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--Global voice chat related functions and data
local channelData = {
channelType = channelType ,
guildId = guildId , --this value is invalid when retrieved for a guild channel that is no longer available
guildRoomNumber = guildRoomNumber
}
return channelData
end
end
VOICE_CHAT_OFFICERS_ROOM_NUMBER = 0 --The guild channel # we use to represent the special Officer's channel.
VOICE_CHAT_ICON_MUTED_PLAYER = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_muted.dds"
VOICE_CHAT_ICON_LISTENING_CHANNEL = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_listening.dds"
--------------------------------------------------------------------------------
-- VoiceChat History Data
-- Helper class for saving and sorting the speaker history of each channel.
--------------------------------------------------------------------------------
local HISTORY_ENTRY_LIMIT = 15
obj . map = { }
return obj
end
local newEntry = {
displayName = displayName ,
isMuted = false ,
}
end
--Maintain max size
end
end
end
end
speakerData . isMuted = mutedUsers [ speakerData . displayName ]
end
end
break
end
end
end
--------------------------------------------------------------------------------
-- VoiceChat Participants Data
-- Helper class for saving and sorting the participants of each channel.
--------------------------------------------------------------------------------
local SORT_KEYS = {
displayName = { }
}
local SORT_BY_OCCURRENCE = true
local DONT_SORT_BY_OCCURRENCE = false
end
obj . map = { }
obj . sortByOccurrence = sortByOccurrence --when true, newer entries occur first in the list
return obj
end
return
end
table . insert ( self . list , 1 , { displayName = displayName , speakStatus = speakStatus , isMuted = isMuted } )
end
end
break
end
end
end
end
return i
end
end
return nil
end
if index then
if speakStatus then
speakerData . speakStatus = speakStatus
if speakStatus == VOICE_CHAT_SPEAK_STATE_SPEAKING then
end
end
--Only update the mute status if an argument was provided
if isMuted ~= nil then
speakerData . isMuted = isMuted
end
if speakStatus == VOICE_CHAT_SPEAK_STATE_SPEAKING then
--Move the user to the end of the list
end
end
end
end
speakerData . isMuted = mutedUsers [ speakerData . displayName ]
end
end
end
end
--------------------------------------------------------------------------------
--Voice Chat Manager
-- Data manager for Voice Chat. Also handles the channel joining automation
-- and 1+1 Active/Passive channel functionality.
--------------------------------------------------------------------------------
local SAVE_SETTINGS_DELAY = 2000 --the delay until the settings will save after being changed
VOICE_CHAT_MANAGER = nil
return manager
end
--Use a delayed callback after making a Voice Chat related server request to temporarily lock out
--further requests. This is to give the first request a chance to complete.
end
--Use a delayed callback after changing a setting so that we can save just once for multiple changes.
end
end
[ VOICE_CHANNEL_AREA ] = {
channelType = VOICE_CHANNEL_AREA ,
guildId = 0 ,
guildRoomNumber = 0 ,
} ,
[ VOICE_CHANNEL_GROUP ] = {
channelType = VOICE_CHANNEL_GROUP ,
guildId = 0 ,
guildRoomNumber = 0 ,
} ,
[ VOICE_CHANNEL_GUILD ] = { } , --populates during channel retrieval
[ VOICE_CHANNEL_BATTLEGROUP ] = {
channelType = VOICE_CHANNEL_BATTLEGROUP ,
guildId = 0 ,
guildRoomNumber = 0 ,
} ,
}
--The guild ids are dirtied and will need to be refreshed for all guild channels whenever a guild is joined or left.
--The guild ids we can retrieve from engine are invalid for channels that just became unavailable. We'll need to keep
--a local cache so we can id guilds for certain channel events.
end
end
if bgChannel . isAvailable then
elseif groupChannel . isAvailable then
--Join the first iterated guild room
return
end
end
else
end
end
local channelType = desiredChannelSetting . channelType
if not channelType then
return nil
end
if channelType == VOICE_CHANNEL_GUILD then
local guildName = desiredChannelSetting . guildName
local guildRoomNumber = desiredChannelSetting . guildRoomNumber
else
return channel . isAvailable and channel or nil
end
end
if not desiredActiveChannel then
desiredActiveChannel = desiredPassiveChannel
desiredPassiveChannel = nil
end
end
else
end
--Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
--saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
--we've set the initial desired channels from saved vars.
if not bestGroupChannel . isAvailable then
end
end
end
end
if bgChannel . isAvailable then
elseif groupChannel . isAvailable then
else
end
end
end
end
end
end
--Event Handlers
--Load the preferred channel settings
local defaultSettings = {
isFirstRun = true ,
desiredActiveChannel = { } ,
desiredPassiveChannel = { } ,
}
--We wait to request the list of channels until after we've loaded settings
end
end
--Only automatically join channels on the first activation after logging into the game.
--We can activate at the same time we're receiving the channel events, so delay any
--automatic joining until we determine all the available channels.
end
--Special case for handling the group being destroyed while zoning.
if bgChannel . isAvailable then
end
end
end
--Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
--saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
--we've set the initial desired channels from saved vars.
if not bestGroupChannel . isAvailable then
end
else
end
end
end
if isLocalPlayer then
--Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
--saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
--we've set the initial desired channels from saved vars.
else
end
end
end
--We should only automatically join this guild's channel if we're not already in a group or guild channel
if desiredActiveChannel then
local channelType = desiredActiveChannel . channelType
if channelType == VOICE_CHANNEL_GUILD or channelType == VOICE_CHANNEL_GROUP or channelType == VOICE_CHANNEL_BATTLEGROUP then
return
end
end
if desiredPassiveChannel then
local channelType = desiredPassiveChannel . channelType
if channelType == VOICE_CHANNEL_GUILD or channelType == VOICE_CHANNEL_GROUP or channelType == VOICE_CHANNEL_BATTLEGROUP then
return
end
end
--We'll get this guild join event and the corresponding channel available event in a nondeterminite order. Only join it when it's ready.
local adHocChannelData = { channelType = VOICE_CHANNEL_GUILD , guildId = guildId , guildRoomNumber = 1 } --just choose the first non-officer guild room to join
--The channel is initialized, so join it
else
--The channel isn't initialized yet, so flag to join it once it is
end
end
end
end
end
--We can lose permission to access a channel while in it. Leave the channel when this occurs.
local hasOfficerPermission = DoesPlayerHaveGuildPermission ( guildId , GUILD_PERMISSION_OFFICER_CHAT_WRITE )
if desiredActiveChannel and desiredActiveChannel . guildId == guildId then
if desiredActiveChannel . guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
if not hasOfficerPermission then
end
else
if not hasRoomPermission then
end
end
elseif desiredPassiveChannel and desiredPassiveChannel . guildId == guildId then
if desiredPassiveChannel . guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
if not hasOfficerPermission then
end
else
if not hasRoomPermission then
end
end
end
end
end
end
--Voice Channel Event Handlers
return
end
channel . isJoined = true
end
end
--The guild id in the channel data is invalid for this event, so use the cache
if channelData . channelType == VOICE_CHANNEL_GUILD then
if not channelData . guildId then
return
end
end
channel . isJoined = false
channel . isTransmitting = false
end
local channelType = channelData . channelType
--Ignore invalid channels. Probably not necessary anymore, but it was a quick fix to an
--early problem where the engine could send us invalid availability events.
if channelType == VOICE_CHANNEL_NONE then
return
elseif channelType == VOICE_CHANNEL_BATTLEGROUP then
if currentGroupChannel . isAvailable then
end
elseif channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
--Check if we tried to join the channel from the guild join event, but needed to wait
--for this channel available event.
end
end
channel . channelName = channelName
channel . isAvailable = true
channel . isJoined = isJoined
channel . isTransmitting = isTransmitting
if isJoined then
if isTransmitting then
else
end
end
end
--The guild id in the channel data is invalid for this event, so use the cache
if channelData . channelType == VOICE_CHANNEL_GUILD then
if not channelData . guildId then
return
end
end
channel . isAvailable = false
channel . isJoined = false
channel . isTransmitting = false
if channel . channelType == VOICE_CHANNEL_GUILD then
end
if channelData . channelType == VOICE_CHANNEL_BATTLEGROUP then
if groupChannel . isAvailable then
else
if areaChannel . isAvailable then
end
end
end
end
return
end
channel . isTransmitting = true
--Mark the old active channel as passive
end
--If this was our passive channel, then we don't have a passive channel anymore since it's now active
end
--Voice Participant Event Handlers
return
end
local speakStatus = isSpeaking and VOICE_CHAT_SPEAK_STATE_SPEAKING or VOICE_CHAT_SPEAK_STATE_IDLE
end
--The guild id in the channel data is invalid for this event, so use the cache
if channelData . channelType == VOICE_CHANNEL_GUILD then
if not channelData . guildId then
return
end
end
end
--Speak events can occur before the channels are mapped
return
end
local speakStatus = speaking and VOICE_CHAT_SPEAK_STATE_SPEAKING or VOICE_CHAT_SPEAK_STATE_IDLE
--Update history
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnAddOnLoaded" , EVENT_ADD_ON_LOADED , function ( event , ... ) OnAddOnLoaded ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnPlayerActivated" , EVENT_PLAYER_ACTIVATED , function ( event , ... ) OnPlayerActivated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnGroupMemberJoined" , EVENT_GROUP_MEMBER_JOINED , function ( event , ... ) OnGroupMemberJoined ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnGroupMemberLeft" , EVENT_GROUP_MEMBER_LEFT , function ( event , ... ) OnGroupMemberLeft ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnSelfJoinedGuild" , EVENT_GUILD_SELF_JOINED_GUILD , function ( event , ... ) OnSelfJoinedGuild ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnSelfLeftGuild" , EVENT_GUILD_SELF_LEFT_GUILD , function ( event , ... ) OnSelfLeftGuild ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnGuildDataLoaded" , EVENT_GUILD_DATA_LOADED , function ( event , ... ) OnGuildDataLoaded ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnGuildRankChanged" , EVENT_GUILD_RANK_CHANGED , function ( event , ... ) OnGuildRankChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnGuildMemberRankChanged" , EVENT_GUILD_MEMBER_RANK_CHANGED , function ( event , ... ) OnGuildMemberRankChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceChannelJoined" , EVENT_VOICE_CHANNEL_JOINED , function ( eventCode , ... ) OnVoiceChannelJoined ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceChannelLeft" , EVENT_VOICE_CHANNEL_LEFT , function ( eventCode , ... ) OnVoiceChannelLeft ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceChannelAvailable" , EVENT_VOICE_CHANNEL_AVAILABLE , function ( eventCode , ... ) OnVoiceChannelAvailable ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceChannelUnavailable" , EVENT_VOICE_CHANNEL_UNAVAILABLE , function ( eventCode , ... ) OnVoiceChannelUnavailable ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceTransmitChannelChanged" , EVENT_VOICE_TRANSMIT_CHANNEL_CHANGED , function ( eventCode , ... ) OnVoiceTransmitChannelChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceUserJoinedChannel" , EVENT_VOICE_USER_JOINED_CHANNEL , function ( eventCode , ... ) OnVoiceUserJoinedChannel ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceUserLeftChannel" , EVENT_VOICE_USER_LEFT_CHANNEL , function ( eventCode , ... ) OnVoiceUserLeftChannel ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceUserSpeaking" , EVENT_VOICE_USER_SPEAKING , function ( eventCode , ... ) OnVoiceUserSpeaking ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_VoiceChat_OnVoiceMuteListUpdated" , EVENT_VOICE_MUTE_LIST_UPDATED , function ( eventCode , ... ) OnVoiceMuteListUpdated ( ... ) end )
end
end
--We can skip the delay if we're trying to transmit on a channel already joined (the passive channel)
if not skipDelay then
end
end
end
local mutedUsers = { }
for i = 1 , numMutedUsers do
mutedUsers [ displayName ] = true
end
--Update participant data
if channelType == VOICE_CHANNEL_GUILD then
end
end
else
end
end
--Update history data
if channelType == VOICE_CHANNEL_GUILD then
end
end
else
end
end
end
end
--The desired channels are the ones the user selects from the UI, or that are automatically
--set due to specific events occurring (ex. joining a group). The update loop will work
--towards joining and transmitting on the desired channels while leaving the old ones.
--It will work with the delay restriction we have between making requests, and will only allow
--a second channel to be joined if one of them is Area (by design).
return
end
--Update Active channel
if not desiredActiveChannel then
if activeChannel then
return
end
elseif desiredActiveChannel . isAvailable and desiredActiveChannel ~= activeChannel then
--Enforce not being able to be active and passive in two non-Area channels
if desiredActiveChannel ~= passiveChannel and desiredActiveChannel . channelType ~= VOICE_CHANNEL_AREA then
if activeChannel and activeChannel . channelType ~= VOICE_CHANNEL_AREA then
return
elseif passiveChannel and passiveChannel . channelType ~= VOICE_CHANNEL_AREA then
return
end
end
local skipDelay = desiredActiveChannel == passiveChannel --we don't need to delay the next request if we're already joined to the channel
return
end
--Update Passive channel
if not desiredPassiveChannel then
if passiveChannel then
end
elseif desiredPassiveChannel . isAvailable and desiredPassiveChannel ~= passiveChannel then
if not passiveChannel then
else
end
end
end
if not guildChannels [ guildId ] then
guildChannels [ guildId ] = { }
guildChannels [ guildId ] . rooms = { }
end
--Check for duplicates
return
end
if guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
else
end
guildChannels [ guildId ] . rooms [ guildRoomNumber ] = {
channelType = VOICE_CHANNEL_GUILD ,
channelName = channelName ,
guildId = guildId ,
guildRoomNumber = guildRoomNumber ,
guildName = guildName ,
}
self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] [ guildRoomNumber ] = ParticipantsData : New ( DONT_SORT_BY_OCCURRENCE )
end
local guildData = guildChannels [ guildId ]
if guildData then
--Destroy the room
guildData . rooms [ guildRoomNumber ] = nil
--Destroy the guild entry
guildChannels [ guildId ] = nil
end
end
end
local remappedGuildChannels = { }
local newGuildId
roomData . guildId = newGuildId
end
remappedGuildChannels [ newGuildId ] = guildChannels [ oldGuildId ]
if oldGuildId ~= newGuildId then
guildParticipants [ newGuildId ] = guildParticipants [ oldGuildId ]
guildParticipants [ oldGuildId ] = nil
end
end
end
local channelType = channelData . channelType
if channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
return guildData [ guildId ] ~= nil and guildData [ guildId ] . rooms [ guildRoomNumber ] ~= nil
end
end
if roomChannel . guildName == guildName and roomChannel . guildRoomNumber == guildRoomNumber then
return roomChannel
end
end
end
return nil
end
--Update saved settings
if channel then
channelType = channel . channelType ,
guildName = channel . guildName , --we have to use the name and not the id since the id changes
guildRoomNumber = channel . guildRoomNumber ,
}
else
end
--The desired channels are often changed in pairs. Delay to prevent double-saving.
end
--Update saved settings
if channel then
channelType = channel . channelType ,
guildName = channel . guildName , --we have to use the name and not the id since the id changes
guildRoomNumber = channel . guildRoomNumber ,
}
else
end
--The desired channels are often changed in pairs. Delay to prevent double-saving.
end
--Intended Public Functions
local channelType = channelData . channelType
if channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
else
end
end
local channelType = channel . channelType
local guildId = channel . guildId
local guildRoomNumber = channel . guildRoomNumber
if channelType == VOICE_CHANNEL_GUILD then
else
end
end
end
local areaData
local groupData
if areaChannel . isAvailable then
areaData = areaChannel
end
if bgChannel . isAvailable then
groupData = bgChannel
else
if groupChannel . isAvailable then
groupData = groupChannel
end
end
return areaData , groupData , guildData
end
end
end
end
end
end
end
--Check if it's already active
if desiredActiveChannel == previousDesiredActiveChannel then
return
end
--Determine if the previous active channel should be made passive rather than
--leaving it. This is to follow the design of only allowing two joined channels
--when one is Area.
-- it's possible that the we hadn't set a previous active channel (for one if we don't have a VOIP server to connect to)
if desiredActiveChannel . channelType == VOICE_CHANNEL_AREA or ( previousDesiredActiveChannel ~= nil and previousDesiredActiveChannel . channelType == VOICE_CHANNEL_AREA ) then
end
end
end
return nil
end
--Globals
do
EVENT_MANAGER : RegisterForUpdate ( "ZO_VoiceChat_Manager_OnUpdate" , 0 , function ( ) VOICE_CHAT_MANAGER : OnUpdate ( ) end )
end |