fix(chat): support body and content fields in world and DM chat messages; feat(audio): add sound toggle switch and mute controls
checkpoint / checkpoint (push) Successful in 6m11s

This commit is contained in:
2026-09-19 13:38:23 +00:00
parent 7b693899a7
commit 7abf37ea81
13 changed files with 558 additions and 14 deletions
+22 -1
View File
@@ -195,7 +195,28 @@ func request(
var detail := "HTTP error %d" % response_code
var parsed: Variant = _parse_json(json_string)
if parsed is Dictionary and (parsed as Dictionary).has("detail"):
detail = str((parsed as Dictionary)["detail"])
var raw_detail = (parsed as Dictionary)["detail"]
if raw_detail is Array and not raw_detail.is_empty():
var parts: Array[String] = []
for val_err in raw_detail:
if val_err is Dictionary and val_err.has("msg"):
var loc_arr = val_err.get("loc", [])
var loc_str := ""
if loc_arr is Array:
var filtered_loc: Array[String] = []
for x in loc_arr:
if str(x) != "body":
filtered_loc.append(str(x))
loc_str = ".".join(filtered_loc)
if loc_str != "":
parts.append("%s: %s" % [loc_str, str(val_err.get("msg"))])
else:
parts.append(str(val_err.get("msg")))
else:
parts.append(str(val_err))
detail = ", ".join(parts)
else:
detail = str(raw_detail)
return _make_result(false, response_code, null, detail)
+57
View File
@@ -13,10 +13,16 @@ const STREAM_BELL: AudioStream = preload("res://assets/audio/bell.wav")
const STREAM_DOOR: AudioStream = preload("res://assets/audio/door_open.wav")
const POOL_SIZE: int = 16
const SETTINGS_FILE := "user://audio_settings.json"
signal sound_toggled(enabled: bool)
var _players: Array[AudioStreamPlayer] = []
var _player_index: int = 0
## Whether sound effects and audio output are enabled.
var sound_enabled: bool = true
## Number of active AudioStreamPlayers in the pool.
var pool_size: int:
get:
@@ -26,12 +32,59 @@ var pool_size: int:
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
_init_pool()
_load_settings()
var tree := get_tree()
if tree != null:
tree.node_added.connect(_on_node_added)
_hook_existing_buttons(tree.root)
func _load_settings() -> void:
if FileAccess.file_exists(SETTINGS_FILE):
var file := FileAccess.open(SETTINGS_FILE, FileAccess.READ)
if file != null:
var text := file.get_as_text()
var parsed = JSON.parse_string(text)
if parsed is Dictionary and parsed.has("sound_enabled"):
set_sound_enabled(bool(parsed["sound_enabled"]), false)
return
set_sound_enabled(true, false)
func _save_settings() -> void:
var file := FileAccess.open(SETTINGS_FILE, FileAccess.WRITE)
if file != null:
file.store_string(JSON.stringify({"sound_enabled": sound_enabled}))
## Check whether sound is currently enabled.
func is_sound_enabled() -> bool:
return sound_enabled
## Enable or disable sound output.
func set_sound_enabled(enabled: bool, save: bool = true) -> void:
sound_enabled = enabled
if not sound_enabled:
for player in _players:
if player != null and is_instance_valid(player) and player.playing:
player.stop()
var master_idx := AudioServer.get_bus_index("Master")
if master_idx >= 0:
AudioServer.set_bus_mute(master_idx, not sound_enabled)
if save:
_save_settings()
sound_toggled.emit(sound_enabled)
## Toggle sound between ON and OFF. Returns new state.
func toggle_sound() -> bool:
set_sound_enabled(not sound_enabled)
if sound_enabled:
play_click()
return sound_enabled
func _init_pool() -> void:
if not _players.is_empty():
return
@@ -45,6 +98,8 @@ func _init_pool() -> void:
## Play an audio stream on the specified bus with volume and pitch settings.
func play_sound(stream: AudioStream, bus: String = "Master", volume_db: float = 0.0, pitch_scale: float = 1.0) -> AudioStreamPlayer:
if not sound_enabled:
return null
if stream == null:
return null
if _players.is_empty():
@@ -120,6 +175,8 @@ func _hook_button(btn: BaseButton) -> void:
func _on_button_pressed(btn: BaseButton) -> void:
if not sound_enabled:
return
if not is_instance_valid(btn):
return
if btn.is_in_group("no_click_sound"):
+1 -1
View File
@@ -280,7 +280,7 @@ func _add_message_row(container: VBoxContainer, msg_data: Dictionary, conv_type:
elif msg_data.has("sender") and msg_data["sender"] is Dictionary:
author = str(msg_data["sender"].get("username", author))
var content: String = str(msg_data.get("content", ""))
var content: String = str(msg_data.get("content", msg_data.get("body", "")))
var label := Label.new()
label.text = "[%s]: %s" % [author, content]
+1
View File
@@ -13,6 +13,7 @@ const CONTROLS_DATA = [
{"key": "E", "action": "Interact with objects & chests"},
{"key": "T / Enter", "action": "Open In-World Chat"},
{"key": "Tab / F1", "action": "Friends & Social Panel"},
{"key": "M", "action": "Toggle Sound (Mute / Unmute)"},
{"key": "F2", "action": "Creator Studio / World Editor"},
{"key": "F11 / Alt+Enter", "action": "Toggle Fullscreen"},
{"key": "ESC", "action": "Pause Menu / Go Back / Close Modal"},
+41 -1
View File
@@ -188,6 +188,13 @@ func _unhandled_input(event: InputEvent) -> void:
get_viewport().set_input_as_handled()
_toggle_friends_overlay()
return
elif event.keycode == KEY_M:
if not (_build_editor != null and is_instance_valid(_build_editor)) and not (_chat_overlay != null and is_instance_valid(_chat_overlay)):
get_viewport().set_input_as_handled()
var audio_mgr = get_node_or_null("/root/AudioManager")
if audio_mgr and audio_mgr.has_method("toggle_sound"):
audio_mgr.toggle_sound()
return
if event.is_action_pressed("toggle_build_mode"):
get_viewport().set_input_as_handled()
@@ -263,6 +270,27 @@ func _setup_in_game_hud() -> void:
report_btn.pressed.connect(_toggle_report_modal)
bar.add_child(report_btn)
var sound_btn := Button.new()
sound_btn.name = "SoundButton"
_update_hud_sound_button(sound_btn)
sound_btn.pressed.connect(func():
var audio_mgr = get_node_or_null("/root/AudioManager")
if audio_mgr and audio_mgr.has_method("toggle_sound"):
audio_mgr.toggle_sound()
_update_hud_sound_button(sound_btn)
)
var audio_singleton = get_node_or_null("/root/AudioManager")
if audio_singleton and audio_singleton.has_signal("sound_toggled"):
var on_toggled = func(_enabled: bool):
if is_instance_valid(sound_btn):
_update_hud_sound_button(sound_btn)
audio_singleton.sound_toggled.connect(on_toggled)
sound_btn.tree_exiting.connect(func():
if is_instance_valid(audio_singleton) and audio_singleton.sound_toggled.is_connected(on_toggled):
audio_singleton.sound_toggled.disconnect(on_toggled)
)
bar.add_child(sound_btn)
var exit_btn := Button.new()
exit_btn.text = "🚪 Menu [ESC]"
exit_btn.pressed.connect(func():
@@ -301,7 +329,7 @@ func _setup_in_game_hud() -> void:
controls_pill.offset_right = -220
var hint_lbl := Label.new()
hint_lbl.text = "[W][A][S][D] Move [Space] Jump [E] Interact [F1] Friends [T] Chat [F2] Build [ESC] Menu"
hint_lbl.text = "[W][A][S][D] Move [Space] Jump [E] Interact [F1] Friends [T] Chat [M] Sound [F2] Build [ESC] Menu"
hint_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
hint_lbl.add_theme_font_size_override("font_size", 12)
hint_lbl.add_theme_color_override("font_color", Color(0.85, 0.9, 0.95, 0.85))
@@ -336,6 +364,18 @@ func _setup_in_game_hud() -> void:
_hud_layer.add_child(creator_pill)
static func _update_hud_sound_button(btn: Button) -> void:
if btn == null or not is_instance_valid(btn):
return
var main_loop = Engine.get_main_loop()
var audio_mgr: Node = main_loop.root.get_node_or_null("AudioManager") if main_loop is SceneTree else null
var enabled: bool = audio_mgr.is_sound_enabled() if audio_mgr and audio_mgr.has_method("is_sound_enabled") else true
if enabled:
btn.text = "🔊 Sound [M]"
else:
btn.text = "🔇 Muted [M]"
func _toggle_report_modal() -> void:
if _report_modal != null and is_instance_valid(_report_modal):
_close_report_modal()
+39
View File
@@ -87,6 +87,18 @@ static func _update_fs_button(btn: Button) -> void:
btn.text = "⛶ Fullscreen (F11)"
static func _update_sound_button(btn: Button) -> void:
if btn == null or not is_instance_valid(btn):
return
var main_loop = Engine.get_main_loop()
var audio_mgr: Node = main_loop.root.get_node_or_null("AudioManager") if main_loop is SceneTree else null
var enabled: bool = audio_mgr.is_sound_enabled() if audio_mgr and audio_mgr.has_method("is_sound_enabled") else true
if enabled:
btn.text = "🔊 Sound: ON"
else:
btn.text = "🔇 Sound: OFF"
func _ready() -> void:
var v := Label.new()
var bl := _build_label()
@@ -134,6 +146,33 @@ func _ready() -> void:
ctrl_btn.pressed.connect(_on_controls_button_pressed)
add_child(ctrl_btn)
var sound_btn := Button.new()
sound_btn.name = "SoundButton"
sound_btn.set_anchors_preset(Control.PRESET_TOP_RIGHT)
sound_btn.offset_left = -440
sound_btn.offset_top = 10
sound_btn.offset_right = -310
sound_btn.offset_bottom = 38
sound_btn.add_theme_font_size_override("font_size", 12)
_update_sound_button(sound_btn)
sound_btn.pressed.connect(func():
var audio_mgr = get_node_or_null("/root/AudioManager")
if audio_mgr and audio_mgr.has_method("toggle_sound"):
audio_mgr.toggle_sound()
_update_sound_button(sound_btn)
)
var audio_singleton = get_node_or_null("/root/AudioManager")
if audio_singleton and audio_singleton.has_signal("sound_toggled"):
var on_toggled = func(_enabled: bool):
if is_instance_valid(sound_btn):
_update_sound_button(sound_btn)
audio_singleton.sound_toggled.connect(on_toggled)
sound_btn.tree_exiting.connect(func():
if is_instance_valid(audio_singleton) and audio_singleton.sound_toggled.is_connected(on_toggled):
audio_singleton.sound_toggled.disconnect(on_toggled)
)
add_child(sound_btn)
# Cache node references.
_auth_buttons_row = $CenterContainer/VBoxContainer/AuthButtonsRow
_login_button = $CenterContainer/VBoxContainer/AuthButtonsRow/LoginButton
+37 -1
View File
@@ -17,6 +17,7 @@ var world_title: String = "World"
var _confirm_box: VBoxContainer
var _main_menu_vbox: VBoxContainer
var _fs_button: Button
var _sound_button: Button
func _init(p_can_edit: bool = false, p_world_title: String = "World") -> void:
@@ -101,6 +102,21 @@ func _ready() -> void:
_update_fs_label()
_main_menu_vbox.add_child(_fs_button)
_sound_button = _make_menu_btn("🔊 Sound FX: ON (M)", _on_toggle_sound)
_update_sound_label()
_main_menu_vbox.add_child(_sound_button)
var audio_mgr = get_node_or_null("/root/AudioManager")
if audio_mgr and audio_mgr.has_signal("sound_toggled"):
var on_toggled = func(_enabled: bool):
if is_instance_valid(_sound_button):
_update_sound_label()
audio_mgr.sound_toggled.connect(on_toggled)
_sound_button.tree_exiting.connect(func():
if is_instance_valid(audio_mgr) and audio_mgr.sound_toggled.is_connected(on_toggled):
audio_mgr.sound_toggled.disconnect(on_toggled)
)
var leave_btn := _make_menu_btn("🚪 Leave World", _on_prompt_leave, Color(1.0, 0.45, 0.45))
_main_menu_vbox.add_child(leave_btn)
@@ -152,7 +168,9 @@ func _on_resume_pressed() -> void:
func _on_toggle_fs() -> void:
Session.toggle_fullscreen()
var sess = Engine.get_main_loop().root.get_node_or_null("Session") if Engine.get_main_loop() else null
if sess and sess.has_method("toggle_fullscreen"):
sess.toggle_fullscreen()
_update_fs_label()
@@ -169,6 +187,24 @@ func _update_fs_label() -> void:
_fs_button.text = "⛶ Fullscreen Mode (F11)"
func _on_toggle_sound() -> void:
var audio_mgr = get_node_or_null("/root/AudioManager")
if audio_mgr and audio_mgr.has_method("toggle_sound"):
audio_mgr.toggle_sound()
_update_sound_label()
func _update_sound_label() -> void:
if _sound_button == null or not is_instance_valid(_sound_button):
return
var audio_mgr = get_node_or_null("/root/AudioManager")
var enabled: bool = audio_mgr.is_sound_enabled() if audio_mgr and audio_mgr.has_method("is_sound_enabled") else true
if enabled:
_sound_button.text = "🔊 Sound FX: ON (M)"
else:
_sound_button.text = "🔇 Sound FX: OFF (M)"
func _on_prompt_leave() -> void:
_main_menu_vbox.visible = false
_confirm_box.visible = true
+45 -3
View File
@@ -15,6 +15,7 @@ func _run() -> void:
quit(1)
return
print("PASS: AudioManager autoload exists in scene tree.")
audio_mgr.set_sound_enabled(true, false)
# 1. Verify streams are valid AudioStream objects
var streams := [
@@ -117,9 +118,50 @@ func _run() -> void:
# Button in no_click_sound group
var silent_btn := Button.new()
silent_btn.add_to_group("no_click_sound")
root.add_child(silent_btn)
await process_frame
silent_btn.emit_signal("pressed")
# 6. Verify sound toggle & mute functionality
var tracker := {"received": false, "val": false}
audio_mgr.sound_toggled.connect(func(val: bool):
tracker["received"] = true
tracker["val"] = val
)
# Toggle OFF
var new_state: bool = audio_mgr.toggle_sound()
if new_state != false or audio_mgr.is_sound_enabled() != false:
printerr("FAIL: toggle_sound() should disable sound")
quit(1)
return
if not tracker["received"] or tracker["val"] != false:
printerr("FAIL: sound_toggled signal not fired on disable")
quit(1)
return
# When sound disabled, play_click should return null
var disabled_p: AudioStreamPlayer = audio_mgr.play_click()
if disabled_p != null:
printerr("FAIL: play_click() returned non-null when sound disabled")
quit(1)
return
print("PASS: Sound disable successfully suppressed audio playback.")
# Toggle back ON
tracker["received"] = false
new_state = audio_mgr.toggle_sound()
if new_state != true or audio_mgr.is_sound_enabled() != true:
printerr("FAIL: toggle_sound() should re-enable sound")
quit(1)
return
if not tracker["received"] or tracker["val"] != true:
printerr("FAIL: sound_toggled signal not fired on re-enable")
quit(1)
return
var reenabled_p: AudioStreamPlayer = audio_mgr.play_click()
if reenabled_p == null:
printerr("FAIL: play_click() returned null after re-enabling sound")
quit(1)
return
print("PASS: Sound re-enable restored audio playback and signal notifications.")
print("SMOKE RESULT: PASS")
quit(0)
+16
View File
@@ -58,6 +58,14 @@ func _run() -> void:
}
ui._add_message_row(ui.world_messages_container, mock_msg, "world")
# Test message row with body field fallback
var mock_msg_body := {
"id": 102,
"author": {"username": "BodyUser"},
"body": "Fallback body content."
}
ui._add_message_row(ui.world_messages_container, mock_msg_body, "world")
if ui.world_messages_container.get_child_count() == 0:
printerr("FAIL: Message row was not added to world_messages_container")
quit(1)
@@ -75,6 +83,14 @@ func _run() -> void:
quit(1)
return
var row2: HBoxContainer = ui.world_messages_container.get_child(1)
var lbl2: Label = row2.get_child(0) as Label
if not lbl2 or not lbl2.text.contains("Fallback body content."):
printerr("FAIL: Fallback body text was not displayed in message row")
quit(1)
return
print("PASS: Message row with body fallback verified.")
print("PASS: Message row with Report button verified.")
# Test report dialog preparation
+172
View File
@@ -0,0 +1,172 @@
extends SceneTree
## Headless verification for world chat message send and sound toggle.
const PauseMenuScript = preload("res://scripts/pause_menu.gd")
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
print("SMOKE: Starting World Chat Send & Sound Toggle verification...")
# 1. Verify AudioManager and sound toggle
var audio_mgr = root.get_node_or_null("AudioManager")
if audio_mgr == null:
printerr("FAIL: AudioManager not found in root")
quit(1)
return
# Test initial state
audio_mgr.set_sound_enabled(true, false)
if not audio_mgr.is_sound_enabled():
printerr("FAIL: sound_enabled should be true")
quit(1)
return
var p = audio_mgr.play_click()
if p == null:
printerr("FAIL: play_click should return player when sound enabled")
quit(1)
return
print("PASS: Sound plays when enabled.")
# Test toggle OFF
var toggled: bool = audio_mgr.toggle_sound()
if toggled != false or audio_mgr.is_sound_enabled() != false:
printerr("FAIL: toggle_sound should return false")
quit(1)
return
if audio_mgr.play_click() != null:
printerr("FAIL: play_click should return null when sound disabled")
quit(1)
return
print("PASS: Sound disabled and suppressed.")
# Test toggle ON
toggled = audio_mgr.toggle_sound()
if toggled != true or audio_mgr.is_sound_enabled() != true:
printerr("FAIL: toggle_sound should return true")
quit(1)
return
if audio_mgr.play_click() == null:
printerr("FAIL: play_click should return player after re-enabling")
quit(1)
return
print("PASS: Sound re-enabled and restored.")
# 2. Verify MainMenu SoundButton
var main_menu_scene := load("res://scenes/main_menu.tscn")
if main_menu_scene:
var menu = main_menu_scene.instantiate()
root.add_child(menu)
await process_frame
var sound_btn = menu.get_node_or_null("SoundButton")
if sound_btn == null:
printerr("FAIL: SoundButton not found on MainMenu")
quit(1)
return
if not sound_btn.text.contains("Sound: ON"):
printerr("FAIL: SoundButton text should be ON, got: ", sound_btn.text)
quit(1)
return
# Click button
sound_btn.emit_signal("pressed")
await process_frame
if not sound_btn.text.contains("Sound: OFF"):
printerr("FAIL: SoundButton text should be OFF after click, got: ", sound_btn.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
menu.queue_free()
await process_frame
print("PASS: MainMenu SoundButton toggle verified.")
# 3. Verify PauseMenu sound button
var pause_menu = PauseMenuScript.new(true, "Test World")
root.add_child(pause_menu)
await process_frame
if pause_menu._sound_button == null:
printerr("FAIL: _sound_button not found in PauseMenu")
quit(1)
return
if not pause_menu._sound_button.text.contains("Sound FX: ON"):
printerr("FAIL: PauseMenu sound button should say ON, got: ", pause_menu._sound_button.text)
quit(1)
return
pause_menu._sound_button.emit_signal("pressed")
await process_frame
if not pause_menu._sound_button.text.contains("Sound FX: OFF"):
printerr("FAIL: PauseMenu sound button should say OFF after toggle, got: ", pause_menu._sound_button.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
pause_menu.queue_free()
await process_frame
print("PASS: PauseMenu sound button toggle verified.")
# 4. Verify in-game Game HUD SoundButton
var game_scene := load("res://scenes/game.tscn")
if game_scene:
var game_node = game_scene.instantiate()
root.add_child(game_node)
await process_frame
var hud_sound_btn = game_node.find_child("SoundButton", true, false) as Button
if hud_sound_btn == null:
printerr("FAIL: SoundButton not found in game HUD")
quit(1)
return
if not hud_sound_btn.text.contains("Sound [M]"):
printerr("FAIL: HUD sound button should say Sound [M], got: ", hud_sound_btn.text)
quit(1)
return
hud_sound_btn.emit_signal("pressed")
await process_frame
if not hud_sound_btn.text.contains("Muted [M]"):
printerr("FAIL: HUD sound button should say Muted [M] after click, got: ", hud_sound_btn.text)
quit(1)
return
audio_mgr.set_sound_enabled(true, false)
game_node.queue_free()
await process_frame
print("PASS: In-game HUD sound button toggle verified.")
# 5. Verify world chat API send & retrieve (if backend reachable)
var api_client = root.get_node_or_null("ApiClient")
if api_client != null:
var reg_res = await api_client.register("chat_u_%d" % int(Time.get_unix_time_from_system()), "testpass123", "chat_%d@test.com" % int(Time.get_unix_time_from_system()), true)
if reg_res.ok:
var world_res = await api_client.create_world("ChatTestWorld_%d" % int(Time.get_unix_time_from_system()), "Chat test world")
if world_res.ok and world_res.data is Dictionary:
var wid: int = int(world_res.data.get("id", 0))
var send_res = await api_client.send_world_chat_message(wid, "Test message from smoke test!")
if not send_res.ok:
printerr("FAIL: send_world_chat_message failed: ", send_res.detail)
quit(1)
return
print("PASS: send_world_chat_message succeeded.")
var list_res = await api_client.get_world_chat_messages(wid)
if not list_res.ok:
printerr("FAIL: get_world_chat_messages failed: ", list_res.detail)
quit(1)
return
var msgs: Array = []
if list_res.data is Dictionary and list_res.data.has("messages"):
msgs = list_res.data["messages"]
elif list_res.data is Array:
msgs = list_res.data
if msgs.is_empty():
printerr("FAIL: world chat messages empty after send")
quit(1)
return
var msg_obj = msgs[0]
var body_text: String = str(msg_obj.get("content", msg_obj.get("body", "")))
if not body_text.contains("Test message from smoke test!"):
printerr("FAIL: message text mismatch: ", body_text)
quit(1)
return
print("PASS: World chat message sent and verified in history.")
print("SMOKE RESULT: PASS")
quit(0)
+3 -3
View File
@@ -150,7 +150,7 @@ static func get_dm_messages(api: Node, conversation_id: int, before_id: int = 0,
return await api.request(HTTPClient.METHOD_GET, path, "", "application/json", true)
static func send_dm_message(api: Node, conversation_id: int, content: String) -> Dictionary:
return await api.request(HTTPClient.METHOD_POST, "/api/chat/dm/conversations/%d/messages" % conversation_id, JSON.stringify({"content": content}), "application/json", true)
return await api.request(HTTPClient.METHOD_POST, "/api/chat/dm/conversations/%d/messages" % conversation_id, JSON.stringify({"body": content, "content": content}), "application/json", true)
static func get_world_chat_messages(api: Node, world_id: int, before_id: int = 0, limit: int = 50) -> Dictionary:
var path := "/api/chat/world/%d/messages?limit=%d" % [world_id, limit]
@@ -159,7 +159,7 @@ static func get_world_chat_messages(api: Node, world_id: int, before_id: int = 0
return await api.request(HTTPClient.METHOD_GET, path, "", "application/json", true)
static func send_world_chat_message(api: Node, world_id: int, content: String) -> Dictionary:
return await api.request(HTTPClient.METHOD_POST, "/api/chat/world/%d/messages" % world_id, JSON.stringify({"content": content}), "application/json", true)
return await api.request(HTTPClient.METHOD_POST, "/api/chat/world/%d/messages" % world_id, JSON.stringify({"body": content, "content": content}), "application/json", true)
static func get_room_chat_messages(api: Node, room_id: String, before_id: int = 0, limit: int = 50) -> Dictionary:
var path := "/api/chat/room/%s/messages?limit=%d" % [room_id.uri_encode(), limit]
@@ -168,7 +168,7 @@ static func get_room_chat_messages(api: Node, room_id: String, before_id: int =
return await api.request(HTTPClient.METHOD_GET, path, "", "application/json", true)
static func send_room_chat_message(api: Node, room_id: String, content: String) -> Dictionary:
return await api.request(HTTPClient.METHOD_POST, "/api/chat/room/%s/messages" % room_id.uri_encode(), JSON.stringify({"content": content}), "application/json", true)
return await api.request(HTTPClient.METHOD_POST, "/api/chat/room/%s/messages" % room_id.uri_encode(), JSON.stringify({"body": content, "content": content}), "application/json", true)
static func report_message(api: Node, message_id: int, conversation_type: String, reason: String, context_text: String = "") -> Dictionary:
var payload := {