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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
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:
@@ -154,6 +154,28 @@ TextMesh Font::vertices(const std::string& text) {
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return {std::move(vertices), max_x - min_x, max_y - min_y, 0, 0};
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}
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float Font::text_width(const std::string& text) {
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auto& f = Font::get();
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hb_buffer_t* buffer = hb_buffer_create();
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hb_buffer_add_utf8(buffer, text.c_str(), text.size(), 0, text.size());
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hb_buffer_guess_segment_properties(buffer);
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hb_shape(f.m_hb_font, buffer, nullptr, 0);
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unsigned int count = 0;
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auto* positions = hb_buffer_get_glyph_positions(buffer, &count);
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hb_position_t advance = 0;
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for (unsigned int i = 0; i < count; ++i) {
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advance += positions[i].x_advance;
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}
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hb_buffer_destroy(buffer);
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return static_cast<float>(advance) / 64.0f;
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}
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const Texture* Font::text_texture() { return m_text_texture.get(); }
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const std::string& Font::font_path() { return m_font_path; }
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118
src/tools/sensitive_filter.cpp
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118
src/tools/sensitive_filter.cpp
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@@ -0,0 +1,118 @@
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#include "Cubed/tools/sensitive_filter.hpp"
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#include <queue>
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#include <utf8cpp/utf8.h>
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using nlohmann::json;
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namespace Cubed {
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SensitiveFilter::SensitiveFilter() {
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};
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void SensitiveFilter::load(const nlohmann::json& j) {
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trie.clear();
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trie.emplace_back();
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for (const auto& item : j["words"]) {
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auto str = item.get<std::string>();
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std::u32string word;
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utf8::utf8to32(str.begin(), str.end(), std::back_inserter(word));
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insert(word);
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}
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build();
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}
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std::string SensitiveFilter::filter(std::string_view str) {
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if (!utf8::is_valid(str.begin(), str.end())) {
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return {};
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}
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int state = 0;
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std::vector<char32_t> text;
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auto it = str.begin();
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while (it != str.end()) {
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text.push_back(utf8::next(it, str.end()));
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}
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std::vector<uint8_t> mask(text.size(), 0);
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for (size_t i = 0; i < text.size(); i++) {
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char32_t ch = text[i];
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auto it = trie[state].next.find(ch);
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while (state && it == trie[state].next.end()) {
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state = trie[state].fail;
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it = trie[state].next.find(ch);
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}
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if (it != trie[state].next.end()) {
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state = it->second;
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}
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int t = state;
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while (t) {
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if (trie[t].end) {
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size_t begin = i + 1 - trie[t].length;
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for (size_t j = begin; j < begin + trie[t].length; j++)
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mask[j] = true;
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}
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t = trie[t].fail;
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}
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}
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std::string out;
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for (size_t i = 0; i < text.size();) {
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if (mask[i]) {
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out += "***";
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while (i < text.size() && mask[i])
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++i;
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} else {
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// char32_t -> UTF8
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utf8::append(text[i], std::back_inserter(out));
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++i;
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}
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}
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return out;
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}
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void SensitiveFilter::insert(const std::u32string& word) {
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int now = 0;
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for (char32_t ch : word) {
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auto it = trie[now].next.find(ch);
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if (it == trie[now].next.end()) {
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trie[now].next[ch] = trie.size();
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trie.emplace_back();
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}
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now = trie[now].next[ch];
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}
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trie[now].end = true;
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trie[now].length = word.size();
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}
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void SensitiveFilter::build() {
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std::queue<int> q;
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for (auto [ch, to] : trie[0].next) {
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trie[to].fail = 0;
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q.push(to);
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}
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while (!q.empty()) {
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int u = q.front();
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q.pop();
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for (auto [ch, v] : trie[u].next) {
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int f = trie[u].fail;
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while (f && !trie[f].next.count(ch))
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f = trie[f].fail;
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if (trie[f].next.count(ch))
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trie[v].fail = trie[f].next[ch];
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q.push(v);
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}
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}
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}
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} // namespace Cubed
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