Пример #1
0
 public void UnregisterQueue(VoipQueue queue)
 {
     if (queues.Contains(queue))
     {
         queues.Remove(queue);
     }
 }
Пример #2
0
 partial void DisposeProjSpecific()
 {
     GameMain.Server.VoipServer.UnregisterQueue(VoipQueue);
     VoipQueue.Dispose();
     characterInfo?.Remove();
     characterInfo = null;
 }
Пример #3
0
 public void RegisterQueue(VoipQueue queue)
 {
     if (!queues.Contains(queue))
     {
         queues.Add(queue);
     }
 }
Пример #4
0
        partial void InitProjSpecific()
        {
            JobPreferences = new List <JobPrefab>(JobPrefab.List.GetRange(0, Math.Min(JobPrefab.List.Count, 3)));

            VoipQueue = new VoipQueue(ID, true, true);
            GameMain.Server.VoipServer.RegisterQueue(VoipQueue);
        }
Пример #5
0
        partial void InitProjSpecific()
        {
            JobPreferences = new List <Pair <JobPrefab, int> >();

            VoipQueue = new VoipQueue(ID, true, true);
            GameMain.Server.VoipServer.RegisterQueue(VoipQueue);

            //initialize to infinity, gets set to a proper value when initializing midround syncing
            MidRoundSyncTimeOut = double.PositiveInfinity;
        }
Пример #6
0
        partial void InitProjSpecific()
        {
            var jobs = JobPrefab.List.Values.ToList();

            // TODO: modding support?
            JobPreferences = new List <Pair <JobPrefab, int> >(jobs.GetRange(0, Math.Min(jobs.Count, 3)).Select(j => new Pair <JobPrefab, int>(j, 0)));

            VoipQueue = new VoipQueue(ID, true, true);
            GameMain.Server.VoipServer.RegisterQueue(VoipQueue);
        }
Пример #7
0
 partial void InitProjSpecific()
 {
     VoipQueue = null; VoipSound = null;
     if (ID == GameMain.Client.ID)
     {
         return;
     }
     VoipQueue = new VoipQueue(ID, false, true);
     GameMain.Client?.VoipClient?.RegisterQueue(VoipQueue);
     VoipSound = null;
 }
Пример #8
0
 public void RegisterQueue(VoipQueue queue)
 {
     if (queue == VoipCapture.Instance)
     {
         return;
     }
     if (!queues.Contains(queue))
     {
         queues.Add(queue);
     }
 }
Пример #9
0
        partial void InitProjSpecific()
        {
            var jobs = JobPrefab.Prefabs.ToList();

            // TODO: modding support?
            JobPreferences = new List <Pair <JobPrefab, int> >(jobs.GetRange(0, Math.Min(jobs.Count, 3)).Select(j => new Pair <JobPrefab, int>(j, 0)));

            VoipQueue = new VoipQueue(ID, true, true);
            GameMain.Server.VoipServer.RegisterQueue(VoipQueue);

            //initialize to infinity, gets set to a proper value when initializing midround syncing
            MidRoundSyncTimeOut = double.PositiveInfinity;
        }
Пример #10
0
        public void Read(NetBuffer 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() + "!", Color.Red);
#endif
                return;
            }

            if (queue.Read(msg))
            {
                Client client = gameClient.ConnectedClients.Find(c => c.VoipQueue == queue);
                if (client.Muted || client.MutedLocally)
                {
                    return;
                }

                if (client.VoipSound == null)
                {
                    DebugConsole.Log("Recreating voipsound " + queueId);
                    client.VoipSound = new VoipSound(GameMain.SoundManager, client.VoipQueue);
                }

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

                    client.VoipSound.UseRadioFilter = messageType == ChatMessageType.Radio;
                    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)
                    {
                        client.VoipSound.UseMuffleFilter = SoundPlayer.ShouldMuffleSound(Character.Controlled, client.Character.WorldPosition, ChatMessage.SpeakRange, client.Character.CurrentHull);
                    }
                }
                GameMain.NetLobbyScreen.SetPlayerSpeaking(client);
                GameMain.GameSession?.CrewManager?.SetPlayerSpeaking(client);
            }
        }
Пример #11
0
 partial void DisposeProjSpecific()
 {
     GameMain.Server.VoipServer.UnregisterQueue(VoipQueue);
     VoipQueue.Dispose();
 }
        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;
                    }
                }
            }
        }