//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "voice_gamemgr.h" #include #include #include #include "player.h" #include "ivoiceserver.h" #include "usermessages.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define UPDATE_INTERVAL 0.3 // These are stored off as CVoiceGameMgr is created and deleted. CPlayerBitVec g_PlayerModEnable; // Set to 1 for each player if the player wants to use voice in this mod. // (If it's zero, then the server reports that the game rules are saying the // player can't hear anyone). CPlayerBitVec g_BanMasks[VOICE_MAX_PLAYERS]; // Tells which players don't want to hear each other. // These are indexed as clients and each bit represents a client // (so player entity is bit+1). CPlayerBitVec g_SentGameRulesMasks[VOICE_MAX_PLAYERS]; // These store the masks we last sent to each client so we can determine if CPlayerBitVec g_SentBanMasks[VOICE_MAX_PLAYERS]; // we need to resend them. CPlayerBitVec g_bWantModEnable; ConVar voice_serverdebug( "voice_serverdebug", "0" ); // Set game rules to allow all clients to talk to each other. // Muted players still can't talk to each other. ConVar sv_alltalk( "sv_alltalk", "0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Players can hear all other players, no team restrictions" ); CVoiceGameMgr g_VoiceGameMgr; // ------------------------------------------------------------------------ // // Static helpers. // ------------------------------------------------------------------------ // // Find a player with a case-insensitive name search. #if 0 static CBasePlayer* FindPlayerByName(const char *pTestName) { for(int i=1; i <= gpGlobals->maxClients; i++) { edict_t *pEdict = engine->PEntityOfEntIndex(i); if(pEdict) { CBaseEntity *pEnt = CBaseEntity::Instance(pEdict); if(pEnt && pEnt->IsPlayer()) { const char *pNetName = STRING(pEnt->GetEntityName()); if(stricmp(pNetName, pTestName) == 0) { return (CBasePlayer*)pEnt; } } } } return NULL; } #endif static void VoiceServerDebug( const char *pFmt, ... ) { char msg[4096]; va_list marker; if( !voice_serverdebug.GetInt() ) return; va_start( marker, pFmt ); _vsnprintf( msg, sizeof(msg), pFmt, marker ); va_end( marker ); Msg( "%s", msg ); } CVoiceGameMgr* GetVoiceGameMgr() { return &g_VoiceGameMgr; } // ------------------------------------------------------------------------ // // CVoiceGameMgr. // ------------------------------------------------------------------------ // CVoiceGameMgr::CVoiceGameMgr() { m_UpdateInterval = 0; m_nMaxPlayers = 0; m_iProximityDistance = -1; } CVoiceGameMgr::~CVoiceGameMgr() { } bool CVoiceGameMgr::Init( IVoiceGameMgrHelper *pHelper, int maxClients) { m_pHelper = pHelper; m_nMaxPlayers = VOICE_MAX_PLAYERS < maxClients ? VOICE_MAX_PLAYERS : maxClients; return true; } void CVoiceGameMgr::SetHelper(IVoiceGameMgrHelper *pHelper) { m_pHelper = pHelper; } void CVoiceGameMgr::Update(double frametime) { // Only update periodically. m_UpdateInterval += frametime; if(m_UpdateInterval < UPDATE_INTERVAL) return; UpdateMasks(); } void CVoiceGameMgr::ClientConnected(struct edict_t *pEdict) { int index = ENTINDEX(pEdict) - 1; // Clear out everything we use for deltas on this guy. g_bWantModEnable[index] = true; g_SentGameRulesMasks[index].Init(0); g_SentBanMasks[index].Init(0); } bool CVoiceGameMgr::ClientCommand( CBasePlayer *pPlayer, const CCommand &args ) { int playerClientIndex = pPlayer->entindex() - 1; if(playerClientIndex < 0 || playerClientIndex >= m_nMaxPlayers) { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n", args[0], playerClientIndex ); return true; } bool bBan = stricmp( args[0], "vban" ) == 0; if( bBan && args.ArgC() >= 2 ) { for(int i=1; i < args.ArgC(); i++) { uint32 mask = 0; sscanf( args[i], "%x", &mask); if( i <= VOICE_MAX_PLAYERS_DW ) { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: vban (0x%x) from %d\n", mask, playerClientIndex ); g_BanMasks[playerClientIndex].SetDWord(i-1, mask); } else { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: invalid index (%d)\n", i ); } } // Force it to update the masks now. //UpdateMasks(); return true; } else if(stricmp( args[0], "VModEnable") == 0 && args.ArgC() >= 2) { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: VModEnable (%d)\n", !!atoi( args[1] ) ); g_PlayerModEnable[playerClientIndex] = !!atoi( args[1] ); g_bWantModEnable[playerClientIndex] = false; //UpdateMasks(); return true; } else { return false; } } void CVoiceGameMgr::UpdateMasks() { m_UpdateInterval = 0; bool bAllTalk = !!sv_alltalk.GetInt(); for(int iClient=0; iClient < m_nMaxPlayers; iClient++) { CBaseEntity *pEnt = UTIL_PlayerByIndex(iClient+1); if(!pEnt || !pEnt->IsPlayer()) continue; CBasePlayer *pPlayer = (CBasePlayer*)pEnt; CSingleUserRecipientFilter user( pPlayer ); // Request the state of their "VModEnable" cvar. if(g_bWantModEnable[iClient]) { UserMessageBegin( user, "RequestState" ); MessageEnd(); // Since this is reliable, only send it once g_bWantModEnable[iClient] = false; } CPlayerBitVec gameRulesMask; CPlayerBitVec ProximityMask; bool bProximity = false; if( g_PlayerModEnable[iClient] ) { // Build a mask of who they can hear based on the game rules. for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++) { CBaseEntity *pEnt = UTIL_PlayerByIndex(iOtherClient+1); if(pEnt && pEnt->IsPlayer() && (bAllTalk || m_pHelper->CanPlayerHearPlayer(pPlayer, (CBasePlayer*)pEnt, bProximity )) ) { gameRulesMask[iOtherClient] = true; ProximityMask[iOtherClient] = bProximity; } } } // If this is different from what the client has, send an update. if(gameRulesMask != g_SentGameRulesMasks[iClient] || g_BanMasks[iClient] != g_SentBanMasks[iClient]) { g_SentGameRulesMasks[iClient] = gameRulesMask; g_SentBanMasks[iClient] = g_BanMasks[iClient]; UserMessageBegin( user, "VoiceMask" ); int dw; for(dw=0; dw < VOICE_MAX_PLAYERS_DW; dw++) { WRITE_LONG(gameRulesMask.GetDWord(dw)); WRITE_LONG(g_BanMasks[iClient].GetDWord(dw)); } WRITE_BYTE( !!g_PlayerModEnable[iClient] ); MessageEnd(); } // Tell the engine. for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++) { bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient]; g_pVoiceServer->SetClientListening( iClient+1, iOtherClient+1, bCanHear ); if ( bCanHear ) { g_pVoiceServer->SetClientProximity( iClient+1, iOtherClient+1, !!ProximityMask[iOtherClient] ); } } } } bool CVoiceGameMgr::IsPlayerIgnoringPlayer( int iTalker, int iListener ) { return !!g_BanMasks[iListener-1][iTalker-1]; } void CVoiceGameMgr::SetProximityDistance( int iDistance ) { m_iProximityDistance = iDistance; } bool CVoiceGameMgr::CheckProximity( int iDistance ) { if ( m_iProximityDistance >= iDistance ) return true; return false; }