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Posted (edited)

From the last DCS 2.5.6.45915 Open Beta 2020-03-31 changelog:

 

Voice chat

Clients could not talk to each other - fixed.

Game log flooded by debug messages - fixed.

Servers do not need a separate port for voice chat anymore.

Known issue: VC availability is controlled by client’s setting only, ignoring server options.

Ok, basically there is no more way for a server admin to "disable" or prevent bandwidth useless consumption by voice chat feature.

A quick workaround for past release was change voice chat server port with autoexec.cfg and put that port behind solid firewall.

 

Use:

webrtc_port=10309

In our autoexec.cfg still have some effects?

 

Considering also that voice chat is believed by many the caouse of rubber banding, could be a great diea leave the server admin ability to manage it, and check server "readiness" with and without to better understand and isolate trouble.

 

I'm also curios to understand if, since you've now merged two different ports, if now you've integrated voice chat inside netcode, instead leave it as a standalone feature outside standard netcode.

 

Thanks or clarification.

Edited by Maverick87Shaka

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  • ED Team
Posted

You are perfectly right.

VC does not respect server-side on/off setting because of a bug. Sorry for that.

 

I'm also curios to understand if, since you've now merged two different ports, if now you've integrated voice chat inside netcode, instead leave it as a standalone feature outside standard netcode.

It is not integrated. VC uses DCS netcode for control messages only - and this traffic is tiny.

 

 

EDIT: webrtc_port setting has no effect now.

Dmitry S. Baikov @ Eagle Dynamics

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Posted
You are perfectly right.

VC does not respect server-side on/off setting because of a bug. Sorry for that.

 

 

It is not integrated. VC uses DCS netcode for control messages only - and this traffic is tiny.

 

 

EDIT: webrtc_port setting has no effect now.

Thanks for sharing this details with us, looking forward to test and scout more in depth this feature.

As far as i know ( and I've used on my projects ) WebRTC create a P2P connection between two clients to "transfer data", and use server just to establish the connection between this clients. So basically you're using the same approach......where DCS server with it's native netcode are used only to establish clients handshake?

 

What about multiple clients? I'm asking just becouse I never use it with more then two clients, so i don't really know how it's working on this configuration.

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  • ED Team
Posted
So basically you're using the same approach......where DCS server with it's native netcode are used only to establish clients handshake?

Yes.

 

What about multiple clients?

Same. Can't comment on the traffic efficiency of this approach at the moment, though.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

Posted

Thanks, really appreciate the details that you have shared with us, I've now a better perspective of this feature.

Keep us updated and of course let us know if you need some specific test.

 

Regards.

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