367 lines
15 KiB
Markdown
367 lines
15 KiB
Markdown
# Live V8 Plugin + Plugin API 26 — What We Have, What Is Server-Side, What Is Still Possible
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Detailed inventory of the **current workspace plugin** (V8 / Client Plugin SDK, `PLUGIN_API_VERSION 26`) versus what the same SDK still allows that we do **not** use yet.
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> [!IMPORTANT]
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> This is **not** the discarded TeamSpeak 3 commercial ClientLib/ServerLib product.
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> Everything below is **retail TeamSpeak 3 Client + our DLL**.
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---
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## Table of contents
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1. [One-sentence summary](#1-one-sentence-summary)
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2. [Product and SDK identity](#2-product-and-sdk-identity)
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3. [What the live plugin already does (full feature map)](#3-what-the-live-plugin-already-does-full-feature-map)
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4. [What is already “server-side” today](#4-what-is-already-server-side-today)
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5. [What is strictly client-side today](#5-what-is-strictly-client-side-today)
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6. [APIs we already call (used subset of API 26)](#6-apis-we-already-call-used-subset-of-api-26)
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7. [APIs available in API 26 that we do not use yet](#7-apis-available-in-api-26-that-we-do-not-use-yet)
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8. [Realistic “send more to the server” options](#8-realistic-send-more-to-the-server-options)
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9. [Hard limits — will never be Plugin-SDK server routing](#9-hard-limits--will-never-be-plugin-sdk-server-routing)
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10. [Not implemented (product gaps)](#10-not-implemented-product-gaps)
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11. [Recommended next steps](#11-recommended-next-steps)
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---
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## 1. One-sentence summary
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The live plugin is a **TeamSpeak Client Plugin (API 26)** that reads Conan positions from a file, **relays them through the retail TeamSpeak server** as CEPOS plugin commands, lets each client **compute proximity locally**, and applies hearing via **PCM + 3D**. The retail server does **not** run our proximity math; it only relays commands and stores hub config in a channel description.
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---
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## 2. Product and SDK identity
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| Item | Value in this workspace |
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| Artifact | `conan_exiles.dll` loaded by retail TeamSpeak 3 |
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| SDK | **Client Plugin SDK** (`sdk/README.md`) |
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| API version | `PLUGIN_API_VERSION 26` in [`src/ts/entry/ts3_entry.c`](src/ts/entry/ts3_entry.c) |
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| Headers | `sdk/include/ts3_functions.h` (`struct TS3Functions`) |
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| Callbacks | `ts3plugin_*` exports in [`src/ts/entry/ts3_exports.h`](src/ts/entry/ts3_exports.h) |
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| Not present | No `ts3client_*` / `ts3server_*` ServerLib/ClientLib product code |
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---
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## 3. What the live plugin already does (full feature map)
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### 3.1 End-to-end data path
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```text
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Conan Exiles mod
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-> writes Pos.txt (x, y, z, yaw, ...)
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Plugin pos watcher (pos_file.c)
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-> local position snapshot
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CEPOS send (ts3_cepos.c)
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-> sendPluginCommand("CEPOS:<base64>") ---via retail TS server---> all clients
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CEPOS receive (onPluginCommandEvent)
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-> player_table_put
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Proximity recompute (callback thread)
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-> distance, zones, voice mode, soundproof, reverb flags
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-> publish lock-free snapshots
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PCM (onEditPlaybackVoiceDataEvent)
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-> gain / pan / lowpass / reverb on samples
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3D (ts3_3d.c)
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-> systemset3DListenerAttributes + channelset3DAttributes
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Hub profile (ts3_server_profile + hub_parser)
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-> read root channel description (server-admin policy)
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Channel manage
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-> hub <-> ingame auto move (requestClientMove)
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```
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### 3.2 Game / position input
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| Piece | Location | Behavior |
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|---|---|---|
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| Position file | `src/core/mod_file/pos_file.c` | Watcher polls ~30 ms; reads local player pose |
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| Path detect | `path_detect.c` | Finds Conan `Pos.txt` / saved path |
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| CEPOS packet | `ts3_cepos.h` | Fixed **56-byte** packed struct, wire-compatible since V7 |
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**CEPOS fields (`CeposPacket`):**
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```text
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float x, y, z // meters
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float dirX, dirY, dirZ // look direction
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float axisX,Y,Z // up vector
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float voiceDistance // current mode range (meters)
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char playerName[16]
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```
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Wire: `CEPOS:` + base64. Throttle: min interval `PLUGIN_POLL_INTERVAL_MS`, position epsilon ~0.08 m, voice-distance epsilon ~0.05 m, keepalive ~1 Hz.
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### 3.3 Proximity and audio (client)
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| Piece | Location | Behavior |
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|---|---|---|
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| Player table | `player_table.c` | Fixed table (cap 512), LRU eviction |
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| Math | `proximity_math.c` | Distance → volume / mute |
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| Zones | `zone_resolve.c` + hub zones | Soundproof boundaries, reverb zones, distance overrides |
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| Voice modes | `voice_modes.c` | Whisper / Normal / Shout + hotkeys; distance in CEPOS |
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| PCM mix | `ts3_proximity_audio.c` | `onEditPlaybackVoiceDataEvent`: gain, pan, filters |
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| 3D | `ts3_3d.c` | Listener + per-client 3D; custom rolloff callback |
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| Unmute | adapter | `requestUnmuteClientsTemporary` so PCM still arrives |
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| Volume reset | adapter | `setClientVolumeModifier` in unmute path |
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### 3.4 Hub / channels (uses TeamSpeak server as config + lobby)
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| Piece | Location | Behavior |
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|---|---|---|
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| Hub settings parse | `hub_parser.c` | Pure parse of channel description text |
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| Apply/cache | `ts3_server_profile.c` | Fetch description, apply to runtime |
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| Channel move | `channel_manage.c` | Auto hub ↔ ingame with cooldown / flood protection |
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| Nick anonymize | `nick_anonymize.c` | Optional random nick when ingame (hub flag) |
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**Hub keys already parsed from root channel description** ([`hub_parser.h`](src/core/hub/hub_parser.h)):
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**`[GLOBAL]`**
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- `AudioMaxVolume`, `AudioMinDistance`
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- `MinimumWisper` / `MaximumWisper` (legacy spelling)
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- `MinimumNormal` / `MaximumNormal`
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- `MinimumShout` / `MaximumShout`
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- `ForceDistanceBasedMuting`
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- `ForceAutomaticChanelSwitching` (legacy spelling)
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- `NicknameRandomizer`
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- `RealisticAudio`
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- `FilterIntensity` / `hubAudioFilterIntensity` (parsed; **not fully wired into audio path** — known pitfall)
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- `IngameChannelPassword`
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**`[ZONES]` / per-zone**
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- Quad corners `X1..Z4`, `GroundY` / `TopY`
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- `SoundProof`, `Reverb`
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- Distance overrides `Wisper` / `Normal` / `Shout`
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- Optional volume / min-distance overrides
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**`[RACE]`**
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- Race name, `SteamID` lists, per-race whisper/normal/shout min/max, listen bonus
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**`[DEFAULT_SETTINGS]`**
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- First-connection default hotkeys / distances
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### 3.5 UI / UX
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| Piece | Behavior |
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|---|---|
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| F10 / Extras config | `showConfigInterface()` in `ui_main.c` (via dialog guard) |
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| Overlay HUD | Voice mode / zone display |
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| Hotkeys | Voice mode toggle |
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| Presets | Voice distance presets UI |
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| Chat/log helpers | print to chat / client log via adapter |
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### 3.6 Threading (already enforced)
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| Thread | Allowed | Forbidden |
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| TS callback | All `TS3Functions`, CEDRAIN drain, CEPOS flush | Blocking work |
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| Wakeup | Only `sendPluginCommand("CEDRAIN:1")` | Other TS API |
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| PCM audio | Snapshot read + sample edit | TS API, locks |
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| Pos watcher / UI | Flags + wakeup | Direct TS API |
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### 3.7 Lifecycle callbacks implemented
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From [`ts3_exports.h`](src/ts/entry/ts3_exports.h):
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- Required: `name`, `version`, `apiVersion` (26), `author`, `description`, `setFunctionPointers`, `init`, `shutdown`, `registerPluginID`
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- Config UI: `offersConfigure`, `configure`
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- Events: `onConnectStatusChangeEvent`, `currentServerConnectionChanged`, `onPluginCommandEvent`, `onEditPlaybackVoiceDataEvent`, `onCustom3dRolloffCalculationClientEvent`, `onClientMoveEvent`, `onClientMoveMovedEvent`, `onChannelDescriptionUpdateEvent`, `onUpdateChannelEvent`, `onUpdateChannelEditedEvent`, `onTalkStatusChangeEvent`, `onHotkeyEvent`
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---
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## 4. What is already “server-side” today
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Important: **“Server-side” here means “uses the retail TeamSpeak server”**, not “our code runs inside ts3server.”
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| Mechanism | Where it lives | What the retail server does | What our plugin does |
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|---|---|---|---|
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| **CEPOS relay** | Plugin command | Relays `sendPluginCommand` to other clients | Build/parse CEPOS; store peers locally |
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| **CEDRAIN** | Plugin command | Relays wakeup | Coalesce work onto callback thread |
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| **Hub policy** | Root **channel description** | Stores admin text | Parse + apply ranges/zones/flags |
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| **Channels** | Hub / ingame channels | Standard TS channel rules | Auto-move via `requestClientMove` |
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| **Voice packets** | TS voice engine | Encode/transport/decode | Only edit playback after arrival |
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```text
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Server-admin writes hub config --> channel description on TS server
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Plugin reads description --> policy (distances, zones, force flags)
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Plugin A sends CEPOS --> TS server relays --> Plugin B/C/...
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Each plugin computes proximity locally and mutes/attenuates PCM
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```
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**There is no server process of ours computing “A hears B.”**
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---
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## 5. What is strictly client-side today
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- Distance / audible decision
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- Soundproof / reverb application
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- Voice-mode distance (after hub clamps)
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- PCM gain / pan / filters
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- 3D listener/speaker attributes
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- Player table / recompute budgets
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- Overlay HUD
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- Local config (`g_config` / F10)
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---
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## 6. APIs we already call (used subset of API 26)
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Through [`ts3_adapter.c`](src/ts/adapter/ts3_adapter.c) / wrappers:
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| API | Purpose in V8 |
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| `sendPluginCommand` | CEPOS + CEDRAIN |
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| `requestUnmuteClientsTemporary` | Keep speakers unmuted for PCM hook |
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| `setClientVolumeModifier` | Volume hygiene with unmute |
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| `requestClientMove` | Hub ↔ ingame |
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| `requestChannelDescription` / get description | Hub settings |
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| Channel/client list + nickname getters | Channel manage / UI |
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| `systemset3DSettings` | 3D global |
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| `systemset3DListenerAttributes` | Listener pose |
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| `channelset3DAttributes` | Per-speaker 3D |
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| `printMessage` / `logMessage` | UX / diagnostics |
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| set own nickname (self variables + flush) | Nick randomizer path |
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---
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## 7. APIs available in API 26 that we do not use yet
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These exist in `sdk/include/ts3_functions.h` and are callable from a plugin (subject to **permissions** and server settings). None of them put Conan proximity **code** onto the retail server.
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### 7.1 Strong candidates for “send/do more via TeamSpeak”
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| API | What it could enable | Caveats |
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| **More `sendPluginCommand` message types** | `CEAUTH`, `CEMODE`, richer state, versioned protocol | Still P2P via relay; spoofable; bandwidth |
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| `requestClientSetWhisperList` | Client-requested whisper targets (admin overlay, special modes) | Not a proximity engine; whisper can disable normal channel talk; needs rights |
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| `allowWhispersFrom` / whisper events | Accept whispered audio | Receiver allow-list UX |
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| `setClientSelfVariableAsString` + `flushClientSelfUpdates` | Publish small self metadata (e.g. meta string) | Size limits; not a game backend; other clients must request/read |
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| `requestClientVariables` | Refresh peer client variables | Still not positions unless we invent a convention |
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| `requestSendPrivateTextMsg` / channel / server text | Discrete events, debug, light signaling | Noisy; not for 20 Hz positions |
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| `requestMuteClients` / `requestUnmuteClients` | Persistent mute vs temporary | Heavy-handed; permissions; fights PCM design |
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| `requestChannelSubscribe*` | Hear other channels | Lobby designs; not proximity |
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| `requestClientPoke` | Attention / alerts | UX only |
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| `requestClientKickFromChannel/Server` | Moderation helpers | Needs privileges; dangerous if abused |
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| `requestConnectionInfo` | Latency/diagnostics | Ops/HUD |
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### 7.2 Audio / device APIs we mostly skip
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Playback/capture device enumeration, preprocessor config, wave-file playback, custom devices — possible for tools/FX, not for “server computes proximity.”
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### 7.3 Channel management APIs unused
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`requestChannelDelete`, `requestChannelMove`, temporary passwords, etc. — admin tooling only.
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---
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## 8. Realistic “send more to the server” options
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Within **Plugin API 26 + retail TeamSpeak only**:
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### Option A — Richer plugin-command protocol (recommended first)
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Keep CEPOS; add versioned commands relayed by the TS server:
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```text
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CEPOS: position (existing)
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CEMODE: voice mode edge events
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CEZONE: zone enter/leave (optional)
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CEAUTH: soft identity hint (still spoofable)
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CEPING: stale detection
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```
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**Server role:** still only relay. **Benefit:** cleaner peer sync, less polling noise, extensibility.
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### Option B — More hub policy on the TeamSpeak server (recommended)
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Expand root channel description schema (versioned keys):
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- Feature flags, fail-closed policy, radio defaults (if added later)
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- Documented schema; clients remain readers only
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**Server role:** stores authoritative **policy** (admin-written). **Benefit:** true “server owns rules” without custom backend.
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### Option C — Whisper lists for special overlays (experiment)
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Use `requestClientSetWhisperList` for admin/global overlays — **not** as the main proximity router.
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### Option D — Hybrid external authority (only if you need central compute)
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```text
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Clients -> your Voice Authority (not TS ServerLib)
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Authority -> audible set
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Plugin still applies PCM/3D
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TeamSpeak -> voice transport + optional CEPOS
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```
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This is **not** “TeamSpeak server computes”; it is your process. Fail closed if authority is down.
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---
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## 9. Hard limits — will never be Plugin-SDK server routing
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| Desire | With API 26 + retail TS? |
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|---|---|
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| Proximity math inside `ts3server` | **No** |
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| Guarantee D never receives A’s voice packets | **No** (only local mute/PCM; packets still delivered in-channel) |
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| Replace TeamSpeak with custom ServerLib host | Abandoned product direction |
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| Trust client position as anti-cheat truth | **No** without Conan dedicated-server feed |
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V8’s “everyone gets packets; we silence locally” is the Plugin-SDK ceiling for proximity hearing.
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---
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## 10. Not implemented (product gaps)
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| Feature | Status |
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| Radio system | Not present |
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| Server-authoritative audible sets | Not present |
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| Strong auth (Steam ticket → permissions) | Not present (only hub SteamID race lists) |
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| `hubAudioFilterIntensity` fully wired to PCM | Key parsed; audio path caveat remains |
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| Commercial ServerLib custom app | Explicitly discarded |
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---
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## 11. Recommended next steps
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1. **Freeze** current CEPOS + hub key inventory (this document).
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2. Decide: **A-only** (better plugin commands + hub keys) vs **A + hybrid authority**.
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3. Implement **one** additive change (Golden Rule): either one new plugin-command type **or** a small hub-schema extension.
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4. Do **not** reopen ClientLib/ServerLib custom-app work.
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---
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## Quick reference: client vs server responsibilities (live V8)
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```mermaid
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flowchart LR
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subgraph RetailTS [Retail TeamSpeak server]
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Relay[Plugin-command relay]
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Desc[Channel description store]
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Voice[Voice packet transport]
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end
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subgraph PluginA [Plugin on client A]
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PosA[Pos.txt]
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Send[CEPOS send]
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MixA[PCM + 3D]
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end
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subgraph PluginB [Plugin on client B]
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Recv[CEPOS recv]
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Math[Proximity math]
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MixB[PCM + 3D]
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end
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PosA --> Send --> Relay --> Recv --> Math --> MixB
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Desc --> PluginA
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Desc --> PluginB
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Voice --> MixA
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Voice --> MixB
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```
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---
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*Related planning note: Plugin-SDK “send more to server” plan (Option B discarded). This file is the capability baseline for that work.*
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