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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
250 lines
7.9 KiB
C++
250 lines
7.9 KiB
C++
// Copyright 2005-2021 The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
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#include "../mumble_legacy_plugin.h"
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#include "../mumble_positional_audio_main.h"
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using namespace std;
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bool ptr_chain_valid = false;
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// Modules
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procptr_t pmodule_bf2, pmodule_renddx9;
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// Magic ptrs
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procptr_t const login_ptr = 0x30058642;
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procptr_t const state_ptr = 0x00A1D0A8;
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// Vector ptrs
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procptr_t pos_ptr, face_ptr, top_ptr;
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// Context ptrs
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procptr_t const ipport_ptr = 0x009A80B8;
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// Identity ptrs
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procptr_t commander_ptr, squad_leader_ptr, squad_state_ptr, team_state_ptr, voip_ptr, voip_com_ptr, target_squad_ptr;
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inline bool resolve_ptrs() {
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pos_ptr = face_ptr = top_ptr = commander_ptr = squad_leader_ptr = squad_state_ptr = team_state_ptr = voip_ptr =
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voip_com_ptr = target_squad_ptr = 0;
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//
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// Resolve all pointer chains to the values we want to fetch
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//
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procptr_t base_bf2audio = pModule + 0x4645c;
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procptr_t base_bf2audio_2 = peekProcPtr(base_bf2audio);
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if (!base_bf2audio_2)
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return false;
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pos_ptr = peekProcPtr(base_bf2audio_2 + 0xb4);
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face_ptr = peekProcPtr(base_bf2audio_2 + 0xb8);
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top_ptr = peekProcPtr(base_bf2audio_2 + 0xbc);
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if (!pos_ptr || !face_ptr || !top_ptr)
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return false;
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/*
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Magic:
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Logincheck: 0x30058642 BYTE 0 means not logged in
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state: 0x00A1D0A8 BYTE 0 while not in game
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usually 1, never 0 if you create your
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own server ingame; this value will switch to 1 the instant you click "Join Game" usually 3, never 0 if you load into
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a server; this value will switch to 3 the instant you click "Join Game"
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Context:
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IP:Port of server: 0x009A80B8 char[128] ip:port of the server
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Identity:
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Commander: RendDX9.dll+00244AE0 -> 60 -> 110 BYTE 0 means not commander
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Squad leader state: RendDX9.dll+00244AE0 -> 60 -> 111 BYTE 0 is not squad leader
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Squad state: RendDX9.dll+00244AE0 -> 60 -> 10C BYTE 0 is not in squad; 1 is in Alpha
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squad, 2 Bravo, ... , 9 India Team state: BF2.exe+0058734C -> 239 BYTE 0 is blufor
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(US team, for example), 1 is opfor (Insurgents) VoiP state: BF2.exe+005A4DA0 -> 61 BYTE 1 is VoiP
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active (held down) Com. VoiP state: BF2.exe+005A4DA0 -> 4E BYTE 1 is VoiP on commander
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channel active (held down) Target squad state: RendDX9.dll+00266D84 -> C0 -> C0 -> 40 -> AC BYTE 1 is Alpha
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squad, 2 Bravo... selected on commander screen
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*/
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procptr_t base_renddx9 = peekProcPtr(pmodule_renddx9 + 0x00244AE0);
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if (!base_renddx9)
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return false;
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procptr_t base_renddx9_2 = peekProcPtr(base_renddx9 + 0x60);
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if (!base_renddx9_2)
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return false;
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commander_ptr = base_renddx9_2 + 0x110;
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squad_leader_ptr = base_renddx9_2 + 0x111;
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squad_state_ptr = base_renddx9_2 + 0x10C;
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procptr_t base_bf2 = peekProcPtr(pmodule_bf2 + 0x0058734C);
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if (!base_bf2)
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return false;
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team_state_ptr = base_bf2 + 0x239;
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procptr_t base_voip = peekProcPtr(pmodule_bf2 + 0x005A4DA0);
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if (!base_voip)
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return false;
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voip_ptr = base_voip + 0x61;
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voip_com_ptr = base_voip + 0x4E;
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procptr_t base_target_squad = peekProcPtr(pmodule_renddx9 + 0x00266D84);
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if (!base_target_squad)
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return false;
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procptr_t base_target_squad_2 = peekProcPtr(base_target_squad + 0xC0);
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if (!base_target_squad_2)
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return false;
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procptr_t base_target_squad_3 = peekProcPtr(base_target_squad_2 + 0xC0);
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if (!base_target_squad_3)
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return false;
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procptr_t base_target_squad_4 = peekProcPtr(base_target_squad_3 + 0x40);
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if (!base_target_squad_4)
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return false;
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target_squad_ptr = base_target_squad_4 + 0xAC;
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return true;
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}
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static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front,
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float *camera_top, std::string &context, std::wstring &identity) {
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for (int i = 0; i < 3; i++)
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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bool ok;
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uint8_t logincheck;
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ok = peekProc(login_ptr, &logincheck, 1);
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if (!ok)
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return false;
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if (logincheck == 0)
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return false;
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uint8_t state;
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ok = peekProc(state_ptr, &state, 1); // Magical state value
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if (!ok)
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return false;
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if (state == 0) {
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ptr_chain_valid = false;
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context.clear();
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identity.clear();
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return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
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} else if (!ptr_chain_valid) {
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if (!resolve_ptrs())
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return false;
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ptr_chain_valid = true;
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}
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char ccontext[128];
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uint8_t is_commander;
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uint8_t is_squad_leader;
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uint8_t is_in_squad;
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uint8_t is_opfor;
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uint8_t on_voip;
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uint8_t on_voip_com;
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uint8_t target_squad_id;
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ok = peekProc(pos_ptr, avatar_pos, 12) && peekProc(face_ptr, avatar_front, 12) && peekProc(top_ptr, avatar_top, 12)
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&& peekProc(ipport_ptr, ccontext, 128) && peekProc(commander_ptr, is_commander)
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&& peekProc(squad_leader_ptr, is_squad_leader) && peekProc(squad_state_ptr, is_in_squad)
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&& peekProc(team_state_ptr, is_opfor) && peekProc(voip_ptr, on_voip) && peekProc(voip_com_ptr, on_voip_com)
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&& peekProc(target_squad_ptr, target_squad_id);
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if (!ok)
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return false;
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/*
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Get context string; in this plugin this will be an
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ip:port (char 128 bytes) string
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*/
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ccontext[127] = 0;
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if (ccontext[0] != '0') {
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// With the current plugin ipport can switch to "0" sometimes.
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// As this is only transitory and switches back quickly just
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// keep on reporting the previous state as long as this happens.
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ostringstream ocontext;
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ocontext << "{ \"ipport\": \"" << ccontext << "\"}";
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context = ocontext.str();
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/*
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Get identity string.
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*/
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wostringstream oidentity;
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oidentity << "{"
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<< "\"ipport\": \"" << ccontext << "\", "
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<< "\"commander\":" << (is_commander ? "true" : "false") << ", "
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<< "\"squad_leader\":" << (is_squad_leader ? "true" : "false") << ", "
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<< "\"squad\":" << static_cast< unsigned int >(is_in_squad) << ", "
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<< "\"team\":\"" << (is_opfor ? "opfor" : "blufor") << "\", "
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<< "\"on_voip\":" << (on_voip ? "true" : "false") << ", "
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<< "\"on_voip_com\":" << (on_voip_com ? "true" : "false") << ", "
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<< "\"target_squad_id\":" << static_cast< unsigned int >(target_squad_id) << "}";
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identity = oidentity.str();
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}
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for (int i = 0; i < 3; i++) {
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camera_pos[i] = avatar_pos[i];
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camera_front[i] = avatar_front[i];
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camera_top[i] = avatar_top[i];
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}
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return ok;
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}
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static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
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if (!initialize(pids, L"BF2.exe", L"BF2Audio.dll"))
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return false;
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pmodule_bf2 = getModuleAddr(L"BF2.exe");
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if (!pmodule_bf2)
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return false;
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pmodule_renddx9 = getModuleAddr(L"RendDX9.dll");
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if (!pmodule_renddx9)
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return false;
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::string context;
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std::wstring identity;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, context, identity)) {
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return true;
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} else {
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generic_unlock();
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return false;
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}
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports Battlefield 2 v1.50");
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}
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static std::wstring description(L"Battlefield 2 v1.50");
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static std::wstring shortname(L"Battlefield 2");
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static int trylock1() {
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return trylock(std::multimap< std::wstring, unsigned long long int >());
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}
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static MumblePlugin bf2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf2plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf2plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf2plug2;
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}
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