118 lines
3.0 KiB
Markdown
118 lines
3.0 KiB
Markdown
# ts3j
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Discord: https://discord.gg/4q9jpCa
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Teamspeak: teamlixo.net (that's an SRV record; ts.teamlixo.net is the A record)
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TS3J is an open-source implementation of the reverse-engineered Teamspeak3 full server/client protocol, as an adaptation of Splamy's C# TS3Client source code. You can find that here: https://github.com/Splamy/TS3AudioBot/.
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# Maven
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If you want the latest `-SNAPSHOT`:
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```
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<repositories>
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<repository>
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<id>jitpack.io</id>
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<url>https://jitpack.io</url>
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</repository>
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</repositories>
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<dependency>
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<groupId>com.github.manevolent</groupId>
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<artifactId>ts3j</artifactId>
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<version>-SNAPSHOT</version>
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</dependency>
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```
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# Connection & Basic Setup
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```
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client = new LocalTeamspeakClientSocket();
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// Set up client
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client.setIdentity(identity);
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client.addListener(listener);
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client.setNickname(nickname);
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client.connect(
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new InetSocketAddress(
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InetAddress.getByName(address),
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port // UDP client port, Teamspeak3 client uses 9987
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),
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password,
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10000L
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);
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// Subscribe to all channels
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client.subscribeAll();
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// Get list of clients
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for (Client basicClient : client.listClients())
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recognizeClient(client.getClientInfo(basicClient.getId()));
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```
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Note that while `connect()` is processing, you'll receive channels registered and clients currently connected to the server. It is important that you use the listener to collect these, and track their changes through the other listener event calls.
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You can interact with the server using the commands on the `client` object similarly to TS3Query.
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# Handling chat
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```
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// TS3Listener interface
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@Override
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public void onTextMessage(TextMessageEvent textMessageEvent) {
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if (textMessageEvent.getInvokerId() == client.getClientId())
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return;
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// Global chat example
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client.sendServerMessage("Echo!");
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// PM to the sender
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client.sendPrivateMessage(textMessageEvent.getInvokerId(), "Echo!");
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}
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```
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# Sending audio
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```
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// Microphone interface
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public void write(float[] buffer, int len) {
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byte[] opusPacket = doOpusEncodingHere(buffer, len);
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packetQueue.add(opusPacket);
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}
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@Override
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public boolean isReady() {
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return true;
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}
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@Override
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public CodecType getCodec() {
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return CodecType.OPUS_MUSIC;
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}
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@Override
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public byte[] provide() {
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try {
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if (packetQueue.peek() == null)
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return new byte[0]; // underflow
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OpusPacket packet = packetQueue.remove();
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if (packet == null)
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return new byte[0]; // underflow
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return packet.getBytes();
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} catch (NoSuchElementException ex) {
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return new byte[0]; // signals the decoder on the clients to stop
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}
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}
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```
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# Receiving audio
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Refer to the `setVoiceHandler` and `setWhisperHandler` methods to supply a Consumer object to receive Voice and Whisper packets. You will need to decode the packets yourself, and insert packet-loss-correction as needed.
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Note that the first 5 packets starting a voice session are marked with the COMPRESSED flag. The final voice packet, intended to singal to close your decoder and flush samples, is always empty (0-length byte array).
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