Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Networking/Voip/VoipServer.cs
2024-06-18 16:50:02 +03:00

144 lines
5.4 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma.Networking
{
class VoipServer
{
private readonly ServerPeer netServer;
private readonly List<VoipQueue> queues;
private readonly Dictionary<VoipQueue,DateTime> lastSendTime;
public VoipServer(ServerPeer server)
{
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);
if (sender == null) { return; }
foreach (Client recipient in clients)
{
if (recipient == sender) { continue; }
if (!CanReceive(sender, recipient, out float distanceFactor)) { continue; }
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.VOICE);
msg.WriteByte((byte)queue.QueueID);
msg.WriteRangedSingle(distanceFactor, 0.0f, 1.0f, 8);
queue.Write(msg);
netServer.Send(msg, recipient.Connection, DeliveryMethod.Unreliable);
}
}
}
private static bool CanReceive(Client sender, Client recipient, out float distanceFactor)
{
if (Screen.Selected != GameMain.GameScreen)
{
distanceFactor = 0.0f;
return true;
}
distanceFactor = 0.0f;
//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;
//non-spectators cannot hear spectators, and spectators can always hear spectators
if (senderSpectating)
{
return recipientSpectating;
}
//sender can't speak
if (sender.Character != null && sender.Character.SpeechImpediment >= 100.0f) { return false; }
//check if the message can be sent via radio
WifiComponent recipientRadio = null;
if (!sender.VoipQueue.ForceLocal &&
ChatMessage.CanUseRadio(sender.Character, out WifiComponent senderRadio) &&
(recipientSpectating || ChatMessage.CanUseRadio(recipient.Character, out recipientRadio)))
{
if (recipientSpectating)
{
if (recipient.SpectatePos == null) { return true; }
distanceFactor = MathHelper.Clamp(Vector2.Distance(sender.Character.WorldPosition, recipient.SpectatePos.Value) / senderRadio.Range, 0.0f, 1.0f);
return distanceFactor < 1.0f;
}
else if (recipientRadio != null && recipientRadio.CanReceive(senderRadio))
{
distanceFactor = MathHelper.Clamp(Vector2.Distance(sender.Character.WorldPosition, recipient.Character.WorldPosition) / senderRadio.Range, 0.0f, 1.0f);
return true;
}
}
if (recipientSpectating)
{
if (recipient.SpectatePos == null) { return true; }
distanceFactor = MathHelper.Clamp(Vector2.Distance(sender.Character.WorldPosition, recipient.SpectatePos.Value) / ChatMessage.SpeakRangeVOIP, 0.0f, 1.0f);
return distanceFactor < 1.0f;
}
else
{
//otherwise do a distance check
float garbleAmount = ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRangeVOIP);
distanceFactor = garbleAmount;
return garbleAmount < 1.0f;
}
}
public static void Read(IReadMessage inc, Client connectedClient)
{
var queue = connectedClient.VoipQueue;
if (queue.Read(inc, discardData: false))
{
connectedClient.VoipServerDecoder.OnNewVoiceReceived();
}
#if DEBUG
var msg = new WriteOnlyMessage().WithHeader(ServerPacketHeader.VOICE_AMPLITUDE_DEBUG);
msg.WriteRangedSingle(connectedClient.VoipServerDecoder.Amplitude, min: 0, max: 1, bitCount: 8);
GameMain.Server?.ServerPeer?.Send(msg, connectedClient.Connection, DeliveryMethod.Unreliable);
#endif
}
}
}