sodoff-mmo/src/CommandHandlers/ChatMessageHandler.cs
Robert Paciorek 97ce6fdd06 updates related to chat moderation
* getting viking ID from API
* distinction between VikingName and DisplayName (+ fix typo)
* set DisplayName based on SUV
* support for names with spaces in tempmute command
* list of all clients in Server (for future usage in plugins)

partially based on PR7

Co-authored-by: Hipposgrumm <hipposgrumm@gmail.com>
2025-06-24 18:56:46 +00:00

53 lines
2.4 KiB
C#

using sodoffmmo.Attributes;
using sodoffmmo.Core;
using sodoffmmo.Data;
using sodoffmmo.Management;
namespace sodoffmmo.CommandHandlers;
[ExtensionCommandHandler("SCM")]
class ChatMessageHandler : CommandHandler {
public override Task Handle(Client client, NetworkObject receivedObject) {
string message = receivedObject.Get<NetworkObject>("p").Get<string>("chm");
if (ManagementCommandProcessor.ProcessCommand(message, client))
return Task.CompletedTask;
if (!Configuration.ServerConfiguration.EnableChat && !client.Room.AllowChatOverride) {
ChatDisabled(client, message);
} else if (Configuration.ServerConfiguration.Authentication >= AuthenticationMode.RequiredForChat && client.PlayerData.VikingId != 0) {
ChatRequiredAuthentication(client, message);
} else if (client.Muted) {
ClientMuted(client, message);
} else {
Chat(client, message);
}
return Task.CompletedTask;
}
// NOTE: message is passed also for functions that refuse to send messages (this can be useful at the level of the chat moderation plugin)
public void ChatDisabled(Client client, string message) {
client.Send(Utils.BuildServerSideMessage("Unfortunately, chat has been disabled by server administrators", "Server"));
}
public void ChatRequiredAuthentication(Client client, string message) {
client.Send(Utils.BuildServerSideMessage("You must be authenticated to use the chat", "Server"));
}
public void ClientMuted(Client client, string message) {
client.Send(Utils.BuildServerSideMessage("You have been muted by the moderators", "Server"));
}
public void Chat(Client client, string message) {
client.Room.Send(Utils.BuildChatMessage(client.PlayerData.Uid, message, client.PlayerData.DisplayName), client);
// NOTE: using DisplayName not VikingName here for consistency with client behavior, preventing "placeholder" in not authenticated modes and support for changing name while logged on MMO
NetworkObject cmd = new();
NetworkObject data = new();
data.Add("arr", new string[] { "SCA", "-1", "1", message, "", "1" });
cmd.Add("c", "SCA");
cmd.Add("p", data);
NetworkPacket packet = NetworkObject.WrapObject(1, 13, cmd).Serialize();
client.Send(packet);
}
}