Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Provides an interface to enable positional audio support in Mumble
//
//===========================================================================//
#if defined( WIN32 ) && !defined( _X360 )
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#elif defined( POSIX )
#include <sys/mman.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#endif
#include "cbase.h"
#include "shareddefs.h"
#include "view.h"
#include "mumble.h"
#if !defined( _X360 ) && !defined( NO_STEAM )
#include "steam/isteamuser.h"
#include "steam/steam_api.h"
#endif
const char *COM_GetModDirectory(); // return the mod dir (rather than the complete -game param, which can be a path)
struct MumbleSharedMemory_t
{
#ifdef WIN32
uint32 uiVersion;
ulong uiTick;
#else
uint32_t uiVersion;
uint32_t uiTick;
#endif
float fAvatarPosition[3];
float fAvatarFront[3];
float fAvatarTop[3];
wchar_t name[256];
float fCameraPosition[3];
float fCameraFront[3];
float fCameraTop[3];
wchar_t identity[256];
#ifdef WIN32
uint32 context_len;
#else
uint32_t context_len;
#endif
unsigned char context[256];
wchar_t description[2048];
};
MumbleSharedMemory_t *g_pMumbleMemory = NULL;
#ifdef WIN32
HANDLE g_hMapObject = NULL;
#endif
ConVar sv_mumble_positionalaudio( "sv_mumble_positionalaudio", "1", FCVAR_REPLICATED, "Allows players using Mumble to have support for positional audio." );
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CMumbleSystem g_MumbleSystem;
IGameSystem *MumbleSystem()
{
return &g_MumbleSystem;
}
bool CMumbleSystem::Init()
{
m_bHasSetPlayerUniqueId = false;
m_nTeamSetInUniqueId = 0;
m_szSteamIDCurrentServer[0] = '\0';
m_cubSteamIDCurrentServer = 0;
ListenForGameEvent( "server_spawn" );
return true;
}
void CMumbleSystem::LevelInitPostEntity()
{
if ( g_pMumbleMemory )
return;
#if defined( WIN32 ) && !defined( _X360 )
g_hMapObject = OpenFileMappingW( FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink" );
if ( g_hMapObject == NULL )
return;
g_pMumbleMemory = (MumbleSharedMemory_t *) MapViewOfFile( g_hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(MumbleSharedMemory_t) );
if ( g_pMumbleMemory == NULL )
{
CloseHandle( g_hMapObject );
g_hMapObject = NULL;
return;
}
#elif defined( ANDROID )
return; // TODO(JusicP): implement
5 years ago
#elif defined( POSIX )
char memname[256];
V_sprintf_safe( memname, "/MumbleLink.%d", getuid() );
int shmfd = shm_open( memname, O_RDWR, S_IRUSR | S_IWUSR );
if ( shmfd < 0 )
{
return;
}
g_pMumbleMemory = (MumbleSharedMemory_t *)( mmap( NULL, sizeof(struct MumbleSharedMemory_t), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0 ) );
if ( g_pMumbleMemory == (void *)(-1) )
{
g_pMumbleMemory = NULL;
return;
}
#endif
}
void CMumbleSystem::LevelShutdownPreEntity()
{
#if defined( WIN32 ) && !defined( _X360 )
if ( g_hMapObject )
{
CloseHandle( g_hMapObject );
g_pMumbleMemory = NULL;
g_hMapObject = NULL;
}
#elif defined( POSIX )
if ( g_pMumbleMemory )
{
munmap( g_pMumbleMemory, sizeof(struct MumbleSharedMemory_t) );
g_pMumbleMemory = NULL;
}
#endif
}
void VectorToMumbleFloatArray( const Vector &vec, float *rgfl )
{
// Traditional left-handed coordinate system
rgfl[0] = vec.x; // X
rgfl[1] = vec.z; // Y is up
rgfl[2] = vec.y; // Z is into the screen
}
void CMumbleSystem::PostRender()
{
#ifndef NO_STEAM
if ( !g_pMumbleMemory || !sv_mumble_positionalaudio.GetBool() )
return;
if ( g_pMumbleMemory->uiVersion != 2 )
{
V_wcscpy_safe( g_pMumbleMemory->name, L"Source engine: " );
wchar_t wcsGameDir[MAX_PATH];
Q_UTF8ToUnicode( COM_GetModDirectory(), wcsGameDir, sizeof(wcsGameDir) );
V_wcscat_safe( g_pMumbleMemory->name, wcsGameDir );
V_wcscpy_safe( g_pMumbleMemory->description, L"Links Source engine games to Mumble." );
g_pMumbleMemory->uiVersion = 2;
}
g_pMumbleMemory->uiTick++;
Vector vecOriginPlayer, vecOriginCamera = MainViewOrigin();
QAngle anglesPlayer, anglesCamera = MainViewAngles();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
vecOriginPlayer = pPlayer->EyePosition();
anglesPlayer = pPlayer->GetAbsAngles();
}
else
{
vecOriginPlayer = vecOriginCamera;
anglesPlayer = anglesCamera;
}
anglesPlayer.x = 0;
Vector vecPlayerForward, vecPlayerUp, vecCameraForward, vecCameraUp;
AngleVectors( anglesPlayer, &vecPlayerForward, NULL, &vecPlayerUp );
AngleVectors( anglesCamera, &vecCameraForward, NULL, &vecCameraUp );
// 1 Source unit is about one inch
// 1 mumble unit = 1 meter
vecOriginPlayer *= METERS_PER_INCH;
vecOriginCamera *= METERS_PER_INCH;
VectorToMumbleFloatArray( vecPlayerForward, g_pMumbleMemory->fAvatarFront );
VectorToMumbleFloatArray( vecPlayerUp, g_pMumbleMemory->fAvatarTop );
VectorToMumbleFloatArray( vecOriginPlayer, g_pMumbleMemory->fAvatarPosition );
VectorToMumbleFloatArray( vecCameraForward, g_pMumbleMemory->fCameraFront );
VectorToMumbleFloatArray( vecCameraUp, g_pMumbleMemory->fCameraTop );
VectorToMumbleFloatArray( vecOriginCamera, g_pMumbleMemory->fCameraPosition );
if ( pPlayer && m_bHasSetPlayerUniqueId && m_nTeamSetInUniqueId != pPlayer->GetTeamNumber() )
{
// Player changed team since we set the unique ID. Set it again.
m_bHasSetPlayerUniqueId = false;
}
if ( !m_bHasSetPlayerUniqueId && steamapicontext && steamapicontext->SteamUser() )
{
CSteamID steamid = steamapicontext->SteamUser()->GetSteamID();
if ( steamid.IsValid() )
{
int unTeam = pPlayer ? pPlayer->GetTeamNumber() : 0;
char szSteamId[256];
V_sprintf_safe( szSteamId, "universe:%u;account_type:%u;id:%u;instance:%u;team:%d", steamid.GetEUniverse(), steamid.GetEAccountType(), steamid.GetAccountID(), steamid.GetUnAccountInstance(), unTeam );
wchar_t wcsSteamId[256];
Q_UTF8ToUnicode( szSteamId, wcsSteamId, sizeof(wcsSteamId) );
// Identifier which uniquely identifies a certain player in a context.
V_wcscpy_safe( g_pMumbleMemory->identity, wcsSteamId );
m_bHasSetPlayerUniqueId = true;
m_nTeamSetInUniqueId = unTeam;
}
}
// Context should be equal for players which should be able to hear each other positional and
// differ for those who shouldn't (e.g. it could contain the server+port and team)
memcpy( g_pMumbleMemory->context, &m_szSteamIDCurrentServer, m_cubSteamIDCurrentServer );
g_pMumbleMemory->context_len = m_cubSteamIDCurrentServer;
#endif // NO_STEAM
}
void CMumbleSystem::FireGameEvent( IGameEvent *event )
{
#ifndef NO_STEAM
const char *eventname = event->GetName();
if ( !eventname || !eventname[0] )
return;
if ( !Q_strcmp( "server_spawn", eventname ) )
{
V_strcpy_safe( m_szSteamIDCurrentServer, event->GetString( "steamid", "" ) );
m_cubSteamIDCurrentServer = strlen( m_szSteamIDCurrentServer ) + 1;
}
#endif // NO_STEAM
}