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https://github.com/jmarshall23/DoomRTX.git
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Quake 4 integrated with DoomRTX
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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// This equates to about 1 second
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#define MAX_VOICE_PACKET_SIZE 382
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idCVar si_voiceChat( "si_voiceChat", "1", CVAR_GAME | CVAR_BOOL | PC_CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_INFO, "enables or disables voice chat through the server" );
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idCVar g_voiceChatDebug( "g_voiceChatDebug", "0", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "display info on voicechat net traffic" );
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void idMultiplayerGame::ReceiveAndForwardVoiceData( int clientNum, const idBitMsg &inMsg, int messageType ) {
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assert( clientNum >= 0 && clientNum < MAX_CLIENTS );
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idBitMsg outMsg;
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int i;
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byte msgBuf[MAX_VOICE_PACKET_SIZE + 2];
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idPlayer * from;
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from = ( idPlayer * )gameLocal.entities[clientNum];
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if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) || !from ) {
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return;
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}
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// Create a new packet with forwarded data
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outMsg.Init( msgBuf, sizeof( msgBuf ) );
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outMsg.WriteByte( GAME_UNRELIABLE_MESSAGE_VOICEDATA_SERVER );
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outMsg.WriteByte( clientNum );
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outMsg.WriteData( inMsg.GetReadData(), inMsg.GetRemainingData() );
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if( g_voiceChatDebug.GetInteger() & 2 ) {
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common->Printf( "VC: Received %d bytes, forwarding...\n", inMsg.GetRemainingData() );
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}
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// Forward to appropriate parties
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for( i = 0; i < gameLocal.numClients; i++ ) {
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idPlayer* to = ( idPlayer * )gameLocal.entities[i];
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if( to && to->GetUserInfo() && to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
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{
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if( i != gameLocal.localClientNum && CanTalk( from, to, !!( messageType & 1 ) ) )
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{
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if( messageType & 2 )
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{
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// If "from" is testing - then only send back to him
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if( from == to )
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{
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gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
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}
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}
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else
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{
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if( to->AllowedVoiceDest( from->entityNumber ) )
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{
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gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
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if( g_voiceChatDebug.GetInteger() & 2 )
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{
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common->Printf( " ... to client %d\n", to->entityNumber );
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}
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}
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else
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{
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if( g_voiceChatDebug.GetInteger() )
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{
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common->Printf( " ... suppressed packet to client %d\n", to->entityNumber );
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}
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}
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}
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}
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}
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}
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#ifdef _USE_VOICECHAT
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// Listen servers need to manually call the receive function
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if ( gameLocal.isListenServer ) {
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// Skip over control byte
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outMsg.ReadByte();
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idPlayer* to = gameLocal.GetLocalPlayer();
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if( to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
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{
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if( CanTalk( from, to, !!( messageType & 1 ) ) )
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{
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if( messageType & 2 )
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{
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// If "from" is testing - then only send back to him
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if( from == to )
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{
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ReceiveAndPlayVoiceData( outMsg );
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}
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}
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else
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{
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if( to->AllowedVoiceDest( from->entityNumber ) )
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{
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if( g_voiceChatDebug.GetInteger() & 2 )
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{
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common->Printf( " ... to local client %d\n", gameLocal.localClientNum );
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}
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ReceiveAndPlayVoiceData( outMsg );
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}
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}
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}
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}
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}
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#endif
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}
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bool idMultiplayerGame::CanTalk( idPlayer *from, idPlayer *to, bool echo ) {
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if ( !to ) {
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return false;
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}
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if ( !from ) {
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return false;
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}
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if ( from->spectating != to->spectating ) {
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return false;
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}
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if ( to->IsPlayerMuted( from ) ) {
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return false;
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}
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if ( to->GetArena() != from->GetArena() ) {
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return false;
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}
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if ( gameLocal.IsTeamGame() && from->team != to->team ) {
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return false;
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}
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if ( from == to ) {
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return echo;
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}
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return true;
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}
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#ifdef _USE_VOICECHAT
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void idMultiplayerGame::XmitVoiceData( void )
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{
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}
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void idMultiplayerGame::ReceiveAndPlayVoiceData( const idBitMsg &inMsg )
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{
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}
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#endif
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// end
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