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PlayerChat.cs
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PlayerChat.cs
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// We implemented a chat system that works directly with UNET. The chat supports
// different channels that can be used to communicate with other players:
//
// - **Local Chat:** by default, all messages that don't start with a **/** are
// addressed to the local chat. If one player writes a local message, then all
// players around him _(all observers)_ will be able to see the message.
// - **Whisper Chat:** a player can write a private message to another player by
// using the **/ name message** format.
// - **Guild Chat:** we implemented guild chat support with the **/g message**
// command. Please note that the guild feature itself is still in development,
// so the message will not be read by anyone just yet.
// - **Info Chat:** the info chat can be used by the server to notify all
// players about important news. The clients won't be able to write any info
// messages.
//
// _Note: the channel names, colors and commands can be edited in the Inspector
// by selecting the Player prefab and taking a look at the PlayerChat
// component._
//
// A player can also click on a chat message in order to reply to it.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class ChannelInfo {
public string command; // /w etc.
public string identifierOut; // for sending
public string identifierIn; // for receiving
public Color color;
public ChannelInfo(string _command, string _identifierOut, string _identifierIn, Color _color) {
command = _command;
identifierOut = _identifierOut;
identifierIn = _identifierIn;
color = _color;
}
}
[System.Serializable]
public class MessageInfo {
public string content; // the actual message
public string replyPrefix; // copied to input when clicking the message
public Color color;
public MessageInfo(string sender, string identifier, string message, string _replyPrefix, Color _color) {
// construct the message (we don't really need to save all the parts,
// also this will save future computations)
content = "<b>" + sender + identifier + ":</b> " + message;
replyPrefix = _replyPrefix;
color = _color;
}
}
[NetworkSettings(channel=Channels.DefaultUnreliable)]
public class PlayerChat : NetworkBehaviour {
// channels
[Header("Channels")]
[SerializeField] ChannelInfo chanWhisper = new ChannelInfo("/w", "(TO)", "(FROM)", Color.magenta);
[SerializeField] ChannelInfo chanLocal = new ChannelInfo("", "", "", Color.white);
[SerializeField] ChannelInfo chanGuild = new ChannelInfo("/g", "(Guild)", "(Guild)", Color.cyan);
[SerializeField] ChannelInfo chanInfo = new ChannelInfo("", "(Info)", "(Info)", Color.red);
[Header("Other")]
public int maxLength = 70;
[Client]
public override void OnStartLocalPlayer() {
// test messages
AddMessage(new MessageInfo("", chanInfo.identifierIn, "Just type a message here to chat!", "", chanInfo.color));
AddMessage(new MessageInfo("", chanInfo.identifierIn, " Use /g for guild chat", "", chanInfo.color));
AddMessage(new MessageInfo("", chanInfo.identifierIn, " Use /w NAME to whisper a player", "", chanInfo.color));
AddMessage(new MessageInfo("", chanInfo.identifierIn, " Or click on a message to reply", "", chanInfo.color));
AddMessage(new MessageInfo("Someone", chanGuild.identifierIn, "Anyone here?", "/g ", chanGuild.color));
AddMessage(new MessageInfo("Someone", chanWhisper.identifierIn, "Are you there?", "/w Someone ", chanWhisper.color));
AddMessage(new MessageInfo("Someone", chanLocal.identifierIn, "Hello!", "", chanLocal.color));
}
// submit tries to send the string and then returns the new input text
[Client]
public string OnSubmit(string s) {
// not empty and not only spaces?
if (!Utils.IsNullOrWhiteSpace(s)) {
// command in the commands list?
// note: we don't do 'break' so that one message could potentially
// be sent to multiple channels (see mmorpg local chat)
var lastcommand = "";
if (s.StartsWith(chanWhisper.command)) {
// whisper
var parsed = ParsePM(chanWhisper.command, s);
var user = parsed[0];
var msg = parsed[1];
if (!Utils.IsNullOrWhiteSpace(user) && !Utils.IsNullOrWhiteSpace(msg)) {
if (user != name) {
lastcommand = chanWhisper.command + " " + user + " ";
CmdMsgWhisper(user, msg);
} else print("cant whisper to self");
} else print("invalid whisper format: " + user + "/" + msg);
} else if (!s.StartsWith("/")) {
// local chat is special: it has no command
lastcommand = "";
CmdMsgLocal(s);
} else if (s.StartsWith(chanGuild.command)) {
// guild
var msg = ParseGeneral(chanGuild.command, s);
lastcommand = chanGuild.command + " ";
CmdMsgGuild(msg);
}
// input text should be set to lastcommand
return lastcommand;
}
// input text should be cleared
return "";
}
[Client]
void AddMessage(MessageInfo mi) {
FindObjectOfType<UIChat>().AddMessage(mi);
}
// parse a message of form "/command message"
static string ParseGeneral(string command, string msg) {
if (msg.StartsWith(command + " "))
// remove the "/command " prefix
return msg.Substring(command.Length + 1); // command + space
return "";
}
static string[] ParsePM(string command, string pm) {
// parse to /w content
var content = ParseGeneral(command, pm);
// now split the content in "user msg"
if (content != "") {
// find the first space that separates the name and the message
var i = content.IndexOf(" ");
if (i >= 0) {
var user = content.Substring(0, i);
var msg = content.Substring(i+1);
return new string[] {user, msg};
}
}
return new string[] {"", ""};
}
// networking //////////////////////////////////////////////////////////////
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
void CmdMsgLocal(string message) {
if (message.Length > maxLength) return;
// it's local chat, so let's send it to all observers via ClientRpc
RpcMsgLocal(name, message);
}
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
void CmdMsgGuild(string message) {
if (message.Length > maxLength) return;
// not implemented yet. let's show some kind of info message
print("Guild Chat not implemented yet!");
}
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
void CmdMsgWhisper(string playerName, string message) {
if (message.Length > maxLength) return;
// find the player with that name (note: linq version is too ugly)
foreach (var entry in NetworkServer.objects) {
var chat = entry.Value.GetComponent<PlayerChat>();
if (entry.Value.name == playerName && chat != null) {
// receiver gets a 'from' message, sender gets a 'to' message
chat.TargetMsgWhisperFrom(chat.connectionToClient, name, message);
TargetMsgWhisperTo(connectionToClient, entry.Value.name, message);
return;
}
}
}
// message handlers ////////////////////////////////////////////////////////
[TargetRpc(channel=Channels.DefaultUnreliable)] // only send to one client
public void TargetMsgWhisperFrom(NetworkConnection target, string sender, string message) {
// add message with identifierIn
string identifier = chanWhisper.identifierIn;
string reply = chanWhisper.command + " " + sender + " "; // whisper
AddMessage(new MessageInfo(sender, identifier, message, reply, chanWhisper.color));
}
[TargetRpc(channel=Channels.DefaultUnreliable)] // only send to one client
public void TargetMsgWhisperTo(NetworkConnection target, string receiver, string message) {
// add message with identifierOut
string identifier = chanWhisper.identifierOut;
string reply = chanWhisper.command + " " + receiver + " "; // whisper
AddMessage(new MessageInfo(receiver, identifier, message, reply, chanWhisper.color));
}
[ClientRpc(channel=Channels.DefaultUnreliable)] // send to observers
public void RpcMsgLocal(string sender, string message) {
// add message with identifierIn or Out depending on who sent it
string identifier = sender != name ? chanLocal.identifierIn : chanLocal.identifierOut;
string reply = chanWhisper.command + " " + sender + " "; // whisper
AddMessage(new MessageInfo(sender, identifier, message, reply, chanLocal.color));
}
[TargetRpc(channel=Channels.DefaultUnreliable)] // only send to one client
public void TargetMsgInfo(NetworkConnection target, string message) {
AddMessage(new MessageInfo("", chanInfo.identifierIn, message, "", chanInfo.color));
}
}