Difference between revisions of "Chat"

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Minecraft supports two-way chat communication via the [[Protocol#Chat_Message_.280x03.29|0x03 chat message]] packet.
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{{Hatnote|This page previously contained documentation on text formatting features, which can now be found at [[Text formatting]].}}
  
== Character Set ==
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This article details various aspects of Minecraft's chat system. The packets themselves are documented in [[Protocol]].
  
Minecraft loads its internal 8-bit character set from <code>fonts.txt</code> in <code>minecraft.jar</code>. Ignoring the first line then stripping newlines, the file lists characters 32-255 in order. It follows ASCII for values under 0x80.
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== Client chat mode ==
  
The character set is as follows:
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The client may use the Chat Mode field of the [[Protocol#Client Information (configuration)|Client Information]] packet to indicate that it only wants to receive some types of chat messages.
<blockquote>
 
<code>
 
" !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_'abcdefghijklmnopqrstuvwxyz{|}~⌂ÇüéâäàåçêëèïîìÄÅÉæÆôöòûùÿÖÜø£Ø׃áíóúñѪº¿®¬½¼¡«»"
 
</code>
 
</blockquote>
 
  
This list encapsulates all characters that are in the fonts file. Characters outside of this are acceptable, but are rendered differently.
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It is the server's responsibility to not send packets if the client has the given type disabled. However, it is the client's responsibility to not send incorrect chat packets.
  
== Font ==
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Here's a matrix comparing what packets the server should send to clients based on their chat settings:
  
Minecraft has two fonts types: Default (<code>default.png</code>) and Unicode(<code>glyph_XX.png</code>). Default will fallback on unicode characters if they are not provided (default only has the first 256 glyphs). The minecraft client calculates the widths of the default font type on startup whilst the sizes of the unicode type are provided in <code>glyph_sizes.bin</code>. Each byte in <code>glyph_sizes.bin</code> contains the start and end position of each character, the top nibble (0xF0) is the start position and the bottom nibble (0x0F) is the end position (relative to the characters position in the font sheet).  
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{| class="wikitable"
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!rowspan="2" | Clientbound packet
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!colspan="3" | Client setting
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!rowspan="2" | Usage
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|-
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! Full
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! Commands only
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! Hidden
 +
|-
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| [[Protocol#Player Chat Message|Player Chat Message]]
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| {{yes|✔}}
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| {{no|✘}}
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| {{no|✘}}
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| Player-initiated chat messages, including the commands <code>/say</code>, <code>/me</code>, <code>/msg</code>, <code>/tell</code>, <code>/w</code> and <code>/teammsg</code>.
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|-
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| [[Protocol#Disguised Chat Message|Disguised Chat Message]]
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| {{yes|✔}}
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| {{no|✘}}
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| {{no|✘}}
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| Messages sent by non-players using the commands <code>/say</code>, <code>/me</code>, <code>/msg</code>, <code>/tell</code>, <code>/w</code> and <code>/teammsg</code>.
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|-
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| [[Protocol#System Chat Message|System Chat Message]]
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| {{yes|✔}}
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| {{yes|✔}}
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| {{no|✘}}
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| Feedback from running a command, such as "Your game mode has been updated to creative."
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|-
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| [[Protocol#System Chat Message|System Chat Message]] (overlay)
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| {{yes|✔}}
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| {{yes|✔}}
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| {{yes|✔}}
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| Game state information that is displayed above the hot bar, such as "You may not rest now, the bed is too far away".
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|}
  
Example: https://gist.github.com/TkTech/dff9bbe54c9a074612e1
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Here's a matrix comparing what the client may send based on its chat setting:
  
== Control Sequences ==
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{| class="wikitable"
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!rowspan="2" | Serverbound packet
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!colspan="3" | Client setting
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|-
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! Full
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! Commands only
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! Hidden
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|-
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| [[Protocol#Chat Message|Chat Message]]
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| {{yes|✔}}
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| {{maybe|✘<ref group="note">This behavior varies.  The Notchian server <em>previously</em> rejected chat messages, but now allows them to go through (sending them to all players, but they're invisible on the sender's side).  CraftBukkit and derivatives continue to reject this.  See [https://bugs.mojang.com/browse/MC-116824 MC-116824] for more information.</ref>}}
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| {{no|✘}}
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|-
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| [[Protocol#Chat Command|Chat Command]]
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| {{yes|✔}}
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| {{yes|✔}}
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| {{no|✘}}
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|}
  
The client treats certain two-character sequences specially. The first character must be:
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If the client attempts to send a chat message and the server rejects it, the Notchian server will send that client a [[Protocol#System Chat Message|System Chat Message]] (non-overlay) with a red <code>chat.disabled.options</code> translation component (which becomes "Chat disabled in client options.").
  
(U+00A7) for minecraft
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== Social Interactions (blocking) ==
*& for minecraft classic
 
  
The following character indicates a certain colour or formatting to apply to the proceeding text.
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1.16 added a ''social interactions screen'' that lets players block chat from other players. Blocking takes place clientside by detecting whether a message is from a blocked player.
  
The Notchian client expects that an escape code in a chat message will be followed by at least one character, and will otherwise crash with a StringIndexOutOfBoundsException. The workaround for servers is to never end a message with a color control character.
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[[Protocol#Player Chat Message|Player Chat Message]] packets are blocked based on the included sender UUID.
  
=== Colors ===
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[[Protocol#Disguised Chat Message|Disguised Chat Message]] packets are never blocked.
  
These correspond very roughly to the colors available in ANSI terminals.
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[[Protocol#System Chat Message|System Chat Message]] packets (regardless of the Overlay field!) are blocked based on the first occurrence of <code><''playername''></code> anywhere in the message, including split across multiple text components, where ''playername'' may be any text, including the empty string or whitespace. If ''playername'' is the name of a blocked player (matched case-sensitively), the message is blocked. This only occurs if Hide Matched Names is enabled in Chat Settings (the default).
  
e.g.: <code>This is white, but §4this is dark red</code>
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== Notes ==
  
[[File:Colors.png|thumb|Hex digit to color mapping]]
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<references group="note" />
 
 
{| class="wikitable" style="text-align:center;" border="1" cellpadding="5"
 
|-
 
! colspan="1"  width="8px"| Sample
 
! colspan="1" | Code
 
! colspan="1" | Common Name
 
! colspan="3" | Foreground Color
 
! colspan="3" | Background Color
 
! colspan="1" | Hexadecimal
 
|-
 
| || ||
 
|width="30px"|R
 
|width="30px"|G
 
|width="30px"|B
 
|width="30px"|R
 
|width="30px"|G
 
|width="30px"|B
 
||
 
|-
 
| bgcolor="black" |
 
| 0 || Black || 0 || 0 || 0 || 0 || 0 || 0 || #000000
 
|-
 
| bgcolor=#0000aa |
 
| 1 || Dark blue || 0 || 0 || 170 || 0 || 0 || 42 || #0000aa
 
|-
 
| bgcolor=#00aa00 |
 
| 2 || Dark green || 0 || 170 || 0 || 0 || 42 || 0 || #00aa00
 
|-
 
| bgcolor=#00aaaa |
 
| 3 || Dark cyan || 0  || 170 || 170 || 0 || 42 || 42 || #00aaaa
 
|-
 
| bgcolor=#aa0000 |
 
| 4 || Dark red || 170 || 0 || 0 || 42 || 0 || 0 || #aa0000
 
|-
 
| bgcolor=#aa00aa |
 
| 5 || Purple || 170 || 0 || 170 || 42 || 0 || 42 || #aa00aa
 
|-
 
| bgcolor=#ffaa00 |
 
| 6 || Gold || 255 || 170 || 0 || 42 || 42 || 0 || #ffaa00
 
|-
 
| bgcolor=#aaaaaa |
 
| 7 || Gray || 170 || 170 || 170 || 42 || 42 || 42 || #aaaaaa
 
|-
 
| bgcolor=#555555 |
 
| 8 || Dark gray || 85 || 85 || 85 || 21 || 21 || 21 || #555555
 
|-
 
| bgcolor=#5555ff |
 
| 9 || Blue || 85 || 85 || 255 || 21 || 21 || 63 || #5555ff
 
|-
 
| bgcolor=#55ff55 |
 
| a || Bright green || 85 || 255 || 85 || 21 || 63 || 21 || #55ff55
 
|-
 
| bgcolor=#55FFFF |
 
| b || Cyan || 85 || 255 || 255 || 21 || 63 || 63 || #55ffff
 
|-
 
| bgcolor=#FF5555 |
 
| c || Red || 255 || 85 || 85 || 63 || 21 || 21 || #ff5555
 
|-
 
| bgcolor=#FF55FF |
 
| d || Pink || 255 || 85 || 255 || 63 || 21 || 63 || #ff55ff
 
|-
 
| bgcolor=#FFFF55 |
 
| e || Yellow || 255 || 255 || 85 || 63 || 63 || 21 || #ffff55
 
|-
 
| bgcolor=#FFFFFF |
 
| f || White || 255 || 255 || 255 || 63 || 63 || 63 || #ffffff
 
|}
 
 
 
=== Styles ===
 
 
 
Like the color codes above, style escape codes are created by combining § (U+00A7) with one of the following characters. Style codes can be combined (except for "r") to enable multiple effects at once. Using any color codes will reset the current style back to plain (unknown if this is a bug or intended behavior). The "r" plain style code will also reset the current chat color back to white (may also be a bug). The "k" random style code is used for the "§kFUNKY LOL" message in /title/splashes.txt inside minecraft.jar.
 
 
 
{| class="wikitable" style="text-align:center;" border="1" cellpadding="5"
 
|-
 
! colspan="1" | Sample
 
! colspan="1" | Code
 
! colspan="1" | Style
 
|-
 
| [[File:random_chat.gif]] || k || Random
 
|-
 
| [[File:bold_chat.png]] || l || Bold
 
|-
 
| [[File:strikethrough_chat.png]] || m || Strikethrough
 
|-
 
| [[File:underlined_chat.png]] || n || Underlined
 
|-
 
| [[File:italic_chat.png]] || o || Italic
 
|-
 
| [[File:plain_chat.png]] || r || Plain White
 
|}
 
  
 
[[Category:Protocol Details]]
 
[[Category:Protocol Details]]
 
[[Category:Minecraft Modern]]
 
[[Category:Minecraft Modern]]

Latest revision as of 23:22, 13 March 2024

This page previously contained documentation on text formatting features, which can now be found at Text formatting.

This article details various aspects of Minecraft's chat system. The packets themselves are documented in Protocol.

Client chat mode

The client may use the Chat Mode field of the Client Information packet to indicate that it only wants to receive some types of chat messages.

It is the server's responsibility to not send packets if the client has the given type disabled. However, it is the client's responsibility to not send incorrect chat packets.

Here's a matrix comparing what packets the server should send to clients based on their chat settings:

Clientbound packet Client setting Usage
Full Commands only Hidden
Player Chat Message Player-initiated chat messages, including the commands /say, /me, /msg, /tell, /w and /teammsg.
Disguised Chat Message Messages sent by non-players using the commands /say, /me, /msg, /tell, /w and /teammsg.
System Chat Message Feedback from running a command, such as "Your game mode has been updated to creative."
System Chat Message (overlay) Game state information that is displayed above the hot bar, such as "You may not rest now, the bed is too far away".

Here's a matrix comparing what the client may send based on its chat setting:

Serverbound packet Client setting
Full Commands only Hidden
Chat Message [note 1]
Chat Command

If the client attempts to send a chat message and the server rejects it, the Notchian server will send that client a System Chat Message (non-overlay) with a red chat.disabled.options translation component (which becomes "Chat disabled in client options.").

Social Interactions (blocking)

1.16 added a social interactions screen that lets players block chat from other players. Blocking takes place clientside by detecting whether a message is from a blocked player.

Player Chat Message packets are blocked based on the included sender UUID.

Disguised Chat Message packets are never blocked.

System Chat Message packets (regardless of the Overlay field!) are blocked based on the first occurrence of <playername> anywhere in the message, including split across multiple text components, where playername may be any text, including the empty string or whitespace. If playername is the name of a blocked player (matched case-sensitively), the message is blocked. This only occurs if Hide Matched Names is enabled in Chat Settings (the default).

Notes

  1. This behavior varies. The Notchian server previously rejected chat messages, but now allows them to go through (sending them to all players, but they're invisible on the sender's side). CraftBukkit and derivatives continue to reject this. See MC-116824 for more information.