116 lines
2.9 KiB
C++
116 lines
2.9 KiB
C++
// Copyright 2021-2023 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 "LinkedMem.h"
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#include "SharedMemory.h"
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#ifndef _WIN32
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# include <unistd.h>
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#endif
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#include <chrono>
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#include <csignal>
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#include <cstring>
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#include <cwchar>
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#include <iostream>
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#include <random>
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#include <thread>
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SharedMemory sharedMem;
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LinkedMem lm;
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std::random_device dev;
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std::mt19937 rng(dev());
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std::uniform_real_distribution< float > generator(0, 100);
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void initMumble() {
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sharedMem.mapMemory(getLinkedMemoryName());
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lm = LinkedMem();
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}
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void updateMumble() {
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if (!sharedMem.isMemoryMapped())
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return;
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if (lm.uiVersion != 2) {
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wcsncpy(lm.name, L"TestLink", 256);
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wcsncpy(lm.description, L"TestLink is a test of the Link plugin.", 2048);
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lm.uiVersion = 2;
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}
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lm.uiTick++;
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// Left handed coordinate system.
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// X positive towards "right".
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// Y positive towards "up".
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// Z positive towards "front".
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//
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// 1 unit = 1 meter
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// Unit vector pointing out of the avatar's eyes aka "At"-vector.
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lm.fAvatarFront[0] = 0.0f;
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lm.fAvatarFront[1] = 0.0f;
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lm.fAvatarFront[2] = 1.0f;
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// Unit vector pointing out of the top of the avatar's head aka "Up"-vector (here Top points straight up).
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lm.fAvatarTop[0] = 0.0f;
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lm.fAvatarTop[1] = 1.0f;
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lm.fAvatarTop[2] = 0.0f;
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// Position of the avatar (here standing slightly off the origin)
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lm.fAvatarPosition[0] = generator(rng);
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lm.fAvatarPosition[1] = generator(rng);
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lm.fAvatarPosition[2] = generator(rng);
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// Same as avatar but for the camera.
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lm.fCameraPosition[0] = 0.0f;
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lm.fCameraPosition[1] = 0.0f;
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lm.fCameraPosition[2] = 0.0f;
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lm.fCameraFront[0] = 0.0f;
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lm.fCameraFront[1] = 0.0f;
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lm.fCameraFront[2] = 1.0f;
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lm.fCameraTop[0] = 0.0f;
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lm.fCameraTop[1] = 1.0f;
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lm.fCameraTop[2] = 0.0f;
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// Identifier which uniquely identifies a certain player in a context (e.g. the ingame name).
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wcsncpy(lm.identity, L"Unique ID", 256);
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// Context should be equal for players which should be able to hear each other positional and
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// differ for those who shouldn't (e.g. it could contain the server+port and team)
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memcpy(lm.context, "ContextBlob\x00\x01\x02\x03\x04", 16);
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lm.context_len = 16;
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sharedMem.write(lm);
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}
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void signalHandler(int signum) {
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std::cout << "Interrupt signal (" << signum << ") received - shutting down..." << std::endl;
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sharedMem.close();
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std::exit(signum);
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}
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int main() {
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signal(SIGINT, signalHandler);
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initMumble();
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if (!sharedMem.isMemoryMapped()) {
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std::cerr << "Failed to create shared memory region (" << sharedMem.lastError() << ")" << std::endl;
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return 1;
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}
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std::cout << "Shared memory created successfully - Now starting update loop" << std::endl;
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while (true) {
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std::cout << "Tick" << std::endl;
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updateMumble();
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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}
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}
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