(a00338777) v0.9.2.1
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@@ -1,5 +1,4 @@
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using Barotrauma.Sounds;
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using Lidgren.Network;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -13,13 +12,13 @@ namespace Barotrauma.Networking
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class VoipClient : IDisposable
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{
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private GameClient gameClient;
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private NetClient netClient;
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private ClientPeer netClient;
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private DateTime lastSendTime;
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private List<VoipQueue> queues;
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private UInt16 storedBufferID = 0;
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public VoipClient(GameClient gClient,NetClient nClient)
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public VoipClient(GameClient gClient,ClientPeer nClient)
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{
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gameClient = gClient;
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netClient = nClient;
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@@ -59,19 +58,19 @@ namespace Barotrauma.Networking
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if (DateTime.Now >= lastSendTime + VoipConfig.SEND_INTERVAL)
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{
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NetOutgoingMessage msg = netClient.CreateMessage();
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte)ClientPacketHeader.VOICE);
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msg.Write((byte)VoipCapture.Instance.QueueID);
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VoipCapture.Instance.Write(msg);
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netClient.SendMessage(msg, NetDeliveryMethod.Unreliable);
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netClient.Send(msg, DeliveryMethod.Unreliable);
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lastSendTime = DateTime.Now;
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}
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}
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public void Read(NetBuffer msg)
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public void Read(IReadMessage msg)
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{
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byte queueId = msg.ReadByte();
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VoipQueue queue = queues.Find(q => q.QueueID == queueId);
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@@ -95,7 +94,7 @@ namespace Barotrauma.Networking
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client.VoipSound = new VoipSound(GameMain.SoundManager, client.VoipQueue);
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}
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if (client.Character != null && !client.Character.IsDead && !client.Character.IsDead && client.Character.SpeechImpediment <= 100.0f)
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if (client.Character != null && !client.Character.IsDead && client.Character.SpeechImpediment <= 100.0f)
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{
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var messageType = ChatMessage.CanUseRadio(client.Character, out WifiComponent radio) ? ChatMessageType.Radio : ChatMessageType.Default;
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client.Character.ShowSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);
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@@ -114,8 +113,27 @@ namespace Barotrauma.Networking
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client.VoipSound.UseMuffleFilter = SoundPlayer.ShouldMuffleSound(Character.Controlled, client.Character.WorldPosition, ChatMessage.SpeakRange, client.Character.CurrentHull);
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}
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}
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GameMain.NetLobbyScreen.SetPlayerSpeaking(client);
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GameMain.NetLobbyScreen?.SetPlayerSpeaking(client);
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GameMain.GameSession?.CrewManager?.SetClientSpeaking(client);
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if (client.VoipSound.CurrentAmplitude > 0.1f) //TODO: might need to tweak
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{
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if (client.Character != null)
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{
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Vector3 clientPos = new Vector3(client.Character.WorldPosition.X, client.Character.WorldPosition.Y, 0.0f);
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Vector3 listenerPos = GameMain.SoundManager.ListenerPosition;
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float attenuationDist = client.VoipSound.Near * 1.125f;
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if (Vector3.DistanceSquared(clientPos, listenerPos) < attenuationDist * attenuationDist)
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{
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GameMain.SoundManager.VoipAttenuatedGain = 0.5f;
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}
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}
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else
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{
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GameMain.SoundManager.VoipAttenuatedGain = 0.5f;
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}
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}
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}
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}
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