j.foucher c922fd304c Fix multi-player regressions: audio/text drops, thread safety
1. StartConversationWithSelectedAgent: remove early return when WebSocket
   is already connected (persistent mode). Always call ServerJoinConversation
   so the pawn is added to NetConnectedPawns and bNetIsConversing is set.

2. ServerSendMicAudioFromPlayer: bypass speaker arbitration in standalone
   mode (<=1 connected pawn). Send audio directly to avoid silent drops
   caused by pawn not being in NetConnectedPawns array. Add warning logs
   for multi-player drops to aid debugging.

3. OnMicrophoneDataCaptured: restore direct WebSocketProxy->SendAudioChunk
   on the server path. This callback runs on the WASAPI audio thread —
   accessing game-thread state (NetConnectedPawns, LastSpeakTime) was
   causing undefined behavior. Internal mic is always the local player,
   no speaker arbitration needed.

4. StopListening flush: send directly to WebSocket (active speaker already
   established, no arbitration needed for the tail of the current turn).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 15:33:43 +01:00
2026-03-01 12:46:26 +01:00
V1
2026-03-03 14:01:26 +01:00
V1
2026-03-03 14:01:26 +01:00
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