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revert packet name to Disguised and make it more like ChatPacket::Player
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35 changes: 33 additions & 2 deletions
35
azalea-protocol/src/packets/game/clientbound_disguised_chat_packet.rs
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,10 +1,41 @@ | ||
use super::clientbound_player_chat_packet::ChatTypeBound; | ||
use azalea_buf::McBuf; | ||
use azalea_chat::FormattedText; | ||
use azalea_chat::{ | ||
translatable_component::{StringOrComponent, TranslatableComponent}, | ||
FormattedText, | ||
}; | ||
use azalea_protocol_macros::ClientboundGamePacket; | ||
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// A disguised chat packet is basically the same as a normal | ||
// [`ClientboundPlayerChatPacket`], except that it doesn't have any of the chat | ||
// signing things. Vanilla servers use this when messages are sent from the | ||
// console. | ||
#[derive(Clone, Debug, McBuf, ClientboundGamePacket, PartialEq)] | ||
pub struct ClientboundMaskedChatPacket { | ||
pub struct ClientboundDisguisedChatPacket { | ||
pub message: FormattedText, | ||
pub chat_type: ChatTypeBound, | ||
} | ||
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impl ClientboundDisguisedChatPacket { | ||
/// Get the full message, including the sender part. | ||
#[must_use] | ||
pub fn message(&self) -> FormattedText { | ||
let sender = self.chat_type.name.clone(); | ||
let content = self.message.clone(); | ||
let target = self.chat_type.target_name.clone(); | ||
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let translation_key = self.chat_type.chat_type.chat_translation_key(); | ||
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let mut args = vec![ | ||
StringOrComponent::FormattedText(sender), | ||
StringOrComponent::FormattedText(content), | ||
]; | ||
if let Some(target) = target { | ||
args.push(StringOrComponent::FormattedText(target)); | ||
} | ||
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let component = TranslatableComponent::new(translation_key.to_string(), args); | ||
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FormattedText::Translatable(component) | ||
} | ||
} |
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