117 lines
4.1 KiB
C#
117 lines
4.1 KiB
C#
using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using MoonSharp.Interpreter;
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namespace Barotrauma.Networking
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{
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class VoipServer
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{
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private ServerPeer netServer;
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private List<VoipQueue> queues;
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private Dictionary<VoipQueue,DateTime> lastSendTime;
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public VoipServer(ServerPeer server)
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{
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this.netServer = server;
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queues = new List<VoipQueue>();
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lastSendTime = new Dictionary<VoipQueue, DateTime>();
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}
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public void RegisterQueue(VoipQueue queue)
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{
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if (!queues.Contains(queue)) queues.Add(queue);
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}
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public void UnregisterQueue(VoipQueue queue)
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{
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if (queues.Contains(queue)) queues.Remove(queue);
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}
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public void SendToClients(List<Client> clients)
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{
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foreach (VoipQueue queue in queues)
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{
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if (queue.LastReadTime < DateTime.Now - VoipConfig.SEND_INTERVAL) { continue; }
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if (lastSendTime.ContainsKey(queue))
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{
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if ((lastSendTime[queue] + VoipConfig.SEND_INTERVAL) > DateTime.Now) { continue; }
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lastSendTime[queue] = DateTime.Now;
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}
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else
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{
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lastSendTime.Add(queue, DateTime.Now);
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}
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Client sender = clients.Find(c => c.VoipQueue == queue);
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foreach (Client recipient in clients)
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{
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if (recipient == sender) { continue; }
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if (!CanReceive(sender, recipient)) { continue; }
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte)ServerPacketHeader.VOICE);
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msg.Write((byte)queue.QueueID);
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queue.Write(msg);
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netServer.Send(msg, recipient.Connection, DeliveryMethod.Unreliable);
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}
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}
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}
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private bool CanReceive(Client sender, Client recipient)
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{
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if (Screen.Selected != GameMain.GameScreen) { return true; }
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//no-one can hear muted players
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if (sender.Muted) { return false; }
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bool recipientSpectating = recipient.Character == null || recipient.Character.IsDead;
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bool senderSpectating = sender.Character == null || sender.Character.IsDead;
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//TODO: only allow spectators to hear the voice chat if close enough to the speaker?
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//non-spectators cannot hear spectators
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if (senderSpectating && !recipientSpectating) { return false; }
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//both spectating, no need to do radio/distance checks
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if (recipientSpectating && senderSpectating) { return true; }
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//spectators can hear non-spectators
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if (!senderSpectating && recipientSpectating) { return true; }
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//sender can't speak
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if (sender.Character != null && sender.Character.SpeechImpediment >= 100.0f) { return false; }
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//check if the message can be sent via radio
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if (!sender.VoipQueue.ForceLocal &&
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ChatMessage.CanUseRadio(sender.Character, out WifiComponent senderRadio) &&
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ChatMessage.CanUseRadio(recipient.Character, out WifiComponent recipientRadio))
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{
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var should = GameMain.LuaCs.Hook.Call<bool?>("canUseVoiceRadio", new object[] { sender, recipient });
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if (should != null)
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return should.Value;
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if (recipientRadio.CanReceive(senderRadio)) { return true; }
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}
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var should2 = GameMain.LuaCs.Hook.Call<float?>("changeLocalVoiceRange", sender, recipient);
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float range = 1.0f;
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if (should2 != null)
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range = should2.Value;
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//otherwise do a distance check
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return ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRange) < range;
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}
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}
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}
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