mumble/plugins/rl/rl.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

131 lines
4.8 KiB
C++

// Copyright 2018-2021 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"
#ifdef WIN32
// Memory offsets
const procptr_t camera_pos_offset = 0x1A2A338;
const procptr_t camera_front_offset = 0x1A2A320;
const procptr_t camera_top_offset = 0x1A2A32C;
const procptr_t avatar_offset_base = 0x18E1448;
const procptr_t avatar_offset_0 = 0x40;
const procptr_t avatar_offset_1 = 0x6B4;
const procptr_t avatar_offset_2 = 0x18;
const procptr_t avatar_offset_3 = 0x1C;
const procptr_t avatar_pos_offset = 0x18;
const procptr_t avatar_front_offset = 0x0;
const procptr_t avatar_top_offset = 0xC;
// Executable name
const wchar_t *exe_name = L"RocketLeague.exe";
#else
// Memory offsets
const procptr_t camera_pos_offset = 0x30DE018;
const procptr_t camera_front_offset = 0x30DE000;
const procptr_t camera_top_offset = 0x30DE00C;
const procptr_t avatar_offset_base = 0x30DD6A0;
const procptr_t avatar_offset_0 = 0x408;
const procptr_t avatar_offset_1 = 0x648;
const procptr_t avatar_offset_2 = 0x40;
const procptr_t avatar_offset_3 = 0x80;
const procptr_t avatar_pos_offset = 0x24;
const procptr_t avatar_front_offset = 0xC;
const procptr_t avatar_top_offset = 0x18;
// Executable name
const wchar_t *exe_name = L"RocketLeague";
#endif
static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front,
float *camera_top, std::string &, std::wstring &) {
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;
// Avatar pointers
procptr_t avatar_ptr_base = peekProcPtr(pModule + avatar_offset_base);
if (!avatar_ptr_base)
return false;
procptr_t avatar_ptr_0 = peekProcPtr(avatar_ptr_base + avatar_offset_0);
if (!avatar_ptr_0)
return false;
procptr_t avatar_ptr_1 = peekProcPtr(avatar_ptr_0 + avatar_offset_1);
if (!avatar_ptr_1)
return false;
procptr_t avatar_ptr_2 = peekProcPtr(avatar_ptr_1 + avatar_offset_2);
if (!avatar_ptr_2)
return false;
procptr_t avatar_ptr_3 = peekProcPtr(avatar_ptr_2 + avatar_offset_3);
if (!avatar_ptr_3)
return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(avatar_ptr_3 + avatar_pos_offset, avatar_pos, 12) && // Avatar Position values (X, Y and Z).
peekProc(pModule + camera_pos_offset, camera_pos, 12) && // Camera Position values (X, Y and Z).
peekProc(avatar_ptr_3 + avatar_front_offset, avatar_front, 12) && // Avatar Front values (X, Y and Z).
peekProc(avatar_ptr_3 + avatar_top_offset, avatar_top, 12) && // Avatar Top values (X, Y and Z).
peekProc(pModule + camera_front_offset, camera_front, 12) && // Camera Front Vector values (X, Y and Z).
peekProc(pModule + camera_top_offset, camera_top, 12); // Camera Top Vector values (X, Y and Z).
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
// memory addresses.
if (!ok)
return false;
// Scale from centimeters to meters
for (int i = 0; i < 3; i++) {
avatar_pos[i] /= 100.0f;
camera_pos[i] /= 100.0f;
}
return true;
}
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!initialize(pids, exe_name)) // Link the game executable
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 Rocket League version 1.42 without context or identity support yet."); // Plugin long description
}
static std::wstring description(L"Rocket League (v1.42)"); // Plugin short description
static std::wstring shortname(L"Rocket League"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin rlplug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 rlplug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &rlplug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &rlplug2;
}