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GetChatForUserAsync

The GetChatForUserAsync function returns the text in a properly filtered manner for the specified Player/UserId. This should be used in the context of chats between players, although there are some other cases where text filtering is required.

This function returns the string appropriate for sending and displaying to a target user (specified by toUserId) from the original sender using the least restrictive filtering appropriate for the target user, with Chat privacy settings of both users enforced. This string should only be shown to the target user, as it might not be appropriate for all users.

This method throws an error if the two users are not allowed to chat (that is, if Chat/CanUserChatAsync would return false for the given sender and receiver). If this method throws the string should not be displayed to the user. In addition, this function will throw an error if CanUserChatAsync would return false, so CanUserChatAsync should be called first to check.

This function currently throws an error if the user with the id toUserId is not online on the current server.

If text can be used for real-time or near real-time communication it should use this method.

This function will return immediately in most cases. The only time it will yield is if the target user is offline or has just joined the server and their filtering info is not yet loaded.

Parameters

Name Type Default Description

Id of the user being chatted.

Returns

Return Type Summary

Filtered text string


Code Samples


TextFilterResult:GetChatForUserAsync

This example sets up a widget that allows a player to send a message to another. Such a widget needs at least two scripts: a local script to handle input and displaying messages, and a script to filter the messages on the server. Because this example has a player sending a message to another specific player, the GetChatForUserAsync function should be used.

A working example can be found here.

-- ===============
-- LocalScript
-- ===============
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
 
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
local screen = playerGui:WaitForChild("MessageScreen")
local sendMessageEvent = ReplicatedStorage:WaitForChild("SendPrivateMessage")
 
-- GUI elements for send frame
local sendFrame = screen:WaitForChild("SendFrame")
local recipientField = sendFrame:WaitForChild("Recipient")
local writeMessageField = sendFrame:WaitForChild("Message")
local sendButton = sendFrame:WaitForChild("Send")
 
-- GUI elements for receive frame
local receiveFrame = screen:WaitForChild("ReceiveFrame")
local senderField = receiveFrame:WaitForChild("From")
local readMessageField = receiveFrame:WaitForChild("Message")
 
-- Called when send button is clicked
local function onSendClicked()
	-- Try to find the recipient. Only want to send message if recipient exists
	local recipient = Players:FindFirstChild(recipientField.Text)
	local message = writeMessageField.Text
	if recipient and message ~= "" then
		-- Send the message
		sendMessageEvent:FireServer(recipient, message)
		-- Clean up send frame
		recipientField.Text = ""
		writeMessageField.Text = ""
	end	
end
 
-- Called when send message event fires meaning this client got a message
local function onReceiveMessage(sender, message)
	-- Populate fields of receive frame with the sender and message
	senderField.Text = sender.Name
	readMessageField.Text = message
end
 
-- Bind event functions
sendButton.MouseButton1Click:Connect(onSendClicked)
sendMessageEvent.OnClientEvent:Connect(onReceiveMessage)

-- ===============
-- Server Script
-- ===============
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TextService = game:GetService("TextService")
 
local sendMessageEvent = ReplicatedStorage.SendPrivateMessage
 
local function getTextObject(message, fromPlayerId)
	local textObject
	local success, errorMessage = pcall(function()
		textObject = TextService:FilterStringAsync(message, fromPlayerId)
	end)
	if success then
		return textObject
	end
	return false
end
 
local function getFilteredMessage(textObject, toPlayerId)
	local filteredMessage
	local success, errorMessage = pcall(function()
		filteredMessage = textObject:GetChatForUserAsync(toPlayerId)
	end)
	if success then
		return filteredMessage
	end
	return false
end
 
-- Called when client sends a message
local function onSendMessage(sender, recipient, message)
	if message ~= "" then
		-- Filter the incoming message and send the filtered message
		local messageObject = getTextObject(message, sender.UserId)
 
		if messageObject then
			local filteredMessage = getFilteredMessage(messageObject, recipient.UserId)
			sendMessageEvent:FireClient(recipient, sender, message)
		end
	end
end
 
sendMessageEvent.OnServerEvent:Connect(onSendMessage)