Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 |
//============================================================================== // Contains information about the existing voice chat channels on the server. // This class is simply a placeholder for the VoiceReplicationInfo, and should // be implemented in a multi-player capable subclass. // // Created by Ron Prestenback // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class VoiceChatReplicationInfo extends ReplicationInfo config abstract notplaceable native nativereplication; cpptext { INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel ); } const NUMPROPS = 6; struct native VoiceChatCodec { var string Codec; var localized string CodecName; var localized string CodecDescription; }; var int PublicMask, LocalMask; // Array of chatroom channels var protected array<VoiceChatRoom> Channels; var localized array<string> PublicChannelNames; var localized string VCDisplayText[NUMPROPS], VCDescText[NUMPROPS]; var GameReplicationInfo GRI; var class<VoiceChatRoom> ChatRoomClass; var array<VoiceChatCodec> InstalledCodec; var globalconfig array<string> VoIPInternetCodecs; var globalconfig array<string> VoIPLANCodecs; var globalconfig bool bEnableVoiceChat; // Whether voice over IP is enabled on this server var globalconfig bool bAllowLocalBroadcast; // Whether this server allows local channels var globalconfig int MaxChatters; // Max number of chatters allowed in a chatroom (0 - unlimited) var int DefaultChannel; // Channel that should be the default active channel for incoming clients that don't specify a default active channel var globalconfig float LocalBroadcastRange; // Maximum distance a local broadcast can be heard var globalconfig float DefaultBroadcastRadius; // Distance at which broadcast volume begins to fade var float BroadcastRadius; var bool bPrivateChat; // Set by UnrealMPGameInfo.InitVoiceReplicationInfo() var bool bRefresh; // Indicates a chat room has destroyed itself replication { reliable if ( Role == ROLE_Authority && bNetInitial ) bEnableVoiceChat; reliable if ( Role == ROLE_Authority && bNetInitial && bEnableVoiceChat ) bPrivateChat; reliable if ( Role == ROLE_Authority && bNetInitial && bEnableVoiceChat && bAllowLocalBroadcast ) BroadcastRadius; reliable if ( Role == ROLE_Authority && bNetDirty && bEnableVoiceChat ) PublicMask, LocalMask; reliable if ( Role == ROLE_Authority && (bNetInitial || bNetDirty) && bEnableVoiceChat ) DefaultChannel; } event Timer() { // One of our channels has destroyed itself if (bRefresh) CheckChannels(); } event PostBeginPlay() { Super.PostBeginPlay(); if ( bAllowLocalBroadcast ) BroadcastRadius = FMin(LocalBroadcastRange, FClamp(DefaultBroadcastRadius, 10, 1000)); } simulated event PostNetBeginPlay() { // Initialize all public channels. if ( bEnableVoiceChat ) { InitChannels(); SetTimer(1.0, True); } } simulated function InitChannels(); // This is called when a new player has logged into the server. simulated function AddVoiceChatter(PlayerReplicationInfo NewPRI); // Called when a player logs out simulated function RemoveVoiceChatter(PlayerReplicationInfo PRI); // Used to prescreen whether 'PRI' would be allowed to join channel with title 'ChannelTitle' simulated function bool CanJoinChannel(string ChannelTitle, PlayerReplicationInfo PRI) { return true; } // Joins / Leaves // Called when player requests to join channel function VoiceChatRoom.EJoinChatResult JoinChannel(string ChannelTitle, PlayerReplicationInfo PRI, string Password) { return JCR_Invalid; } function VoiceChatRoom.EJoinChatResult JoinChannelAt(int ChannelIndex, PlayerReplicationInfo PRI, string Password) { return JCR_Invalid; } // Called when player leaves channel function bool LeaveChannel(string ChannelTitle, PlayerReplicationInfo PRI) { return true; } // Channel management simulated function VoiceChatRoom AddVoiceChannel(optional PlayerReplicationInfo PRI) { return None; } simulated function bool RemoveVoiceChannel(PlayerReplicationInfo PRI) { return true; } // Called on all voice channels when a player switches teams. Disregarded by voice channel if TeamIndex doesn't match channel's teamindex simulated function NotifyTeamChange(PlayerReplicationInfo PRI, int TeamIndex); // Query Functions simulated event int GetChannelCount() { return 0; } simulated event int GetChannelIndex(string ChannelTitle, optional int TeamIndex) { return -1; } simulated function VoiceChatRoom GetChannel(string ChatRoomName, optional int TeamIndex) { return None; } simulated function VoiceChatRoom GetChannelAt(int Index) { return None; } // Returns a list of members in the specified channel simulated function array<int> GetChannelMembers(string ChatRoomName, optional int TeamIndex); simulated function array<int> GetChannelMembersAt(int Index); // Returns a list of channels that the specified player is a member of simulated function array<int> GetMemberChannels( PlayerReplicationInfo PRI ); simulated function string GetDefaultChannel() { return PublicChannelNames[Clamp(DefaultChannel,0,PublicChannelNames.Length - 1)]; } simulated function array<VoiceChatRoom> GetChannels(); simulated function array<VoiceChatRoom> GetPublicChannels(); simulated function array<VoiceChatRoom> GetPlayerChannels(); simulated function int GetPublicChannelCount(optional bool bSingleTeam); simulated function int GetPlayerChannelCount(); // Returns whether 'TestPRI' is a member of this channel. If bNoCacade is false, will return true if player is member of child channels simulated function bool IsMember(PlayerReplicationInfo TestPRI, int ChannelIndex, optional bool bNoCascade) { return false; } // Internal functions simulated protected function VoiceChatRoom CreateNewVoiceChannel(optional PlayerReplicationInfo PRI) { return None; } // Called from RemoveVoiceChatter() simulated protected function DestroyVoiceChannel(VoiceChatRoom Channel); simulated private function CheckChannels() { local int i; for (i = Channels.Length - 1; i >= 0; i--) if (Channels[i] == None) Channels.Remove(i,1); bRefresh = False; } static function FillPlayInfo( PlayInfo PlayInfo ) { Super.FillPlayInfo( PlayInfo ); PlayInfo.AddSetting( default.ChatGroup, "bEnableVoiceChat", default.VCDisplayText[0], 250, 1, "Check", , "Xv", True, True); PlayInfo.AddSetting( default.ChatGroup, "bAllowLocalBroadcast", default.VCDisplayText[1], 250, 1, "Check", , "Xv", True, True); PlayInfo.AddSetting( default.ChatGroup, "LocalBroadcastRange", default.VCDisplayText[2], 100, 1, "Text", "4;10:3000", "Xv", True, True); PlayInfo.AddSetting( default.ChatGroup, "DefaultBroadcastRadius", default.VCDisplayText[3], 100, 1, "Text", "4;10:1000", "Xv", True, True); PlayInfo.AddSetting( default.ChatGroup, "VoIPInternetCodecs", default.VCDisplayText[4], 254, 1, "Text", , "Xv", True, True); PlayInfo.AddSetting( default.ChatGroup, "VoIPLANCodecs", default.VCDisplayText[5], 254, 1, "Text", , "Xv", True, True); } static event string GetDescriptionText( string PropName ) { switch ( PropName ) { case "bEnableVoiceChat": return default.VCDescText[0]; case "bAllowLocalBroadcast": return default.VCDescText[1]; case "LocalBroadcastRange": return default.VCDescText[2]; case "DefaultBroadcastRadius": return default.VCDescText[3]; case "VoIPInternetCodecs": return default.VCDescText[4]; case "VoIPLANCodecs": return default.VCDescText[5]; } return Super.GetDescriptionText(PropName); } static function GetInstalledCodecs( out array<string> Codecs ) { local int i; Codecs.Length = default.InstalledCodec.Length; for ( i = 0; i < default.InstalledCodec.Length; i++ ) Codecs[i] = default.InstalledCodec[i].Codec; } static function bool GetCodecInfo( string Codec, out string CodecName, out string CodecDescription ) { local int i; for ( i = 0; i < default.InstalledCodec.Length; i++ ) { if ( Codec ~= default.InstalledCodec[i].Codec ) { CodecName = default.InstalledCodec[i].CodecName; CodecDescription = default.InstalledCodec[i].CodecDescription; return true; } } return false; } simulated function bool ValidRoom( VoiceChatRoom Room ) { return bEnableVoiceChat && Room != None && Room.ChannelIndex < 2 && Room.Owner == Self; } function SetMask( VoiceChatRoom Room, int NewMask ) { if ( !ValidRoom(Room) ) return; if ( Room.ChannelIndex == 0 ) PublicMask = NewMask; else if ( Room.ChannelIndex == 1 ) LocalMask = NewMask; } simulated function int GetMask( VoiceChatRoom Room ) { if ( !ValidRoom(Room) ) return 0; if ( Room.ChannelIndex == 0 ) return PublicMask; if ( Room.ChannelIndex == 1 ) return LocalMask; return 0; } simulated function string GetTitle( VoiceChatRoom Room ) { if ( !ValidRoom(Room) ) return ""; return PublicChannelNames[Room.ChannelIndex]; } DefaultProperties { NetPriority=3.001 ChatRoomClass=class'Engine.VoiceChatRoom' PublicChannelNames(0)="Public" PublicChannelNames(1)="Local" InstalledCodec[0]=(Codec="CODEC_48NB",CodecName="Less Bandwidth",CodecDescription="(4.8kbps) - Uses less bandwidth, but sound is not as clear.") InstalledCodec[1]=(Codec="CODEC_96WB",CodecName="Better Quality",CodecDescription="(9.6kbps) - Uses more bandwidth, but sound is much clearer.") VCDisplayText[0]="Enable Voice Chat" VCDisplayText[1]="Enable local Channel" VCDisplayText[2]="Local Chat Range" VCDisplayText[3]="Local Chat Radius" VCDisplayText[4]="Allowed VoIP Codecs" VCDisplayText[5]="Allowed VoIP LAN Codecs" VCDescText[0]="Enable voice chat on the server." VCDescText[1]="Determines whether the \"local\" voice chat channel is created, which allows players to broadcast voice transmissions to all players in the immediate vicinity." VCDescText[2]="Maximum distance at which a broadcast on the local channel may be heard" VCDescText[3]="Distance at which local broadcasts begin to fade" VCDescText[4]="Configure which codecs exist on the server and should be used in Internet games." VCDescText[5]="Configure which codecs exist on the server and should be used in LAN games." bEnableVoiceChat=True bAllowLocalBroadcast=True LocalBroadcastRange=1000 DefaultBroadcastRadius=20 VoIPInternetCodecs[0]="CODEC_48NB" VoIPLANCodecs[0]="CODEC_48NB" VoIPLANCodecs[1]="CODEC_96WB" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |