mumble/plugins/se/se.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

344 lines
8.7 KiB
C++

// Copyright 2020-2021 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_utils.h"
#ifdef OS_LINUX
# include "ProcessLinux.h"
#endif
#include "ProcessWindows.h"
#include <cstring>
#include <sstream>
std::unique_ptr< Process > proc;
static bool isWin32 = false;
#include "client.h"
#include "common.h"
#include "engine.h"
static inline void anglesToVectors(const float (&angles)[3], float *front, float *top) {
// Calculate pitch
float pitchSin, pitchCos;
sinCos(degreesToRadians(angles[0]), pitchSin, pitchCos);
// Calculate yaw
float yawSin, yawCos;
sinCos(degreesToRadians(angles[1]), yawSin, yawCos);
// Calculate roll
float rollSin, rollCos;
sinCos(degreesToRadians(angles[2]), rollSin, rollCos);
// Calculate front vector
front[0] = pitchCos * yawCos;
front[1] = -pitchSin;
front[2] = pitchCos * yawSin;
// Calculate top vector
top[0] = (rollCos * pitchSin * yawCos + -rollSin * -yawSin);
top[1] = rollCos * pitchCos;
top[2] = (rollCos * pitchSin * yawSin + -rollSin * yawCos);
}
procptr_t localClient, localPlayer;
int32_t signOnStateOffset, deadFlagOffset, rotationOffset, originPositionOffset, eyesPositionOffsetOffset,
netInfoOffset, levelNameOffset;
static int fetch(float *avatarPos, float *avatarFront, float *avatarTop, float *cameraPos, float *cameraFront,
float *cameraTop, std::string &context, std::wstring &identity) {
const auto signOnState = proc->peek< uint32_t >(localClient + signOnStateOffset);
// 0: SIGNONSTATE_NONE
// 1: SIGNONSTATE_CHALLENGE
// 2: SIGNONSTATE_CONNECTED
// 3: SIGNONSTATE_NEW
// 4: SIGNONSTATE_PRESPAWN
// 5: SIGNONSTATE_SPAWN
// 6: SIGNONSTATE_FULL
// 7: SIGNONSTATE_CHANGELEVEL
if (signOnState != 6) {
return false;
}
const auto isPlayerDead = proc->peek< bool >(localPlayer + deadFlagOffset);
if (isPlayerDead) {
context.clear();
identity.clear();
for (uint8_t i = 0; i < 3; ++i) {
avatarPos[i] = avatarFront[i] = avatarTop[i] = cameraPos[i] = cameraFront[i] = cameraTop[i] = 0.0f;
}
return true;
}
float rotation[3];
if (!proc->peek(localPlayer + rotationOffset, rotation, sizeof(rotation))) {
return false;
}
float originPosition[3];
if (!proc->peek(localPlayer + originPositionOffset, originPosition, sizeof(originPosition))) {
return false;
}
float eyesPositionOffset[3];
if (!proc->peek(localPlayer + eyesPositionOffsetOffset, eyesPositionOffset, sizeof(eyesPositionOffset))) {
return false;
}
NetInfo ni;
if (!proc->peek(localClient + netInfoOffset, ni)) {
return false;
}
std::string host;
// 0: NA_NULL
// 1: NA_LOOPBACK
// 2: NA_BROADCAST
// 3: NA_IP
switch (ni.type) {
case 3: {
std::ostringstream ss;
for (uint8_t i = 0; i < 4; ++i) {
ss << std::to_string(ni.ip[i]);
if (i < 3) {
ss << ".";
}
}
ss << ":" << networkToHost(ni.port);
host = ss.str();
break;
}
default:
return true;
}
// 40 is the size of the char array in the engine's code
char map[40];
if (!proc->peek(localClient + levelNameOffset, map, sizeof(map))) {
map[0] = '\0';
}
// Begin context
std::ostringstream ocontext;
ocontext << " {\"Host\": \"" << host << "\"}"; // Set context with server's IP address and port.
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
oidentity << "{";
// Map
escape(map, sizeof(map));
if (strcmp(map, "") != 0) {
oidentity << std::endl << "\"Map\": \"" << map << "\""; // Set map name in identity.
} else {
oidentity << std::endl << "\"Map\": null";
}
oidentity << std::endl << "}";
identity = oidentity.str();
// End identity
// Mumble | Game
// X | X
// Y | Z
// Z | Y
//
// originPosition corresponds to the origin of the player model,
// usually the point (i.e. feet) where it touches the ground.
// eyesPositionOffset is the difference between the eyes and the origin position.
// We use the eyes' position because they are closer to the mouth.
avatarPos[0] = originPosition[0] + eyesPositionOffset[0];
avatarPos[1] = originPosition[2] + eyesPositionOffset[2];
avatarPos[2] = originPosition[1] + eyesPositionOffset[1];
anglesToVectors(rotation, avatarFront, avatarTop);
// Sync camera vectors with avatar ones.
//
// This is not ideal, but it's not an issue unless 3rd person mode is enabled.
// The command to set it is "thirdperson" and requires "sv_cheats" to be enabled.
// For reference, the functions that return what we need are MainViewOrigin() and MainViewAngles().
for (uint8_t i = 0; i < 3; ++i) {
cameraPos[i] = avatarPos[i] /= 39.37f; // Convert from inches to meters.
cameraFront[i] = avatarFront[i];
cameraTop[i] = avatarTop[i];
}
return true;
}
static bool tryInit(const std::multimap< std::wstring, unsigned long long int > &pids) {
const std::vector< std::string > names{
#ifdef OS_LINUX
"hl2_linux",
#endif
"left4dead2.exe", "left4dead.exe"
};
for (const auto &name : names) {
const auto id = Process::find(name, pids);
if (!id) {
continue;
}
#ifdef OS_WINDOWS
proc.reset(new ProcessWindows(id, name));
#else
isWin32 = HostLinux::isWine(id);
if (isWin32) {
proc.reset(new ProcessWindows(id, name));
} else {
proc.reset(new ProcessLinux(id, name));
}
#endif
if (proc->isOk()) {
return true;
}
}
return false;
}
static int tryLock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!tryInit(pids)) {
return false;
}
const auto modules = proc->modules();
auto iter = modules.find(isWin32 ? "engine.dll" : "engine.so");
if (iter == modules.cend()) {
return false;
}
const auto engine = iter->second.baseAddress();
if (!engine) {
return false;
}
iter = modules.find(isWin32 ? "client.dll" : "client.so");
if (iter == modules.cend()) {
return false;
}
const auto client = iter->second.baseAddress();
if (!client) {
return false;
}
const auto engineInterfaces = getInterfaces(engine);
const auto engineClient = getInterfaceAddress("VEngineClient013", engineInterfaces);
if (!engineClient) {
return false;
}
localClient = getLocalClient(engineClient);
if (!localClient) {
return false;
}
signOnStateOffset = getSignOnStateOffset(engineClient);
if (!signOnStateOffset) {
return false;
}
const auto signOnState = proc->peek< uint32_t >(localClient + signOnStateOffset);
if (signOnState != 6) {
return false;
}
const auto clientInterfaces = getInterfaces(client);
const auto clientEntityList = getInterfaceAddress("VClientEntityList003", clientInterfaces);
if (!clientEntityList) {
return false;
}
localPlayer = getLocalPlayer(localClient, clientEntityList, engineClient);
if (!localPlayer) {
return false;
}
// "pl" is the offset to the internal player class.
const auto pl = getDataVarFromEntity("pl", localPlayer);
if (!pl) {
return false;
}
// "deadflag" is the offset relative to "pl".
//
// For some reason it's missing from Left 4 Dead 2 on Linux, along with many other datavars we don't need.
// The offset (0x4) has never changed across the various engine versions released during the years (10+), thus we
// force it.
const auto deadflag = getDataVarFromEntity("deadflag", localPlayer);
deadFlagOffset = pl + (deadflag ? deadflag : 0x4);
originPositionOffset = getDataVarFromEntity("m_vecAbsOrigin", localPlayer);
if (!originPositionOffset) {
return false;
}
eyesPositionOffsetOffset = getDataVarFromEntity("m_vecViewOffset", localPlayer);
if (!eyesPositionOffsetOffset) {
return false;
}
rotationOffset = getDataVarFromEntity("m_angAbsRotation", localPlayer);
if (!rotationOffset) {
return false;
}
netInfoOffset = getNetInfoOffset(localClient, engineClient);
if (!netInfoOffset) {
return false;
}
levelNameOffset = getLevelNameOffset(engineClient);
if (!levelNameOffset) {
return false;
}
return true;
}
static const std::wstring longDesc() {
return std::wstring(L"Supports Source Engine games with context and identity support.");
}
static std::wstring description(L"Source Engine");
static std::wstring shortName(L"Source Engine");
static int tryLock1() {
return tryLock(std::multimap< std::wstring, unsigned long long int >());
}
static void nullUnlock() {
}
static MumblePlugin sePlug = { MUMBLE_PLUGIN_MAGIC, description, shortName, nullptr, nullptr, tryLock1,
nullUnlock, longDesc, fetch };
static MumblePlugin2 sePlug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, tryLock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &sePlug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &sePlug2;
}