mumble/plugins/wow/wow.cpp
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

191 lines
7.1 KiB
C++

// Copyright 2009-2021 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 <https://www.mumble.info/LICENSE>.
#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
#include "../mumble_legacy_plugin.h"
#include "../mumble_positional_audio_main.h" // Include standard positional audio header.
#include "../mumble_positional_audio_utils.h" // Include positional audio header for special functions, like "escape".
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;
}
// To update visit
// http://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-bots-programs/wow-memory-editing and look for
// a thread called "[WoW] [Version] Release Info Dump Thread".
// http://www.ownedcore.com/forums/world-of-warcraft/world-of-warcraft-bots-programs/wow-memory-editing/585582-wow-7-0-3-22624-release-info-dump-thread.html#post3615091
// Avatar pointer
procptr_t avatar_offset = peekProcPtr(pModule + 0xDE565C); // "LocalPlayer" in the thread.
if (!avatar_offset)
return false;
// Camera pointer
procptr_t camera_base = peekProcPtr(pModule + 0xEBA11C); // "CameraStruct" in the thread.
if (!camera_base)
return false;
procptr_t camera_offset = peekProcPtr(camera_base + 0x3264); // "CameraOffset" in the thread.
if (!camera_offset)
return false;
// Realm pointer
procptr_t realm_offset = peekProcPtr(pModule + 0xF3AF7C); // Not available in the thread.
if (!realm_offset)
return false;
// Memory addresses
procptr_t state_address = 0xE5BD19; // "GameState" in the thread.
procptr_t avatar_pos_address = 0xAF8; // "UnitOrigin" in the thread.
procptr_t camera_pos_address = 0x08; // "CameraOrigin" in the thread.
procptr_t camera_front_address = 0x14; // "CameraMatrix" in the thread.
procptr_t camera_top_address = 0x2C; // "CameraMatrix" + 0x18.
procptr_t avatar_heading_address = 0xB08; // "UnitAngle" in the thread.
procptr_t realm_address = 0x384; // Not available in the thread.
procptr_t player_address = 0xF3B288; // Not available in the thread.
// 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_heading, camera_front_corrector[3],
camera_top_corrector[3];
// Char values for extra features
char state, player[50], realm[50];
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + state_address, &state, 1) && // Magical state value: 1 when in-game, 0 when not.
peekProc(avatar_offset + avatar_pos_address, avatar_pos_corrector, 12)
&& // Avatar Position values (Z, -X and Y).
peekProc(camera_offset + camera_pos_address, camera_pos_corrector, 12)
&& // Camera Position values (Z, -X and Y).
peekProc(avatar_offset + avatar_heading_address, avatar_heading) && // Avatar heading.
peekProc(camera_offset + camera_front_address, camera_front_corrector, 12)
&& // Camera Front Vector values (Z, -X and Y).
peekProc(camera_offset + camera_top_address, camera_top_corrector, 12)
&& // Camera Top Vector values (Z, -X and Y).
peekProc(realm_offset + realm_address, realm) && // Realm name.
peekProc(pModule + player_address, player); // Player nickname.
// 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
std::ostringstream ocontext;
// Realm
escape(realm, sizeof(realm));
if (strcmp(realm, "") != 0) { // Set Realm string only if not empty
ocontext << " {\"Realm\": \"" << realm << "\"}"; // Set context with Realm's name
}
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
oidentity << "{";
// Player
escape(player, sizeof(player));
if (strcmp(player, "") != 0) {
oidentity << std::endl;
oidentity << "\"Player\": \"" << player << "\""; // Set player nickname in identity.
} else {
oidentity << std::endl << "\"Player\": null";
}
oidentity << std::endl << "}";
identity = oidentity.str();
// End identity
/*
Mumble | Game
X | Z
Y | -X
Z | Y
*/
avatar_pos[0] = -avatar_pos_corrector[1];
avatar_pos[1] = avatar_pos_corrector[2];
avatar_pos[2] = avatar_pos_corrector[0];
camera_pos[0] = -camera_pos_corrector[1];
camera_pos[1] = camera_pos_corrector[2];
camera_pos[2] = camera_pos_corrector[0];
avatar_front[0] = -sin(avatar_heading);
avatar_front[1] = 0.0f;
avatar_front[2] = cos(avatar_heading);
avatar_top[2] = -1; // Dummy top vector, you can't tilt your head sideways in WoW.
camera_front[0] = -camera_front_corrector[1];
camera_front[1] = camera_front_corrector[2];
camera_front[2] = camera_front_corrector[0];
camera_top[0] = -camera_top_corrector[1];
camera_top[1] = camera_top_corrector[2];
camera_top[2] = camera_top_corrector[0];
return true;
}
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!initialize(pids, L"Wow.exe")) { // Retrieve game executable's memory address
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 World of Warcraft (x86) with context and identity support."); // Plugin long description
}
static std::wstring description(L"World of Warcraft (x86) version 7.0.3.22810"); // Plugin short description
static std::wstring shortname(L"World of Warcraft"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin wowplug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 wowplug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &wowplug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &wowplug2;
}