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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 ,
}
if self . map [ displayName ] then
end
--Maintain max size
end
self . map [ displayName ] = newEntry
end
if self . map [ displayName ] then
self . map [ displayName ] . isMuted = isMuted
end
end
speakerData . isMuted = mutedUsers [ speakerData . displayName ]
end
end
break
end
end
self . map [ displayName ] = nil
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
if self . map [ displayName ] then
return
end
table . insert ( self . list , 1 , { displayName = displayName , speakStatus = speakStatus , isMuted = isMuted } )
if not self . sortByOccurrence then
end
end
self . map [ displayName ] = nil
break
end
end
end
return self . map [ displayName ]
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 self . sortByOccurrence then
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
self . map = { }
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.
self . areRequestsAllowed = true
self . areRequestsAllowed = true
end
--Use a delayed callback after changing a setting so that we can save just once for multiple changes.
self . saveSettingsCount = 0
if self . saveSettingsCount == 0 then
end
end
self . channelData = {
[ 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.
self . guildIdsDirty = false
--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.
self . guildChannelsToIds = { }
self . participantsData = { }
self . participantsData [ VOICE_CHANNEL_GUILD ] = { } --populates during channel retrieval
self . mutedUsers = { }
self . activeChannel = nil --a channel we're joined to and transmitting on
self . passiveChannel = nil --a channel we're joined to, but only listening to
self . desiredPassiveChannel = nil
self . desiredActiveChannel = nil
end
end
local areaChannel = self . channelData [ VOICE_CHANNEL_AREA ]
local groupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
local bgChannel = self . channelData [ VOICE_CHANNEL_BATTLEGROUP ]
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
local channel = self . channelData [ channelType ]
return channel . isAvailable and channel or nil
end
end
if not desiredActiveChannel then
desiredActiveChannel = desiredPassiveChannel
desiredPassiveChannel = nil
end
end
if self . savedVars . isFirstRun then
self . savedVars . isFirstRun = false
else
end
end
local groupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
local bgChannel = self . channelData [ VOICE_CHANNEL_BATTLEGROUP ]
if bgChannel . isAvailable then
elseif groupChannel . isAvailable then
else
end
end
if self . passiveChannel == channel then
self . passiveChannel = nil
end
end
if self . activeChannel == channel then
self . activeChannel = nil
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.
local groupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
end
end
local bestGroupChannel = self . channelData [ VOICE_CHANNEL_BATTLEGROUP ]
if not bestGroupChannel . isAvailable then
bestGroupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
end
end
end
if isLocalPlayer then
local groupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
end
end
--We should only automatically join this guild's channel if we're not already in a group or guild channel
local desiredActiveChannel = self . desiredActiveChannel
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
local desiredPassiveChannel = self . desiredPassiveChannel
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
self . autoJoiningGuildButNotAvailable = true
end
end
if self . desiredActiveChannel and self . desiredActiveChannel . guildId == guildId then
elseif self . desiredPassiveChannel and self . desiredPassiveChannel . guildId == guildId then
end
end
end
--We can lose permission to access a channel while in it. Leave the channel when this occurs.
local desiredActiveChannel = self . desiredActiveChannel
local desiredPassiveChannel = self . desiredPassiveChannel
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
if self . desiredPassiveChannel == channel then
self . passiveChannel = channel
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
channelData . guildId = self . guildChannelsToIds [ channelName ]
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
elseif channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
self . guildIdsDirty = true
--Check if we tried to join the channel from the guild join event, but needed to wait
--for this channel available event.
if self . autoJoiningGuildButNotAvailable then
self . autoJoiningGuildButNotAvailable = nil
end
end
channel . channelName = channelName
channel . isAvailable = true
channel . isJoined = isJoined
channel . isTransmitting = isTransmitting
if isJoined then
if isTransmitting then
self . activeChannel = channel
else
self . passiveChannel = channel
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
channelData . guildId = self . guildChannelsToIds [ channelName ]
if not channelData . guildId then
return
end
end
channel . isAvailable = false
channel . isJoined = false
channel . isTransmitting = false
if channel . channelType == VOICE_CHANNEL_GUILD then
self . guildIdsDirty = true
end
end
return
end
channel . isTransmitting = true
--Mark the old active channel as passive
if self . activeChannel then
self . activeChannel . isTransmitting = false
self . passiveChannel = self . activeChannel
end
self . activeChannel = channel
--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
local isMuted = self . mutedUsers [ displayName ]
end
--The guild id in the channel data is invalid for this event, so use the cache
if channelData . channelType == VOICE_CHANNEL_GUILD then
channelData . guildId = self . guildChannelsToIds [ channelName ]
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
self . mutedUsers = mutedUsers
end
if self . guildIdsDirty then
self . guildIdsDirty = false
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
local activeChannel = self . activeChannel
local desiredActiveChannel = self . desiredActiveChannel
local passiveChannel = self . passiveChannel
local desiredPassiveChannel = self . desiredPassiveChannel
--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
local guildChannels = self . channelData [ VOICE_CHANNEL_GUILD ]
if not guildChannels [ guildId ] then
guildChannels [ guildId ] = { }
guildChannels [ guildId ] . rooms = { }
self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] = { }
end
--Check for duplicates
if self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] [ guildRoomNumber ] then
return
end
local description
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 ,
description = description ,
}
self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] [ guildRoomNumber ] = ParticipantsData : New ( DONT_SORT_BY_OCCURRENCE )
self . guildChannelsToIds [ channelName ] = guildId
end
local guildChannels = self . channelData [ VOICE_CHANNEL_GUILD ]
local guildData = guildChannels [ guildId ]
if guildData then
--Destroy the room
guildData . rooms [ guildRoomNumber ] = nil
self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] [ guildRoomNumber ] = nil
--Destroy the guild entry
guildChannels [ guildId ] = nil
self . participantsData [ VOICE_CHANNEL_GUILD ] [ guildId ] = nil
end
end
self . guildChannelsToIds [ channelName ] = nil
end
local guildChannels = self . channelData [ VOICE_CHANNEL_GUILD ]
local guildParticipants = self . participantsData [ VOICE_CHANNEL_GUILD ]
local remappedGuildChannels = { }
local newGuildId
roomData . guildId = newGuildId
self . guildChannelsToIds [ roomData . channelName ] = newGuildId
end
remappedGuildChannels [ newGuildId ] = guildChannels [ oldGuildId ]
if oldGuildId ~= newGuildId then
guildParticipants [ newGuildId ] = guildParticipants [ oldGuildId ]
guildParticipants [ oldGuildId ] = nil
end
end
self . channelData [ VOICE_CHANNEL_GUILD ] = remappedGuildChannels
end
local channelType = channelData . channelType
if channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
local guildData = self . channelData [ channelType ]
return guildData [ guildId ] ~= nil and guildData [ guildId ] . rooms [ guildRoomNumber ] ~= nil
end
return self . channelData [ channelType ] ~= nil
end
if roomChannel . guildName == guildName and roomChannel . guildRoomNumber == guildRoomNumber then
return roomChannel
end
end
end
return nil
end
self . desiredPassiveChannel = channel
--Update saved settings
if channel then
self . savedVars . desiredPassiveChannel = {
channelType = channel . channelType ,
guildName = channel . guildName , --we have to use the name and not the id since the id changes
guildRoomNumber = channel . guildRoomNumber ,
}
else
self . savedVars . desiredPassiveChannel = { }
end
--The desired channels are often changed in pairs. Delay to prevent double-saving.
self . saveSettingsCount = self . saveSettingsCount + 1
end
self . desiredActiveChannel = channel
--Update saved settings
if channel then
self . savedVars . desiredActiveChannel = {
channelType = channel . channelType ,
guildName = channel . guildName , --we have to use the name and not the id since the id changes
guildRoomNumber = channel . guildRoomNumber ,
}
else
self . savedVars . desiredActiveChannel = { }
end
--The desired channels are often changed in pairs. Delay to prevent double-saving.
self . saveSettingsCount = self . saveSettingsCount + 1
end
--Intended Public Functions
local channelType = channelData . channelType
if channelType == VOICE_CHANNEL_GUILD then
local guildId = channelData . guildId
local guildRoomNumber = channelData . guildRoomNumber
return self . channelData [ channelType ] [ guildId ] . rooms [ guildRoomNumber ]
else
return self . channelData [ channelType ]
end
end
local channelType = channel . channelType
local guildId = channel . guildId
local guildRoomNumber = channel . guildRoomNumber
if channelType == VOICE_CHANNEL_GUILD then
return self . participantsData [ channelType ] [ guildId ] [ guildRoomNumber ]
else
return self . participantsData [ channelType ]
end
end
end
local areaData
local groupData
local areaChannel = self . channelData [ VOICE_CHANNEL_AREA ]
if areaChannel . isAvailable then
areaData = areaChannel
end
local bgChannel = self . channelData [ VOICE_CHANNEL_BATTLEGROUP ]
if bgChannel . isAvailable then
groupData = bgChannel
else
local groupChannel = self . channelData [ VOICE_CHANNEL_GROUP ]
if groupChannel . isAvailable then
groupData = groupChannel
end
end
local guildData = self . channelData [ VOICE_CHANNEL_GUILD ]
return areaData , groupData , guildData
end
return self . areRequestsAllowed
end
if self . areRequestsAllowed then
self . areRequestsAllowed = false
end
end
end
if self . desiredActiveChannel == channel then
elseif self . desiredPassiveChannel == channel then
end
end
local previousDesiredActiveChannel = self . desiredActiveChannel
--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
if self . desiredActiveChannel then
return self . desiredActiveChannel . channelType
end
return nil
end
--Globals
do
EVENT_MANAGER : RegisterForUpdate ( "ZO_VoiceChat_Manager_OnUpdate" , 0 , function ( ) VOICE_CHAT_MANAGER : OnUpdate ( ) end )
end |