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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.
178 lines
6.3 KiB
C++
178 lines
6.3 KiB
C++
// Copyright 2009-2021 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" // Include standard positional audio header.
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#include "mumble_positional_audio_utils.h" // Include positional audio header for special functions, like "escape".
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// Variable to contain module's addresses
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procptr_t RendDX9 = 0;
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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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bool ok;
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char server_name[100], soldier_name[100];
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uint8_t team_id, squad_id, is_commander, is_squad_leader, target_squad_id, on_voip, on_voip_com;
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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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// Server name pointers
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// Doubles as an in-server state variable (NULL if not in a game)
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procptr_t server_offset_0 = peekProcPtr(pModule + 0x61B5D8);
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if (!server_offset_0) {
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context.clear(); // Clear context
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identity.clear(); // Clear identity
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return true; // This tells Mumble to ignore all vectors.
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}
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procptr_t server_offset_1 = peekProcPtr(server_offset_0 + 0x108);
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if (!server_offset_1)
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return false;
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// Team ID pointers
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procptr_t team_offset_0 = peekProcPtr(pModule + 0x624430);
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if (!team_offset_0)
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return false;
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procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x1B4);
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if (!team_offset_1)
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return false;
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// Commander, SquadLeader, SquadID base pointers
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procptr_t role_offset_0 = peekProcPtr(pModule + 0x685228);
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if (!role_offset_0)
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return false;
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procptr_t role_offset_1 = peekProcPtr(role_offset_0 + 0x6C);
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if (!role_offset_1)
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return false;
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// Tactical pointers
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procptr_t tactical_offset_0 = peekProcPtr(pModule + 0x72D148);
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if (!tactical_offset_0)
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return false;
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procptr_t tactical_offset_1 = peekProcPtr(tactical_offset_0 + 0xE4);
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if (!tactical_offset_1)
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return false;
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// VoiP pointers
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procptr_t voip_offset_0 = peekProcPtr(pModule + 0x620D30);
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if (!voip_offset_0)
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return false;
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// Peekproc and assign game addresses to our containers, so we can retrieve positional data
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ok = peekProc(pModule + 0x6697C8, avatar_pos, 12) && // Avatar position values (X, Y and Z).
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peekProc(RendDX9 + 0x20E9F4, camera_pos, 12) && // Camera position values (X, Y and Z).
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peekProc(RendDX9 + 0x2139D4, camera_front, 12) && // Avatar front vector values (X, Y and Z).
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peekProc(RendDX9 + 0x2139C4, camera_top, 12) && // Avatar top vector values (X, Y and Z).
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peekProc(server_offset_1, server_name) && // Server name.
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peekProc(pModule + 0x6228B9, soldier_name) && // Soldier name.
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peekProc(team_offset_1 + 0xA0, team_id) && // Team ID (0 for PAC, 1 for EU).
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peekProc(role_offset_1 + 0x108, squad_id); // Squad ID (0 for none, 1-9 for squads).
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peekProc(role_offset_1 + 0x10C, is_commander) && // Whether Commander.
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peekProc(role_offset_1 + 0x10D, is_squad_leader) && // Whether Squad Leader.
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peekProc(tactical_offset_1 + 0xCC, target_squad_id) && // Commander's selected squad.
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peekProc(voip_offset_0 + 0xA1, on_voip) && // Whether VoiP is active.
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peekProc(voip_offset_0 + 0xA0, on_voip_com); // Whether VoiP to/from commander is active.
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// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
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// memory addresses.
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if (!ok)
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return false;
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// Begin context
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std::ostringstream ocontext;
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// Server name
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escape(server_name, sizeof(server_name));
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if (strcmp(server_name, "") != 0)
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ocontext << " {\"ipport\": \"" << server_name << "\"}";
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context = ocontext.str();
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// End context
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// Begin identity
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std::wostringstream oidentity;
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// Soldier name
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escape(soldier_name, sizeof(soldier_name));
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oidentity << "{"
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<< "\"ipport\": \"" << server_name << "\", "
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<< "\"team_id\": " << team_id << ", "
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<< "\"squad_id\": " << squad_id << ", "
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<< "\"is_commander\": " << (is_commander ? "true" : "false") << ", "
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<< "\"is_squad_leader\": " << (is_squad_leader ? "true" : "false") << ", "
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<< "\"target_squad_id\": " << target_squad_id << ", "
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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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<< "\"name\": \"" << soldier_name << "\""
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<< "}";
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identity = oidentity.str();
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// End identity
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// Copy camera direction vectors to avatar
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for (int i = 0; i < 3; i++) {
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avatar_front[i] = camera_front[i];
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avatar_top[i] = camera_top[i];
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}
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return true;
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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"BF2142.exe")) // Retrieve game executable's memory address
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return false;
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RendDX9 = getModuleAddr(L"RendDX9.dll"); // Retrieve "RendDX9.dll" module's memory address
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// This prevents the plugin from linking to the game in case something goes wrong during module's memory address
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// retrieval.
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if (!RendDX9)
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return false;
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// Check if we can get meaningful data from it
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::wstring sidentity;
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std::string scontext;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
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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 2142 version 1.51."); // Plugin long description
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}
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static std::wstring description(L"Battlefield 2142 1.51"); // Plugin short description
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static std::wstring shortname(L"Battlefield 2142"); // Plugin short name
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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 bf2142plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf2142plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf2142plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf2142plug2;
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}
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