docs: restructure into docs/ folder, add roadmap and learning notes
- Move AI_DISCLOSURE, THIRD_PARTY_NOTICES, UPSTREAM_SYNC, ipc.md into docs/ (ipc.md renamed to IPC.md for consistency) - Add docs/ROADMAP.md, docs/CHANGELOG.md, docs/CONTRIBUTORS.md, docs/LEARNING-JOURNEY.md - Update README to reflect the v1.0.0 standalone state, drop the development section, refresh the architecture tree, add a release-cadence block linking to LEARNING-JOURNEY - Fix stale ChatTwo/* source paths to HellionChat/* across docs - Update cross-links in PRIVACY, CONTRIBUTING and .github/* so they point at the new docs/ paths Pure documentation pass, no code changes.
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# Hellion Chat IPC Integration Guide
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This document describes the inter-plugin-communication (IPC) channels that
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Hellion Chat exposes to other Dalamud plugins. Two integration surfaces are
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covered: the **Context Menu IPC** for adding custom items to Hellion Chat's
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right-click menus, and the **Typing State IPC** for reacting to the user's
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input-box activity.
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---
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## Compatibility with Chat 2
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Hellion Chat is a standalone fork of [Chat 2](https://github.com/Infiziert90/ChatTwo)
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(EUPL-1.2). The IPC surface is one of the parts the fork inherits directly:
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the same call shapes, the same tuple payloads, the same call semantics, the
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same lifecycle. We did not redesign the API, we re-published it under our own
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plugin name.
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Concretely, this means:
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- **Tuple shapes are identical.** A subscriber that worked against Chat 2's
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`ChatTwo.Invoke` works against Hellion Chat's `HellionChat.Invoke` without
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any code change beyond the channel string.
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- **Lifecycle is identical.** The `Available` ping fires when the plugin
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becomes ready, your subscriber re-registers, and the registration ID is
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returned by the same `Register` call as before.
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- **Channel-name prefix changed in v1.0.0.** Every `ChatTwo.*` channel name
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is now `HellionChat.*`. Existing third-party integrations need a one-line
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rename per channel string and nothing else.
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If your plugin already supports Chat 2 and you want to add Hellion Chat
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support, the cleanest path is to bind both prefixes and treat whichever one
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becomes available first as the active host.
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---
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## Channel Reference
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| Surface | Channel | Direction | Payload |
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| ------------- | ------------------------------------ | --------------- | ---------------------------------------------------------------------------------------- |
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| Context Menu | `HellionChat.Available` | plugin → caller | event, no payload |
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| Context Menu | `HellionChat.Register` | caller → plugin | returns registration `string` ID |
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| Context Menu | `HellionChat.Unregister` | caller → plugin | takes registration ID `string` |
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| Context Menu | `HellionChat.Invoke` | plugin → caller | event, see Context Menu section |
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| Typing State | `HellionChat.GetChatInputState` | caller → plugin | returns the typing-state tuple |
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| Typing State | `HellionChat.ChatInputStateChanged` | plugin → caller | event, fires once on subscribe and on every state change, payload is the same tuple |
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---
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## Context Menu IPC
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Use this surface to draw your own selectables inside Hellion Chat's
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right-click context menus. All registrations are called inside an ImGui
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`BeginMenu`, so anything you draw appears as a regular menu entry.
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### Lifecycle
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1. Subscribe to `HellionChat.Available`. The host fires this once when it
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loads or reloads, so your plugin can re-register without polling.
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2. Call `HellionChat.Register` to obtain a registration ID. Save it. You
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need it to filter `Invoke` callbacks that target your registration and
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to call `Unregister` later.
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3. Subscribe to `HellionChat.Invoke` and draw your menu items inside the
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handler when the `id` matches your saved registration ID.
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4. On plugin disable or unload, call `HellionChat.Unregister` with your
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saved ID and unsubscribe from `Invoke`.
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### Example
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```cs
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public class HellionChatContextMenu {
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// Used to register your plugin with the IPC; returns an ID you must save.
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private ICallGateSubscriber<string> Register { get; }
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// Used to unregister your plugin from the IPC; call this on unload.
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private ICallGateSubscriber<string, object?> Unregister { get; }
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// Subscribe to receive a notification when Hellion Chat becomes ready
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// or reloads, so you can re-register.
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private ICallGateSubscriber<object?> Available { get; }
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// Subscribe to draw your custom context-menu items.
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private ICallGateSubscriber<string, PlayerPayload?, ulong, Payload?, SeString?, SeString?, object?> Invoke { get; }
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private string? _id;
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public HellionChatContextMenu(DalamudPluginInterface @interface) {
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this.Register = @interface.GetIpcSubscriber<string>("HellionChat.Register");
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this.Unregister = @interface.GetIpcSubscriber<string, object?>("HellionChat.Unregister");
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this.Invoke = @interface.GetIpcSubscriber<string, PlayerPayload?, ulong, Payload?, SeString?, SeString?, object?>("HellionChat.Invoke");
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this.Available = @interface.GetIpcSubscriber<object?>("HellionChat.Available");
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}
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public void Enable() {
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// Re-register automatically when Hellion Chat becomes ready or reloads.
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this.Available.Subscribe(() => this.DoRegister());
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// Register if Hellion Chat is already loaded.
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this.DoRegister();
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// Listen for context-menu events.
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this.Invoke.Subscribe(this.OnInvoke);
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}
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private void DoRegister() {
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this._id = this.Register.InvokeFunc();
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}
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public void Disable() {
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if (this._id != null) {
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this.Unregister.InvokeAction(this._id);
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this._id = null;
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}
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this.Invoke.Unsubscribe(this.OnInvoke);
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}
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private void OnInvoke(string id, PlayerPayload? sender, ulong contentId, Payload? payload, SeString? senderString, SeString? content) {
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// Filter: only react to invocations that target our registration.
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if (id != this._id) {
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return;
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}
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// Draw your custom menu items here. Available context:
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// sender — first PlayerPayload in the sender SeString, or null
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// contentId — content ID of the message sender, or 0 when not known
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// payload — the payload that was right-clicked, or null when text
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// senderString — the full sender SeString
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// content — the full message content SeString
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if (ImGui.Selectable("Test plugin")) {
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PluginLog.Log($"hi!\nsender: {sender}\ncontent id: {contentId:X}\npayload: {payload}\nsender string: {senderString}\ncontent string: {content}");
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}
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}
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}
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```
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### Migration from Chat 2
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If your plugin already integrates with `ChatTwo.*`, the rename is the only
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required change:
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```diff
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-this.Register = @interface.GetIpcSubscriber<string>("ChatTwo.Register");
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-this.Unregister = @interface.GetIpcSubscriber<string, object?>("ChatTwo.Unregister");
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-this.Invoke = @interface.GetIpcSubscriber<...>("ChatTwo.Invoke");
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-this.Available = @interface.GetIpcSubscriber<object?>("ChatTwo.Available");
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+this.Register = @interface.GetIpcSubscriber<string>("HellionChat.Register");
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+this.Unregister = @interface.GetIpcSubscriber<string, object?>("HellionChat.Unregister");
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+this.Invoke = @interface.GetIpcSubscriber<...>("HellionChat.Invoke");
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+this.Available = @interface.GetIpcSubscriber<object?>("HellionChat.Available");
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```
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---
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## Typing State IPC
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Use this surface when you need to know whether the player is currently
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interacting with Hellion Chat's input box. Useful for typing indicators,
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keyboard-shortcut suppression, or HUD elements that hide while the user is
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typing.
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### Tuple Payload
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Both `HellionChat.GetChatInputState` (poll) and
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`HellionChat.ChatInputStateChanged` (event) return the same tuple:
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```cs
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(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)
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```
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| Field | Type | Meaning |
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| -------------- | ---------- | -------------------------------------------------------------------------------- |
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| `InputVisible` | `bool` | True when Hellion Chat is not hidden by user, cutscene or battle settings. |
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| `InputFocused` | `bool` | True while the input box currently has keyboard focus. |
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| `HasText` | `bool` | True when the input buffer contains more than whitespace. |
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| `IsTyping` | `bool` | Convenience flag, equivalent to `InputFocused && HasText`. |
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| `TextLength` | `int` | Length of the raw input buffer in characters. |
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| `ChannelType` | `ChatType` | The channel/mode that will be used if the buffer is submitted right now. |
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### Where `ChannelType` comes from
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`ChannelType` is the `HellionChat.Code.ChatType` enum value representing the
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target channel for the current submission. It is sourced from the active
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tab's `UsedChannel` (`HellionChat/Configuration.cs`), which the plugin keeps
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in sync by hooking the in-game shell (`HellionChat/GameFunctions/Chat.cs`)
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and by resolving temporary overrides inside the chat UI
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(`HellionChat/Ui/ChatLogWindow.cs:597`). `InputChannel` values are converted
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into the exported `ChatType` via
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`HellionChat/Code/InputChannelExt.ToChatType`.
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### Behavior
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- `ChatInputStateChanged` fires once immediately after subscribe so you do
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not need a separate `GetChatInputState` poll for the initial snapshot.
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- After that it fires only when one or more fields actually change, so it
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is safe to subscribe without rate-limiting.
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- `GetChatInputState` is available for one-shot polls, e.g. on plugin
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enable.
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### Example
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```cs
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public sealed class HellionChatTypingIntegration {
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private ICallGateSubscriber<(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)> GetChatInputState { get; }
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private ICallGateSubscriber<(bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType)> ChatInputStateChanged { get; }
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public HellionChatTypingIntegration(DalamudPluginInterface @interface) {
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this.GetChatInputState = @interface.GetIpcSubscriber<(bool, bool, bool, bool, int, ChatType)>("HellionChat.GetChatInputState");
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this.ChatInputStateChanged = @interface.GetIpcSubscriber<(bool, bool, bool, bool, int, ChatType)>("HellionChat.ChatInputStateChanged");
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}
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public void Enable() {
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this.ChatInputStateChanged.Subscribe(OnChatInputStateChanged);
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// Optional: poll once for an initial snapshot. The Subscribe call
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// above already fires once, so this is only useful when your code
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// path needs the value before the framework hands you the event.
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var state = this.GetChatInputState.InvokeFunc();
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PluginLog.Information($"Initial typing state: {state}");
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}
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public void Disable() {
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this.ChatInputStateChanged.Unsubscribe(OnChatInputStateChanged);
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}
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private void OnChatInputStateChanged((bool InputVisible, bool InputFocused, bool HasText, bool IsTyping, int TextLength, ChatType ChannelType) state) {
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if (state.IsTyping) {
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// Show typing indicator.
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} else {
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// Hide typing indicator.
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}
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}
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}
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```
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### Migration from Chat 2
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Same shape as the Context Menu surface — only the channel-name prefix needs
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the rename:
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```diff
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-this.GetChatInputState = @interface.GetIpcSubscriber<...>("ChatTwo.GetChatInputState");
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-this.ChatInputStateChanged = @interface.GetIpcSubscriber<...>("ChatTwo.ChatInputStateChanged");
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+this.GetChatInputState = @interface.GetIpcSubscriber<...>("HellionChat.GetChatInputState");
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+this.ChatInputStateChanged = @interface.GetIpcSubscriber<...>("HellionChat.ChatInputStateChanged");
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```
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---
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## License & Attribution
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This guide and the IPC surface it documents derive directly from the Chat 2
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codebase. Hellion Chat is licensed under [EUPL-1.2](LICENSE), and credit for
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the original IPC design and implementation goes to **Infiziert90 (Infi)**
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and **Anna Clemens** — see [`NOTICE.md`](NOTICE.md) for full attribution.
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