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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
112 lines
3.0 KiB
C++
112 lines
3.0 KiB
C++
// Copyright 2010-2021 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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bool is_steam = false;
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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 &, std::wstring &) {
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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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// char ccontext[128];
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// char state;
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bool ok;
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/*
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ok = peekProc((BYTE *) 0x0, &state, 1); // Magical state value
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if (! ok)
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return false;
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*/
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// Find out whether this is the steam version
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char sMagic[6];
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if (!peekProc(0x015715b4, sMagic, 6)) {
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generic_unlock();
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return false;
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}
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is_steam = (strncmp("Score:", sMagic, 6) == 0);
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if (is_steam) {
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ok = peekProc(0x01571E90, avatar_pos, 12) && peekProc(0x01571E80, avatar_front, 12)
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&& peekProc(0x01571E70, avatar_top, 12);
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} else {
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ok = peekProc(0x01579600, avatar_pos, 12) && peekProc(0x015795F0, avatar_front, 12)
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&& peekProc(0x015795E0, avatar_top, 12);
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}
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if (!ok)
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return false;
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// Disable when not in game
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if (avatar_pos[1] == 9999)
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return true;
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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 256 bytes) string
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ccontext[127] = 0;
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context = std::string(ccontext);
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*/
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/*
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if (state == 0)
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return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
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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"BFBC2Game.exe"))
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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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generic_unlock();
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return false;
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}
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return true;
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports Battlefield Bad Company 2 build 795745. No identity or context support.");
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}
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static std::wstring description(L"Battlefield Bad Company 2 build 795745");
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static std::wstring shortname(L"Battlefield Bad Company 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 bfbc2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bfbc2plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bfbc2plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bfbc2plug2;
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}
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