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Improvement of the automatic completion of player names in chat
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parent
5d5aa10515
commit
92eaccfcb2
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@ -323,6 +323,32 @@ bool CChat::OnInput(IInput::CEvent Event)
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str_truncate(m_aCompletionBuffer, sizeof(m_aCompletionBuffer), m_Input.GetString() + m_PlaceholderOffset, m_PlaceholderLength);
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}
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if(!m_CompletionUsed && m_aCompletionBuffer[0] != '/')
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{
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// Create the completion list of player names through which the player can iterate
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const char *PlayerName, *FoundInput;
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m_PlayerCompletionListLength = 0;
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for(auto &PlayerInfo : m_pClient->m_Snap.m_paInfoByName)
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{
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if(PlayerInfo)
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{
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PlayerName = m_pClient->m_aClients[PlayerInfo->m_ClientID].m_aName;
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FoundInput = str_utf8_find_nocase(PlayerName, m_aCompletionBuffer);
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if(FoundInput != 0)
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{
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m_aPlayerCompletionList[m_PlayerCompletionListLength].ClientID = PlayerInfo->m_ClientID;
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// The score for suggesting a player name is determined by the distance of the search input to the beginning of the player name
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m_aPlayerCompletionList[m_PlayerCompletionListLength].Score = (int)(FoundInput - PlayerName);
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m_PlayerCompletionListLength++;
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}
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}
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}
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std::stable_sort(m_aPlayerCompletionList, m_aPlayerCompletionList + m_PlayerCompletionListLength,
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[](const CRateablePlayer &p1, const CRateablePlayer &p2) -> bool {
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return p1.Score < p2.Score;
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});
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}
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if(m_aCompletionBuffer[0] == '/')
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{
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CCommand *pCompletionCommand = 0;
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@ -395,50 +421,34 @@ bool CChat::OnInput(IInput::CEvent Event)
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{
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// find next possible name
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const char *pCompletionString = 0;
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if(m_PlayerCompletionListLength > 0)
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{
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// We do this in a loop, if a player left the game during the repeated pressing of Tab, they are skipped
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CGameClient::CClientData *CompletionClientData;
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for(int i = 0; i < m_PlayerCompletionListLength; ++i)
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{
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if(m_ReverseTAB && m_CompletionUsed)
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{
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m_CompletionChosen--;
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}
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else if(!m_ReverseTAB)
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{
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m_CompletionChosen++;
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m_CompletionChosen = (m_CompletionChosen + 2 * MAX_CLIENTS) % (2 * MAX_CLIENTS);
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}
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if(m_CompletionChosen < 0)
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{
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m_CompletionChosen += m_PlayerCompletionListLength;
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}
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m_CompletionChosen %= m_PlayerCompletionListLength;
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m_CompletionUsed = true;
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for(int i = 0; i < 2 * MAX_CLIENTS; ++i)
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CompletionClientData = &m_pClient->m_aClients[m_aPlayerCompletionList[m_CompletionChosen].ClientID];
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if(!CompletionClientData->m_Active)
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{
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int SearchType;
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int Index;
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if(m_ReverseTAB)
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{
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SearchType = ((m_CompletionChosen - i + 2 * MAX_CLIENTS) % (2 * MAX_CLIENTS)) / MAX_CLIENTS;
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Index = (m_CompletionChosen - i + MAX_CLIENTS) % MAX_CLIENTS;
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}
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else
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{
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SearchType = ((m_CompletionChosen + i) % (2 * MAX_CLIENTS)) / MAX_CLIENTS;
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Index = (m_CompletionChosen + i) % MAX_CLIENTS;
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}
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if(!m_pClient->m_Snap.m_paInfoByName[Index])
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continue;
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int Index2 = m_pClient->m_Snap.m_paInfoByName[Index]->m_ClientID;
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bool Found = false;
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if(SearchType == 1)
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{
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if(str_utf8_comp_nocase_num(m_pClient->m_aClients[Index2].m_aName, m_aCompletionBuffer, str_length(m_aCompletionBuffer)) &&
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str_utf8_find_nocase(m_pClient->m_aClients[Index2].m_aName, m_aCompletionBuffer))
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Found = true;
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}
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else if(!str_utf8_comp_nocase_num(m_pClient->m_aClients[Index2].m_aName, m_aCompletionBuffer, str_length(m_aCompletionBuffer)))
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Found = true;
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if(Found)
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{
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pCompletionString = m_pClient->m_aClients[Index2].m_aName;
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m_CompletionChosen = Index + SearchType * MAX_CLIENTS;
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pCompletionString = CompletionClientData->m_aName;
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break;
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}
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}
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@ -4,9 +4,9 @@
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#define GAME_CLIENT_COMPONENTS_CHAT_H
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#include <engine/shared/config.h>
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#include <engine/shared/ringbuffer.h>
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#include <game/client/component.h>
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#include <game/client/lineinput.h>
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#include <game/client/skin.h>
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class CChat : public CComponent
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@ -80,6 +80,13 @@ class CChat : public CComponent
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char m_aCompletionBuffer[256];
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int m_PlaceholderOffset;
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int m_PlaceholderLength;
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struct CRateablePlayer
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{
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int ClientID;
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int Score;
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};
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CRateablePlayer m_aPlayerCompletionList[MAX_CLIENTS];
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int m_PlayerCompletionListLength;
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struct CCommand
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{
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