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PositionalAudio.cs
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PositionalAudio.cs
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using BepInEx;
using BepInEx.Unity.IL2CPP;
using UnityEngine;
using System.IO.MemoryMappedFiles;
using System.Text;
using BepInEx.Configuration;
using Agents;
using GTFO.API;
using SNetwork;
using System.Runtime.InteropServices;
using System.Collections.Concurrent;
using Player;
namespace PositionalAudio
{
public class OpenPAConfig
{
public static ConfigEntry<bool> configTalkState;
public static ConfigEntry<bool> configVerbose;
public static ConfigEntry<int> configIntensity { get; set; }
}
[BepInPlugin("net.devante.gtfo.positionalaudio", "PositionalAudio", "2.0.0")]
public class Plugin : BasePlugin
{
mumblelib.MumbleLinkFile mumbleLink;
private Timer gameStateCheckTimer;
private Timer reportingTaskTimer;
string endData;
public bool isPlayerInLevel = false;
Thread clientThread;
public bool gameStarted = false;
private volatile bool clientNoise = false;
public override void Load()
{
OpenPAConfig.configTalkState = Config.Bind("TalkState", "Enabled", false, "Whether or not the game should tap into the TalkState plugin for Mumble.");
OpenPAConfig.configIntensity = Config.Bind("TalkState", "Refresh Rate", 120, "The amount of time in milliseconds that the plugin will check for TalkState changes. 120 is a good sweetspot, but you can lower this if it's not precise enough. You could also up it if your host has a bad CPU, since hosts will be a bit more stressed out in this process. I would stay between 30ms and 240ms.");
OpenPAConfig.configVerbose = Config.Bind("Verbose", "Enabled", false, "Enables debug logs in the BepInEx console. Can get very spammy, but useful for debugging.");
LevelAPI.OnEnterLevel += CheckIfPlayerIsInLevel; // open event call
SendDebugLog($"Plugin is loaded!", false);
// Set up a timer to periodically check the game state every 5 seconds
gameStateCheckTimer = new Timer(CheckGameState, null, System.TimeSpan.Zero, System.TimeSpan.FromSeconds(3));
}
public override bool Unload()
{
#pragma warning disable SYSLIB0006 // Type or member is obsolete
clientThread.Abort(); // Close Async Thread to prevent crash on close.
#pragma warning restore SYSLIB0006 // Type or member is obsolete
SendDebugLog($"Plugin is unloading...", false);
return base.Unload();
}
public struct ClientCharID
{
public int PlayerID;
}
public unsafe void CheckGameState(object state)
{
var cState = GameStateManager.CurrentStateName.ToString();
if (gameStarted == true)
{
if (cState != "InLevel" && cState == "Inactive")
{
Unload();
}
}
if (cState == "Generating" || cState == "InLevel")
{
// await Task.Delay(1000);
SendDebugLog($"Game is now in the 'Generating' OR 'InLevel' state. ({cState})", false);
// Run Mumble Setup
mumbleLink = mumblelib.MumbleLinkFile.CreateOrOpen();
mumblelib.Frame* frame = mumbleLink.FramePtr();
frame->SetName("GTFO");
frame->uiVersion = 2;
string id = RandomString(16);
SendDebugLog($"Setting Mumble ID to {id}", false);
frame->SetID(id);
SendDebugLog($"Setting context to InLevel", false);
frame->SetContext("InLevel");
SendDebugLog("Mumble Link Shared Memory Initialized", false);
if (OpenPAConfig.configTalkState.Value == true) // Check config, if TalkState support is enabled, start TalkStatePinger.
{
PlayerStatus.PlayerStartedTalking(0, false);
PlayerStatus.PlayerStatusChanged += PlayerStatusChangedHandler;
HostSync();
FindTalkState();
SendDebugLog("TalkState Shared Memory Initialized", false);
gameStarted = true;
}
// Stop the game state check timer
gameStateCheckTimer.Change(Timeout.Infinite, Timeout.Infinite);
// Start the ReportingTask every second
reportingTaskTimer = new Timer(FixedUpdated, null, System.TimeSpan.Zero, System.TimeSpan.FromMilliseconds(24));
}
else
{
// Important for debugging in development builds.
SendDebugLog($"Currently not in level. Reattempting.. ({cState})", true);
}
}
// All log messages get sent down here.
// false == normal log
// true == debug/verbose log (only shown to user if config value is true)
public void SendDebugLog(string msg, bool verbose)
{
if (verbose == true) { if (OpenPAConfig.configVerbose.Value == true) { Log.LogInfo(msg); }
} else { Log.LogInfo(msg); }
}
// Might combine this with SendDebugLog later.
public void SendErrorLog(string msg, bool verbose)
{
if (verbose == true)
{
if (OpenPAConfig.configVerbose.Value == true) { Log.LogError(msg); }
} else { Log.LogError(msg); }
}
private static System.Random random = new System.Random();
private string RandomString(int len)
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
return new string(Enumerable.Repeat(chars, len)
.Select(s => s[random.Next(s.Length)]).ToArray());
}
public void CheckIfPlayerIsInLevel()
{
SendDebugLog($"Player connected to level.", true);
isPlayerInLevel = true;
}
private unsafe void FixedUpdated(object state)
{
// Set Current GameState.
var cState = GameStateManager.CurrentStateName.ToString();
// Player closed the game.
if (cState != "InLevel" && cState == "Inactive") // Could result in unexpected game closes
{
Unload();
}
// Check if Player left the expedition to prevent game crashing.
if (cState != "Generating" && cState != "ReadyToStopElevatorRide" && cState != "StopElevatorRide" && cState != "ReadyToStartLevel" && cState != "InLevel")
{
Log.LogWarning($"Expedition Aborted, Closing Link Connection.");
// Stop sending data to Mumble
reportingTaskTimer.Change(Timeout.Infinite, Timeout.Infinite);
// Start checking Gamestate again
gameStateCheckTimer = new Timer(CheckGameState, null, System.TimeSpan.Zero, System.TimeSpan.FromSeconds(3));
// Close Mumble Link Connection
mumbleLink.Dispose();
mumbleLink = null;
isPlayerInLevel = false;
return;
}
if (isPlayerInLevel == false)
{
// SendErrorLog($"Player is not in level yet! Holding...", true); // --- VERY spammy, even for verbose lol.
return;
}
// Added this to allow player to join mid game. EnterLevel Event fires before PlayerAgent is created, thus leading to a crash.
// This should prevent that, and give it enough time to process the PlayerAgent.
if (Player.PlayerManager.HasLocalPlayerAgent() == false) {
SendErrorLog("No PlayerAgent.", true);
return;
}
// Execute the code to get player variables and output them to the console
PlayerAgent character = Player.PlayerManager.GetLocalPlayerAgent();
var position = character.EyePosition - new Vector3(0, 1, 0);
var ucam = character.FPSCamera;
if (character != null && ucam != null && cState != null)
{
// SendDebugLog($"Everything is set. (!= null).");
if (mumbleLink == null)
{
SendDebugLog($"Initializing Load(). (mumbleLink == null).", false);
Load();
}
mumblelib.Frame* frame = mumbleLink.FramePtr();
if (ucam.Position != null)
{
frame->fCameraPosition[0] = ucam.Position.x;
frame->fCameraPosition[1] = ucam.Position.y;
frame->fCameraPosition[2] = ucam.Position.z;
}
if (ucam.Forward != null)
{
frame->fCameraFront[0] = ucam.Forward.x;
frame->fCameraFront[1] = ucam.Forward.y;
frame->fCameraFront[2] = ucam.Forward.z;
}
if (position != null && GameStateManager.CurrentStateName.ToString() == "InLevel")
{
frame->fAvatarPosition[0] = position.x;
frame->fAvatarPosition[1] = position.y;
frame->fAvatarPosition[2] = position.z;
}
else if (character.Forward == null || GameStateManager.CurrentStateName.ToString() != "InLevel") // If Player is null, use camera position instead.
{
//SendDebugLog($"Character is null, sending camera position instead. {ucam.Position}");
frame->fAvatarPosition[0] = ucam.Position.x;
frame->fAvatarPosition[1] = ucam.Position.y;
frame->fAvatarPosition[2] = ucam.Position.z;
}
if (character.Forward != null && GameStateManager.CurrentStateName.ToString() == "InLevel")
{
// SendDebugLog($"Character is set. {character.Forward.x}, {character.Forward.y}, {character.Forward.z}");
frame->fAvatarFront[0] = character.Forward.x;
frame->fAvatarFront[1] = character.Forward.y;
frame->fAvatarFront[2] = character.Forward.z;
}
else if (character.Forward == null || GameStateManager.CurrentStateName.ToString() != "InLevel") // If Player is null, use camera forward instead.
{
// SendDebugLog($"Character is null OR GSM is not InLevel, sending camera forward instead. {ucam.Forward.x}, {ucam.Forward.y}, {ucam.Forward.z}");
frame->fAvatarFront[0] = ucam.Forward.x;
frame->fAvatarFront[1] = ucam.Forward.y;
frame->fAvatarFront[2] = ucam.Forward.z;
}
frame->uiTick++;
}
else
{
if (mumbleLink != null)
{
SendDebugLog($"Closing Link Connection.", false);
mumbleLink.Dispose();
mumbleLink = null;
isPlayerInLevel = false;
return;
}
Log.LogError($"An error has occurred.");
}
}
public unsafe void FindTalkState()
{
// Set Current GameState.
var cState = GameStateManager.CurrentStateName.ToString();
clientThread = new(ReadMemoryMappedFile);
clientThread.Start();
SendDebugLog($"Initiated TalkState!", false);
if (cState != "Generating" && cState != "ReadyToStopElevatorRide" && cState != "StopElevatorRide" && cState != "ReadyToStartLevel" && cState != "InLevel")
{
SendDebugLog($"Expedition Aborted, Closing TalkState Connection.", false);
isPlayerInLevel = false;
// Stop this thread.
clientThread.Join();
return;
}
//ReadMemoryMappedFile();
void ReadMemoryMappedFile()
{
while (isPlayerInLevel == false)
{
SendErrorLog($"Player is not in level yet! Holding...", true);
Thread.Sleep(5000); // Check every 5 seconds.
}
// Mid-Joiners Rejoyce.
while (Player.PlayerManager.HasLocalPlayerAgent() == false)
{
SendErrorLog("No PlayerAgent.", true);
}
PlayerAgent character = Player.PlayerManager.GetLocalPlayerAgent();
bool sendStartOnce = false;
bool sendStopOnce = false;
HashSet<string> excludedStates = new HashSet<string> { "Generating", "ReadyToStopElevatorRide", "StopElevatorRide", "ReadyToStartLevel", "InLevel" };
int intensity = OpenPAConfig.configIntensity.Value;
const string memoryMappedFileName = "posaudio_mumlink";
try // Check if MemoryMappedFile is set. (aka if Mumble is open or not)
{
using (MemoryMappedFile.OpenExisting(memoryMappedFileName))
{
SendDebugLog("TalkState Enabled, and MemoryMappedFile found, continuing with operation.", true);
}
}
catch (FileNotFoundException)
{
SendErrorLog("TalkState enabled, but MemoryMappedFile could not be found. Disabling TalkState for this session.", false);
return;
}
catch (Exception e)
{
SendErrorLog("An error occurred while initializing TalkState MMF. Aborting...", false);
return;
}
// Continue with initialization
const int dataSize = 1024;
SendDebugLog($"Initiated RMMF!", false);
while (true)
{
if (!excludedStates.Contains(GameStateManager.CurrentStateName.ToString()))
{
break;
}
using (var mmf = MemoryMappedFile.OpenExisting(memoryMappedFileName))
{
using (var accessor = mmf.CreateViewAccessor(0, dataSize))
{
byte[] dataBytes = new byte[dataSize];
accessor.ReadArray(0, dataBytes, 0, dataSize);
string receivedData = Encoding.UTF8.GetString(dataBytes).TrimEnd('\0');
// SendDebugLog($"Received Data: {receivedData}");
if (SNet.LocalPlayer.IsMaster == true) // Is declared as the host.
{
// HOST START
if (receivedData == "Talking")
{
character.Noise = Agent.NoiseType.Walk;
SendDebugLog($"Sending WALK type to localplayeragent.", true);
}
}
else // Is declared as the client.
{
if (receivedData != "Talking") // Send stop signal
{
if (sendStopOnce == false) // hasn't been stopped yet.
{
SendDebugLog($"Sending stop signal for '{SteamManager.LocalPlayerName.ToString()}'.", true);
NetworkAPI.InvokeEvent<ClientSendData>("Client_Status", new ClientSendData
{
clientSlot = Player.PlayerManager.GetLocalPlayerSlotIndex(),
clientStatus = false, // False == Not Talking
});
sendStopOnce = true;
sendStartOnce = false;
}
} else if (receivedData == "Talking") // is currently talking
{
if (sendStartOnce == false) // hasn't been started yet.
{
SendDebugLog($"Sending talk signal for '{character.PlayerName}'!", true);
NetworkAPI.InvokeEvent<ClientSendData>("Client_Status", new ClientSendData
{
clientSlot = Player.PlayerManager.GetLocalPlayerSlotIndex(),
clientStatus = true, // True == Talking
});
sendStartOnce = true;
sendStopOnce = false;
}
}
sendStartOnce = false;
}
}
}
Thread.Sleep(intensity); // Sleep for 120 milliseconds.
// Adjust update frequency if CPU performance is bad.
}
}
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct ClientSendData
{
public int clientSlot;
public bool clientStatus;
}
public void HostSync()
{
SendDebugLog($"Checking HostSync...", true);
if (NetworkAPI.IsEventRegistered("Client_Status") == true) { return; } // prevent opening more than one event handler.
NetworkAPI.RegisterEvent<ClientSendData>("Client_Status", (senderId, packet) =>
{
if (SNet.LocalPlayer.IsMaster == true)
{
// Run host sync code, this is fired when a client sends a message.
SendDebugLog($"Message received from {senderId}: {packet.clientSlot}, {packet.clientStatus}.", true);
// run code here
if (packet.clientStatus == true)
{
PlayerStatus.PlayerStartedTalking(packet.clientSlot, true);
}
else
{
PlayerStatus.PlayerStoppedTalking(packet.clientSlot);
}
}
SendDebugLog($"Triggered NetworkEvent.", true);
});
SendDebugLog($"Registered NetworkEvent.", true);
}
public void PlayerStatusChangedHandler(object sender, PlayerStatusChangedEvent e)
{
int cSlot = e.PlayerID;
PlayerAgent clientAgent = null;
if (e.IsTalking)
{
SendDebugLog($"Player {e.PlayerID} started talking.", true);
bool trygetresult = Player.PlayerManager.TryGetPlayerAgent(ref cSlot, out clientAgent);
if (trygetresult)
{
clientAgent.Noise = Agent.NoiseType.Walk;
}
}
else
{
SendDebugLog($"Player {e.PlayerID} stopped talking.", true);
}
}
public interface LinkFileFactory
{
LinkFile Open();
}
public interface LinkFile : System.IDisposable
{
uint UIVersion { set; }
void Tick();
Vector3 CharacterPosition { set; }
Vector3 CharacterForward { set; }
Vector3 CharacterTop { set; }
string Name { set; }
Vector3 CameraPosition { set; }
Vector3 CameraForward { set; }
Vector3 CameraTop { set; }
string ID { set; }
string Context { set; }
string Description { set; }
}
}
public static class PlayerStatus
{
private static ConcurrentDictionary<int, bool> playerStatus = new ConcurrentDictionary<int, bool>();
public static event EventHandler<PlayerStatusChangedEvent> PlayerStatusChanged;
public static void PlayerStartedTalking(int playerID, bool isTalking)
{
playerStatus.AddOrUpdate(playerID, isTalking, (key, oldValue) => isTalking);
// Raise changed event
OnPlayerStatusChanged(new PlayerStatusChangedEvent(playerID, isTalking));
}
public static void PlayerStoppedTalking(int playerID)
{
bool removed = playerStatus.TryRemove(playerID, out _);
}
public static List<int> GetPlayersTalking()
{
return playerStatus.Where(kv => kv.Value).Select(kv => kv.Key).ToList();
}
private static void OnPlayerStatusChanged(PlayerStatusChangedEvent e)
{
PlayerStatusChanged?.Invoke(null, e);
}
}
public class PlayerStatusChangedEvent : EventArgs
{
public int PlayerID { get; }
public bool IsTalking { get; }
public PlayerStatusChangedEvent(int playerID, bool isTalking)
{
PlayerID = playerID;
IsTalking = isTalking;
}
}
}