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https://github.com/zhenyan121/Cubed.git
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* fix(config): load config on demand in get/set instead of asserting * feat(chat): implement in-game chat box with UTF-8 support - Add ChatMessage struct and ChatBox widget for displaying and sending messages - Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count - Add TimeTools utility (get_time_ticks) for message timestamps - Update TextField with start_typing/stop_typing methods and set_typing() - Integrate text input handling in WorldScene and WorldUIManager for chat - Add utf8cpp library for robust UTF-8 validation and processing - Add ChatBox rendering and input logic (src/ui/chat_box.cpp) - Register ChatBox source in CMakeLists.txt - Fix Renderer::render_lable to skip rendering if VAO is null - Update credits to include utf8cpp library * fix(ui): correct chat box layout with dynamic height and bottom anchor * feat(chat): implement client-server chat messaging Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and handle sending/receiving chat messages on both client and server side. Wire up UI components (ChatBox, TextField) to allow message input and display, including a message queue in ClientWorld for thread-safe processing. Also add default initialization for ChatMessage::time. * feat(chat): distinguish between send and cancel in chat input * feat(ui): add background to Label widget and refactor debug overlay * refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly. * refactor(ui): move width, height, and fill properties to base Widget Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool). * refactor(ui): generalize Label background, add ChatBox width method * feat(chat): implement message expiration after 5 seconds * feat(ui): add word wrap for chat messages with font width measurement * feat(audio): implement voice chat using Opus codec Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure. * feat(audio): implement voice chat with Opus codec and streaming audio source Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network. * feat(audio): add spatial voice source with underwater effects Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type. * feat(settings): add player voice volume and voice input type options - Add player voice volume slider and voice input type combo in settings UI. - Add localization strings for player voice and voice input types. - Add config overloads for const char* default values. - Implement voice input types (PTT, always, off) in world scene. - Refactor WorldScene member order and add load_config method. - Update audio engine to use player voice volume. - Downgrade some logging to debug. * fix(event): delegate error UI events to each handler Move error UI event check from top of handle_event into each individual event handler (mouse_move, mouse_button, mouse_wheel, key, text_input). Also flatten window resize dispatch: all sub-handlers are called regardless of previous handler return values, and the method always returns false. * feat(chat): add colored system messages for player join/exit * chore(logging): reduce verbosity for audio loading and input events * fix(settings): fix typo in config key "vloume" * feat(ui): add microphone icon when recording voice * feat(voice): limit voice message range to 48 units * chore(logging): downgrade text input log level to debug * feat(credits): add license identifiers and reorganize license files * feat: add sensitive word filter for chat messages Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option. * feat(server): add config option to disable voice chat * fix: correct utf8 validation, add missing include, remove debug log
82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
#pragma once
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#include "Cubed/audio/audio_fade.hpp"
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#include "Cubed/audio/audio_recording.hpp"
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#include "Cubed/audio/audio_source.hpp"
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#include "Cubed/audio/audio_stream_source.hpp"
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#include "Cubed/audio/sound_manager.hpp"
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#include "Cubed/audio/source_pool.hpp"
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#include "Cubed/config.hpp"
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#include <AL/al.h>
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#include <AL/alc.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <opus/opus.h>
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#include <string>
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#include <unordered_map>
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namespace Cubed {
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class NetworkClient;
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class AudioEngine {
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public:
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AudioEngine(Config& config);
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AudioEngine(const AudioEngine&) = delete;
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AudioEngine(AudioEngine&&) = delete;
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AudioEngine& operator=(const AudioEngine&) = delete;
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AudioEngine& operator=(AudioEngine&&) = delete;
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~AudioEngine();
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void init();
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void play_bgm();
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void stop_bgm();
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void change_bgm(const std::string& sound);
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void play_3d(const std::string& sound, const glm::vec3& pos,
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bool check = false);
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void play_2d(const std::string& sound, bool check = false);
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void update_listener(const glm::vec3& pos, const glm::vec3& forward,
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const glm::vec3& up);
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void update();
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void reload_config();
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void underwater_change(bool underwater);
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float& bgm_target_volume();
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void set_client(std::weak_ptr<NetworkClient> client);
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void send_voice(const std::array<int16_t, AudioRecording::FRAME_SAMPLES>&);
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void receive_voice(std::span<const char> opus, const glm::vec3& pos);
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AudioRecording& audio_recording();
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const AudioRecording& audio_recording() const;
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private:
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using FadeMap = std::unordered_map<std::string, AudioFade>;
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bool m_init{false};
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ALCdevice* device{nullptr};
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ALCcontext* context{nullptr};
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OpusEncoder* m_encoder{nullptr};
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OpusDecoder* m_decoder{nullptr};
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AudioRecording m_recording;
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std::weak_ptr<NetworkClient> m_client;
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glm::vec3 listener_pos;
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std::unique_ptr<AudioSource> m_bgm;
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FadeMap m_fade_map;
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SoundManager m_sounds;
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Config& m_config;
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std::shared_ptr<SourcePool> m_pool;
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bool m_efx_supported = false;
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bool m_underwater = false;
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float m_music_volume = 1.0f;
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float m_sfx_volume = 1.0f;
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float m_player_voice_volume = 1.0f;
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std::unique_ptr<AudioStreamSource> m_voice_source;
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std::unique_ptr<AudioFilter> m_low_pass_filter;
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std::unique_ptr<AudioEffect> m_underwater_effect;
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std::unique_ptr<AudioEffectSlot> m_underwater_slot;
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};
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} // namespace Cubed
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