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2022-01-04MAINT: Update copyright to 2022Robert Adam
2021-04-09MAINT: Update copyright notice to 2021 (Part II)Robert
Apparently the first commit (59ae429972c16c377135bcccfee646b7df446933) did not include all files. Furthermore the used script tended to produce funny results in certain cases. This has been fixed and as a result thereof a few more changes were made in this second run.
2021-03-02MAINT: Update copyright notice to 2021Robert Adam
This was done by running scripts/updateLicenseHeaders.py and then manually editing the LICENSE file.
2020-09-11FORMAT: Run clang-format 10 on all C/CXX source-filesRobert
2020-06-28REFAC(overlay): replace NULL with nullptrPopkornium18
This changes all occurances of NULL in the overlay source dir to nullptr. Additionally explicit comparisons with NULL were removed.
2020-01-07Auto-update LICENSE.header in source filesDavide Beatrici
2019-01-25Auto-update LICENSE.header in source filesDavide Beatrici
2018-01-02Auto-update LICENSE.header in source files.Mikkel Krautz
2017-07-13overlay: Use size_t as correct type for memory addressesJan Klass
Use correct types for handling pointer size/memory addresses. Make use of boost optional as GetFnOffsetInModules return type. The unsigned return type does not allow for negative error values anymore, which we did not make use of anyway, and optional is more explicit. Replaces workaround/error detection from the commits 114495e59f002531ac9bb02070a1bcbd6652669e a3e7958f1605339560679cbbd3a27de4fd12066c Fixes #1924
2017-07-13Remove type variable prefixJan Klass
2017-07-11Cast to correct API typesJan Klass
It is better to be explicit and API correct, even if the resulting types ended up to be the same through typedefs or the implementation reinterpret-casting to a memory address pointer.
2017-01-08Update tree copyrights to 2017.Mikkel Krautz
2016-07-05overlay: in D3D9's doPresent(), use swapchain's backbuffer and dimensions if ↵Mikkel Krautz
drawn via IDirect3DSwapChain9::present(). Fixes mumble-voip/mumble#1056
2016-07-02overlay: optimize blit() to not perform a blit if the active item rect is empty.Mikkel Krautz
It seems that in EVE Online, if we update our overlay texture but do not draw to the screen, the texture mapping is never freed, until we begin drawing again. I do not know enough D3D11 to know why. Instead, this commit works around the issue by introducing a fully legal optimization to the blit() method: If the rect of active overlay elements is empty (that is, the screen is empty), do not perform a blit at all. The change also introduces an extra call to blit upon receiving OVERLAY_MSG_ACTIVE. That message is the message that signals that the rect of active elements has changed. We need to blit here to ensure we redraw correctly once the rect of active overlay elements changes. Fixes mumble-voip/mumble#1123
2016-05-10overlay: update to use LICENSE.header.Mikkel Krautz
2015-11-25overlay: add runtime checks for offset overflow in D3D9.Mikkel Krautz
See also mumble-voip/mumble#1924
2015-05-16Fix #1637 application crashes on Mumble exitKissaki
* When unloading the overlay DLL freeD3D9Hook was called *after* unloading the DLL. This is incorrect. ** For applications that actually use D3D and we inject into, the DLL is never unloaded because we hold a refernce to it ourselves. So in this case, the problematic code is never executed. ** When not actually injecting, the DLL will be unloaded, and then the function freeD3D9Hook is called which is from that DLL. ** As we’re executing code in undefined space which previously held the function, this may or may not crash. * Remove the freeD3D9Hook function ** The function freeD3D9Hook just resets some fields to NULL and a flag to false. As the DLL is unloaded anyway, these are never used again. Hence, we can just remove it altogether (rather than just calling it before unloading).
2014-02-17Overlay: Introduce D3D call result loggingKissaki
* Introduce return code checking and logging on failure to D3D API calls. This should make logging more elaborative and may point to issues when debugging/looking for issues.
2013-11-27Overlay: Resolve d3d9 hook TODO. Fix naming.Kissaki
* Introduce commented constatns for vtable offsets of create methods. * Fix variable naming * Resolve TODO in HookCreateEx: HardHook checks if it was already set up (baseaddr != NULL), and if it was it ignores further setup calls. Hence, we can safely do a best-effort of hooking create9 again. We currently expect the IDirect3D9 and IDirect3D9Ex objects to be the same object instance. ** If we wanted to support separate objects we would query both for IUnknown to compare addresses, and potentially create yet another hook to myCreateDevice for the create9 on d3d9ex.
2013-11-25Overlay: Changes as per PR-commentsKissaki
* Use sizeof() rather then size constant where possible
2013-11-24Overlay: Changes as per PR-commentsKissaki
* Make cpp-local functions static so they are local file/translation unit scope. * Remove unused variables uiAudioCount and bVideoHooked * Comment extern declarations, where there definitions are located. * Improve constant naming JUMPOP_OFFSET => JMP_OP_SIZE. * Remove extern declaration from method definitions. * Adjust type declaration formatting to typical formatting. * Use voidFunc typedef to pass around function address pointers. ** C++-style casts instead of C-style raw casts. * Other minor formatting (/whitespace) adjustments * Fix log text. * Improve log text. * Consistent, improved varnaming in d3d9.cpp on address calculation; naming fn and base.
2013-11-22Overlay: Rework Code.Kissaki
* Separate DXGI logic from D3D10 into a separate file dxgi.cpp * Structure code and logic, introduce additional functions * Introduce constants * Code commenting * d3d9.cpp: ** Access devMap via std::find rather than operator[] ** Introduce class Stash to temporarily set variable value and revert on destruction ** Move logic to function findOriginalDevice ** Use widestring for modulename (consistency) ** Implement Hook for Direct3DCreate9Ex ** Move function IsFnInModule to common lib.cpp/.h * opengl.cpp: ** Add whitespace to format code ** Fix logging scope prefix ** Remove static global variable
2013-10-23Fix warning due to implicit BOOL to bool conversion.Stefan Hacker
2013-10-23Fix overlay regression that in some cases prevented injection into devices ↵Stefan Hacker
in myCreateDevice(/Ex) Incorrect checking for element existence in the std::map using the operator[] caused interfaces to be added to the device map that weren't actually injected to yet. To minimize code impact before DX11 branch merge replace correct existence checks triggering the bug with checks on whether there's a valid handle (!= NULL) present for that device in the map. This way the default constructed (and hence NULL) elements caused by the use of the operator[] are harmless. For the future we'll have to decide whether we accept additional elements for "simpler" coding or use the "logically cleaner" style of using find and iterators.
2013-06-23Overlay: Less obtrusive logging.Kissaki
* Present, AddRef and Release calls are not useful most of the time. They were only logged in DEBUG builds, but as these methods are called very often heavily degrades performance. Add define-guards so when one actually wants to debug and see them he can enable them. Now, (normal) debug builds will not have the heavy performance loss any more.
2013-06-17Overlay: Pass on procname bufferKissaki
2013-06-17Overlay: Use string var instead of hardcoded stringsKissaki
2013-06-17Overlay: Fix address offsetKissaki
2013-06-17Overlay: Introduce hook for ResetEx. Hook PresentEx.Kissaki
* For D3D9Ex ** Hook PresentEx ** Hook ResetEx
2013-06-17Overlay: Move logic to function, Varnaming, msgfixKissaki
- Move logic to new function IsFnInModule.
2013-06-17Overlay: Add myPresentEx functionKissaki
2013-06-17Overlay: Code commentsKissaki
2013-06-16Overlay: Var init, comment, error loggin.Kissaki
2013-06-12refacs: more elaborative Varnaming; codeformattingKissaki
2013-06-12Extend Windows Overlay code and clean it up.Kissaki
Extend to handle library freeing. Codeformatting and -cleanup, robustness, and make debugoutput more consistent. * Indroduce hook for freeing loaded DLLs. This separates logic between loading and freeing, leading to adjustments to the recently introduced checks for freed DLLs. * In HardHook::reset() do a clean and complete reset rather than minimal. * Memvarinitialisation in HardHook * Remove logically unused variable bPresenting in d3d9.cpp (always false) * In d3d10.cpp prefix debugoutput with D3D10 consistently; no more DXGI which is ambiguous with a d3d11 file that also uses DXGI. * Consistently use ods instead of fods in the overlay files. Not in HardHook yet, as that class is used in the Mumble client as well atm * Fix forwarded return value types (LONG to ULONG) * TODOs for hook-call-logic in multiple places * Commenting, formatting and scope / order adjustments * Introduce variables with constant values (replacing magic/undescriptive constants/numbers)
2013-06-05Explicitly mark childmethods as virtualKissaki
* Mark the childmethods overwriting the virtual Pipe methods as virtual explicitly (effectively already were)
2013-06-05Commenting, formatting. Remove obsolete/wrong comment.Kissaki
2013-06-05Reduce varscopes and improve debugtext.Kissaki
2013-06-05comments. more elaborative debugoutput, consistent prefixing.Kissaki
2013-06-05Prevent overlay from disappearing on D3D DLL reloading.Wesley W. Terpstra
This is confirmed to fix the missing overlay in Guild Wars 2. When D3D was used by a process thus loading the DLL, but then unloaded we did not inject on subsequent loading of the D3D DLL (in the same exe). Guild Wars 2 did un- and reload the DLL when switching from their launcher to the game. This commit introduces HardHook::reset() and checks for inactive hardhooks for a newly loaded DLL. The changes were submitted on sourceforge https://sourceforge.net/p/mumble/bugs/909/#bf9e
2012-11-16overlay/d3d9: pass through IDirect3DDevice9 AddRef/Release methods to ↵Mikkel Krautz
originals on Windows 8. We were getting unbalanced AddRef/Releases on Direct3D9 apps running on Windows 8 that ran fine on Windows 7. Windows 8 seems to be doing somthing funky with the internal ref count of IDirect3DDevice9. For now, piggyback on the orignal ref count methods to be able to determine when to release ourselves. And cross our fingers that we won't be getting useless ref counts from some other overlay. This is a band-aid solution until we find something better.
2012-10-24refacs; initialization, var-scope reduction, replace c-style casts, rm unusedKissaki
* DBus.h, AudioOutputSpeech.cpp: initialize uninitialized members, * d3d10.cpp: actually use assigned results for a dbg output * lib.cpp, link.cpp: c-style to c++-style casts * SpeexMark.cpp, ResampMark.cpp: rm unused var * AGC.cpp, ResampMark.cpp: rm unused var (ineffective return statement after prior return; thus removing unused code - but someone check if sth. was missed there)
2012-09-23Fix debug output for overlay chain noticeKissaki
The debug outputs were placed after the return statements, rendering them useless. Place them in front, so they are executed.
2012-09-23initialize member variable DevState::initRefCount in constructorKissaki
2011-10-09handle some cppcheck-found issues:Kissaki
* uninitialized membervars, * AudioOutput.cpp: fix delete on array to delete[] * OSS.cpp: close file descriptor in false data case * OverlayEditorScene.cpp: rm duplicate logic * fix ifndef to match usage of declared variable * member var initializations * check for null (ds in d3d9 as some lines above), * lower scope of var decl., * swap bufsize check and array dereference so check is before! deref, * initialize member vars in constr.
2011-03-18Update copyright year ranges of dev team.Thorvald Natvig
2011-01-21Clean up a few compiler warnings.Thorvald Natvig
2010-11-17Fix a crash in the overlay if a_ucTexture is NULLBenjamin Jemlich
2010-04-29Transmit fps more often and represent them as floatStefan Hacker
2010-04-28Add an optional FPS counter to the overlayStefan Hacker