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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372
//! **mumble-link** provides an API for using the [Mumble Link][link] plugin
//! for position-aware VoIP communications.
//!
//! [link]: https://wiki.mumble.info/wiki/Link
//!
//! Connect to Mumble link with `MumbleLink::new()`, set the context or player
//! identity as needed, and call `update()` every frame with the position data.
use std::{io, ptr, mem};
use libc::{c_float, wchar_t};
#[cfg(any(test, windows))]
macro_rules! wide {
($($ch:ident)*) => {
[$(stringify!($ch).as_bytes()[0] as ::libc::wchar_t,)* 0]
}
}
#[cfg_attr(windows, path="windows.rs")]
#[cfg_attr(not(windows), path="unix.rs")]
mod imp;
/// A position in three-dimensional space.
///
/// The vectors are in a left-handed coordinate system: X positive towards
/// "right", Y positive towards "up", and Z positive towards "front". One unit
/// is treated as one meter by the sound engine.
///
/// `front` and `top` should be unit vectors and perpendicular to each other.
#[derive(Copy, Clone)]
#[repr(C)]
pub struct Position {
/// The character's position in space.
pub position: [f32; 3],
/// A unit vector pointing out of the character's eyes.
pub front: [f32; 3],
/// A unit vector pointing out of the top of the character's head.
pub top: [f32; 3],
}
// `f32` is used above for tidyness; assert that it matches c_float.
const _ASSERT_CFLOAT_IS_F32: c_float = 0f32;
impl Default for Position {
fn default() -> Self {
Position {
position: [0., 0., 0.],
front: [0., 0., 1.],
top: [0., 1., 0.],
}
}
}
#[derive(Copy)]
#[repr(C)]
struct LinkedMem {
ui_version: u32,
ui_tick: u32,
avatar: Position,
name: [wchar_t; 256],
camera: Position,
identity: [wchar_t; 256],
context_len: u32,
context: [u8; 256],
description: [wchar_t; 2048],
}
impl Clone for LinkedMem {
fn clone(&self) -> Self { *self }
}
impl LinkedMem {
fn new(name: &str, description: &str) -> LinkedMem {
let mut result = LinkedMem {
ui_version: 2,
ui_tick: 0,
avatar: Position::default(),
name: [0; 256],
camera: Position::default(),
identity: [0; 256],
context_len: 0,
context: [0; 256],
description: [0; 2048],
};
imp::copy(&mut result.name, name);
imp::copy(&mut result.description, description);
result
}
fn set_context(&mut self, context: &[u8]) {
let len = std::cmp::min(context.len(), self.context.len());
self.context[..len].copy_from_slice(&context[..len]);
self.context_len = len as u32;
}
#[inline]
fn set_identity(&mut self, identity: &str) {
imp::copy(&mut self.identity, identity);
}
fn update(&mut self, avatar: Position, camera: Position) {
self.ui_tick = self.ui_tick.wrapping_add(1);
self.avatar = avatar;
self.camera = camera;
}
}
macro_rules! docs {
($(#[$attr:meta])* pub fn set_context(&mut $s:ident, $c:ident: &[u8]) $b:block) => {
/// Update the context string, used to determine which users on a Mumble
/// server should hear each other positionally.
///
/// If context between two Mumble users does not match, the positional audio
/// data is stripped server-side and voice will be received as
/// non-positional. Accordingly, the context should only match for players
/// on the same game, server, and map, depending on the game itself. When
/// in doubt, err on the side of including less; this allows for more
/// flexibility in the future.
///
/// The context should be changed infrequently, at most a few times per
/// second.
///
/// The context has a maximum length of 256 bytes.
$(#[$attr])*
pub fn set_context(&mut $s, $c: &[u8]) $b
};
($(#[$attr:meta])* pub fn set_identity(&mut $s:ident, $i:ident: &str) $b:block) => {
/// Update the identity, uniquely identifying the player in the given
/// context. This is usually the in-game name or ID.
///
/// The identity may also contain any additional information about the
/// player which might be useful for the Mumble server, for example to move
/// teammates to the same channel or give squad leaders additional powers.
/// It is recommended that a parseable format like JSON or CSV is used for
/// this.
///
/// The identity should be changed infrequently, at most a few times per
/// second.
///
/// The identity has a maximum length of 255 UTF-16 code units.
$(#[$attr])*
pub fn set_identity(&mut $s, $i: &str) $b
};
($(#[$attr:meta])* pub fn update(&mut $s:ident, $a:ident: Position, $c:ident: Position) $b:block) => {
/// Update the link with the latest position information. Should be called
/// once per frame.
///
/// `avatar` should be the position of the player. If it is all zero,
/// positional audio will be disabled. `camera` should be the position of
/// the camera, which may be the same as `avatar`.
$(#[$attr])*
pub fn update(&mut $s, $a: Position, $c: Position) $b
};
}
/// An active Mumble link connection.
pub struct MumbleLink {
map: imp::Map,
local: LinkedMem,
}
impl MumbleLink {
/// Attempt to open the Mumble link, providing the specified application
/// name and description.
///
/// Opening the link will fail if Mumble is not running. If another
/// application is also using Mumble link, its data may be overwritten or
/// conflict with this link. To avoid this, use `SharedLink`.
pub fn new(name: &str, description: &str) -> io::Result<MumbleLink> {
Ok(MumbleLink {
map: (imp::Map::new(std::mem::size_of::<LinkedMem>()))?,
local: LinkedMem::new(name, description),
})
}
docs! {
#[inline]
pub fn set_context(&mut self, context: &[u8]) {
self.local.set_context(context)
}
}
docs! {
#[inline]
pub fn set_identity(&mut self, identity: &str) {
self.local.set_identity(identity)
}
}
docs! {
#[inline]
pub fn update(&mut self, avatar: Position, camera: Position) {
self.local.update(avatar, camera);
unsafe {
ptr::write_volatile(self.map.ptr as *mut LinkedMem, self.local);
}
}
}
}
unsafe impl Send for MumbleLink {}
impl Drop for MumbleLink {
fn drop(&mut self) {
unsafe {
// zero the linked memory
ptr::write_volatile(self.map.ptr as *mut LinkedMem, mem::zeroed());
}
}
}
/// A weak Mumble link connection.
///
/// Constructing a `SharedLink` always succeeds, even if Mumble is not running
/// or another application is writing to the link. If this happens, `update()`
/// will retry opening the link on a regular basis, succeeding if Mumble is
/// started or the other application stops using the link.
pub struct SharedLink {
inner: Inner,
local: LinkedMem,
}
impl SharedLink {
/// Open the Mumble link, providing the specified application name and
/// description.
pub fn new(name: &str, description: &str) -> SharedLink {
SharedLink {
inner: Inner::open(),
local: LinkedMem::new(name, description),
}
}
docs! {
#[inline]
pub fn set_context(&mut self, context: &[u8]) {
self.local.set_context(context)
}
}
docs! {
#[inline]
pub fn set_identity(&mut self, identity: &str) {
self.local.set_identity(identity)
}
}
docs! {
pub fn update(&mut self, avatar: Position, camera: Position) {
self.local.update(avatar, camera);
// If it's been a hundred ticks, try to reopen the link
if self.local.ui_tick % 100 == 0 {
self.inner = match mem::replace(&mut self.inner, Inner::Unset) {
Inner::Closed(_) => Inner::open(),
Inner::InUse(map, last_tick) => {
let previous = unsafe { ptr::read_volatile(map.ptr as *mut LinkedMem) };
if previous.ui_version == 0 || last_tick == previous.ui_tick {
Inner::Active(map)
} else {
Inner::InUse(map, previous.ui_tick)
}
}
Inner::Active(map) => Inner::Active(map),
Inner::Unset => unreachable!(),
};
}
// If the link is active, write to it
if let Inner::Active(ref mut map) = self.inner {
unsafe {
ptr::write_volatile(map.ptr as *mut LinkedMem, self.local);
}
}
}
}
/// Get the status of the shared link. See `Status` for details.
pub fn status(&self) -> Status {
match self.inner {
Inner::Closed(ref err) => Status::Closed(err),
Inner::InUse(ref map, _) => {
let previous = unsafe { ptr::read_volatile(map.ptr as *mut LinkedMem) };
Status::InUse {
name: imp::read(&previous.name),
description: imp::read(&previous.description)
}
},
Inner::Active(_) => Status::Active,
Inner::Unset => unreachable!(),
}
}
/// Deactivate the shared link.
///
/// Should be called when `update()` will not be called again for a while,
/// such as if the player is no longer in-game.
pub fn deactivate(&mut self) {
if let Inner::Active(ref mut map) = self.inner {
unsafe {
ptr::write_volatile(map.ptr as *mut LinkedMem, mem::zeroed());
}
}
self.inner = Inner::Closed(io::Error::new(io::ErrorKind::Other, "Manually closed"));
}
}
unsafe impl Send for SharedLink {}
impl Drop for SharedLink {
fn drop(&mut self) {
self.deactivate();
}
}
enum Inner {
Unset,
Closed(io::Error),
InUse(imp::Map, u32),
Active(imp::Map),
}
impl Inner {
fn open() -> Inner {
match imp::Map::new(std::mem::size_of::<LinkedMem>()) {
Err(err) => Inner::Closed(err),
Ok(map) => {
let previous = unsafe { ptr::read_volatile(map.ptr as *mut LinkedMem) };
if previous.ui_version != 0 {
Inner::InUse(map, previous.ui_tick)
} else {
Inner::Active(map)
}
}
}
}
}
/// The status of a `SharedLink`.
#[derive(Debug)]
pub enum Status<'a> {
/// The link is closed. This is usually because Mumble is not running or
/// the link was closed manually with `deactivate()`.
Closed(&'a io::Error),
/// The link is in use by another application.
InUse {
/// The name of the other application.
name: String,
/// The description of the other application.
description: String,
},
/// The link is active.
Active,
}
#[test]
fn test_wide() {
let wide = wide!(M u m b l e L i n k);
for (i, b) in "MumbleLink".bytes().enumerate() {
assert_eq!(b as wchar_t, wide[i]);
}
assert_eq!(0, wide[wide.len() - 1]);
let mut wide = [1; 32];
imp::copy(&mut wide, "FooBar");
assert_eq!(&wide[..7], wide!(F o o B a r));
assert_eq!("FooBar", imp::read(&wide));
let mut wide = [1; 3];
imp::copy(&mut wide, "ABC");
assert_eq!(&wide[..], wide!(A B));
assert_eq!("AB", imp::read(&wide));
assert_eq!("BarFoo", imp::read(&wide!(B a r F o o)));
}