openspades/Sources/Client/MumbleLink.cpp
2016-08-03 17:08:45 +02:00

147 lines
4.8 KiB
C++

#include "MumbleLink.h"
#include <cassert>
#include <cstring>
#ifdef WIN32
#include <windows.h>
#else
#include <fcntl.h>
#include <sys/mman.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
MumbleLink::MumbleLink() : metre_per_block(0.63), mumbleLinkedMemory(nullptr) {}
MumbleLink::~MumbleLink() {
#ifdef WIN32
UnmapViewOfFile(mumbleLinkedMemory);
if (obj != nullptr)
CloseHandle(obj);
#else
munmap(mumbleLinkedMemory, sizeof(*mumbleLinkedMemory));
if (fd > 0)
close(fd);
#endif
}
void MumbleLink::set_mumble_vector3(float mumble_vec[3],
const spades::Vector3 &vec) {
mumble_vec[0] = vec.x;
mumble_vec[1] = vec.z;
mumble_vec[2] = vec.y;
}
bool MumbleLink::init() {
assert(mumbleLinkedMemory == nullptr);
#ifdef WIN32
obj = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");
if (obj == nullptr)
return false;
mumbleLinkedMemory = static_cast<MumbleLinkedMemory *>(MapViewOfFile(
obj, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(*mumbleLinkedMemory)));
if (mumbleLinkedMemory == nullptr) {
CloseHandle(obj);
obj = nullptr;
return false;
}
#else
std::string name = "/MumbleLink." + std::to_string(getuid());
fd = shm_open(name.c_str(), O_RDWR, S_IRUSR | S_IWUSR);
if (fd < 0) {
return false;
}
mumbleLinkedMemory = static_cast<MumbleLinkedMemory *>(
(mmap(nullptr, sizeof(*mumbleLinkedMemory), PROT_READ | PROT_WRITE,
MAP_SHARED, fd, 0)));
if (mumbleLinkedMemory == MAP_FAILED) {
mumbleLinkedMemory = nullptr;
return false;
}
#endif
return true;
}
void MumbleLink::setContext(const std::string &context) {
if (mumbleLinkedMemory == nullptr)
return;
size_t len(std::min(256, static_cast<int>(context.size())));
std::memcpy(mumbleLinkedMemory->context, context.c_str(), len);
mumbleLinkedMemory->context_len = len;
}
void MumbleLink::setIdentity(const std::string &identity) {
if (mumbleLinkedMemory == nullptr)
return;
std::wcsncpy(mumbleLinkedMemory->identity,
std::wstring(identity.begin(), identity.end()).c_str(), 256);
}
void MumbleLink::update(spades::client::Player *player) {
if (mumbleLinkedMemory == nullptr or player == nullptr)
return;
if (mumbleLinkedMemory->uiVersion != 2) {
wcsncpy(mumbleLinkedMemory->name, L"OpenSpades", 256);
wcsncpy(mumbleLinkedMemory->description, L"OpenSpades Link plugin.", 2048);
mumbleLinkedMemory->uiVersion = 2;
}
mumbleLinkedMemory->uiTick++;
// Left handed coordinate system.
// X positive towards "right".
// Y positive towards "up".
// Z positive towards "front".
//
// 1 unit = 1 meter
// spades::Vector3 playerFront(player->GetFront());
// spades::Vector3 playerTop(player->GetUp());
// spades::Vector3 playerPosition(player->GetPosition() * metre_per_block);
// Unit vector pointing out of the avatar's eyes aka "At"-vector.
// mumbleLinkedMemory->fAvatarFront[0] = playerFront.x;
// mumbleLinkedMemory->fAvatarFront[1] = playerFront.z;
// mumbleLinkedMemory->fAvatarFront[2] = playerFront.y;
set_mumble_vector3(mumbleLinkedMemory->fAvatarFront, player->GetFront());
// Unit vector pointing out of the top of the avatar's head aka "Up"-vector
// (here Top points straight up).
// mumbleLinkedMemory->fAvatarTop[0] = playerTop.x;
// mumbleLinkedMemory->fAvatarTop[1] = playerTop.z;
// mumbleLinkedMemory->fAvatarTop[2] = playerTop.y;
set_mumble_vector3(mumbleLinkedMemory->fAvatarTop, player->GetUp());
// Position of the avatar (here standing slightly off the origin)
// mumbleLinkedMemory->fAvatarPosition[0] = playerPosition.x;
// mumbleLinkedMemory->fAvatarPosition[1] = playerPosition.z;
// mumbleLinkedMemory->fAvatarPosition[2] = playerPosition.y;
set_mumble_vector3(mumbleLinkedMemory->fAvatarPosition,
player->GetPosition() * metre_per_block);
// Same as avatar but for the camera.
// mumbleLinkedMemory->fCameraPosition[0] =
// mumbleLinkedMemory->fAvatarPosition[0];
// mumbleLinkedMemory->fCameraPosition[1] =
// mumbleLinkedMemory->fAvatarPosition[1];
// mumbleLinkedMemory->fCameraPosition[2] =
// mumbleLinkedMemory->fAvatarPosition[2];
set_mumble_vector3(mumbleLinkedMemory->fCameraPosition,
player->GetPosition() * metre_per_block);
set_mumble_vector3(mumbleLinkedMemory->fCameraFront, player->GetFront());
set_mumble_vector3(mumbleLinkedMemory->fCameraTop, player->GetUp());
// mumbleLinkedMemory->fCameraFront[0] = mumbleLinkedMemory->fAvatarFront[0];
// mumbleLinkedMemory->fCameraFront[1] = mumbleLinkedMemory->fAvatarFront[1];
// mumbleLinkedMemory->fCameraFront[2] = mumbleLinkedMemory->fAvatarFront[2];
// mumbleLinkedMemory->fCameraTop[0] = mumbleLinkedMemory->fAvatarTop[0];
// mumbleLinkedMemory->fCameraTop[1] = mumbleLinkedMemory->fAvatarTop[1];
// mumbleLinkedMemory->fCameraTop[2] = mumbleLinkedMemory->fAvatarTop[2];
}