feature: chat (#36)

* fix(config): load config on demand in get/set instead of asserting

* feat(chat): implement in-game chat box with UTF-8 support

- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library

* fix(ui): correct chat box layout with dynamic height and bottom anchor

* feat(chat): implement client-server chat messaging

Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.

* feat(chat): distinguish between send and cancel in chat input

* feat(ui): add background to Label widget and refactor debug overlay

* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds

TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.

* refactor(ui): move width, height, and fill properties to base Widget

Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).

* refactor(ui): generalize Label background, add ChatBox width method

* feat(chat): implement message expiration after 5 seconds

* feat(ui): add word wrap for chat messages with font width measurement

* feat(audio): implement voice chat using Opus codec

Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.

* feat(audio): implement voice chat with Opus codec and streaming audio source

Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.

* feat(audio): add spatial voice source with underwater effects

Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.

* feat(settings): add player voice volume and voice input type options

- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.

* fix(event): delegate error UI events to each handler

Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.

* feat(chat): add colored system messages for player join/exit

* chore(logging): reduce verbosity for audio loading and input events

* fix(settings): fix typo in config key "vloume"

* feat(ui): add microphone icon when recording voice

* feat(voice): limit voice message range to 48 units

* chore(logging): downgrade text input log level to debug

* feat(credits): add license identifiers and reorganize license files

* feat: add sensitive word filter for chat messages

Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.

* feat(server): add config option to disable voice chat

* fix: correct utf8 validation, add missing include, remove debug log
This commit is contained in:
zhenyan121
2026-07-21 10:21:05 +08:00
committed by GitHub
parent 0f731530da
commit 45d2c8234a
90 changed files with 3931 additions and 357 deletions

View File

@@ -4,14 +4,17 @@
#include "Cubed/gameplay/session.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/math_tools.hpp"
#include "Cubed/tools/uuid.hpp"
#include <nlohmann/json.hpp>
#include <ranges>
#include <utility>
using namespace std::chrono;
using namespace std::chrono_literals;
using namespace google::protobuf;
namespace fs = std::filesystem;
using nlohmann::json;
namespace Cubed {
ServerWorld::ServerWorld(Config& config) : m_config(config) {}
@@ -197,6 +200,21 @@ void ServerWorld::init_world() {
m_cave_carcer.init(ChunkGenerator::seed());
m_river_worm.init(ChunkGenerator::seed());
m_enable_filter = m_config.get("sensitive_filter", false);
Logger::info("sensitive filter {}", m_enable_filter.load());
m_voice_chat = m_config.get("voice_chat", true);
Logger::info("voice chat {}", m_voice_chat.load());
try {
fs::path path = std::format("{}SensitiveLexicon.json", ASSETS_PATH);
std::ifstream s{path};
json j = json::parse(s);
m_filter.load(j);
} catch (const std::exception& e) {
Logger::error("Load SensitiveLexicon.json Fail");
m_enable_filter = false;
}
// m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
start_thread_pool();
@@ -680,20 +698,27 @@ void ServerWorld::handle_player_login(const std::string& name,
auto* rsp = Arena::Create<LoginRsp>(&arena);
rsp->set_success(true);
rsp->set_uuid(uuid);
rsp->set_voice_chat(m_voice_chat);
session->send(make_packet(*rsp), 0);
boardcast_message("Server", std::format("Player {} Join Game", name),
Color::YELLOW, true);
}
void ServerWorld::handle_player_exit(const std::string& uuid) {
std::shared_ptr<Session> exit_session;
ChunkPosSet old_set;
std::string name;
{
std::lock_guard lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it != m_players.end()) {
Logger::info("Player {} Exit the Server", it->second.get_name());
name = it->second.get_name();
Logger::info("Player {} Exit the Server", name);
exit_session = it->second.get_session();
old_set = std::move(it->second.get_chunk_pos_set());
m_players.erase(it);
} else {
Logger::error("Player {} isn't in Server", uuid);
return;
@@ -723,6 +748,9 @@ void ServerWorld::handle_player_exit(const std::string& uuid) {
s->send(make_packet(*rsp), 0);
}
}
boardcast_message("Server", std::format("Player {} Exit Game", name),
Color::YELLOW, true);
}
glm::vec3 ServerWorld::get_player_pos(const std::string& uuid) const {
@@ -753,6 +781,58 @@ void ServerWorld::handle_chunk_req(int task_id, const std::string& uuid,
[task_id, uuid, pos, this]() { send_chunk(task_id, uuid, pos); });
}
void ServerWorld::handle_chat_message(ChatMsg& msg) {
std::string name = msg.name();
std::string message = msg.msg();
auto pool = m_net_thread_pool.load();
pool->enqueue([this, player = std::move(name), m = std::move(message)]() {
boardcast_message(player, m);
});
}
void ServerWorld::handle_voice_message(VoiceMsg& msg) {
if (!m_voice_chat) {
return;
}
auto pool = m_net_thread_pool.load();
std::string uuid = msg.uuid();
std::string data = msg.opus_data();
auto pos = msg.pos();
glm::vec3 p{pos.x(), pos.y(), pos.z()};
pool->enqueue([this, uuid = std::move(uuid), data = std::move(data), p]() {
std::vector<std::shared_ptr<Session>> session;
{
std::shared_lock lock(m_player_mutex);
for (auto& [key, player] : m_players) {
if (key == uuid) {
continue;
}
if (Math::distance2(p, player.get_pos()) > 48.0f * 48.0f) {
continue;
}
session.emplace_back(player.get_session());
}
}
Arena arena;
auto msg = Arena::Create<VoiceMsg>(&arena);
msg->set_uuid(uuid);
msg->set_opus_data(data);
auto pos = msg->mutable_pos();
pos->set_x(p.x);
pos->set_y(p.y);
pos->set_z(p.z);
for (auto& s : session) {
s->send(make_packet(*msg), 5);
}
});
}
void ServerWorld::handle_block_change(const BlockChangeReq& req) {
float x = std::floor(req.pos().x());
float y = std::floor(req.pos().y());
@@ -861,6 +941,36 @@ void ServerWorld::send_server_stop() {
Logger::info("Send Server Mesaage Success");
}
void ServerWorld::boardcast_message(const std::string& name,
const std::string& message, Color color,
bool system_msg) {
std::vector<std::shared_ptr<Session>> m_session;
{
std::shared_lock lock(m_player_mutex);
for (auto& [_, p] : m_players) {
m_session.emplace_back(p.get_session());
}
}
Arena arena;
auto msg = Arena::Create<ChatMsg>(&arena);
if (m_enable_filter) {
msg->set_msg(m_filter.filter(message));
msg->set_name(m_filter.filter(name));
} else {
msg->set_msg(message);
msg->set_name(name);
}
msg->set_color(std::to_underlying(color));
msg->set_system_msg(system_msg);
for (auto& s : m_session) {
s->send(make_packet(*msg));
}
}
int ServerWorld::chunk_load_style() const {
return std::to_underlying(m_chunk_load_style.load());
}