#include "precompiled.h" cvar_t voice_serverdebug = { "voice_serverdebug", "0", 0, 0.0f, nullptr }; // Set game rules to allow all clients to talk to each other. // Muted players still can't talk to each other. cvar_t sv_alltalk = { "sv_alltalk", "0", FCVAR_SERVER, 0.0f, nullptr }; // 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). CBitVec 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). CBitVec g_SentGameRulesMasks[VOICE_MAX_PLAYERS]; // These store the masks we last sent to each client so we can determine if CBitVec g_SentBanMasks[VOICE_MAX_PLAYERS]; // we need to resend them. CPlayerBitVec g_bWantModEnable; void VoiceServerDebug(const char *pFmt, ...) { char msg[4096]; va_list marker; if (!voice_serverdebug.value) return; va_start(marker, pFmt); Q_vsnprintf(msg, ARRAYSIZE(msg), pFmt, marker); va_end(marker); ALERT(at_console, "%s", msg); } CVoiceGameMgr::CVoiceGameMgr() { m_UpdateInterval = 0; m_nMaxPlayers = 0; } CVoiceGameMgr::~CVoiceGameMgr() { ; } bool CVoiceGameMgr::Init(IVoiceGameMgrHelper *pHelper, int maxClients) { m_pHelper = pHelper; m_nMaxPlayers = (maxClients > VOICE_MAX_PLAYERS) ? VOICE_MAX_PLAYERS : maxClients; PRECACHE_MODEL("sprites/voiceicon.spr"); m_msgPlayerVoiceMask = REG_USER_MSG("VoiceMask", VOICE_MAX_PLAYERS_DW * 4 * 2); m_msgRequestState = REG_USER_MSG("ReqState", 0); // register voice_serverdebug if it hasn't been registered already if (!CVAR_GET_POINTER("voice_serverdebug")) CVAR_REGISTER(&voice_serverdebug); if (!CVAR_GET_POINTER("sv_alltalk")) CVAR_REGISTER(&sv_alltalk); return true; } void CVoiceGameMgr::SetHelper(IVoiceGameMgrHelper *pHelper) { m_pHelper = pHelper; } void CVoiceGameMgr::Update(double frametime) { // Only update periodically. m_UpdateInterval += frametime; const float UPDATE_INTERVAL = 0.3f; if (m_UpdateInterval >= UPDATE_INTERVAL) UpdateMasks(); } void CVoiceGameMgr::ClientConnected(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); } // Called to determine if the Receiver has muted (blocked) the Sender // Returns true if the receiver has blocked the sender bool CVoiceGameMgr::PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender) { int iReceiverIndex, iSenderIndex; if (!pReceiver || !pSender) return false; iReceiverIndex = pReceiver->entindex() - 1; iSenderIndex = pSender->entindex() - 1; if (iReceiverIndex < 0 || iReceiverIndex >= m_nMaxPlayers || iSenderIndex < 0 || iSenderIndex >= m_nMaxPlayers) return false; return (g_BanMasks[iReceiverIndex][iSenderIndex] != 0); } bool CVoiceGameMgr::ClientCommand(CBasePlayer *pPlayer, const char *cmd) { int playerClientIndex = pPlayer->entindex() - 1; if (playerClientIndex < 0 || playerClientIndex >= m_nMaxPlayers) { VoiceServerDebug("CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n", cmd, playerClientIndex); return true; } bool bBan = Q_stricmp(cmd, "vban") == 0; if (bBan && CMD_ARGC() >= 2) { for (int i = 1; i < CMD_ARGC(); i++) { uint32 mask = 0; sscanf(CMD_ARGV(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 (Q_stricmp(cmd, "VModEnable") == 0 && CMD_ARGC() >= 2) { VoiceServerDebug("CVoiceGameMgr::ClientCommand: VModEnable (%d)\n", !!Q_atoi(CMD_ARGV(1))); g_PlayerModEnable[playerClientIndex] = !!Q_atoi(CMD_ARGV(1)); g_bWantModEnable[playerClientIndex] = false; //UpdateMasks(); return true; } return false; } void CVoiceGameMgr::UpdateMasks() { m_UpdateInterval = 0; bool bAllTalk = sv_alltalk.value == 1.0f; for (int iClient = 0; iClient < m_nMaxPlayers; iClient++) { CBaseEntity *pEnt = UTIL_PlayerByIndex(iClient + 1); if (!pEnt #ifndef REGAMEDLL_FIXES || !pEnt->IsPlayer() #endif ) continue; CBasePlayer *pPlayer = static_cast(pEnt); CPlayerBitVec gameRulesMask; // Request the state of their "VModEnable" cvar. if (g_bWantModEnable[iClient]) { MESSAGE_BEGIN(MSG_ONE, m_msgRequestState, nullptr, pEnt->pev); MESSAGE_END(); } 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 && (bAllTalk || m_pHelper->CanPlayerHearPlayer(pPlayer, (CBasePlayer *)pEnt))) { gameRulesMask[iOtherClient] = true; } } } // 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]; MESSAGE_BEGIN(MSG_ONE, m_msgPlayerVoiceMask, nullptr, pPlayer->pev); for (int dw = 0; dw < VOICE_MAX_PLAYERS_DW; dw++) { WRITE_LONG(gameRulesMask.GetDWord(dw)); WRITE_LONG(g_BanMasks[iClient].GetDWord(dw)); } // ServerModEnable +1 to buffer size // WRITE_BYTE(1); MESSAGE_END(); } // Tell the engine. for (int iOtherClient = 0; iOtherClient < m_nMaxPlayers; iOtherClient++) { bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient]; SET_CLIENT_LISTENING(iClient + 1, iOtherClient + 1, bCanHear); } } }