Files
BMagnu 01bb406b3d Allow overriding low-level keypresses (#6174)
* Clean unneeded properties

* properly queue-ify keys

* Refactor key checking to use functions instead of globals

* Update hooks and cache checked-against key

* Documentation and Naming

* match tilde

* only remove control not debug
2024-05-31 14:53:39 +02:00

2140 lines
68 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "network/multi_voice.h"
#include "io/timer.h"
#include "io/key.h"
#include "gamesequence/gamesequence.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#include "gamesnd/gamesnd.h"
#include "sound/rtvoice.h"
#include "menuui/optionsmenumulti.h"
#include "network/multi.h"
#include "object/object.h"
#include "playerman/player.h"
#include "debugconsole/console.h"
// --------------------------------------------------------------------------------------------------
// MULTI VOICE DEFINES/VARS
//
// #define MULTI_VOICE_POST_DECOMPRESS // when we're _not_ using streaming
#define MULTI_VOICE_PRE_DECOMPRESS // when we _are_ using streaming
#define MULTI_VOICE_VERBOSE // keep this defined for verbose debug output
#define MULTI_VOICE_LOCAL_ECHO // keep this defined for local echo of recorded network voice
// flag indicating the status of the multi voice system
int Multi_voice_inited = 0;
int Multi_voice_can_record = 0;
int Multi_voice_can_play = 0;
int Multi_voice_send_mode = MULTI_MSG_NONE; // gotten from the multi_msg system when we start recording
// packet code defines
#define MV_CODE_GIVE_TOKEN 0 // received player side - he now has the token to speak
#define MV_CODE_DENY_TOKEN 1 // received player side - server has denied this request
#define MV_CODE_TAKE_TOKEN 2 // received player side - the server is forcibly taking his token
#define MV_CODE_RELEASE_TOKEN 3 // received server side - player is relinquishing token
#define MV_CODE_REQUEST_TOKEN 4 // received server side - player is requesting token
#define MV_CODE_PLAYER_PREFS 5 // received server side - player bitflags for who he'll receive from
#define MV_CODE_DATA 6 // sound data
#define MV_CODE_DATA_DUMMY 7 // in place of a packet which has been deemed too large, so that receivers don't time out early
// default quality of sound
#define MV_DEFAULT_QOS 10 // default quality of sound
int Multi_voice_qos; // default quality of sound
// sounds added to the front and end of a playing voice stream (set to -1 if none are wanted)
#define MULTI_VOICE_PRE_SOUND GameSounds::CUE_VOICE
#define MULTI_VOICE_POST_SOUND GameSounds::END_VOICE
int Multi_voice_pre_sound_size = 0;
// sound data
// NOTE : the following 2 defines should be used for reference only. they represent the worst case situation,
// sending voice to a specific target under IPX. you should use multi_voice_max_chunk_size(...) when
// determining if a given chunk will fit into an individual freespace packet
// max size of a data packet header (note, this changes as the code itself changes - should probably never use this except for reference)
#define MULTI_VOICE_MAX_HEADER_SIZE 22
// size of an individual chunk (CHUNK == block of data stuck into a packet), in the worst case of header size (see above)
#define MULTI_VOICE_MAX_CHUNK_SIZE 488
// total max size of an incoming or an outgoing uncompressed buffer (note this is probably too big, but we won't worry about that for now)
#define MULTI_VOICE_MAX_BUFFER_SIZE ((1<<16)+(1<<14)) // 80k
// overall size of an total accum buffer for a stream
#define MULTI_VOICE_ACCUM_BUFFER_SIZE (1<<14) // 16k
// how many accum buffers need to be in a total accum buffer
// NOTE : we reference MULTI_VOICE_MAX_CHUNK_SIZE here because it is worst case. ie, we'll always have enough
// accum buffers in anything better than the worst case if we use MULTI_VOICE_MAX_CHUNK_SIZE
#define MULTI_VOICE_ACCUM_BUFFER_COUNT (MULTI_VOICE_ACCUM_BUFFER_SIZE / MULTI_VOICE_MAX_CHUNK_SIZE)
int Multi_voice_max_time; // current maximum recording time
char *Multi_voice_record_buffer = NULL; // buffer for recording back voice
char *Multi_voice_playback_buffer = NULL; // buffer for processing the accum buffer and playing the result
// DEBUG CODE
#ifdef MULTI_VOICE_POST_DECOMPRESS
char Multi_voice_unpack_buffer[MULTI_VOICE_MAX_BUFFER_SIZE];
#endif
// the max amount of tokens we want to be floating about (max sound streams)
#define MULTI_VOICE_MAX_STREAMS 1
// voice algorithm stuff
// it would probably be good to base the timeout time on some multiple of our average ping to the server
#define MV_ALG_TIMEOUT 500 // if start get new data for a window then a pause this long, play the window
UI_TIMESTAMP Multi_voice_stamps[MULTI_VOICE_MAX_STREAMS];
// NOTE : this should be > then MULTI_VOICE_MAX_TIME + the time for the data to come over a network connection!!
#define MULTI_VOICE_TOKEN_TIMEOUT 7000 // timeout - server will take the token back if he does not hear from the guy in this amount of time
#define MULTI_VOICE_TOKEN_RELEASE_WAIT (1.0f) // wait 1 second
// the token index of a voice stream is set to one of these values, or the index of the player who has the token
#define MULTI_VOICE_TOKEN_INDEX_FREE -1 // the token (and the stream are free)
#define MULTI_VOICE_TOKEN_INDEX_RELEASED 0xBEAD // the token has been released but the stream is still active
typedef struct voice_stream {
int token_status; // status of the token (player index if a player has it) or one of the above defines
UI_TIMESTAMP token_stamp; // timestamp for the MULTI_VOICE_TOKEN_TIMEOUT
short stream_from; // id of the player the stream is coming from
ubyte *accum_buffer[MULTI_VOICE_ACCUM_BUFFER_COUNT]; // accum buffer
ubyte accum_buffer_flags[MULTI_VOICE_ACCUM_BUFFER_COUNT]; // flag indicating the existence of a given accum (sub)buffer
ushort accum_buffer_usize[MULTI_VOICE_ACCUM_BUFFER_COUNT]; // uncompressed size of the corresponding (sub)buffer
ushort accum_buffer_csize[MULTI_VOICE_ACCUM_BUFFER_COUNT]; // compressed size of the corresponding (sub)buffer
double accum_buffer_gain[MULTI_VOICE_ACCUM_BUFFER_COUNT]; // gain of the corresponding (sub)buffer
ubyte stream_id; // stream id #
fix stream_last_heard; // last time we heard from this stream
fix stream_start_time; // time the stream started playing
sound_handle stream_snd_handle; // sound playing instance handle
int stream_rtvoice_handle; // rtvoice buffer handle
} voice_stream;
std::array<voice_stream, MULTI_VOICE_MAX_STREAMS> Multi_voice_stream; // voice streams themselves
// player-side data
#define MULTI_VOICE_KEY KEY_LAPOSTRO // key used for realtime voice
int Multi_voice_keydown = 0; // is the record key currently being pressed
int Multi_voice_recording = 0; // flag indicating if we're currently recording or not
int Multi_voice_token = 0; // if we currently have a token or not
UI_TIMESTAMP Multi_voice_recording_stamp; // how long we've been recording
ubyte Multi_voice_stream_id = 0; // stream id for the stream we're currently sending
int Multi_voice_current_stream_index = 0; // packet index of the currently recodring stream
int Multi_voice_current_stream_sent = -1; // index of packet we've sent up to
// server-side data
ubyte Multi_voice_next_stream_id = 0; // kept on the server - given to the next valid token requester
int Multi_voice_player_prefs[MAX_PLAYERS]; // player bitflag preferences
// voice status data - used for determing the result of multi_voice_status
#define MULTI_VOICE_DENIED_TIME 1000 // how long to display the "denied" status
UI_TIMESTAMP Multi_voice_denied_stamp; // timestamp for when we got denied a token
// local muting preferences
int Multi_voice_local_prefs = 0xffffffff;
// --------------------------------------------------------------------------------------------------
// MULTI VOICE FORWARD DECLARATIONS
//
// process voice details as the server
void multi_voice_server_process();
// process voice details as a player (may also be the server)
void multi_voice_player_process();
// determine if the voice key is down this frame
int multi_voice_keydown();
// find the voice stream index by token player index
int multi_voice_find_token(int player_index);
// <server> gives the token to a given player
void multi_voice_give_token(int stream_index,int player_index);
// <server> takes the token from a given stream entry
void multi_voice_take_token(int stream_index);
// <server> tells the client he's been denied on this request
void multi_voice_deny_token(int player_index);
// <player> releases the token back to the server
void multi_voice_release_token();
// <player> requests the token from the server
void multi_voice_request_token();
// <server> process a request for the token
void multi_voice_process_token_request(int player_index);
// free up any memory which may have been malloced
void multi_voice_free_all();
// <player> send the currently recorded sound
void multi_voice_player_send_stream();
// process incoming sound data, return bytes processed
int multi_voice_process_data(ubyte *data, int player_index,int msg_mode,net_player *target);
// <server> increment the current stream id#
void multi_voice_inc_stream_id();
// flush any old sound stream data because we've started to receive data for a new stream
void multi_voice_flush_old_stream(int stream_index);
// route sound data through the server to all appropriate players
void multi_voice_route_data(ubyte *data, int packet_size,int player_index,int mode,net_player *target);
// find the stream to apply incoming sound data to, freeing up old ones as necessary
int multi_voice_get_stream(int stream_id);
// NOTE : these 4 functions can be arbitrarily written to perform in any way necessary. This way the algorithm is
// completely seperate from the transport and token layers
// initialize the smart algorithm
void multi_voice_alg_init();
// process incoming sound data in whatever way necessary (this function should take care of playing data when necessary)
void multi_voice_alg_process_data(int stream_index);
// process existing streams
void multi_voice_alg_process_streams();
// we are going to flush the current stream because we have started to receive data for a new one. do something first
void multi_voice_alg_flush_old_stream(int stream_index);
// is the given sound stream playing (compares uncompressed sound size with current playback position)
int multi_voice_stream_playing(int stream_index);
// tack on a post voice sound (pass -1 for none)
// return final buffer size
int multi_voice_mix(int post_sound,char *data,int cur_size,int max_size);
// send a dummy packet in the place of a too-large data packet
void multi_voice_send_dummy_packet();
// process a dummy data packet
int multi_voice_process_data_dummy(ubyte *data);
// max size of a sound chunk which we can fit into a packet
int multi_voice_max_chunk_size(int msg_mode);
// process a player preferences packet, return bytes processed
int multi_voice_process_player_prefs(ubyte *data,int player_index);
// process and play the current window of sound stream data we have. reset the window for the next incoming data as well
void multi_voice_alg_play_window(int stream_index);
// send all pending voice packets
void multi_voice_client_send_pending();
// --------------------------------------------------------------------------------------------------
// MULTI VOICE FUNCTIONS
//
// initialize the multiplayer voice system
void multi_voice_init()
{
int idx, s_idx, pre_size;
// if the voice system is already initialized, just reset some stuff
if(Multi_voice_inited){
multi_voice_reset();
return;
}
// set the default quality of sound
Multi_voice_qos = MV_DEFAULT_QOS;
// if we're the standalone server, we can't record _or_ playback, but we can still route data and manage tokens
if(Game_mode & GM_STANDALONE_SERVER){
Multi_voice_can_record = 0;
Multi_voice_can_play = 0;
} else {
// initialize the realtime voice module
if(rtvoice_init_recording(Multi_voice_qos)){
nprintf(("Network","MULTI VOICE : Error initializing rtvoice - recording will not be possible\n"));
Multi_voice_can_record = 0;
} else {
Multi_voice_can_record = 1;
}
if(rtvoice_init_playback()){
nprintf(("Network","MULTI VOICE : Error initializing rtvoice - playback will not be possible\n"));
Multi_voice_can_play = 0;
} else {
Multi_voice_can_play = 1;
}
// _always_ set the quality of server
multi_voice_set_vars(MV_DEFAULT_QOS,MULTI_VOICE_MAX_TIME);
}
// initialize player-side data
Multi_voice_token = 0;
Multi_voice_keydown = 0;
Multi_voice_recording = 0;
Multi_voice_stream_id = 0;
Multi_voice_recording_stamp = UI_TIMESTAMP::invalid();
Multi_voice_current_stream_index = 0;
Multi_voice_current_stream_sent = -1;
// initialize server-side data
memset(Multi_voice_player_prefs,0xff,sizeof(int)*MAX_PLAYERS);
Multi_voice_next_stream_id = 0;
Multi_voice_local_prefs = 0xffffffff;
// initialize the sound buffers
Multi_voice_record_buffer = NULL;
Multi_voice_playback_buffer = NULL;
Multi_voice_pre_sound_size = 0;
if(Multi_voice_can_play){
// attempt to allocate the buffer
Multi_voice_playback_buffer = (char*)vm_malloc(MULTI_VOICE_MAX_BUFFER_SIZE);
if(Multi_voice_playback_buffer == NULL){
nprintf(("Network","MULTI VOICE : Error allocating playback buffer - playback will not be possible\n"));
Multi_voice_can_play = 0;
}
// attempt to copy in the "pre" voice sound
auto gs = gamesnd_get_game_sound(MULTI_VOICE_PRE_SOUND);
auto pre_sound = snd_load(gamesnd_choose_entry(gs), &gs->flags, 0);
if (pre_sound.isValid()) {
// get the pre-sound size
if((snd_size(pre_sound,&pre_size) != -1) && (pre_size < MULTI_VOICE_MAX_BUFFER_SIZE)){
snd_get_data(pre_sound,Multi_voice_playback_buffer);
Multi_voice_pre_sound_size = pre_size;
} else {
Multi_voice_pre_sound_size = 0;
}
} else {
Multi_voice_pre_sound_size = 0;
}
}
// initialize the streams
Multi_voice_stream.fill({});
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
Multi_voice_stream[idx].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
Multi_voice_stream[idx].token_stamp = UI_TIMESTAMP::invalid();
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
// get a playback buffer handle
if(Multi_voice_can_play){
Multi_voice_stream[idx].stream_rtvoice_handle = -1;
Multi_voice_stream[idx].stream_rtvoice_handle = rtvoice_create_playback_buffer();
if(Multi_voice_stream[idx].stream_rtvoice_handle == -1){
nprintf(("Network","MULTI VOICE : Error getting rtvoice buffer handle - playback will not be possible!\n"));
multi_voice_free_all();
Multi_voice_can_play = 0;
}
// allocate the accum buffer
for(s_idx=0;s_idx<MULTI_VOICE_ACCUM_BUFFER_COUNT;s_idx++){
Multi_voice_stream[idx].accum_buffer[s_idx] = NULL;
Multi_voice_stream[idx].accum_buffer[s_idx] = (ubyte*)vm_malloc(MULTI_VOICE_ACCUM_BUFFER_SIZE);
if(Multi_voice_stream[idx].accum_buffer[s_idx] == NULL){
nprintf(("Network","MULTI VOICE : Error allocating accum buffer - playback will not be possible\n"));
multi_voice_free_all();
Multi_voice_can_play = 0;
}
}
}
}
// initialize the default max time
Multi_voice_max_time = MULTI_VOICE_MAX_TIME;
// initialize voice status data
Multi_voice_denied_stamp = UI_TIMESTAMP::invalid();
// initialize the smart algorithm
multi_voice_alg_init();
Multi_voice_inited = 1;
}
// shutdown the multiplayer voice system
void multi_voice_close()
{
int idx;
// if the voice system isn't already initialized, don't do anything
if(!Multi_voice_inited){
return;
}
// free up buffers
multi_voice_free_all();
// release all the rtvoice buffers
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if(Multi_voice_stream[idx].stream_rtvoice_handle != -1){
rtvoice_free_playback_buffer(Multi_voice_stream[idx].stream_rtvoice_handle);
Multi_voice_stream[idx].stream_rtvoice_handle = -1;
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
}
}
// close the realtime voice module
rtvoice_close_recording();
rtvoice_close_playback();
Multi_voice_inited = 0;
}
// reset between levels
void multi_voice_reset()
{
int idx;
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : Resetting\n"));
#endif
Assert(Multi_voice_inited);
// if we're the standalone server, we can't record _or_ playback, but we can still route data and manage tokens
if(Game_mode & GM_STANDALONE_SERVER){
Multi_voice_can_record = 0;
Multi_voice_can_play = 0;
}
// initialize player-side data
Multi_voice_token = 0;
Multi_voice_keydown = 0;
Multi_voice_recording = 0;
Multi_voice_stream_id = 0;
Multi_voice_recording_stamp = UI_TIMESTAMP::invalid();
// initialize server-side data
memset(Multi_voice_player_prefs,0xff,sizeof(int)*MAX_PLAYERS);
Multi_voice_local_prefs = 0xffffffff;
Multi_voice_next_stream_id = 0;
// initialize the sound buffers
Multi_voice_record_buffer = NULL;
// initialize the streams
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
Multi_voice_stream[idx].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
Multi_voice_stream[idx].token_stamp = UI_TIMESTAMP::invalid();
}
// initialize the smart algorithm
multi_voice_alg_init();
}
// process all voice details
void multi_voice_process()
{
int idx;
// don't do anything if the voice module is not initialized
if((!Multi_voice_inited) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
return;
}
// send all pending voice packets
multi_voice_client_send_pending();
// find any playing sound streams which have finished and unmark them
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if ((Multi_voice_stream[idx].stream_snd_handle.isValid()) && !multi_voice_stream_playing(idx)) {
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
}
}
// process separately as player or server
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_server_process();
}
// all "players" do this, except the standalone who isn't a real player by definition
if(!(Game_mode & GM_STANDALONE_SERVER)){
multi_voice_player_process();
}
// everyont calls the general algorithm process function
multi_voice_alg_process_streams();
}
// voice settings debug console function
void multi_voice_dcf()
{
SCP_string arg;
int value;
dc_stuff_string_white(arg);
// set the quality of sound
if (arg == NOX("qos")) {
dc_stuff_int(&value);
if((value >= 1) && (value <= 10) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
multi_voice_set_vars(value,-1);
dc_printf("Quality of sound : %d\n", value);
}
}
}
// the status of the voice system - use this to determine what bitmaps to display, etc see above MULTI_VOICE_STATUS_* defines
int multi_voice_status()
{
int idx;
int earliest;
fix earliest_time;
// if the "denied" timestamp is set, return that as the status
if(Multi_voice_denied_stamp.isValid()){
return MULTI_VOICE_STATUS_DENIED;
}
// if we're currently recording (has precedence over playing back a sound from somebody)
if(Multi_voice_recording){
return MULTI_VOICE_STATUS_RECORDING;
}
// find the stream which started playing the farthest back (if any)
earliest = -1;
earliest_time = -1;
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
// if we found a playing stream
if (Multi_voice_stream[idx].stream_snd_handle.isValid()) {
if((earliest == -1) || (Multi_voice_stream[idx].stream_start_time < earliest_time)){
earliest = idx;
earliest_time = Multi_voice_stream[idx].stream_start_time;
}
}
}
// if we found a stream
if(earliest != -1){
return MULTI_VOICE_STATUS_PLAYING;
}
// system is idle
return MULTI_VOICE_STATUS_IDLE;
}
// update the qos if the current setting is different from the passed in value
void multi_voice_maybe_update_vars(int new_qos,int new_duration)
{
// if the current qos is different from the passed qos, set it
if((new_qos != Multi_voice_qos) || (new_duration != Multi_voice_max_time)){
multi_voice_set_vars(new_qos,new_duration);
}
}
// --------------------------------------------------------------------------------------------------
// MULTI VOICE FORWARD DECLARATIONS
//
// process voice details as the server
void multi_voice_server_process()
{
int idx;
// process all the tokens for all the available streams
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
switch(Multi_voice_stream[idx].token_status){
// if the token is free, so is the stream - don't do anything
case MULTI_VOICE_TOKEN_INDEX_FREE:
break;
// if the token has been released - check to see if the stream is "done" (ie, can be marked as FREE once again)
case MULTI_VOICE_TOKEN_INDEX_RELEASED:
// if the stream_last_heard var is -1, it means we never got sound from this guy so free the token up immediately
if(Multi_voice_stream[idx].stream_last_heard == -1){
Multi_voice_stream[idx].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : freeing released token (no packets)\n"));
#endif
}
// if a sufficiently long amount of time has elapsed since he released the token, free it up
else {
float t1,t2;
t1 = f2fl(Multi_voice_stream[idx].stream_last_heard);
t2 = f2fl(timer_get_fixed_seconds());
if((t2 - t1) >= MULTI_VOICE_TOKEN_RELEASE_WAIT){
Multi_voice_stream[idx].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : freeing released token (time elapsed)\n"));
#endif
}
}
break;
// if the token is still being held by a player
default :
// if the token timestamp has elapsed, take the token back
if(Multi_voice_stream[idx].token_stamp.isValid() && ui_timestamp_elapsed(Multi_voice_stream[idx].token_stamp)){
Assert(Multi_voice_stream[idx].token_status != MULTI_VOICE_TOKEN_INDEX_FREE);
multi_voice_take_token(idx);
}
break;
}
}
// for each netplayer, if his token wait timestamp is running, see if it has popped yet
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && Net_players[idx].s_info.voice_token_timestamp.isValid() && ui_timestamp_elapsed(Net_players[idx].s_info.voice_token_timestamp)){
// unset it so that he can have the token again
Net_players[idx].s_info.voice_token_timestamp = UI_TIMESTAMP::invalid();
}
}
}
// process voice details as a player (may also be the server)
void multi_voice_player_process()
{
// if the voice key is down for the first time this frame, send a request for the token
if(!Multi_voice_keydown && multi_voice_keydown() && Multi_voice_can_record && !(Netgame.options.flags & MSO_FLAG_NO_VOICE)){
// mark the key as being down
Multi_voice_keydown = 1;
// send a request for a token
multi_voice_request_token();
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : Request\n"));
#endif
}
// if the key is still being pressed
if(Multi_voice_keydown && multi_voice_keydown() && Multi_voice_can_record){
// if we have the token
if(Multi_voice_token){
// if we're not already recording, start recording
if(!Multi_voice_recording){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : RECORD %d\n",(int)Multi_voice_stream_id));
#endif
// flush the old stream
multi_voice_flush_old_stream(0);
// start the recording process with the appropriate callback function
if(rtvoice_start_recording(multi_voice_process_next_chunk, 175)){
nprintf(("Network","MULTI VOICE : Error initializing recording!\n"));
return;
}
// set myself to be recording
Multi_voice_recording = 1;
// set the time when I started recording
Multi_voice_recording_stamp = ui_timestamp(Multi_voice_max_time);
// set the current packet/chunk index to 0
Multi_voice_current_stream_index = 0;
Multi_voice_current_stream_sent = 0;
// get the proper messaging mode
if(Game_mode & GM_IN_MISSION){
// in mission, paused
if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
Multi_voice_send_mode = MULTI_MSG_ALL;
}
// in mission, unpaused
else {
Multi_voice_send_mode = multi_msg_mode();
}
} else {
Multi_voice_send_mode = MULTI_MSG_ALL;
}
}
// if we've recorded the max time allowed, send the data
if(Multi_voice_recording_stamp.isValid() && ui_timestamp_elapsed(Multi_voice_recording_stamp)){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : timestamp popped\n"));
#endif
// mark me as no longer recording
Multi_voice_recording = 0;
Multi_voice_current_stream_sent = -1;
// stop the recording process
rtvoice_stop_recording();
#ifdef MULTI_VOICE_POST_DECOMPRESS
multi_voice_player_send_stream();
#endif
// play my sound locally as well
#ifdef MULTI_VOICE_LOCAL_ECHO
multi_voice_alg_play_window(0);
#endif
// release the token back to the server
multi_voice_release_token();
}
}
}
// if the key has been released
else if(Multi_voice_keydown && !multi_voice_keydown() && Multi_voice_can_record){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : Release\n"));
#endif
// mark the kay as not being down
Multi_voice_keydown = 0;
// if we were recording, send the data
if(Multi_voice_recording){
// mark me as no longer recording
Multi_voice_recording = 0;
Multi_voice_current_stream_sent = -1;
// stop the recording process
rtvoice_stop_recording();
#ifdef MULTI_VOICE_POST_DECOMPRESS
multi_voice_player_send_stream();
#endif
// play my sound locally as well
#ifdef MULTI_VOICE_LOCAL_ECHO
multi_voice_alg_play_window(0);
#endif
// release the token back to the server
multi_voice_release_token();
}
}
// if the "denied" timestamp is set, but has elapsed or the user has let up on the key, set it to -1
if(Multi_voice_denied_stamp.isValid() && (ui_timestamp_elapsed(Multi_voice_denied_stamp) || !multi_voice_keydown())){
Multi_voice_denied_stamp = UI_TIMESTAMP::invalid();
}
}
// determine if the voice key is down this frame
int multi_voice_keydown()
{
// if we're in the options screen, we should never allow the button to be pressed
if(gameseq_get_state() == GS_STATE_OPTIONS_MENU){
return 0;
}
// if we're pre-game, we should just be checking the keyboard bitflags
if(!(Game_mode & GM_IN_MISSION)){
return (key_is_pressed(MULTI_VOICE_KEY) && !(key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT))) ? 1 : 0;
}
// in-mission, paused - treat just like any other "chattable" screen.
if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
return (key_is_pressed(MULTI_VOICE_KEY) && !(key_is_pressed(KEY_LSHIFT) || key_is_pressed(KEY_RSHIFT))) ? 1 : 0;
}
// ingame, unpaused, rely on the multi-messaging system (ingame)
return multi_msg_voice_record();
}
// find the voice stream index by token player index
int multi_voice_find_token(int player_index)
{
int idx;
// look through all the existing streams
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if(Multi_voice_stream[idx].token_status == player_index){
return idx;
}
}
// couldn't find it
return -1;
}
// <server> gives the token to a given player
void multi_voice_give_token(int stream_index,int player_index)
{
ubyte data[10],code;
int packet_size = 0;
// only the server should ever be here
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
// set this player as having the token
Multi_voice_stream[stream_index].token_status = player_index;
// set the token timeout
Multi_voice_stream[stream_index].token_stamp = ui_timestamp(MULTI_VOICE_TOKEN_TIMEOUT);
// set the stream id and increment the count
Multi_voice_stream[stream_index].stream_id = Multi_voice_next_stream_id;
multi_voice_inc_stream_id();
// set the last heard from time to -1 to indicate we've heard no sound from this guy
Multi_voice_stream[stream_index].stream_last_heard = -1;
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : GIVE TOKEN %d\n",(int)Multi_voice_next_stream_id));
#endif
// if we're giving to ourself, don't send any data
if(Net_player == &Net_players[player_index]){
Multi_voice_token = 1;
Multi_voice_stream_id = Multi_voice_stream[stream_index].stream_id;
} else {
// send the "give" packet to the guy
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_GIVE_TOKEN;
ADD_DATA(code);
// add the current stream id#
ADD_DATA(Multi_voice_stream[stream_index].stream_id);
// send reliably
multi_io_send_reliable(&Net_players[player_index], data, packet_size);
}
}
// <server> takes the token from a given player
void multi_voice_take_token(int stream_index)
{
ubyte data[10],code;
int packet_size = 0;
// only the server should ever be here
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
// if the index is -1, the token has probably been released to us "officially" already
if((Multi_voice_stream[stream_index].token_status == (int)MULTI_VOICE_TOKEN_INDEX_FREE) || (Multi_voice_stream[stream_index].token_status == (int)MULTI_VOICE_TOKEN_INDEX_RELEASED)){
Multi_voice_stream[stream_index].token_stamp = UI_TIMESTAMP::invalid();
return;
}
// if i'm taking from myself, don't send any data
if(Net_player == &Net_players[Multi_voice_stream[stream_index].token_status]){
Multi_voice_token = 0;
// timestamp this guy so that he can't get the token back immediately
Net_player->s_info.voice_token_timestamp = ui_timestamp(Netgame.options.voice_token_wait);
} else {
// send the "take" packet to the guy
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_TAKE_TOKEN;
ADD_DATA(code);
// send reliably
multi_io_send_reliable(&Net_players[Multi_voice_stream[stream_index].token_status], data, packet_size);
// timestamp this guy so that he can't get the token back immediately
Net_players[Multi_voice_stream[stream_index].token_status].s_info.voice_token_timestamp = ui_timestamp(Netgame.options.voice_token_wait);
}
// take the token back from the dude
Multi_voice_stream[stream_index].token_status = MULTI_VOICE_TOKEN_INDEX_RELEASED;
Multi_voice_stream[stream_index].token_stamp = UI_TIMESTAMP::invalid();
}
// <server> tells the client he's been denied on this request
void multi_voice_deny_token(int player_index)
{
ubyte data[10],code;
int packet_size = 0;
// only the server should ever be here
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
// if i'm denying myself, set the denied timestamp
if(Net_player == &Net_players[player_index]){
Multi_voice_denied_stamp = ui_timestamp(MULTI_VOICE_DENIED_TIME);
} else {
// send the "deny" packet to the guy
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_DENY_TOKEN;
ADD_DATA(code);
// send reliably
multi_io_send_reliable(&Net_players[player_index], data, packet_size);
}
}
// <player> releases the token back to the server
void multi_voice_release_token()
{
ubyte data[10],code;
int packet_size = 0;
// I don't have the token anymore
Multi_voice_token = 0;
// if i'm the server, don't send any data
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// mark the token as being released
int stream_index = multi_voice_find_token(MY_NET_PLAYER_NUM);
if (stream_index != -1)
Multi_voice_stream[stream_index].token_status = MULTI_VOICE_TOKEN_INDEX_RELEASED;
// timestamp this guy so that he can't get the token back immediately
Net_player->s_info.voice_token_timestamp = ui_timestamp(Netgame.options.voice_token_wait);
} else {
// send the "release" packet to the server
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_RELEASE_TOKEN;
ADD_DATA(code);
// send reliably
multi_io_send_reliable(Net_player, data, packet_size);
}
}
// <player> requests the token from the server
void multi_voice_request_token()
{
ubyte data[10],code;
int packet_size = 0;
// if i'm the server, process the request right now
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_process_token_request(MY_NET_PLAYER_NUM);
} else {
// send the "request" packet to the server
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_REQUEST_TOKEN;
ADD_DATA(code);
// send reliably
multi_io_send_reliable(Net_player, data, packet_size);
}
}
// <player> sends hit bitflag settings (who he'll receive sound from, etc)
void multi_voice_set_prefs(int pref_flags)
{
ubyte data[MAX_PACKET_SIZE],code;
int idx;
int packet_size = 0;
// set the local flags
Multi_voice_local_prefs = pref_flags;
// if i'm the server, set the sound prefs right now
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
Multi_voice_player_prefs[MY_NET_PLAYER_NUM] = pref_flags;
} else {
// send the prefs to the server
BUILD_HEADER(VOICE_PACKET);
code = MV_CODE_PLAYER_PREFS;
ADD_DATA(code);
// add the address of all players being ignored
for(idx=0;idx<MAX_PLAYERS;idx++){
if(!(pref_flags & (1<<idx))){
code = 0x0;
ADD_DATA(code);
// add the player's id
ADD_SHORT(Net_players[idx].player_id);
}
}
// add final stop byte
code = 0xff;
ADD_DATA(code);
// send reliably
multi_io_send_reliable(Net_player, data, packet_size);
}
}
// set the default voice quality and duration (if server passes -1, he just broadcasts the qos to all clients)
void multi_voice_set_vars(int qos,int duration)
{
int need_update = 0;
// make sure its in the right range
if((qos > 0) && (qos <= 10)){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : SETTING QOS %d\n",qos));
#endif
// set the default value
Multi_voice_qos = qos;
// set the value in the rtvoice module
rtvoice_set_qos(Multi_voice_qos);
// update the netgame settings
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
Netgame.options.voice_qos = (ubyte)Multi_voice_qos;
need_update = 1;
}
}
// set the maximum duration
if((duration > 0) && (duration <= MULTI_VOICE_MAX_TIME)){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : SETTING MAX RECORD TIME %d\n",duration));
#endif
// set the default value
Multi_voice_max_time = duration;
// update the netgame settings
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
Netgame.options.voice_record_time = duration;
need_update = 1;
}
}
// send an options update if necessary
if(need_update && !(Game_mode & GM_STANDALONE_SERVER)){
multi_options_update_netgame();
}
}
// <server> process a request for the token
void multi_voice_process_token_request(int player_index)
{
int idx;
// if we're not doing voice on this server, return now
if(Netgame.options.flags & MSO_FLAG_NO_VOICE){
return;
}
// if the player's token timestamp is not -1, can't give him the token
if(Net_players[player_index].s_info.voice_token_timestamp.isValid()){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : Not giving token because player %s's timestamp hasn't elapsed yet!\n",Net_players[player_index].m_player->callsign));
nprintf(("Network","MULTI VOICE : token status %d\n",Multi_voice_stream[0].token_status));
#endif
// deny the guy
multi_voice_deny_token(player_index);
return;
}
// attempt to find a free token token
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if(Multi_voice_stream[idx].token_status == MULTI_VOICE_TOKEN_INDEX_FREE){
multi_voice_give_token(idx,player_index);
return;
}
}
}
// free up any memory which may have been malloced
void multi_voice_free_all()
{
int idx,s_idx;
// free up the playback buffer
if(Multi_voice_playback_buffer != NULL){
vm_free(Multi_voice_playback_buffer);
Multi_voice_playback_buffer = NULL;
}
// free up the accum buffers
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
for(s_idx=0;s_idx<MULTI_VOICE_ACCUM_BUFFER_COUNT;s_idx++){
if(Multi_voice_stream[idx].accum_buffer[s_idx] != NULL){
vm_free(Multi_voice_stream[idx].accum_buffer[s_idx]);
Multi_voice_stream[idx].accum_buffer[s_idx] = NULL;
}
}
}
}
// <player> send the currently recorded sound
void multi_voice_player_send_stream()
{
ubyte data[MAX_PACKET_SIZE],code,*rbuf,msg_mode,chunk_index;
ushort chunk_size,uc_size;
int packet_size = 0;
int sound_size,size_sent,target_index,max_chunk_size;
float gain;
double d_gain;
// we'd better not ever get here as we can't record voice
Assert(Multi_voice_can_record);
// get the data
rtvoice_get_data((unsigned char**)&Multi_voice_record_buffer, &sound_size, &d_gain);
gain = (float)d_gain;
msg_mode = (ubyte)Multi_voice_send_mode;
// get the specific target if we're in MSG_TARGET mode
target_index = -1;
ushort target_net_signature = 0; // Cyborg17 - 0 is the invalid value for net_signature
if(msg_mode == MULTI_MSG_TARGET){
if(Player_ai->target_objnum != -1){
target_index = multi_find_player_by_object(&Objects[Player_ai->target_objnum]);
if(target_index == -1){
return;
}
target_net_signature = Objects[Net_players[target_index].m_player->objnum].net_signature;
} else {
return;
}
}
// get the max chunk size
max_chunk_size = multi_voice_max_chunk_size(Multi_voice_send_mode);
// go through the data and send all of it
code = MV_CODE_DATA;
chunk_index = 0;
size_sent = 0;
rbuf = (unsigned char*)Multi_voice_record_buffer;
while(size_sent < sound_size){
// build the header and add the opcode
BUILD_HEADER(VOICE_PACKET);
// add the packet code type
ADD_DATA(code);
// add the routing data and any necessary targeting information
ADD_DATA(msg_mode);
// Cyborg17 - add the target signature only if it's been set, which only happens in MSG_TARGET mode
if (target_net_signature != 0) {
ADD_USHORT(target_net_signature);
}
// add my id#
ADD_SHORT(Net_player->player_id);
// add the current stream id#
ADD_DATA(Multi_voice_stream_id);
Assert(sound_size < MULTI_VOICE_MAX_BUFFER_SIZE);
uc_size = (ushort)sound_size;
ADD_USHORT(uc_size);
// add the chunk index
ADD_DATA(chunk_index);
// determine how much we are going to send in this packet
if((sound_size - size_sent) >= max_chunk_size){
chunk_size = (ushort)max_chunk_size;
} else {
chunk_size = (ushort)(sound_size - size_sent);
}
ADD_USHORT(chunk_size);
// add the gain
ADD_FLOAT(gain);
// add the chunk of data
memcpy(data+packet_size, rbuf,chunk_size);
packet_size += chunk_size;
// send to the server or rebroadcast if I _am_ the server
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_route_data(data,packet_size,MY_NET_PLAYER_NUM,(int)msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
} else {
multi_io_send(Net_player, data, packet_size);
}
// increment the chunk_index
chunk_index++;
// increment bytes sent and the buffer
size_sent += (int)chunk_size;
rbuf += chunk_size;
}
}
// process incoming sound data, return bytes processed
int multi_voice_process_data(ubyte *data, int player_index,int /*msg_mode*/,net_player * /*target*/)
{
ubyte stream_id,chunk_index;
ushort chunk_size,uc_size;
short who_from;
int stream_index;
float gain;
int offset = 0;
// read in all packet data except for the sound chunk itself
GET_SHORT(who_from);
GET_DATA(stream_id);
GET_USHORT(uc_size);
GET_DATA(chunk_index);
GET_USHORT(chunk_size);
GET_FLOAT(gain);
// if our netgame options are currently set for no voice, ignore the packet
if((Netgame.options.flags & MSO_FLAG_NO_VOICE) || !Multi_options_g.std_voice){
offset += chunk_size;
return offset;
}
// get a handle to a valid stream to be using, freeing old streams as necessary
stream_index = multi_voice_get_stream((int)stream_id);
// if this index is too high, flush the stream
if(chunk_index >= MULTI_VOICE_ACCUM_BUFFER_COUNT){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : flushing stream because packet index is too high!!\n"));
#endif
// flush the stream
multi_voice_flush_old_stream(stream_index);
// return bytes processed
offset += chunk_size;
return offset;
}
// if we found a stream to work with
if(stream_index != -1){
// set the id of where it came from
Multi_voice_stream[stream_index].stream_from = who_from;
// set the stream id#
Multi_voice_stream[stream_index].stream_id = stream_id;
// set the gain
Multi_voice_stream[stream_index].accum_buffer_gain[chunk_index] = (double)gain;
// set the stream uncompressed size size
Multi_voice_stream[stream_index].accum_buffer_usize[chunk_index] = uc_size;
// set the token timestamp
Multi_voice_stream[stream_index].token_stamp = ui_timestamp(MULTI_VOICE_TOKEN_TIMEOUT);
// set the last heard time
Multi_voice_stream[stream_index].stream_last_heard = timer_get_fixed_seconds();
// copy the data and setup any other accum buffer data necessary
// ignore data if we can't play sounds
if(Multi_voice_can_play){
memcpy(Multi_voice_stream[stream_index].accum_buffer[chunk_index],data+offset,(int)chunk_size);
}
Multi_voice_stream[stream_index].accum_buffer_flags[chunk_index] = 1;
Multi_voice_stream[stream_index].accum_buffer_csize[chunk_index] = chunk_size;
// pass the data into the smart voice algorithm
if(player_index != -1){
multi_voice_alg_process_data(stream_index);
}
}
// increment the offset
offset += (int)chunk_size;
return offset;
}
// <server> increment the current stream id#
void multi_voice_inc_stream_id()
{
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
if(Multi_voice_next_stream_id == 0xff){
Multi_voice_next_stream_id = 0;
} else {
Multi_voice_next_stream_id++;
}
}
// flush any old sound stream data because we've started to receive data for a new stream
void multi_voice_flush_old_stream(int stream_index)
{
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : old stream flush\n"));
#endif
// call the smart algorithm for flushing streams
multi_voice_alg_flush_old_stream(stream_index);
// clear all the accum buffer flags
memset(Multi_voice_stream[stream_index].accum_buffer_flags,0,MULTI_VOICE_ACCUM_BUFFER_COUNT);
// clear the token
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_take_token(stream_index);
}
Multi_voice_stream[stream_index].token_stamp = UI_TIMESTAMP::invalid();
Multi_voice_stream[stream_index].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
// timestamp the player
Net_player->s_info.voice_token_timestamp = ui_timestamp(Netgame.options.voice_token_wait);
}
// route sound data through the server to all appropriate players
void multi_voice_route_data(ubyte *data, int packet_size,int player_index,int mode,net_player *target)
{
int idx;
// route the data to all other players
switch(mode){
case MULTI_MSG_ALL:
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED( Net_players[idx] ) && // player is connected
( &Net_players[idx] != &Net_players[player_index] ) && // not the sending player
( Net_player != &Net_players[idx] ) && // not me
( Multi_voice_player_prefs[idx] & (1 << player_index) ) && // is accepting sound from this player
!( Net_players[idx].p_info.options.flags & MLO_FLAG_NO_VOICE ) ){ // is accepting sound periods
multi_io_send(&Net_players[idx], data, packet_size);
}
}
break;
case MULTI_MSG_FRIENDLY:
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED( Net_players[idx] ) && // player is connected
( &Net_players[idx] != &Net_players[player_index] ) && // not the sending player
( Net_player != &Net_players[idx] ) && // not me
( Net_players[idx].p_info.team == Net_players[player_index].p_info.team ) &&// on the same team
( Multi_voice_player_prefs[idx] & (1 << player_index) ) && // is accepting sound from the sender
!( Net_players[idx].p_info.options.flags & MLO_FLAG_NO_VOICE) ){ // is accepting sound periods
multi_io_send(&Net_players[idx], data, packet_size);
}
}
break;
case MULTI_MSG_HOSTILE:
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED( Net_players[idx] ) && // player is connected
( &Net_players[idx] != &Net_players[player_index] ) && // not the sending player
( Net_player != &Net_players[idx] ) && // not me
( Net_players[idx].p_info.team != Net_players[player_index].p_info.team ) &&// on the opposite team
( Multi_voice_player_prefs[idx] & (1 << player_index) ) && // is accepting sound from the sender
!( Net_players[idx].p_info.options.flags & MLO_FLAG_NO_VOICE ) ){ // is accepting sound periods
multi_io_send(&Net_players[idx], data, packet_size);
}
}
break;
case MULTI_MSG_TARGET:
Assert(target != NULL);
if(!(target->p_info.options.flags & MLO_FLAG_NO_VOICE)){
multi_io_send(target, data, packet_size);
}
break;
}
}
// find the stream to apply incoming sound data to, freeing up old ones as necessary
int multi_voice_get_stream(int stream_id)
{
int idx,max_diff_index;
fix cur_time,max_diff;
// first check to see if this stream exists
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if(Multi_voice_stream[idx].stream_id == (ubyte)stream_id){
return idx;
}
}
// if we got to this point, we didn't find the matching stream, so we should try and find an empty stream
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if ( !Multi_voice_stream[idx].token_stamp.isValid() ) {
return idx;
}
}
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : going to blast old voice stream while looking for a free one - beware!!\n"));
#endif
// if we got to this point, we should free up the oldest stream we have
cur_time = timer_get_fixed_seconds();
max_diff_index = -1;
max_diff = -1;
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if(((max_diff_index == -1) || ((cur_time - Multi_voice_stream[idx].stream_last_heard) > max_diff)) && Multi_voice_stream[idx].token_stamp.isValid()){
max_diff_index = idx;
max_diff = cur_time - Multi_voice_stream[idx].stream_last_heard;
}
}
// if we found the oldest
if(max_diff_index != -1){
// flush the old stream
multi_voice_flush_old_stream(max_diff_index);
return max_diff_index;
}
// some other fail condition
return -1;
}
// is the given sound stream playing (compares uncompressed sound size with current playback position)
int multi_voice_stream_playing(int /*stream_index*/)
{
// if the handle is invalid, it can't be playing
/*
if(Multi_voice_stream[stream_index].stream_snd_handle < 0){
return 0;
}
// if the sound is playing and the buffer is past the uncompressed size, its effectively done
if(ds_get_play_position(ds_get_channel(Multi_voice_stream[stream_index].stream_snd_handle)) >= (DWORD)Multi_voice_stream[stream_index].stream_uc_size){
return 1;
}
*/
// not done yet
return 0;
}
// tack on pre and post sounds to a sound stream (pass -1 for either if no sound is wanted)
// return final buffer size
int multi_voice_mix(gamesnd_id post_sound,char *data,int cur_size,int max_size)
{
int post_size;
// if the user passed -1 for both pre and post sounds, don't do a thing
if(!post_sound.isValid()){
return cur_size;
}
// get the sizes of the additional sounds
// post sound
auto gs = gamesnd_get_game_sound(post_sound);
auto post_sound_handle = snd_load(gamesnd_choose_entry(gs), &gs->flags, 0);
if (post_sound_handle.isValid()) {
if(snd_size(post_sound_handle, &post_size) == -1){
post_size = 0;
}
} else {
post_size = 0;
}
// if we have a "post" sound to add
if(post_size > 0){
if((max_size - cur_size) > post_size){
// copy in the sound
snd_get_data(post_sound_handle, data + cur_size);
// increment the cur_size
cur_size += post_size;
}
}
// return the size of the new buffer
return cur_size;
}
// max size of a sound chunk which we can fit into a packet
int multi_voice_max_chunk_size(int msg_mode)
{
int header_size;
// all headers contain the following data
header_size = 1 + // messaging mode
1 + // stream id #
2 + // packet uncompressed size
2 + // compressed size
4; // gain
// if we're targeting a specific player
if(msg_mode == MULTI_MSG_TARGET){
header_size += 2; // targeted player's object net_signature
}
// allocate header space for my address
header_size += 4; // my address (4 bytes in TCP)
// calculate max chunk size
return (MAX_PACKET_SIZE - // max freespace packet size
1 - // packet type
1 - // voice packet code subtype
header_size); // calculated header size
}
// --------------------------------------------------------------------------------------------------
// MULTI VOICE / RTVOICE INTERFACE
//
// process the "next" chunk of standalone valid sound data from the rtvoice system
void multi_voice_process_next_chunk()
{
int sound_size;
double d_gain;
voice_stream *str;
// we'd better not ever get here is we can't record voice
Assert(Multi_voice_can_record);
// get the data
rtvoice_get_data((unsigned char**)&Multi_voice_record_buffer, &sound_size, &d_gain);
// if we've reached the max # of packets for this stream, bail
if(Multi_voice_current_stream_index >= (MULTI_VOICE_ACCUM_BUFFER_COUNT - 1)){
nprintf(("Network","MULTI VOICE : Forcing stream to stop on the record size!!!\n"));
// mark me as no longer recording
Multi_voice_recording = 0;
Multi_voice_current_stream_sent = -1;
// stop the recording process
rtvoice_stop_recording();
#ifdef MULTI_VOICE_POST_DECOMPRESS
multi_voice_player_send_stream();
#endif
// play my sound locally as well
#ifdef MULTI_VOICE_LOCAL_ECHO
multi_voice_alg_play_window(0);
#endif
// release the token back to the server
multi_voice_release_token();
// unset the timestamp so we don't still think we're still recording
Multi_voice_recording_stamp = UI_TIMESTAMP::invalid();
return;
}
// pack the data locally as well (so I can hear myself)
str = &Multi_voice_stream[0];
memcpy(str->accum_buffer[Multi_voice_current_stream_index],Multi_voice_record_buffer,sound_size);
str->stream_from = Net_player->player_id;
str->accum_buffer_flags[Multi_voice_current_stream_index] = 1;
str->accum_buffer_usize[Multi_voice_current_stream_index] = (ushort)sound_size;
str->accum_buffer_csize[Multi_voice_current_stream_index] = (ushort)sound_size;
str->accum_buffer_gain[Multi_voice_current_stream_index] = d_gain;
// increment the stream index
Multi_voice_current_stream_index++;
}
// --------------------------------------------------------------------------------------------------
// MULTI VOICE PACKET HANDLERS
//
// send a dummy packet in the place of a too-large data packet
void multi_voice_send_dummy_packet()
{
ubyte data[10],code,msg_mode;
int packet_size,target_index;
// build the header and add the opcode
BUILD_HEADER(VOICE_PACKET);
code = (ubyte)MV_CODE_DATA_DUMMY;
ADD_DATA(code);
msg_mode = (ubyte)Multi_voice_send_mode;
ADD_DATA(msg_mode);
// get the specific target if we're in MSG_TARGET mode
target_index = -1;
if(msg_mode == MULTI_MSG_TARGET){
if(Player_ai->target_objnum != -1){
target_index = multi_find_player_by_object(&Objects[Player_ai->target_objnum]);
if(target_index == -1){
return;
}
} else {
return;
}
ADD_USHORT(Objects[Net_players[target_index].m_player->objnum].net_signature);
}
// add the voice stream id
ADD_DATA(Multi_voice_stream_id);
// send to the server or rebroadcast if I _am_ the server
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_route_data(data,packet_size,MY_NET_PLAYER_NUM,(int)msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
} else {
multi_io_send(Net_player, data, packet_size);
}
}
// process a dummy data packet
int multi_voice_process_data_dummy(ubyte *data)
{
int offset = 0;
int stream_index;
ubyte stream_id;
// get the stream id
GET_DATA(stream_id);
// get the proper stream index
if ( (stream_index = multi_voice_get_stream((int)stream_id) ) != -1 ) {
// set the token timestamp
Multi_voice_stream[stream_index].token_stamp = ui_timestamp(MULTI_VOICE_TOKEN_TIMEOUT);
// set the last heard time
Multi_voice_stream[stream_index].stream_last_heard = timer_get_fixed_seconds();
// set the timeout timestamp
Multi_voice_stamps[stream_index] = ui_timestamp(MV_ALG_TIMEOUT);
}
// return bytes processed
return offset;
}
// process a player preferences packet, return bytes processed
int multi_voice_process_player_prefs(ubyte *data,int player_index)
{
ubyte val;
int mute_index;
short mute_id;
int offset = 0;
// set all channels active
Multi_voice_player_prefs[player_index] = 0xffffffff;
// get all muted players
GET_DATA(val);
while(val != 0xff){
GET_SHORT(mute_id);
// get the player to mute
mute_index = find_player_index(mute_id);
if(mute_index != -1){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","Player %s muting player %s\n",Net_players[player_index].m_player->callsign,Net_players[mute_index].m_player->callsign));
#endif
// mute the guy
Multi_voice_player_prefs[player_index] &= ~(1<<mute_index);
}
// get the next stop value
GET_DATA(val);
}
// return bytes processed
return offset;
}
// process an incoming voice packet of some kind or another
void multi_voice_process_packet(ubyte *data, header *hinfo)
{
ubyte code,msg_mode;
ushort target_sig;
int player_index,stream_index,target_index;
int offset = HEADER_LENGTH;
// find out who is sending this data
player_index = find_player_index(hinfo->id);
// get the opcode
GET_DATA(code);
// process the packet
switch(code){
// I don't have the token anymore
case MV_CODE_TAKE_TOKEN:
// we should never have the token if we cannot record
if(!Multi_voice_can_record){
Int3();
}
Multi_voice_token = 0;
break;
// I have been denied the token
case MV_CODE_DENY_TOKEN:
// set the "denied" timestamp
Multi_voice_denied_stamp = ui_timestamp(MULTI_VOICE_DENIED_TIME);
break;
// I now have the token
case MV_CODE_GIVE_TOKEN:
GET_DATA(Multi_voice_stream_id);
// we should never get the token if we cannot record
if(!Multi_voice_can_record){
Int3();
}
// if we no longer have the keydown, automatically release the token
if(!Multi_voice_keydown){
multi_voice_release_token();
} else {
Multi_voice_token = 1;
}
break;
// a request for the token from a player
case MV_CODE_REQUEST_TOKEN:
if(player_index >= 0){
multi_voice_process_token_request(player_index);
}
break;
// a player gave up the token
case MV_CODE_RELEASE_TOKEN:
if(player_index >= 0){
stream_index = multi_voice_find_token(player_index);
} else {
break;
}
if(stream_index >= 0){
// set the token as having been released
Multi_voice_stream[stream_index].token_status = MULTI_VOICE_TOKEN_INDEX_RELEASED;
// timestamp this guy so that he can't get the token back immediately
Net_players[player_index].s_info.voice_token_timestamp = ui_timestamp(Netgame.options.voice_token_wait);
}
break;
// a player has set prefs for himself
case MV_CODE_PLAYER_PREFS:
Assert(player_index != -1);
offset += multi_voice_process_player_prefs(data+offset,player_index);
break;
// a data packet
case MV_CODE_DATA:
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","VOICE : PROC DATA\n"));
#endif
// get routing information
target_index = -1;
GET_DATA(msg_mode);
if(msg_mode == MULTI_MSG_TARGET){
GET_USHORT(target_sig);
target_index = multi_find_player_by_net_signature(target_sig);
Assert(target_index != -1);
}
offset += multi_voice_process_data(data+offset,player_index,msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
// if we're the server of the game, we should also route this data to all other players
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_route_data(data,offset,player_index,msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
}
break;
// a data dummy packet
case MV_CODE_DATA_DUMMY:
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","VOICE : PROC DATA DUMMY\n"));
#endif
// get routing information
target_index = -1;
GET_DATA(msg_mode);
if(msg_mode == MULTI_MSG_TARGET){
GET_USHORT(target_sig);
target_index = multi_find_player_by_net_signature(target_sig);
Assert(target_index != -1);
}
offset += multi_voice_process_data_dummy(data+offset);
// if we're the server of the game, we should also route this data to all other players
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_route_data(data,offset,player_index,msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
}
break;
}
PACKET_SET_SIZE();
}
// send all pending voice packets
void multi_voice_client_send_pending()
{
ubyte data[MAX_PACKET_SIZE],code;
ubyte msg_mode,chunk_index;
ushort uc_size,chunk_size;
int max_chunk_size,sent,target_index;
int packet_size;
float gain;
voice_stream *str;
// if we're not recording
if(!Multi_voice_recording || (Multi_voice_current_stream_sent < 0) || (Multi_voice_current_stream_sent > Multi_voice_current_stream_index)){
return;
}
// stream all buffered up packets
str = &Multi_voice_stream[0];
// get the current messaging mode
msg_mode = (ubyte)Multi_voice_send_mode;
// get the specific target if we're in MSG_TARGET mode
target_index = -1;
ushort target_net_signature = 0; // Cyborg17 - 0 is the invalid value for net_signature
if (msg_mode == MULTI_MSG_TARGET) {
Assert(Game_mode & GM_IN_MISSION);
if (Player_ai->target_objnum != -1) {
target_index = multi_find_player_by_object(&Objects[Player_ai->target_objnum]);
if (target_index == -1) {
return;
}
target_net_signature = Objects[Net_players[target_index].m_player->objnum].net_signature;
} else {
return;
}
}
while(Multi_voice_current_stream_sent < Multi_voice_current_stream_index){
sent = Multi_voice_current_stream_sent++;
// if the size of this voice chunk will fit in the packet
max_chunk_size = multi_voice_max_chunk_size(Multi_voice_send_mode);
if(str->accum_buffer_csize[sent] > max_chunk_size){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : streamed packet size too large!!\n"));
#endif
Multi_voice_current_stream_sent++;
// send a dummy data packet instead
multi_voice_send_dummy_packet();
continue;
}
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : PACKET %d %d\n",(int)str->accum_buffer_csize[sent],(int)str->accum_buffer_usize[sent]));
#endif
// go through the data and send all of it
code = MV_CODE_DATA;
chunk_index = 0;
// if this packet is small enough to fit within a psnet data packet
BUILD_HEADER(VOICE_PACKET);
// add the packet code type
ADD_DATA(code);
// add the routing data and any necessary targeting information
ADD_DATA(msg_mode);
// Cyborg17 - add the target signature only if it's been set, which only happens in MSG_TARGET mode
if (target_net_signature != 0){
ADD_USHORT(target_net_signature);
}
// add my address
ADD_SHORT(Net_player->player_id);
// add the current stream id#
ADD_DATA(Multi_voice_stream_id);
uc_size = (ushort)str->accum_buffer_usize[sent];
ADD_USHORT(uc_size);
// add the chunk index
chunk_index = (ubyte)sent;
ADD_DATA(chunk_index);
// size of the sound data
chunk_size = (ushort)str->accum_buffer_csize[sent];
ADD_USHORT(chunk_size);
// add the gain
gain = (float)str->accum_buffer_gain[sent];
ADD_FLOAT(gain);
// add the chunk of data
memcpy(data+packet_size, str->accum_buffer[sent],chunk_size);
packet_size += chunk_size;
// send to the server or rebroadcast if I _am_ the server
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_voice_route_data(data,packet_size,MY_NET_PLAYER_NUM,(int)msg_mode,(target_index == -1) ? NULL : &Net_players[target_index]);
} else {
multi_io_send(Net_player, data, packet_size);
}
}
}
// --------------------------------------------------------------------------------------------------
// MULTI VOICE ALGORITHM stuff
//
// process and play the current window of sound stream data we have. reset the window for the next incoming data as well
void multi_voice_alg_play_window(int stream_index)
{
int idx,buffer_offset;
voice_stream *st;
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : PLAYING STREAM %d\n",stream_index));
#endif
// get a pointer to the stream
st = &Multi_voice_stream[stream_index];
// don't play anything back if we can't hear sound
if(Multi_voice_can_play){
// first, pack all the accum buffers into the playback buffer
#ifdef MULTI_VOICE_PRE_DECOMPRESS
buffer_offset = Multi_voice_pre_sound_size;
nprintf(("Network","VOICE : pre sound size %d\n",Multi_voice_pre_sound_size));
for(idx=0;idx<MULTI_VOICE_ACCUM_BUFFER_COUNT;idx++){
// if the flag is set, uncompress the data into the playback buffer
if(st->accum_buffer_flags[idx]){
// first, uncompress the data
rtvoice_uncompress(st->accum_buffer[idx],(int)st->accum_buffer_csize[idx],st->accum_buffer_gain[idx],(ubyte*)Multi_voice_playback_buffer+buffer_offset,st->accum_buffer_usize[idx]);
// increment the buffer offset
buffer_offset += st->accum_buffer_usize[idx];
}
}
#endif
#ifdef MULTI_VOICE_POST_DECOMPRESS
buffer_offset = 0;
for(idx=0;idx<MULTI_VOICE_ACCUM_BUFFER_COUNT;idx++){
// if the flag is set, copy the data
if(st->accum_buffer_flags[idx]){
memcpy(Multi_voice_unpack_buffer+buffer_offset,st->accum_buffer[idx],st->accum_buffer_csize[idx]);
buffer_offset += st->accum_buffer_csize[idx];
}
}
// decompress the whole shebang
rtvoice_uncompress((ubyte*)Multi_voice_unpack_buffer,buffer_offset,st->accum_buffer_gain[0],(ubyte*)Multi_voice_playback_buffer,st->accum_buffer_usize[0]);
buffer_offset = st->accum_buffer_usize[0];
#endif
// mix in the SND_CUE_VOICE and the SND_END_VOICE game sounds
buffer_offset = multi_voice_mix(MULTI_VOICE_POST_SOUND,Multi_voice_playback_buffer,buffer_offset,MULTI_VOICE_MAX_BUFFER_SIZE);
Assert(Multi_voice_stream[stream_index].stream_rtvoice_handle != -1);
// kill any previously playing sounds
rtvoice_stop_playback(Multi_voice_stream[stream_index].stream_rtvoice_handle);
Multi_voice_stream[stream_index].stream_snd_handle = sound_handle::invalid();
// if we can play sound and we know who this is from, display it
if(Multi_voice_can_play){
char voice_msg[256];
int player_index = find_player_index(Multi_voice_stream[stream_index].stream_from);
if(player_index != -1){
memset(voice_msg,0,256);
sprintf(voice_msg,XSTR("<%s is speaking>",712),Net_players[player_index].m_player->callsign);
// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
multi_display_chat_msg(voice_msg,player_index,0);
}
}
// now call the rtvoice playback functions
Multi_voice_stream[stream_index].stream_snd_handle = rtvoice_play(Multi_voice_stream[stream_index].stream_rtvoice_handle,(unsigned char*)Multi_voice_playback_buffer,buffer_offset);
Multi_voice_stream[stream_index].stream_start_time = timer_get_fixed_seconds();
}
// unset the stamp so that its not "free"
Multi_voice_stamps[stream_index] = UI_TIMESTAMP::invalid();
// flush the stream (will also grab the token back, if the server)
multi_voice_flush_old_stream(stream_index);
}
// decision function which decides if we should play the current block of sound we have
int multi_voice_alg_should_play(int stream_index)
{
// if the timestamp has expired, play the sound
if(Multi_voice_stamps[stream_index].isValid() && ui_timestamp_elapsed(Multi_voice_stamps[stream_index])){
#ifdef MULTI_VOICE_VERBOSE
nprintf(("Network","MULTI VOICE : DECIDE, TIMEOUT\n"));
#endif
return 1;
}
return 0;
}
// process incoming sound data in whatever way necessary (this function should take care of playing data when necessary)
void multi_voice_alg_process_data(int stream_index)
{
// update the timestamp for this window
Multi_voice_stamps[stream_index] = ui_timestamp(MV_ALG_TIMEOUT);
}
// process existing streams
void multi_voice_alg_process_streams()
{
int idx;
int player_index;
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
// determine if we should play this window of data
if(Multi_voice_stamps[idx].isValid() && multi_voice_alg_should_play(idx)){
// determine who this stream came from
player_index = find_player_index(Multi_voice_stream[idx].stream_from);
// server should check his own settings here
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && ((Net_player->p_info.options.flags & MLO_FLAG_NO_VOICE) || (player_index == -1) || !(Multi_voice_player_prefs[MY_NET_PLAYER_NUM] & (1<<player_index))) ){
// unset the stamp so that its not "free"
Multi_voice_stamps[idx] = UI_TIMESTAMP::invalid();
// flush the stream (will also grab the token back, if the server)
multi_voice_flush_old_stream(idx);
nprintf(("Network","Server not playing sound because of set options!\n"));
}
// play the current sound
else {
multi_voice_alg_play_window(idx);
}
}
}
}
// we are going to flush the current stream because we have started to receive data for a new one. do something first
void multi_voice_alg_flush_old_stream(int stream_index)
{
// just unset the heard from timestamp for now
Multi_voice_stamps[stream_index] = UI_TIMESTAMP::invalid();
}
// initialize the smart algorithm
void multi_voice_alg_init()
{
int idx;
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
Multi_voice_stamps[idx] = UI_TIMESTAMP::invalid();
}
}
// --------------------------------------------------------------------------------------------------
// MULTI VOICE TESTING FUNCTIONS
//
#define MV_TEST_RECORD_TIME 3000 // recording time in ms for testing voice
UI_TIMESTAMP Multi_voice_test_record_stamp;
int Multi_voice_test_packet_tossed = 0;
// process the next chunk of voice data
void multi_voice_test_process_next_chunk()
{
unsigned char *outbuf;
int size;
double gain;
// if the test recording stamp is -1, we should stop
if ( !Multi_voice_test_record_stamp.isValid() ) {
rtvoice_stop_recording();
return;
}
// if the recording timestamp has elapsed, stop the whole thing
if(ui_timestamp_elapsed(Multi_voice_test_record_stamp)){
nprintf(("Network","Stopping voice test recording\n"));
rtvoice_stop_recording();
Multi_voice_test_record_stamp = UI_TIMESTAMP::invalid();
Multi_voice_test_packet_tossed = 0;
return;
}
// otherwise get the compressed and uncompressed data and do something interesting with it
rtvoice_get_data(&outbuf, &size, &gain);
// determine whether the packet would have been dropped
if (size > multi_voice_max_chunk_size(MULTI_MSG_ALL)) {
Multi_voice_test_packet_tossed = 1;
} else {
Multi_voice_test_packet_tossed = 0;
}
// send the raw output buffer to the voice options screen
options_multi_set_voice_data(outbuf, size, gain);
}
// start recording voice locally for playback testing
void multi_voice_test_record_start()
{
// if there is test recording going on already, don't do anything
if (Multi_voice_test_record_stamp.isValid()) {
return;
}
// stop any playback which may be occuring
rtvoice_stop_playback_all();
// stop any recording which may be occuring
rtvoice_stop_recording();
// set the timestamp
Multi_voice_test_record_stamp = ui_timestamp(MV_TEST_RECORD_TIME);
// start the recording of voice
rtvoice_start_recording(multi_voice_test_process_next_chunk, 175);
}
// force stop any recording voice test
void multi_voice_test_record_stop()
{
Multi_voice_test_record_stamp = UI_TIMESTAMP::invalid();
Multi_voice_test_packet_tossed = 0;
rtvoice_stop_recording();
}
// return if the test recording is going on
int multi_voice_test_recording()
{
return !Multi_voice_test_record_stamp.isValid() ? 0 : 1;
}
// call this function if multi_voice_test_recording() is true to process various odds and ends of the test recording
void multi_voice_test_process()
{
// if we're not recording, do nothing
if ( !Multi_voice_test_record_stamp.isValid() ) {
return;
}
// check to see if the timestamp has elapsed
if(ui_timestamp_elapsed(Multi_voice_test_record_stamp)){
Multi_voice_test_record_stamp = UI_TIMESTAMP::invalid();
Multi_voice_test_packet_tossed = 0;
}
}
// get a playback buffer handle (return -1 if none exist - bad)
int multi_voice_test_get_playback_buffer()
{
// return voice stream 0
Assert(!Multi_voice_stream[0].stream_snd_handle.isValid());
Assert(Multi_voice_stream[0].stream_rtvoice_handle != -1);
return Multi_voice_stream[0].stream_rtvoice_handle;
}
// return whether the last sampled chunk would have been too large to fit in a packet
int multi_voice_test_packet_tossed()
{
return Multi_voice_test_packet_tossed;
}