102 lines
3.5 KiB
C#
102 lines
3.5 KiB
C#
using Barotrauma.Items.Components;
|
|
using Lidgren.Network;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Text;
|
|
|
|
namespace Barotrauma.Networking
|
|
{
|
|
class VoipServer
|
|
{
|
|
private NetServer netServer;
|
|
private List<VoipQueue> queues;
|
|
private Dictionary<VoipQueue,DateTime> lastSendTime;
|
|
|
|
public VoipServer(NetServer server)
|
|
{
|
|
this.netServer = server;
|
|
queues = new List<VoipQueue>();
|
|
lastSendTime = new Dictionary<VoipQueue, DateTime>();
|
|
}
|
|
|
|
public void RegisterQueue(VoipQueue queue)
|
|
{
|
|
if (!queues.Contains(queue)) queues.Add(queue);
|
|
}
|
|
|
|
public void UnregisterQueue(VoipQueue queue)
|
|
{
|
|
if (queues.Contains(queue)) queues.Remove(queue);
|
|
}
|
|
|
|
public void SendToClients(List<Client> clients)
|
|
{
|
|
foreach (VoipQueue queue in queues)
|
|
{
|
|
if (queue.LastReadTime < DateTime.Now - VoipConfig.SEND_INTERVAL) { continue; }
|
|
|
|
if (lastSendTime.ContainsKey(queue))
|
|
{
|
|
if ((lastSendTime[queue] + VoipConfig.SEND_INTERVAL) > DateTime.Now) { continue; }
|
|
lastSendTime[queue] = DateTime.Now;
|
|
}
|
|
else
|
|
{
|
|
lastSendTime.Add(queue, DateTime.Now);
|
|
}
|
|
|
|
Client sender = clients.Find(c => c.VoipQueue == queue);
|
|
|
|
foreach (Client recipient in clients)
|
|
{
|
|
if (recipient == sender) { continue; }
|
|
|
|
if (!CanReceive(sender, recipient)) { continue; }
|
|
|
|
NetOutgoingMessage msg = netServer.CreateMessage();
|
|
|
|
msg.Write((byte)ServerPacketHeader.VOICE);
|
|
msg.Write((byte)queue.QueueID);
|
|
queue.Write(msg);
|
|
|
|
GameMain.Server.CompressOutgoingMessage(msg);
|
|
|
|
netServer.SendMessage(msg, recipient.Connection, NetDeliveryMethod.Unreliable);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool CanReceive(Client sender, Client recipient)
|
|
{
|
|
if (Screen.Selected != GameMain.GameScreen) { return true; }
|
|
|
|
//no-one can hear muted players
|
|
if (sender.Muted) { return false; }
|
|
|
|
bool recipientSpectating = recipient.Character == null || recipient.Character.IsDead;
|
|
bool senderSpectating = sender.Character == null || sender.Character.IsDead;
|
|
|
|
//spectators cannot speak with in-game players or vice versa
|
|
//TODO: allow spectators to hear the voice chat if close enough to the speaker?
|
|
if (recipientSpectating != senderSpectating) { return false; }
|
|
|
|
//both spectating, no need to do radio/distance checks
|
|
if (recipientSpectating && senderSpectating) { return true; }
|
|
|
|
//sender can't speak
|
|
if (sender.Character != null && sender.Character.SpeechImpediment >= 100.0f) { return false; }
|
|
|
|
//check if the message can be sent via radio
|
|
if (ChatMessage.CanUseRadio(sender.Character, out WifiComponent senderRadio) &&
|
|
ChatMessage.CanUseRadio(recipient.Character, out WifiComponent recipientRadio))
|
|
{
|
|
if (recipientRadio.CanReceive(senderRadio)) { return true; }
|
|
}
|
|
|
|
//otherwise do a distance check
|
|
return ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRange) < 1.0f;
|
|
}
|
|
}
|
|
}
|