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Old 10-20-2016, 03:10 PM   #1001
gromit190
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This is a great project and initiative! I want to know: how can I contribute? I'm a Java webapp/javascript developer with experience with C++ and (more recently) .lua hobby projects.

Is it just to get crackin' on the issues or do you have some part of the software you'd like someone to take care of?
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Old 10-20-2016, 06:57 PM   #1002
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Originally Posted by Ciribob View Post
Thats interesting! AFAIK setting it to 0 should do the exact opposite of that according to the docs and block for an infinite amount of time...!

Not checked yet but the test you can do is to go on a server with line of sight and distance turned on and fly into a valley and if you can't hear people you're good

The UDP listener is for the Line of Sight system I detailed earlier in this thread
What I understand from the luasocket documentation and others udp socket programming documentations is that :
- settimeout() or settimeout(negative_value) sets the socket to blocking mode
- settimeout (0) sets the socket to non-blocking mode
- settimeout(strictly_positive_value) sets the socket to timeout mode. But my experience shows that depending on the internal clock resolution of the operating system, the timeout value you want may or may not be achieved.

Thus, if your intention was to make the socket non-blocking (and I believe that's what you wanted to do by specifying a timeout of 0.0001s), you may want to consider using settimeout(0).
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Old 10-21-2016, 07:37 AM   #1003
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Originally Posted by gromit190 View Post
This is a great project and initiative! I want to know: how can I contribute? I'm a Java webapp/javascript developer with experience with C++ and (more recently) .lua hobby projects.

Is it just to get crackin' on the issues or do you have some part of the software you'd like someone to take care of?
Some help would be great! I've not had time to work properly on it for over a week now due to work commitments and its getting a little big for just one person... I didnt really know C# before this project, just java so language wise its no worries.

I am actually thinking of rewriting the core audio engine in C++ and using the C++/CLI bridging to talk to the .NET UI and the non performance critical code.

PM me your skype if you don't mind and we'll arrange a time so I can talk you through the main design if you like? Its a little convoluted and needs a lot of refactoring

Quote:
Originally Posted by Yann View Post
What I understand from the luasocket documentation and others udp socket programming documentations is that :
- settimeout() or settimeout(negative_value) sets the socket to blocking mode
- settimeout (0) sets the socket to non-blocking mode
- settimeout(strictly_positive_value) sets the socket to timeout mode. But my experience shows that depending on the internal clock resolution of the operating system, the timeout value you want may or may not be achieved.

Thus, if your intention was to make the socket non-blocking (and I believe that's what you wanted to do by specifying a timeout of 0.0001s), you may want to consider using settimeout(0).
Thanks! Im still surprised it works as LUA is single threaded in DCS so i wanted the UDP socket to wait for a small amount of time incase a packet came in. I assumed that while it wasn't waiting for a packet, they would be silently discarded but I guess the OS is has the packet in a buffer and delivers it when its non blocking on each check of read.

That'll teach me for not reading the docs carefully enough.

I'll change that to 0 then for the next release and see how it goes! Thanks!
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Old 10-23-2016, 06:57 AM   #1004
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Thanks! Im still surprised it works as LUA is single threaded in DCS so i wanted the UDP socket to wait for a small amount of time incase a packet came in. I assumed that while it wasn't waiting for a packet, they would be silently discarded but I guess the OS is has the packet in a buffer and delivers it when its non blocking on each check of read.

That'll teach me for not reading the docs carefully enough.

I'll change that to 0 then for the next release and see how it goes! Thanks!
You are right. There is a buffer of 8kb (default size on Windows os). So, it all comes down whether the amount of data received between two frames fits into this buffer or not.

Anyway thank you for taking this issue into consideration. And I hope you will continue to make this kind of great contribution to DCS. (I believe SRS is so awesome it should be integrated in DCS like IVC is in FalconBMS)
Regards.
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Old 10-23-2016, 11:36 AM   #1005
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Tested 1.2.9.0 version with Sound Blaster Tactical 3D- works fine, both in preview and during mission. Great work!
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Old 10-23-2016, 12:09 PM   #1006
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Tested 1.2.9.0 version with Sound Blaster Tactical 3D- works fine, both in preview and during mission. Great work!
Thats brilliant news! Thanks for confirming

You can use that release if you like instead of 1.2.8.1 - Its backwards compatible with 1.2.8.1 servers
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Old 10-25-2016, 08:43 AM   #1007
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Hi guys. Sorry if this is fixed already.

Question, we still keep hearing to people from others severs? Happened to me I was flying in a server and the people when change to a different server still can talk to me.
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Old 10-25-2016, 01:33 PM   #1008
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Just a simple question.

Is it possibel to use one server for multiple DCS-Server without any issues in crosscomunication?

I mean does the SRS server know by himself who is who in the zoo?

Thx in advance.
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Old 10-26-2016, 12:26 PM   #1009
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Don't know if you can monitor the audio fast enough but how about an auto volume leveler (within limits) or overmodulation protection clientside (for the mic)?
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Old 10-26-2016, 01:51 PM   #1010
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Don't know if you can monitor the audio fast enough but how about an auto volume leveler (within limits) or overmodulation protection clientside (for the mic)?
Or at least set Mic boost to 50% by default?
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