CRecipientFilter class enables the server to pick and choose which clients it passes an item of data to. Most server-to-client communication supports it.
CRecipientFilter MyFilter; MyFilter.AddRecipientsByPVS( GetAbsOrigin() ); // Clients within the entity's PVS will be added. MyFilter.MakeReliable();
CRecipientFilter MyInverseFilter; MyInverseFilter.AddAllPlayers(); MyInverseFilter.RemoveRecipientsByPVS( GetAbsOrigin() ); // Leaving only players outside the PVS MyInverseFilter.MakeReliable();
Reliable vs. Unreliable
MakeReliable() gives any command using the filter instance a higher network transmission priority. It causes the data to be sent early on in the next network update, and to be queued if it can't be sent immediately. Data with an unreliable filter is sent at the end of the next packet if there is any room left, and is dropped and forgotten about if not transmitted immediately.
This is useful for prioritising network data at times of heavy traffic. To do: Confirm/expand this.
Several derived classes exist to automate the creation of common filters, with constructors set up to directly return an appropriately-configured instance.
Warning: These are unreliable unless otherwise noted!
- All players.
- All players in the origin's PAS.
CPASAttenuationFilterwill additionally remove those too far away to hear the sound.
- All players in the origin's PVS.
- A specific player.
CTeamRecipientFilter(int team, bool isReliable = false)
- A multiplayer team.
- The local player. Used as a dummy filter when calling functions requiring one on the client. Reliability is irrelevant.
To make an entity produce a sound from another location:
EmitSound( CPASFilter(pPuppet->GetAbsOrigin()),pPuppet->entindex(),"Ventriloquist.Hello" );