), ChatPacket::Disguised(p) => ( // disguised chat packets are basically the same as player chat packets but without // the chat signing things Some(p.chat_type.name.to_string()), p.message.to_string(), ), } } /// Get the username of the sender of the message. If it's not a /// player-sent chat message or the sender couldn't be determined, this /// will be None. pub fn username(&self) -> Option { self.split_sender_and_content().0 } /// Get the UUID of the sender of the message. If it's not a /// player-sent chat message, this will be None (this is sometimes the case /// when a server uses a plugin to modify chat messages). pub fn uuid(&self) -> Option { match self { ChatPacket::System(_) => None, ChatPacket::Player(m) => Some(m.sender), ChatPacket::Disguised(_) => None, } } /// Get the content part of the message as a string. This does not preserve /// formatting codes. If it's not a player-sent chat message or the sender /// couldn't be determined, this will contain the entire message. pub fn content(&self) -> String { self.split_sender_and_content().1 } /// Create a new Chat from a string. This is meant to be used as a /// convenience function for testing. pub fn new(message: &str) -> Self { ChatPacket::System(Arc::new(ClientboundSystemChat { content: FormattedText::from(message), overlay: false, })) } /// Whether this message was sent with /msg (or aliases). It works by /// checking the translation key, so it won't work on servers that use their /// own whisper system. pub fn is_whisper(&self) -> bool { match self.message() { FormattedText::Text(_) => false, FormattedText::Translatable(t) => t.key == "commands.message.display.incoming", } } } impl Client { /// Send a chat message to the server. This only sends the chat packet and /// not the command packet, which means on some servers you can use this to /// send chat messages that start with a `/`. The [`Client::chat`] function /// handles checking whether the message is a command and using the /// proper packet for you, so you should use that instead. pub fn send_chat_packet(&self, message: &str) { self.ecs.lock().send_event(SendChatKindEvent { entity: self.entity, content: message.to_string(), kind: ChatKind::Message, }); self.run_schedule_sender.send(()).unwrap(); } /// Send a command packet to the server. The `command` argument should not /// include the slash at the front. /// /// You can also just use [`Client::chat`] and start your message with a `/` /// to send a command. pub fn send_command_packet(&self, command: &str) { self.ecs.lock().send_event(SendChatKindEvent { entity: self.entity, content: command.to_string(), kind: ChatKind::Command, }); self.run_schedule_sender.send(()).unwrap(); } /// Send a message in chat. /// /// ```rust,no_run /// # use azalea_client::Client; /// # async fn example(bot: Client) -> anyhow::Result<()> { /// bot.chat("Hello, world!"); /// # Ok(()) /// # } /// ``` pub fn chat(&self, content: &str) { self.ecs.lock().send_event(SendChatEvent { entity: self.entity, content: content.to_string(), }); self.run_schedule_sender.send(()).unwrap(); } } pub struct ChatPlugin; impl Plugin for ChatPlugin { fn build(&self, app: &mut App) { app.add_event::() .add_event::() .add_event::() .add_systems( Update, ( handle_send_chat_event, handle_send_chat_kind_event.after(handle_send_packet_event), ) .chain(), ); } } /// A client received a chat message packet. #[derive(Event, Debug, Clone)] pub struct ChatReceivedEvent { pub entity: Entity, pub packet: ChatPacket, } /// Send a chat message (or command, if it starts with a slash) to the server. #[derive(Event)] pub struct SendChatEvent { pub entity: Entity, pub content: String, } pub fn handle_send_chat_event( mut events: EventReader, mut send_chat_kind_events: EventWriter, ) { for event in events.read() { if event.content.starts_with('/') { send_chat_kind_events.send(SendChatKindEvent { entity: event.entity, content: event.content[1..].to_string(), kind: ChatKind::Command, }); } else { send_chat_kind_events.send(SendChatKindEvent { entity: event.entity, content: event.content.clone(), kind: ChatKind::Message, }); } } } /// Send a chat packet to the server of a specific kind (chat message or /// command). Usually you just want [`SendChatEvent`] instead. /// /// Usually setting the kind to `Message` will make it send a chat message even /// if it starts with a slash, but some server implementations will always do a /// command if it starts with a slash. /// /// If you're wondering why this isn't two separate events, it's so ordering is /// preserved if multiple chat messages and commands are sent at the same time. #[derive(Event)] pub struct SendChatKindEvent { pub entity: Entity, pub content: String, pub kind: ChatKind, } /// A kind of chat packet, either a chat message or a command. pub enum ChatKind { Message, Command, } pub fn handle_send_chat_kind_event( mut events: EventReader, mut send_packet_events: EventWriter, ) { for event in events.read() { let content = event .content .chars() .filter(|c| !matches!(c, '\x00'..='\x1F' | '\x7F' | 'ยง')) .take(256) .collect::(); let packet = match event.kind { ChatKind::Message => ServerboundChat { message: content, timestamp: SystemTime::now() .duration_since(UNIX_EPOCH) .expect("Time shouldn't be before epoch") .as_millis() .try_into() .expect("Instant should fit into a u64"), salt: azalea_crypto::make_salt(), signature: None, last_seen_messages: LastSeenMessagesUpdate::default(), } .into_variant(), ChatKind::Command => { // TODO: chat signing ServerboundChatCommand { command: content }.into_variant() } }; send_packet_events.send(SendPacketEvent::new(event.entity, packet)); } } // TODO // MessageSigner, ChatMessageContent, LastSeenMessages // fn sign_message() -> MessageSignature { // MessageSignature::default() // }