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VoiceComms.cpp
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C/C++ Source or Header
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2005-11-14
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4KB
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176 lines
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#ifdef _USE_VOICECHAT
#define MAX_VOICE_PACKET_SIZE 1022
idCVar si_voiceChat( "si_voiceChat", "1", CVAR_GAME | CVAR_BOOL | PC_CVAR_ARCHIVE | CVAR_SERVERINFO, "enables or disables voice chat through the server" );
idCVar g_voiceChatDebug( "g_voiceChatDebug", "0", CVAR_GAME | CVAR_BOOL, "display info on voicechat net traffic" );
void idMultiplayerGame::XmitVoiceData( void )
{
idBitMsg outMsg;
int count, total;
byte buffer[MAX_VOICE_PACKET_SIZE];
byte msgBuf[MAX_VOICE_PACKET_SIZE + 1];
if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) )
{
return;
}
outMsg.Init( msgBuf, sizeof( msgBuf ) );
// Grab any new input and send up to the server
count = soundSystem->GetVoiceData( buffer, MAX_VOICE_PACKET_SIZE );
total = count;
while( count )
{
outMsg.BeginWriting();
outMsg.BeginReading();
// Client side cvar
if( cvarSystem->GetCVarBool( "s_voiceChatEcho" ) )
{
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VOICEDATA_CLIENT_ECHO );
}
else
{
outMsg.WriteByte( GAME_RELIABLE_MESSAGE_VOICEDATA_CLIENT );
}
outMsg.WriteData( buffer, count );
// FIXME!!! FIXME!!! This should be unreliable - this is very bad
networkSystem->ClientSendReliableMessage( outMsg );
count = soundSystem->GetVoiceData( buffer, MAX_VOICE_PACKET_SIZE );
total += count;
}
if( total && g_voiceChatDebug.GetBool() )
{
common->Printf( "VC: sent %d bytes\n", total );
}
}
bool idMultiplayerGame::CanTalk( idPlayer *from, idPlayer *to, bool echo )
{
if( !to )
{
return( false );
}
if( !from )
{
return( false );
}
if( from->spectating != to->spectating )
{
return( false );
}
if( to->IsPlayerMuted( from ) )
{
return( false );
}
if( gameLocal.IsTeamGame() && from->team != to->team )
{
return( false );
}
if( from == to )
{
return( echo );
}
return( true );
}
void idMultiplayerGame::ReceiveAndForwardVoiceData( int clientNum, const idBitMsg &inMsg, bool echo )
{
assert( clientNum >= 0 && clientNum < MAX_CLIENTS );
idBitMsg outMsg;
int i;
byte msgBuf[MAX_VOICE_PACKET_SIZE + 2];
idPlayer * from;
from = ( idPlayer * )gameLocal.entities[clientNum];
if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) || !from )
{
return;
}
// Create a new packet with forwarded data
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( GAME_UNRELIABLE_MESSAGE_VOICEDATA_SERVER );
outMsg.WriteByte( clientNum );
outMsg.WriteData( inMsg.GetReadData(), inMsg.GetRemainingData() );
if( g_voiceChatDebug.GetBool() )
{
common->Printf( "VC: Received %d bytes, forwarding...\n", inMsg.GetRemainingData() );
}
// Forward to appropriate parties
for( i = 0; i < gameLocal.numClients; i++ )
{
idPlayer* to = ( idPlayer * )gameLocal.entities[i];
if( to && to->GetUserInfo() && to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
{
if( i != gameLocal.localClientNum && CanTalk( from, to, echo ) )
{
gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
if( g_voiceChatDebug.GetBool() )
{
common->Printf( " ... to client %d\n", i );
}
}
}
}
// This is revolting
// Listen servers need to manually call the receive function
if( gameLocal.isListenServer )
{
// Skip over control byte
outMsg.ReadByte();
idPlayer* to = gameLocal.GetLocalPlayer();
if( to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
{
if( CanTalk( from, to, echo ) )
{
if( g_voiceChatDebug.GetBool() )
{
common->Printf( " ... to local client %d\n", gameLocal.localClientNum );
}
ReceiveAndPlayVoiceData( outMsg );
}
}
}
}
void idMultiplayerGame::ReceiveAndPlayVoiceData( const idBitMsg &inMsg )
{
int clientNum;
if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) )
{
return;
}
clientNum = inMsg.ReadByte();
soundSystem->PlayVoiceData( clientNum, inMsg.GetReadData(), inMsg.GetRemainingData() );
if( g_voiceChatDebug.GetBool() )
{
common->Printf( "VC: Playing %d bytes\n", inMsg.GetRemainingData() );
}
}
#endif
// end