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Intercept: A library for writing Arma Addons in native C++
noubernou posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Intercept is a C/C++ binding interface to the Arma 3 engine (internally referred to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develop language extensions for the Arma 3 engine. In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essence, Intercept allows for expansions of the game engine, calling internal functionality of the engine which has been exposed via SQF functions. This was the idea behind the intended Java implementation by Bohemia Interactive in Take On Helicopters and was planned for, but never implemented in Arma 3. Intercept not only completes the intended functionality of what Java was meant to provide but has gone much further, including returning data to SQF and multithreaded addons. Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects specific to the game engine. The Intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua. You can find more information on our GitHub project page. Technical Details Intercept works by making direct calls to the SQF functions in the RV engine. These functions are themselves C++ functions which are then exposed to SQF for allowing interaction with the underlying game engine; Intercept completely bypasses SQF and allows C++ plugins to interact with the engine directly. User created threads can even be created and by properly using the provided thread concurrency functionality it is possible to execute game functionality safely and concurrently. Intercept clients are able to invoke through the host these commands by provided wrapper functions that replicate and emulate the SQF command namespace (minus some unneeded functionality, like arrays or control structures). These wrapper functions take standard inputs, such as simple primitives like float or bool, and standard std::string arguments and convert them into the proper SQF command variables, providing a seamless layer to the clients. An example of a very simple client that invokes nular, unary, and binary SQF functions (aka functions that take no arguments, a right side argument only, and both a left and right side argument respectively) is demonstrated below and a more examples can be found here. #include <Windows.h> #include <stdio.h> #include <cstdint> #include <sstream> // the Intercept library, only one include required. #include "intercept.hpp" // required exported function to return API version int __cdecl intercept::api_version() { return 1; } // This function is exported and is called by the host each frame. void __cdecl intercept::on_frame() { // get the player object and store it intercept::types::object player = intercept::sqf::player(); // get the post of the player intercept::types::vector3 pos = intercept::sqf::get_pos(player); // build a string... std::stringstream side_chat_msg; side_chat_msg << "Hello Arma World, here is the player pos: " << pos.x << "," << pos.y << "," << pos.z; // send it to the binary SQF sideChat command intercept::sqf::side_chat(player, side_chat_msg.str()); } // Normal Windows DLL junk... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } Completion Status As of now (3/13/16) Intercept is over 82% language feature complete. You can view the progress of wrapper completion here. Almost all normally used SQF functions are available to the end user, and with the added ability of writing inline SQF code, you can call any function that has not had a wrapper written for it yet (though with a small performance penalty). We will post a release thread when we start releasing builds of the host. Contributions Feel free to contribute as much as you want to this project in terms of time and code. The goal of this project is to be a tool for the community to provide better performing and more complex addons for the Arma 3 platform. If you would like to contribute or want more information please join our Slack channels and get involved! License Intercept is licensed under the MIT license. You can find the full license in the LICENSE file. Prior to commit f9fe4d5 the project was licensed under the GNU/GPL v2 license and continues to be for any commit prior to that.- 52 replies
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Disclaimer: If you don't use unscheduled scripts or you don't know what "unscheduled" means this won't be useful for you. If you are a beginner in Scripting this is also likely nothing for you. This is a tool aimed to help intermediate/advanced Programmers. Also No Battleye! I'm proud to present the first public Intercept based mod! I have a tiny script performance OCD so when I had the Idea about this last week I couldn't stop myself. Arma Script Profiler is a mod that allows you to profile scripts in a way that wasn't possible like this before. ASP replicates what the profiling binary already provides via it's diag_captureFrame commands but instead of only showing Engine Internals it shows Scripts. Features: - Shows exact execution time of unscheduled script functions - Can show engine Profiling data (when you are running profiling build) - Displays Network traffic estimate (number of bytes sent out via publicVariable and similar) - Can profile scripts down to single Instructions For more updates see my forum posts below, this tool evolved quite a lot since its Inception. But enough talking, lets start showing: Download: You can get the Mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1652506957 In case of Game crashes (Though these have become really rare now) please PM me your crash report or crashdump files. For bugs and feature requests please refer to the Github page. This is also on Reddit! I'm not really good in writing fancy forum posts. If someone wants to make this more splendid feel free to PM me. Uploading this to Armaholic, withSix, Steam workshop or similar is not allowed! Please refer to the License. Here is some text about the old version of the Profiler that I don't want to delete...
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[Intercept] Arma-ofstream - text output to multiple log files
Sparker posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi there! This tiny Intercept-based addon adds two SQF commands to output data to files in text mode. You can open a file and write data to it. That's it for now! Usage examples: g_myRpt = ofstream_new "myRpt.rpt"; // Opens a file and returns a handle to it g_myRpt ofstream_write "Some text"; // Write some text to a previously opened file g_myRpt << "Look, I can output text like in C++"; // '<<' is the same as 'ofstream_write' (ofstream_new "myRpt.rpt") ofstream_write "Some text"; // We can also 'open' the file every time we want to write, the addon will handle that fine // You should probably make yourself a macro like this: // Uncomment to switch between output to external file and standard diag_log // #define OFSTREAM_ENABLED #ifdef OFSTREAM_ENABLED #define MY_LOG (ofstream_new "myModule.rpt") ofstream_write #else #define MY_LOG diag_log #endif Download / Installation: Files will be created in <ARMA ROOT>/Logs folder Install to Arma root directory as a typical mod: https://github.com/Sparker95/ARMA-ofstream/releases Also you will need the Intercept host addon, this will do: https://steamcommunity.com/sharedfiles/filedetails/?id=1645973522 And disable Battleye before launching Arma! Source (to prove that It won't mine bitcoins): https://github.com/Sparker95/ARMA-ofstream/blob/master/src/FileInterface.cpp https://github.com/Sparker95/ARMA-ofstream/blob/master/src/FileInterface.h Intercept is an amazing project which lets you interface C++ (and, I think, Python and Lua?) code with the RV engine: It's pretty easy to make a working addon (I did it from this template: https://github.com/intercept/intercept-plugin-template ) and I hope developers will use it more often!