Exemple #1
0
        protected void HandleMessageChat(InPacket packet)
        {
            var    chatType   = (ChatMessageType)packet.ReadByte();
            var    language   = (Language)packet.ReadInt32();
            UInt64 senderGuid = packet.ReadUInt64();
            var    unkInt     = packet.ReadUInt32();

            UInt32 senderNameLen   = 0;
            string senderName      = null;
            UInt64 receiverGuid    = 0;
            UInt32 receiverNameLen = 0;
            string receiverName    = null;
            string channelName     = null;

            switch (chatType)
            {
            case ChatMessageType.MonsterSay:
            case ChatMessageType.MonsterParty:
            case ChatMessageType.MonsterYell:
            case ChatMessageType.MonsterWhisper:
            case ChatMessageType.MonsterEmote:
            case ChatMessageType.RaidBossEmote:
            case ChatMessageType.RaidBossWhisper:
            case ChatMessageType.BattleNet:
                senderNameLen = packet.ReadUInt32();
                senderName    = packet.ReadCString();
                receiverGuid  = packet.ReadUInt64();
                if (receiverGuid != 0 && !receiverGuid.IsPlayer() && !receiverGuid.IsPet())
                {
                    receiverNameLen = packet.ReadUInt32();
                    receiverName    = packet.ReadCString();
                }
                break;

            case ChatMessageType.WhisperForeign:
                senderNameLen = packet.ReadUInt32();
                senderName    = packet.ReadCString();
                receiverGuid  = packet.ReadUInt64();
                break;

            case ChatMessageType.BattlegroundNeutral:
            case ChatMessageType.BattlegroundAlliance:
            case ChatMessageType.BattlegroundHorde:
                receiverGuid = packet.ReadUInt64();
                if (receiverGuid != 0 && !receiverGuid.IsPlayer())
                {
                    receiverNameLen = packet.ReadUInt32();
                    receiverName    = packet.ReadCString();
                }
                break;

            case ChatMessageType.Achievement:
            case ChatMessageType.GuildAchievement:
                receiverGuid = packet.ReadUInt64();
                break;

            default:
                if (packet.Header.Command == WorldCommand.SMSG_GM_MESSAGECHAT)
                {
                    senderNameLen = packet.ReadUInt32();
                    senderName    = packet.ReadCString();
                }

                if (chatType == ChatMessageType.Channel)
                {
                    channelName = packet.ReadCString();
                }

                receiverGuid = packet.ReadUInt64();
                break;
            }

            UInt32 messageLen = packet.ReadUInt32();
            string message    = packet.ReadCString();
            var    chatTag    = (ChatTag)packet.ReadByte();

            if (chatType == ChatMessageType.Achievement || chatType == ChatMessageType.GuildAchievement)
            {
                var achievementId = packet.ReadUInt32();
            }

            ChatChannel channel = new ChatChannel();

            channel.Type = chatType;

            if (chatType == ChatMessageType.Channel)
            {
                channel.ChannelName = channelName;
            }

            ChatMessage chatMessage = new ChatMessage();

            chatMessage.Message  = message;
            chatMessage.Language = language;
            chatMessage.ChatTag  = chatTag;
            chatMessage.Sender   = channel;

            //! If we know the name of the sender GUID, use it
            //! For system messages sender GUID is 0, don't need to do anything fancy
            if (senderGuid == 0 || !string.IsNullOrEmpty(senderName) ||
                Game.World.PlayerNameLookup.TryGetValue(senderGuid, out senderName))
            {
                chatMessage.Sender.Sender = senderName;
                Game.UI.PresentChatMessage(chatMessage);
                return;
            }

            //! If not we place the message in the queue,
            //! .. either existent
            Queue <ChatMessage> messageQueue = null;

            if (Game.World.QueuedChatMessages.TryGetValue(senderGuid, out messageQueue))
            {
                messageQueue.Enqueue(chatMessage);
            }
            //! or non existent
            else
            {
                messageQueue = new Queue <ChatMessage>();
                messageQueue.Enqueue(chatMessage);
                Game.World.QueuedChatMessages.Add(senderGuid, messageQueue);
            }

            //! Furthermore we send CMSG_NAME_QUERY to the server to retrieve the name of the sender
            OutPacket response = new OutPacket(WorldCommand.CMSG_NAME_QUERY);

            response.Write(senderGuid);
            Game.SendPacket(response);

            //! Enqueued chat will be printed when we receive SMSG_NAME_QUERY_RESPONSE
        }