Commit Graph

17 Commits

Author SHA1 Message Date
Robert Adam
330c356e71 MAINT: Remove copyright year from all copyright notices
Keeping these up-to-date is just super tedious and they don't really
fulfill any purpose these days.
2024-09-30 18:06:20 +02:00
Davide Beatrici
ffddb3ce54 REFAC(client): Replace <codecvt> usage
Deprecated in C++17 and slated for removal in C++26.

Unfortunately no standard replacement is available yet.
2024-07-26 20:14:22 +02:00
Davide Beatrici
c912a416c9 FIX(positional-audio): Fix Source Engine plugin not working on Windows
The bug was introduced in 13cbf72877.

It was only reported last year and because of a side effect: consistent lag for the entire application.
That's something that should be dealt with independently.
2023-10-23 22:51:23 +02:00
Robert Adam
249d2c6298 MAINT: Update copyright headers to 2023 2023-01-08 15:54:35 +01:00
Robert Adam
d100ff1467 MAINT: Update copyright to 2022 2022-01-04 20:17:33 +01:00
Robert Adam
d816fb5688 BUILD(windows): Fix debug build
When performing a debug build, the "deadlock plugin" will be included
in the build, which uses the thread functionality of the std. However,
during compiling there would be an error about a symbol in thread.hpp
not being found (_beginthreadex). As it turns out, this was due to us
having a header file called Process.h, which would shadow the windows-
specific header file defining the mentioned symbol.

Therefore, in this commit we rename the Process base class to
AbstractProcess and rename the files accordingly, fixing that error.

See also: https://stackoverflow.com/q/27230258
2021-12-23 21:47:54 +01:00
Davide Beatrici
4c24e862b0 FIX(positional-audio): Update Source Engine plugin to work with L4D2 2.2.2.0
https://store.steampowered.com/news/app/550/view/2990935241286354880
https://store.steampowered.com/news/app/550/view/2990936690600094237
2021-07-14 09:56:03 +02:00
Davide Beatrici
2e93212d74 FIX(positional-audio): Update Source Engine plugin to work with L4D2 2.2.1.3
This commit makes the plugin work again with the Linux version of the game.

The game update didn't break support for the Windows version.

https://steamcommunity.com/games/L4D2/announcements/detail/4625740823862061052
2021-06-17 01:38:29 +02:00
Robert Adam
9b50fd7a12 BUILD(cmake): Reorganize how plugins are handled
Instead of excluding all plugins but the link one on OSes other than
Windows and Linux, the new approach allows for a more granular control
by introducing a list of plugins that is supported on the different
platforms.

This replaces the globbing approach which means that new plugins have
now to be included in this list explicitly.

The advantage of this is that this allows for a much greater flexibility
for handling plugins on different OS.

Furthermore the plugin's own directory is no longer added to the
include-path by default. If a plugin wishes to do this, it should do so
explicitly. This should help make the plugins easier to move around in
the future.
2021-06-16 19:24:25 +02:00
jisopo
f9ded8415c BUILD(windows): Fix missing include
some of overlay source files such as: amongus, cod2 and se uses
std::unique_ptr
which requires include <memory>
2021-06-01 08:13:16 +02:00
Robert Adam
27dbee8e62 FEAT(client): Plugin framework
This commit introduces a new plugin framework into the codebase of the
Mumble client. Note that "plugin" here really refers to a (more or less)
general purpose plugin and is therefore not to be confused with the
previously available positional data plugins (only responsible for
fetching positional data from a running game and passing that to
Mumble).

The plugin interface is written in C, removing the compiler-dependence
the old "plugins" had. Instead plugins can now be written in an
arbitrary language as long as that language is capable of being compiled
into a shared library and also being capable of being C-compatible.

As already indicated a plugin is essentially a shared library that
provides certain functions that allow Mumble to interface with it.

Inside Mumble the so-called PluginManager is responsible for managing
the plugins and relaying events to the respective callbacks. Plugins
themselves can also interact with Mumble on their own initiative by
using the provided API functions.

Fixes #2455
Fixes #2148
Fixes #1594
Fixes #2051
Fixes #3742
Fixes #4575
Fixes #4751
2021-04-16 20:15:44 +02:00
Robert
56db3410c5 MAINT: Update copyright notice to 2021 (Part II)
Apparently the first commit (59ae429972)
did not include all files.

Furthermore the used script tended to produce funny results in certain
cases. This has been fixed and as a result thereof a few more changes
were made in this second run.
2021-04-09 15:41:49 +02:00
Robert Adam
59ae429972 MAINT: Update copyright notice to 2021
This was done by running scripts/updateLicenseHeaders.py and then
manually editing the LICENSE file.
2021-03-02 10:15:01 +01:00
Davide Beatrici
5cbd01f984 FIX(positional-audio): Fix Source Engine plugin using wrong player ID on Linux
The code was retrieving the wrong offset (GetLocalClient).

As a result, peek() always returned 0 and the player ID was always 1.

The plugin appeared to be working fine because the player ID is always 1 when playing locally.
2020-11-09 06:32:15 +01:00
Davide Beatrici
988b8417ac REFAC(positional-audio): Proper functions/classes for module-related operations
Previously, only module() was present: it retrieved the base address of the specified module.

It worked fine, but it iterated through the process' modules every time it was called.

This commit replaces it with modules(), which returns an std::unordered_map containing all modules.

The map uses the module name as key and Module as value.

Aside from the performance improvement, the new code also provides info for each module region:

- Start address.
- Size.
- Whether it's readable, writable and/or executable.
2020-11-06 21:37:06 +01:00
Davide Beatrici
13cbf72877 REFAC(plugins): Use new C++ classes in Source Engine plugin 2020-10-28 19:27:01 +01:00
Davide Beatrici
501072ef50 FEAT(client): add Source Engine plugin, retract Left 4 Dead 1 & 2 plugins
5df2bb2c0b explains how we gain access to the game's interfaces.

Once we have access to the interfaces, we retrieve the address of the variables' we're interested in by reading the assembly of one or more functions accessing them.

The process for each function is documented in the code.
2020-09-27 20:12:17 +02:00