// Copyright 2005-2019 The Mumble Developers. All rights reserved. // Use of this source code is governed by a BSD-style license // that can be found in the LICENSE file at the root of the // Mumble source tree or at . #include "../mumble_plugin_main.h" // Include standard plugin header. #include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape". // Variables to contain modules addresses procptr_t steamclient = 0; procptr_t server = 0; procptr_t engine = 0; #ifdef WIN32 // Memory offsets const procptr_t state_offset = 0x6ACBD5; const procptr_t avatar_pos_offset = 0x6B9E1C; const procptr_t camera_pos_offset = 0x774B98; const procptr_t avatar_front_offset = 0x774BF8; const procptr_t avatar_top_offset = 0x774C28; const procptr_t host_offset = 0x772B24; const procptr_t servername_offset = 0x772D2C; const procptr_t map_offset = 0x772C28; const procptr_t serverid_steamclient_offset = 0x95E56D; const procptr_t player_server_offset = 0x7F87BC; const procptr_t playerid_engine_offset = 0x4EBF88; // Module names const wchar_t *exe_name = L"left4dead2.exe"; const wchar_t *client_name = L"client.dll"; const wchar_t *steamclient_name = L"steamclient.dll"; const wchar_t *server_name = L"server.dll"; const wchar_t *engine_name = L"engine.dll"; #else // Memory offsets const procptr_t state_offset = 0xE0A24C; const procptr_t avatar_pos_offset = 0xE773FC; const procptr_t camera_pos_offset = 0xED8700; const procptr_t avatar_front_offset = 0xE3C138; const procptr_t avatar_top_offset = 0xE3C150; const procptr_t host_offset = 0xE356D0; const procptr_t servername_offset = 0xE358D8; const procptr_t map_offset = 0xE09E9D; const procptr_t serverid_steamclient_offset = 0x1216CA5; const procptr_t player_server_offset = 0xF340E4; const procptr_t playerid_engine_offset = 0xA62C60; // Module names const wchar_t *exe_name = L"hl2_linux"; const wchar_t *client_name = L"client.so"; const wchar_t *steamclient_name = L"steamclient.so"; const wchar_t *server_name = L"server.so"; const wchar_t *engine_name = L"engine.so"; #endif static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, std::string &context, std::wstring &identity) { for (int i=0;i<3;i++) { avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f; } // Boolean value to check if game addresses retrieval is successful bool ok; // Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3]; // Char values for extra features char serverid[22], host[22], servername[50], map[30], player[33], playerid[22]; // State unsigned char state; // Peekproc and assign game addresses to our containers, so we can retrieve positional data ok = peekProc(pModule + state_offset, &state, 1) && // Magical state value: 0 or 255 when in main menu and 1 when in-game. peekProc(pModule + avatar_pos_offset, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y). peekProc(pModule + camera_pos_offset, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y). peekProc(pModule + avatar_front_offset, avatar_front_corrector, 12) && // Front vector values (X, Z and Y). peekProc(pModule + avatar_top_offset, avatar_top_corrector, 12) && // Top vector values (Z, X and Y). peekProc(steamclient + serverid_steamclient_offset, serverid) && // Unique server Steam ID. peekProc(pModule + host_offset, host) && // Server value: "IP:Port" (xxx.xxx.xxx.xxx:yyyyy) when in a remote server, "loopback:0" when on a local server and empty when not playing. peekProc(pModule + servername_offset, servername) && // Server name. peekProc(pModule + map_offset, map) && // Map name. peekProc(server + player_server_offset, player) && // Player nickname. peekProc(engine + playerid_engine_offset, playerid); // Unique player Steam ID. // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses. if (! ok) return false; // State if (state != 1) { // If not in-game context.clear(); // Clear context identity.clear(); // Clear identity // Set vectors values to 0. for (int i=0;i<3;i++) { avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f; } return true; // This tells Mumble to ignore all vectors. } // Begin context escape(serverid, sizeof(serverid)); std::ostringstream ocontext; if (strcmp(serverid, "") != 0) { ocontext << " {\"Server ID\": \"" << serverid << "\"}"; // Set context with IP address and port } context = ocontext.str(); // End context // Begin identity std::wostringstream oidentity; oidentity << "{"; // Host escape(host, sizeof(host)); if (strcmp(host, "") != 0 && strstr(host, "loopback") == NULL) { // Only include host (IP:Port) if it is not empty and does not include the string "loopback" (which means it's a local server). oidentity << std::endl << "\"Host\": \"" << host << "\","; // Set host address in identity. } else { oidentity << std::endl << "\"Host\": null,"; } // Server name escape(servername, sizeof(servername)); if (strcmp(servername, "") != 0) { oidentity << std::endl << "\"Server name\": \"" << servername << "\","; // Set server name in identity. } else { oidentity << std::endl << "\"Server name\": null,"; } // Map escape(map, sizeof(map)); if (strcmp(map, "") != 0) { oidentity << std::endl << "\"Map\": \"" << map << "\","; // Set map name in identity. } else { oidentity << std::endl << "\"Map\": null,"; } // Player nickname escape(player, sizeof(player)); if (strcmp(player, "") != 0) { oidentity << std::endl << "\"Player\": \"" << player << "\","; // Set player nickname in identity. } else { oidentity << std::endl << "\"Player\": null,"; } // Player ID escape(playerid, sizeof(playerid)); if (strcmp(playerid, "") != 0) { oidentity << std::endl << "\"Player ID\": \"" << playerid << "\""; // Set player ID in identity. } else { oidentity << std::endl << "\"Player ID\": null"; } oidentity << std::endl << "}"; identity = oidentity.str(); // End identity /* Mumble | Game X | X Y | Z Z | Y */ avatar_pos[0] = avatar_pos_corrector[0]; avatar_pos[1] = avatar_pos_corrector[2]; avatar_pos[2] = avatar_pos_corrector[1]; camera_pos[0] = camera_pos_corrector[0]; camera_pos[1] = camera_pos_corrector[2]; camera_pos[2] = camera_pos_corrector[1]; avatar_front[0] = avatar_front_corrector[0]; avatar_front[1] = avatar_front_corrector[2]; avatar_front[2] = avatar_front_corrector[1]; avatar_top[0] = avatar_top_corrector[0]; avatar_top[1] = avatar_top_corrector[2]; avatar_top[2] = avatar_top_corrector[1]; // Convert from inches to meters and sync camera vectors with avatar ones for (int i=0;i<3;i++) { avatar_pos[i]/=39.37f; camera_pos[i]/=39.37f; camera_front[i] = avatar_front[i]; camera_top[i] = avatar_top[i]; } return true; } static int trylock(const std::multimap &pids) { if (! initialize(pids, exe_name, client_name)) { // Retrieve "client_name" module's memory address return false; } // Server ID steamclient = getModuleAddr(steamclient_name); // Retrieve "steamclient_name" module's memory address // This prevents the plugin from linking to the game in case something goes wrong during module's memory address retrieval. if (!steamclient) return false; // Player name server = getModuleAddr(server_name); // Retrieve "server_name" module's memory address // This prevents the plugin from linking to the game in case something goes wrong during module's memory address retrieval. if (!server) return false; // Player ID engine = getModuleAddr(engine_name); // Retrieve "engine_name" module's memory address // This prevents the plugin from linking to the game in case something goes wrong during module's memory address retrieval. if (!engine) return false; // Check if we can get meaningful data from it float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3]; std::wstring sidentity; std::string scontext; if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) { return true; } else { generic_unlock(); return false; } } static const std::wstring longdesc() { return std::wstring(L"Supports Left 4 Dead 2 version 2.1.4.6 with context and identity support."); // Plugin long description } static std::wstring description(L"Left 4 Dead 2 (v2.1.4.6)"); // Plugin short description static std::wstring shortname(L"Left 4 Dead 2"); // Plugin short name static int trylock1() { return trylock(std::multimap()); } static MumblePlugin l4d2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, NULL, NULL, trylock1, generic_unlock, longdesc, fetch }; static MumblePlugin2 l4d2plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock }; extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() { return &l4d2plug; } extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() { return &l4d2plug2; }