With LegacyChatService being removed, I have been slowly adjusting things to work with the new TextChatService, however I noticed something missing.
With LegacyChatService, when joining a game that all ready had players in it sending chat messages, you could see all of those messages as long as the player that sent the message was still in the game when you joined like this
However after switching over to TextChatService this no longer is the case
I tried looking around in the documentation but as I’m new to this I had no luck in finding anything.
This feature was very useful for me as not only did I like to see what players were talking about before I joined, but also in some cases players would be talking about a cheater they saw which would help me quickly find and moderate them.
If anybody could help I would appreciate it thanks!
While that is an alternative solution I was more hoping for just some setting to switch on as this was built into LegacyChatService, I’ll keep this in mind though incase there isint a better solution
Edit: TextChatService.OnIncommingMessage only works on the client, it would be unsafe and complicated for the client to tell the server what messages were displayed in chat to be saved
There have been many people including me who wish to replicate or add back the chat log history. This used to be a built in feature to LegacyChatService and was useful in many ways, as long as we only store the messages that were all ready filtered by the chat I don’t see any issues how it could be hurtful to have.
I recognize how useful this is, but with the new chat messaging policy there is no way to be sure that a user is allowed to view those messages. The messages being filtered is not enough to comply with user chat preferences.
You do realize that module was made for TextChatService, it has 45 likes, I am sure Roblox would of deleted it, if it violated ToS. If so what ToS term would it violate?
You do realize that the module is deleted right? And just because “it has lots of likes” or “someone else did it so it must be ok” doesn’t make it any less a violation of TOS.
Pretty sure Roblox has methods and stuff that gives you the user’s chat preferences and whatnot, so you can apply the correct filter for each player individually.
You cannot guarantee which filter setting is used, and it is not ok to use FilterStringAsync for chat messages. Furthermore, the CanChat APIs were a temporary measure for the transitional period. All user initiated messaging must be made via SendAsync.
I would assume so as well since I all ready found a post on how to check if a player has blocked anybody, meaning I can simply not show them those specific chat messages saved.
So, assuming you are correct that there is no way to correctly filter strings, that would mean that making custom chat systems wouldn’t be allowed? Right?
Even though Roblox specifically has stated that you are still allowed to do that, but just had to migrate it to the new system they are using instead of using legacy. (which I remember in their post a few months ago, id be happy to link exactly where it says this stuff though)
There are many games such as Islands where you can place a sign and write text on it, they obviously need to get filtered somehow and they are not a “chat message” either, which means there are allowed ways to filter text
Looks like roblox allows filtering for the text you have to do it yourself. If it is not filtered you are responsible and your experience will be taken down until it is added.
While CanChat was made to help developers transition to the new TextChatService, they also did not indicate that it would be removed, which means we can also still use this to figure out who a player can chat with