Files
HellionChat/ChatTwo/AutoTellTabsService.cs
T

203 lines
5.8 KiB
C#

using System;
using System.Linq;
using ChatTwo.Code;
using ChatTwo.Util;
namespace ChatTwo;
// Hellion Chat — Auto-Tell-Tabs.
//
// Spawns a session-only tab per /tell partner so a club greeter can track
// multiple parallel conversations without losing context. Subscribes to
// MessageManager.MessageProcessed for live tells and to ClientState.Logout
// for the cleanup pass; everything else hangs off these two entry points.
//
// See spec: Hellion Chat Auto-Tell-Tabs Spec (Obsidian vault).
internal sealed class AutoTellTabsService : IDisposable
{
private readonly Plugin _plugin;
private readonly MessageManager _messageManager;
private readonly MessageStore _store;
private readonly object _tempTabsLock = new();
private bool _initialized;
internal AutoTellTabsService(Plugin plugin, MessageManager messageManager, MessageStore store)
{
_plugin = plugin;
_messageManager = messageManager;
_store = store;
}
internal int ActiveTempTabCount
{
get
{
lock (_tempTabsLock)
{
return Plugin.Config.Tabs.Count(t => t.IsTempTab);
}
}
}
internal void Initialize()
{
if (_initialized)
{
return;
}
_messageManager.MessageProcessed += HandleTell;
Plugin.ClientState.Logout += OnLogout;
_initialized = true;
}
public void Dispose()
{
if (!_initialized)
{
return;
}
Plugin.ClientState.Logout -= OnLogout;
_messageManager.MessageProcessed -= HandleTell;
_initialized = false;
}
internal void HandleTell(Message message)
{
if (!Plugin.Config.EnableAutoTellTabs)
{
return;
}
if (message.Code.Type != ChatType.TellIncoming && message.Code.Type != ChatType.TellOutgoing)
{
return;
}
var partner = ExtractTellPartner(message);
if (partner == null)
{
// Real message without a player payload — e.g. GM tells, which
// we deliberately skip. Warn once so we notice future regressions.
Plugin.Log.Warning("[AutoTellTabs] Could not extract tell partner from message; skipping spawn.");
return;
}
lock (_tempTabsLock)
{
var existing = FindTempTab(partner.Value.Name, partner.Value.World);
if (existing != null)
{
// Tab already exists; Tab.Matches has already routed this
// message via the MessageManager pipeline (see Task 2 sender
// filter).
return;
}
if (ActiveTempTabCount >= Plugin.Config.AutoTellTabsLimit)
{
DropOldestTempTab();
}
SpawnTempTab(partner.Value, message);
}
}
private (string Name, uint World)? ExtractTellPartner(Message message)
{
if (message.Code.Type == ChatType.TellIncoming)
{
// Incoming tell: the sender is the conversation partner.
var fromSender = ChunkUtil.TryGetPlayerPayload(message.Sender);
if (fromSender != null)
{
return (fromSender.PlayerName, fromSender.World.RowId);
}
return null;
}
// Outgoing tell: the local player is the sender, the partner shows
// up either as a payload in the content (for tells typed via the
// Chat 2 input bar) or as the channel's tracked tell target (set by
// the SetContextTellTarget game hook).
var fromContent = ChunkUtil.TryGetPlayerPayload(message.Content);
if (fromContent != null)
{
return (fromContent.PlayerName, fromContent.World.RowId);
}
var current = _plugin.CurrentTab.CurrentChannel.TellTarget
?? _plugin.CurrentTab.CurrentChannel.TempTellTarget;
if (current != null && current.IsSet())
{
return (current.Name, current.World);
}
return null;
}
private Tab? FindTempTab(string name, uint world)
{
return Plugin.Config.Tabs.FirstOrDefault(t =>
t.IsTempTab
&& t.TellTarget != null
&& string.Equals(t.TellTarget.Name, name, StringComparison.OrdinalIgnoreCase)
&& t.TellTarget.World == world);
}
private void DropOldestTempTab()
{
// Greeted tabs are dropped before un-greeted ones (the user said
// "I'm done with that conversation"), and within each bucket we
// pick the oldest LastActivity. This protects active conversations
// and unfinished greetings while still freeing up a slot.
var victim = Plugin.Config.Tabs
.Select((tab, idx) => (Tab: tab, Index: idx))
.Where(t => t.Tab.IsTempTab)
.OrderByDescending(t => t.Tab.IsGreeted)
.ThenBy(t => t.Tab.LastActivity)
.FirstOrDefault();
if (victim.Tab == null)
{
return;
}
Plugin.Config.Tabs.RemoveAt(victim.Index);
// Re-anchor the active tab so the user does not silently end up on
// a different conversation when their tab gets dropped or shifted.
if (victim.Index <= _plugin.LastTab)
{
_plugin.WantedTab = 0;
}
}
private void SpawnTempTab((string Name, uint World) partner, Message currentMessage)
{
// Stub — implemented in Task 11.
}
internal void MarkGreeted(Tab tab)
{
// Stub — implemented in Task 12.
}
internal void UnmarkGreeted(Tab tab)
{
// Stub — implemented in Task 12.
}
internal bool IsGreeted(Tab tab)
{
return tab.IsGreeted;
}
private void OnLogout(int type, int code)
{
// Stub — implemented in Task 10.
}
}