mirror of
https://github.com/mumble-voip/mumble.git
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163 lines
5.9 KiB
C++
163 lines
5.9 KiB
C++
// Copyright 2021-2022 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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#include "Game.h"
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#include "mumble_positional_audio_utils.h"
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#include <cstring>
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Game::Game(const procid_t id, const std::string &name) : m_proc((id), name) {
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}
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Mumble_PositionalDataErrorCode Game::init() {
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if (!m_proc.isOk()) {
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return MUMBLE_PDEC_ERROR_TEMP;
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}
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const Modules &modules = m_proc.modules();
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const auto iter = modules.find("GTA5.exe");
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if (iter == modules.cend()) {
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return MUMBLE_PDEC_ERROR_TEMP;
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}
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// Find out the offset of the memory region
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const MemoryRegions ®ions = iter->second.regions();
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const auto &r = regions.cbegin();
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if (r != regions.cend()) {
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m_moduleBase = r->address;
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}
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// Check if we can get meaningful data from it
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const std::string expected_name = "Grand Theft Auto V";
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if (m_proc.peekString(m_moduleBase + 0x1901130, expected_name.length()) == expected_name) {
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// Steam version
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m_stateAddr = m_moduleBase + 0x291B2F0;
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m_avatarPosAddr = m_moduleBase + 0x1D1D850;
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m_cameraPosAddr = m_moduleBase + 0x1DACEB0;
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m_avatarDirAddr = m_moduleBase + 0x20476D0;
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m_avatarAxisAddr = m_moduleBase + 0x20476A0;
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m_cameraDirAddr = m_moduleBase + 0x1FA7A80;
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m_cameraAxisAddr = m_moduleBase + 0x1FA7A90;
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m_playerAddr = m_moduleBase + 0x2928674;
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m_vehicleAddr = m_moduleBase + 0x2503F10;
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m_locationAddr = m_moduleBase + 0x25038CB;
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m_streetAddr = m_moduleBase + 0x2500600;
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} else if (m_proc.peekString(0x180D4D8, expected_name.length()) == expected_name) {
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// Retail version
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m_stateAddr = m_moduleBase + 0x2733490;
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m_avatarPosAddr = m_moduleBase + 0x1F7EAA0;
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m_cameraPosAddr = m_moduleBase + 0x1C58630;
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m_avatarBaseAddr = m_moduleBase + 0x1B956C0;
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// Avatar pointer
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procptr_t avatarBase = m_proc.peekPtr(m_avatarBaseAddr);
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if (!avatarBase)
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return MUMBLE_PDEC_ERROR_TEMP;
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m_avatarDirAddr = avatarBase + 0x70;
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m_avatarAxisAddr = avatarBase + 0x80;
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m_cameraDirAddr = m_moduleBase + 0x1C5A0F0;
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m_cameraAxisAddr = m_moduleBase + 0x1F7D9F0;
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m_playerAddr = m_moduleBase + 0x273DBAC;
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m_vehicleAddr = m_moduleBase + 0x2331890;
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m_locationAddr = m_moduleBase + 0x233125B;
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m_streetAddr = m_moduleBase + 0x232DFA0;
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} else {
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// Return permanent error on unknown version
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return MUMBLE_PDEC_ERROR_PERM;
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}
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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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const char *identity = "";
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const char *context = "";
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return fetchPositionalData(apos, afront, atop, cpos, cfront, ctop, &context, &identity);
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}
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Mumble_PositionalDataErrorCode Game::fetchPositionalData(float *avatarPos, float *avatarDir, float *avatarAxis,
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float *cameraPos, float *cameraDir, float *cameraAxis,
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const char **contextPtr, const char **identityPtr) {
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for (uint8_t i = 0; i < 3; ++i) {
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avatarPos[i] = avatarDir[i] = avatarAxis[i] = cameraPos[i] = cameraDir[i] = cameraAxis[i] = 0.0f;
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}
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// Boolean value to check if game addresses retrieval is successful
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bool ok;
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// Char values for extra features
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char state, player[50], vehicle[50], location[50], street[50];
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// Peekproc and assign game addresses to our containers, so we can retrieve positional data
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ok = m_proc.peek(m_stateAddr, &state, 1)
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&& // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
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m_proc.peek(m_avatarPosAddr, avatarPos, 12) && // Avatar Position values (X, Z and Y).
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m_proc.peek(m_cameraPosAddr, cameraPos, 12) && // Camera Position values (X, Z and Y).
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m_proc.peek(m_avatarDirAddr, avatarDir, 12) && // Avatar Front Vector values (X, Z and Y).
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m_proc.peek(m_avatarAxisAddr, avatarAxis, 12) && // Avatar Top Vector values (X, Z and Y).
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m_proc.peek(m_cameraDirAddr, cameraDir, 12) && // Camera Front Vector values (X, Z and Y).
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m_proc.peek(m_cameraAxisAddr, cameraAxis, 12) && // Camera Top Vector values (X, Z and Y).
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m_proc.peek(m_playerAddr, player) && // Player nickname.
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m_proc.peek(m_vehicleAddr, vehicle) && // Vehicle name if in a vehicle, empty if not.
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m_proc.peek(m_locationAddr, location) && // Location name.
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m_proc.peek(m_streetAddr, street); // Street name if on a street, empty if not.
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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 MUMBLE_PDEC_ERROR_TEMP;
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// State
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if (state != 2) { // If not in-game
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*contextPtr = ""; // Clear contextPtr
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*identityPtr = ""; // Clear identityPtr
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return MUMBLE_PDEC_ERROR_TEMP;
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}
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// Begin identity
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std::stringstream oidentity;
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oidentity << "{";
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// Player
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escape(player, sizeof(player));
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if (strcmp(player, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity.
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} else {
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oidentity << std::endl << "\"Player\": null,";
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}
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// Vehicle
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escape(vehicle, sizeof(vehicle));
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if (strcmp(vehicle, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Vehicle\": \"" << vehicle << "\","; // Set vehicle name in identity.
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} else {
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oidentity << std::endl << "\"Vehicle\": null,";
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}
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// Location
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escape(location, sizeof(location));
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if (strcmp(location, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Location\": \"" << location << "\","; // Set location name in identity.
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} else {
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oidentity << std::endl << "\"Location\": null,";
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}
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// Street
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escape(street, sizeof(street));
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if (strcmp(street, "") != 0) {
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oidentity << std::endl;
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oidentity << "\"Street\": \"" << street << "\""; // Set street name in identity.
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} else {
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oidentity << std::endl << "\"Street\": null";
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}
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oidentity << std::endl << "}";
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m_identity = oidentity.str();
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*identityPtr = m_identity.c_str();
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// End identity
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return MUMBLE_PDEC_OK;
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}
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