Esempio n. 1
0
        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;

            //TODO: only allow spectators to hear the voice chat if close enough to the speaker?

            //non-spectators cannot hear spectators
            if (senderSpectating && !recipientSpectating)
            {
                return(false);
            }

            //both spectating, no need to do radio/distance checks
            if (recipientSpectating && senderSpectating)
            {
                return(true);
            }

            //spectators can hear non-spectators
            if (!senderSpectating && recipientSpectating)
            {
                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 (!sender.VoipQueue.ForceLocal &&
                ChatMessage.CanUseRadio(sender.Character, out WifiComponent senderRadio) &&
                ChatMessage.CanUseRadio(recipient.Character, out WifiComponent recipientRadio))
            {
                //if (recipientRadio.CanReceive(senderRadio)) { return true; }
                WifiComponent test = senderRadio;
                test.Range = 2000.0f;
                if (recipientRadio.CanReceive(senderRadio))
                {
                    return(true);
                }
            }

            //otherwise do a distance check
            return(ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRange) < 1.0f);
        }
Esempio n. 2
0
 public static bool CanUseRadio(Character sender, out WifiComponent radio)
 {
     radio = null;
     if (sender?.Inventory == null || sender.Removed)
     {
         return(false);
     }
     radio = sender.Inventory.Items.FirstOrDefault(i => i?.GetComponent <WifiComponent>() != null)?.GetComponent <WifiComponent>();
     if (radio?.Item == null)
     {
         return(false);
     }
     return(sender.HasEquippedItem(radio.Item) && radio.CanTransmit());
 }
Esempio n. 3
0
        public static bool CanUseRadio(Character sender, out WifiComponent radio)
        {
            radio = null;
            if (sender?.Inventory == null || sender.Removed)
            {
                return(false);
            }

            foreach (Item item in sender.Inventory.AllItems)
            {
                var wifiComponent = item.GetComponent <WifiComponent>();
                if (wifiComponent == null || !wifiComponent.CanTransmit() || !sender.HasEquippedItem(item))
                {
                    continue;
                }
                if (radio == null || wifiComponent.Range > radio.Range)
                {
                    radio = wifiComponent;
                }
            }
            return(radio?.Item != null);
        }
        public void Read(IReadMessage msg)
        {
            byte      queueId = msg.ReadByte();
            VoipQueue queue   = queues.Find(q => q.QueueID == queueId);

            if (queue == null)
            {
#if DEBUG
                DebugConsole.NewMessage("Couldn't find VoipQueue with id " + queueId.ToString() + "!", GUI.Style.Red);
#endif
                return;
            }

            Client client = gameClient.ConnectedClients.Find(c => c.VoipQueue == queue);
            if (queue.Read(msg, discardData: client.Muted || client.MutedLocally))
            {
                if (client.Muted || client.MutedLocally)
                {
                    return;
                }
                if (client.VoipSound == null)
                {
                    DebugConsole.Log("Recreating voipsound " + queueId);
                    client.VoipSound = new VoipSound(client.Name, GameMain.SoundManager, client.VoipQueue);
                }

                if (client.Character != null && !client.Character.IsDead && !client.Character.Removed && client.Character.SpeechImpediment <= 100.0f)
                {
                    WifiComponent radio       = null;
                    var           messageType = !client.VoipQueue.ForceLocal && ChatMessage.CanUseRadio(client.Character, out radio) ? ChatMessageType.Radio : ChatMessageType.Default;
                    client.Character.ShowSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);

                    client.VoipSound.UseRadioFilter = messageType == ChatMessageType.Radio && !GameMain.Config.DisableVoiceChatFilters;
                    if (client.VoipSound.UseRadioFilter)
                    {
                        client.VoipSound.SetRange(radio.Range * 0.8f, radio.Range);
                    }
                    else
                    {
                        client.VoipSound.SetRange(ChatMessage.SpeakRange * 0.4f, ChatMessage.SpeakRange);
                    }
                    if (!client.VoipSound.UseRadioFilter && Character.Controlled != null && !GameMain.Config.DisableVoiceChatFilters)
                    {
                        client.VoipSound.UseMuffleFilter = SoundPlayer.ShouldMuffleSound(Character.Controlled, client.Character.WorldPosition, ChatMessage.SpeakRange, client.Character.CurrentHull);
                    }
                }

                GameMain.NetLobbyScreen?.SetPlayerSpeaking(client);
                GameMain.GameSession?.CrewManager?.SetClientSpeaking(client);

                if ((client.VoipSound.CurrentAmplitude * client.VoipSound.Gain * GameMain.SoundManager.GetCategoryGainMultiplier("voip")) > 0.1f) //TODO: might need to tweak
                {
                    if (client.Character != null && !client.Character.Removed)
                    {
                        Vector3 clientPos       = new Vector3(client.Character.WorldPosition.X, client.Character.WorldPosition.Y, 0.0f);
                        Vector3 listenerPos     = GameMain.SoundManager.ListenerPosition;
                        float   attenuationDist = client.VoipSound.Near * 1.125f;
                        if (Vector3.DistanceSquared(clientPos, listenerPos) < attenuationDist * attenuationDist)
                        {
                            GameMain.SoundManager.VoipAttenuatedGain = 0.5f;
                        }
                    }
                    else
                    {
                        GameMain.SoundManager.VoipAttenuatedGain = 0.5f;
                    }
                }
            }
        }