1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
|
// 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>.
#include "mumble_plugin.h"
#include "mumble_plugin_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;
}
|