Files
GTAConnectedDocs/resources/chat/server.js
Claude 2b62ce56ce Fix chat issues: lobby visibility, event errors, message display, and text alignment
- Remove event.preventDefault() calls as these events are not cancellable in GTA Connected
- Add in-game detection using localPlayer to hide chat when in lobby
- Change network event parameters from objects to individual args for compatibility
- Fix text alignment with consistent font sizes and proper vertical centering
- Rename to "Revolution chat" per user preference
2026-01-26 10:04:19 +00:00

367 lines
12 KiB
JavaScript

// ============================================================================
// CHAT RESOURCE - Server Side
// Enhanced chat system with custom UI, welcome/leave messages, and features
// ============================================================================
// Chat colors using toColour for integer format
const COLOUR_WHITE = toColour(255, 255, 255, 255);
const COLOUR_ACTION = toColour(200, 100, 255, 255);
const COLOUR_WHISPER = toColour(255, 255, 100, 255);
const COLOUR_SHOUT = toColour(255, 100, 100, 255);
const COLOUR_OOC = toColour(150, 150, 150, 255);
const COLOUR_ADMIN = toColour(255, 100, 100, 255);
const COLOUR_SYSTEM = toColour(100, 200, 255, 255);
const COLOUR_ORANGE = toColour(255, 200, 100, 255);
const COLOUR_ERROR = toColour(255, 100, 100, 255);
const COLOUR_GRAY = toColour(200, 200, 200, 255);
const COLOUR_LOCAL = toColour(200, 255, 200, 255);
const COLOUR_JOIN = toColour(63, 185, 80, 255);
const COLOUR_LEAVE = toColour(248, 81, 73, 255);
// Chat history (for logging purposes)
let chatHistory = [];
const maxHistory = 100;
// Store last PM sender for reply function
let lastPMSender = {};
// ============================================================================
// EVENTS
// ============================================================================
addEventHandler("OnResourceStart", function(event, resource) {
if (resource == thisResource) {
console.log("[Chat] Resource started - Custom chat system active");
}
});
// ============================================================================
// PLAYER JOIN/LEAVE EVENTS
// ============================================================================
addEventHandler("OnPlayerJoined", function(event, client) {
// Broadcast join notification to all clients
// Send player name directly for better compatibility
let clients = getClients();
for (let i = 0; i < clients.length; i++) {
triggerNetworkEvent("playerJoined", clients[i], client.name);
}
// Log to console
console.log("[Chat] " + client.name + " joined the server");
// Also send via native message for fallback
message(client.name + " has joined the server", COLOUR_JOIN);
});
addEventHandler("OnPlayerQuit", function(event, client, reason) {
// Get disconnect reason text
let reasonText = getDisconnectReason(reason);
// Broadcast leave notification to all remaining clients
// Send individual parameters for better compatibility
let clients = getClients();
for (let i = 0; i < clients.length; i++) {
if (clients[i].index !== client.index) {
triggerNetworkEvent("playerLeft", clients[i], client.name, reasonText);
}
}
// Log to console
console.log("[Chat] " + client.name + " left the server (" + reasonText + ")");
// Also send via native message for fallback
message(client.name + " has left the server (" + reasonText + ")", COLOUR_LEAVE);
// Clear PM data
delete lastPMSender[client.index];
});
function getDisconnectReason(reason) {
switch(reason) {
case 0: return "Disconnected";
case 1: return "Timed Out";
case 2: return "Kicked";
case 3: return "Banned";
case 4: return "Connection Lost";
default: return "Unknown";
}
}
// ============================================================================
// CHAT MESSAGE HANDLING
// ============================================================================
addEventHandler("OnPlayerChat", function(event, client, messageText) {
// Broadcast to all clients via custom network event
// Send individual parameters for better compatibility
let clients = getClients();
for (let i = 0; i < clients.length; i++) {
triggerNetworkEvent("chatMessage", clients[i], messageText, "normal", client.name);
}
// Log to history
logChat(client.name, messageText, "chat");
// Prevent default chat handling (we use custom UI)
return false;
});
// Network event handler for chat messages from custom UI
addNetworkHandler("chatSendMessage", function(client, messageText) {
if (!messageText || messageText.length === 0) return;
console.log("[Chat] Received message from " + client.name + ": " + messageText);
// Check if it's a command
if (messageText.charAt(0) === '/') {
// Parse command
let parts = messageText.substring(1).split(" ");
let command = parts[0].toLowerCase();
let params = parts.slice(1).join(" ");
handleCommand(client, command, params);
return;
}
// Regular chat message - broadcast to all clients
// Send individual parameters for better compatibility
let clients = getClients();
for (let i = 0; i < clients.length; i++) {
triggerNetworkEvent("chatMessage", clients[i], messageText, "normal", client.name);
}
// Log to history
logChat(client.name, messageText, "chat");
});
// ============================================================================
// COMMAND HANDLING
// ============================================================================
addEventHandler("OnPlayerCommand", function(event, client, command, params) {
handleCommand(client, command.toLowerCase(), params);
});
function handleCommand(client, cmd, params) {
switch(cmd) {
case "pm":
case "msg":
case "whisper":
case "w":
if (params && params.length > 0) {
let parts = params.split(" ");
let targetName = parts[0];
let messageText = parts.slice(1).join(" ");
if (messageText.length > 0) {
sendPrivateMessage(client, targetName, messageText);
} else {
sendSystemMessage(client, "[USAGE] /pm <player> <message>");
}
} else {
sendSystemMessage(client, "[USAGE] /pm <player> <message>");
}
break;
case "me":
case "action":
if (params && params.length > 0) {
broadcastChatMessage("* " + client.name + " " + params, "action");
logChat(client.name, params, "action");
} else {
sendSystemMessage(client, "[USAGE] /me <action>");
}
break;
case "do":
if (params && params.length > 0) {
broadcastChatMessage("* " + params + " (" + client.name + ")", "action");
logChat(client.name, params, "do");
} else {
sendSystemMessage(client, "[USAGE] /do <description>");
}
break;
case "shout":
case "s":
if (params && params.length > 0) {
broadcastChatMessage(client.name + " shouts: " + params.toUpperCase() + "!", "shout");
logChat(client.name, params, "shout");
} else {
sendSystemMessage(client, "[USAGE] /shout <message>");
}
break;
case "ooc":
case "b":
if (params && params.length > 0) {
broadcastChatMessage("(( " + client.name + ": " + params + " ))", "ooc");
logChat(client.name, params, "ooc");
} else {
sendSystemMessage(client, "[USAGE] /ooc <message>");
}
break;
case "local":
case "l":
if (params && params.length > 0) {
sendLocalMessage(client, params);
} else {
sendSystemMessage(client, "[USAGE] /local <message>");
}
break;
case "reply":
case "r":
if (params && params.length > 0) {
replyToLastPM(client, params);
} else {
sendSystemMessage(client, "[USAGE] /r <message>");
}
break;
case "clear":
case "cls":
// Clear chat for this player
sendSystemMessage(client, "Chat cleared");
break;
}
}
// ============================================================================
// MESSAGE FUNCTIONS
// ============================================================================
function broadcastChatMessage(text, type, senderName) {
// Send individual parameters for better compatibility
let clients = getClients();
for (let i = 0; i < clients.length; i++) {
triggerNetworkEvent("chatMessage", clients[i], text, type || "normal", senderName || "");
}
}
function sendChatMessage(client, text, type, playerName) {
// Send individual parameters for better compatibility
triggerNetworkEvent("chatMessage", client, text, type || "normal", playerName || "");
}
function sendSystemMessage(client, text) {
sendChatMessage(client, text, "system");
// Also send via native for fallback
messageClient(text, client, COLOUR_SYSTEM);
}
function sendPrivateMessage(sender, targetName, messageText) {
let target = findPlayer(targetName);
if (target) {
if (target.index === sender.index) {
sendSystemMessage(sender, "[PM] You cannot message yourself!");
return;
}
// Send to target via custom UI
sendChatMessage(target, "[PM from " + sender.name + "]: " + messageText, "whisper");
// Confirm to sender via custom UI
sendChatMessage(sender, "[PM to " + target.name + "]: " + messageText, "whisper");
// Store for reply function
lastPMSender[target.index] = sender.index;
logChat(sender.name, "-> " + target.name + ": " + messageText, "pm");
} else {
sendSystemMessage(sender, "[PM] Player not found: " + targetName);
}
}
function replyToLastPM(client, messageText) {
if (lastPMSender[client.index] !== undefined) {
let targetIndex = lastPMSender[client.index];
let clients = getClients();
let target = null;
for (let i = 0; i < clients.length; i++) {
if (clients[i].index === targetIndex) {
target = clients[i];
break;
}
}
if (target) {
sendPrivateMessage(client, target.name, messageText);
} else {
sendSystemMessage(client, "[PM] The player you're trying to reply to is no longer online");
}
} else {
sendSystemMessage(client, "[PM] No one has messaged you yet");
}
}
function sendLocalMessage(sender, messageText) {
if (!sender.player) {
sendSystemMessage(sender, "[LOCAL] You need to spawn first!");
return;
}
let senderPos = sender.player.position;
let localRange = 30.0; // 30 units range for local chat
let clients = getClients();
// Send to nearby players
for (let i = 0; i < clients.length; i++) {
let client = clients[i];
if (client.player) {
let clientPos = client.player.position;
let distance = getDistance(senderPos, clientPos);
if (distance <= localRange) {
sendChatMessage(client, "(Local) " + sender.name + ": " + messageText, "local");
}
}
}
logChat(sender.name, messageText, "local");
}
function findPlayer(name) {
let clients = getClients();
let nameLower = name.toLowerCase();
for (let i = 0; i < clients.length; i++) {
if (clients[i].name.toLowerCase() === nameLower ||
clients[i].name.toLowerCase().indexOf(nameLower) !== -1) {
return clients[i];
}
}
return null;
}
function getDistance(pos1, pos2) {
let dx = pos1.x - pos2.x;
let dy = pos1.y - pos2.y;
let dz = pos1.z - pos2.z;
return Math.sqrt(dx * dx + dy * dy + dz * dz);
}
function logChat(playerName, messageText, type) {
let entry = {
time: new Date().toISOString(),
player: playerName,
message: messageText,
type: type
};
chatHistory.push(entry);
// Keep history limited
if (chatHistory.length > maxHistory) {
chatHistory.shift();
}
console.log("[Chat][" + type + "] " + playerName + ": " + messageText);
}
console.log("[Chat] Server script loaded - Welcome/Leave messages enabled!");