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.
Could you link me the chat messaging policy? I did a quick search about it and the best I could find was this
With this page it would appear that as long as the messages were filtered with the highest filter setting it would be fine
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.
Messages must be filtered internally by TextChatService. You are not allowed to use the text filtering API’s for user messages.
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
Custom chat systems must use the TextChatService API’s to send and receive messages. Forms of legacy chat are no longer allowed, as they do not use these new APIS’s. I’ve released a custom chat system myself OpenTextChatService - Open-Source Implementation of TextChatService. It’s fine to create a custom chat system so long as you use the new API’s. They filter messages appropriately but it is not up to you what is deemed a chat message. Chat messages can only be created via SendAsync.
That is not a chat message so it is fine to use the text filtering API for that. It is not ok to use the text filtering API for chat messages anymore.
Yeah, I know, I’m also very, very sure there is a specific method given by Roblox to also do the text service stuff, just giving a theoretical what if there wasn’t, and that it would still be allowed to filter messages with whatever filters Roblox does give.
And create an appropriate TextChannel to facilitate that messaging. Where the users use SendAsync (TextChatService filters the messages) and where both users must be present in the server. The same reason you can’t have message history is the same reason you can’t have offline messaging.
Wouldn’t it then only be against TOS if you did it incorrectly then? Just because you could do a horrible job at implementing it, doesn’t mean it’s not allowed to correctly implement it.
There is no way to correctly implement message history with the tools we currently have.
Why would we need a separate chat channel for this? This is simply recreating the message history feature that the legacy chat system offered, where when a player joins the game, any messages previously sent in chat (where those players are still in the game) will be visible to them.
I dunno how you came to that conclusion, but you worked insanely closely with chat systems, so you’d know more than me, so I won’t argue.