Add Linux/Proton support
Elden Ring under Proton on Linux is the same Windows binary, so every AOB signature and memory offset is unchanged — only how the process gets found and read differs. Split main.go/i18n.go (previously Windows-only) into a portable process.go (signature scanning, pointer resolution, the poll loop) plus process_windows.go/process_linux.go behind a small boundary: findProcessID, openProcess, closeProcessHandle, readMemory, findModuleBase, productVersion, systemLang. Linux side: finds the process by walking /proc/*/maps for a mapping ending in eldenring.exe (Proton runs several helper processes, so matching by name alone isn't reliable), reads memory via /proc/<pid>/mem (stdlib only, no external deps), and has no productVersion equivalent (returns ok=false — this was always just a hint for which PlayerIns offset to try first; the real one is confirmed by a live memory read regardless). openProcess probes /proc/<pid>/mem up front so a ptrace_scope permission failure surfaces immediately with the exact `sudo setcap cap_sys_ptrace+ep <path>` fix, never suggesting the system-wide ptrace_scope=0 weakening or running as root. main.go and i18n.go are fully portable now, no build tags. Verified: Windows build/vet/test plus a real run (no regression from moving ~500 lines). Linux is cross-compile build/vet only in this session — not yet run against a real Proton process.
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@@ -1,9 +1,10 @@
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//go:build windows
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// deathwatch: reads Elden Ring's death counter read-only, straight from
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// the process (the same byte pattern / offset used by LiveSplit's
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// "eldenring_boss_timer.asl" ASL script, verified by hand on this PC).
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// Writes nothing to the game's memory.
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// "eldenring_boss_timer.asl" ASL script, verified by hand). Writes
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// nothing to the game's memory. Runs on Windows natively and on Linux
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// against the game running under Proton — same signatures and offsets
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// either way, since it's the same Windows binary in memory; see
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// process.go/process_windows.go/process_linux.go for the split.
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//
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// Exposes:
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//
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@@ -15,798 +16,16 @@ package main
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import (
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"crypto/tls"
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_ "embed"
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"encoding/binary"
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"encoding/json"
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"fmt"
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"log"
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"net/http"
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"os"
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"strconv"
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"strings"
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"syscall"
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"time"
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"unicode/utf16"
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"unsafe"
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)
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//go:embed overlay.html
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var overlayHTML []byte
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const (
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processName = "eldenring.exe"
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processQueryInformation = 0x0400
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processVMRead = 0x0010
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th32csSnapProcess = 0x00000002
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th32csSnapModule = 0x00000008
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th32csSnapModule32 = 0x00000010
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maxPath = 260
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)
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var (
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kernel32 = syscall.NewLazyDLL("kernel32.dll")
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procOpenProcess = kernel32.NewProc("OpenProcess")
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procCloseHandle = kernel32.NewProc("CloseHandle")
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procReadProcessMemory = kernel32.NewProc("ReadProcessMemory")
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procCreateToolhelp32Snapshot = kernel32.NewProc("CreateToolhelp32Snapshot")
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procModule32FirstW = kernel32.NewProc("Module32FirstW")
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procModule32NextW = kernel32.NewProc("Module32NextW")
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procProcess32FirstW = kernel32.NewProc("Process32FirstW")
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procProcess32NextW = kernel32.NewProc("Process32NextW")
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versionDLL = syscall.NewLazyDLL("version.dll")
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procGetFileVersionInfoSizeW = versionDLL.NewProc("GetFileVersionInfoSizeW")
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procGetFileVersionInfoW = versionDLL.NewProc("GetFileVersionInfoW")
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procVerQueryValueW = versionDLL.NewProc("VerQueryValueW")
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)
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// vsFixedFileInfo is Windows's VS_FIXEDFILEINFO struct: used to pull the
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// game's version straight from eldenring.exe, same as SoulMemory (which
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// reads MainModule.FileVersionInfo.ProductVersion).
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type vsFixedFileInfo struct {
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Signature uint32
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StrucVersion uint32
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FileVersionMS uint32
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FileVersionLS uint32
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ProductVersionMS uint32
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ProductVersionLS uint32
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FileFlagsMask uint32
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FileFlags uint32
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FileOS uint32
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FileType uint32
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FileSubtype uint32
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FileDateMS uint32
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FileDateLS uint32
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}
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type processEntry32 struct {
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Size uint32
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CntUsage uint32
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ProcessID uint32
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DefaultHeapID uintptr
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ModuleID uint32
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CntThreads uint32
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ParentProcessID uint32
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PriorityClassBase int32
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Flags uint32
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ExeFile [maxPath]uint16
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}
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type moduleEntry32 struct {
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Size uint32
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ModuleID uint32
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ProcessID uint32
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GlblcntUsage uint32
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ProccntUsage uint32
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ModBaseAddr uintptr
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ModBaseSize uint32
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HModule syscall.Handle
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ModuleName [256]uint16
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ExePath [maxPath]uint16
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}
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// ---------------------------- Windows API helpers ----------------------------
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func findProcessID(name string) (uint32, error) {
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snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapProcess), 0)
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if snap == 0 || snap == uintptr(^uintptr(0)) {
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return 0, fmt.Errorf("couldn't take a process snapshot")
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}
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defer procCloseHandle.Call(snap)
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var pe processEntry32
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pe.Size = uint32(unsafe.Sizeof(pe))
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r, _, _ := procProcess32FirstW.Call(snap, uintptr(unsafe.Pointer(&pe)))
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if r == 0 {
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return 0, fmt.Errorf("Process32First failed")
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}
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for {
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exe := syscall.UTF16ToString(pe.ExeFile[:])
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if strings.EqualFold(exe, name) {
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return pe.ProcessID, nil
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}
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r, _, _ := procProcess32NextW.Call(snap, uintptr(unsafe.Pointer(&pe)))
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if r == 0 {
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break
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}
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}
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return 0, fmt.Errorf("process not found: %s", name)
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}
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func findModuleBase(pid uint32, name string) (uintptr, uint32, string, error) {
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snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapModule|th32csSnapModule32), uintptr(pid))
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if snap == 0 || snap == uintptr(^uintptr(0)) {
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return 0, 0, "", fmt.Errorf("couldn't take a module snapshot")
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}
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defer procCloseHandle.Call(snap)
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var me moduleEntry32
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me.Size = uint32(unsafe.Sizeof(me))
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r, _, _ := procModule32FirstW.Call(snap, uintptr(unsafe.Pointer(&me)))
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if r == 0 {
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return 0, 0, "", fmt.Errorf("Module32First failed")
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}
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for {
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mname := syscall.UTF16ToString(me.ModuleName[:])
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if strings.EqualFold(mname, name) {
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return me.ModBaseAddr, me.ModBaseSize, syscall.UTF16ToString(me.ExePath[:]), nil
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}
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r, _, _ := procModule32NextW.Call(snap, uintptr(unsafe.Pointer(&me)))
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if r == 0 {
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break
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}
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}
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return 0, 0, "", fmt.Errorf("module not found: %s", name)
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}
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// productVersion reads the game executable's version. label carries both
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// full version numbers (product and file) because they don't always
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// match, which helps diagnose whether the PlayerIns offset ever needs
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// adjusting.
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func productVersion(path string) (major, minor uint16, label string, ok bool) {
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if path == "" {
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return 0, 0, "", false
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}
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p, err := syscall.UTF16PtrFromString(path)
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if err != nil {
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return 0, 0, "", false
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}
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size, _, _ := procGetFileVersionInfoSizeW.Call(uintptr(unsafe.Pointer(p)), 0)
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if size == 0 {
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return 0, 0, "", false
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}
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buf := make([]byte, size)
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r, _, _ := procGetFileVersionInfoW.Call(uintptr(unsafe.Pointer(p)), 0, size, uintptr(unsafe.Pointer(&buf[0])))
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if r == 0 {
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return 0, 0, "", false
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}
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sub, err := syscall.UTF16PtrFromString(`\`)
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if err != nil {
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return 0, 0, "", false
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}
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var info *vsFixedFileInfo
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var infoLen uint32
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r, _, _ = procVerQueryValueW.Call(
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uintptr(unsafe.Pointer(&buf[0])),
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uintptr(unsafe.Pointer(sub)),
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uintptr(unsafe.Pointer(&info)),
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uintptr(unsafe.Pointer(&infoLen)),
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)
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if r == 0 || info == nil || infoLen == 0 {
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return 0, 0, "", false
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}
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quad := func(ms, ls uint32) string {
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return fmt.Sprintf("%d.%d.%d.%d", ms>>16, ms&0xFFFF, ls>>16, ls&0xFFFF)
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}
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label = fmt.Sprintf("product %s / file %s",
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quad(info.ProductVersionMS, info.ProductVersionLS),
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quad(info.FileVersionMS, info.FileVersionLS))
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return uint16(info.ProductVersionMS >> 16), uint16(info.ProductVersionMS & 0xFFFF), label, true
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}
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// playerInsOffsetForVersion mirrors SoulMemory's table (InitializeOffsets):
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// up to 1.06 the PlayerIns offset inside WorldChrMan is 0x18468, from
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// 1.07 onward it's 0x1E508.
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//
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// WATCH OUT: the version the exe reports is NOT what the game shows on
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// screen (the exe can say 2.7.1.0 while the game says 1.17.1), and
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// SoulMemory's table is written with the game's own numbers. So this is
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// only a HUNCH for deciding which one to try first: what actually
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// decides is playerInsCandidates plus the in-memory verification.
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func playerInsOffsetForVersion(major, minor uint16, ok bool) uintptr {
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if ok && major == 1 && minor <= 6 {
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return 0x18468
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}
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return 0x1E508
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}
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// playerInsCandidates returns the known offsets to try, with the one the
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// version suggests listed first.
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func playerInsCandidates(major, minor uint16, ok bool) []uintptr {
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if playerInsOffsetForVersion(major, minor, ok) == 0x18468 {
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return []uintptr{0x18468, 0x1E508}
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}
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return []uintptr{0x1E508, 0x18468}
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}
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func openProcessHandle(pid uint32) (syscall.Handle, error) {
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h, _, err := procOpenProcess.Call(uintptr(processQueryInformation|processVMRead), 0, uintptr(pid))
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if h == 0 {
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return 0, err
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}
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return syscall.Handle(h), nil
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}
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func readMemory(h syscall.Handle, addr uintptr, size int) ([]byte, bool) {
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if addr == 0 {
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return nil, false
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}
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buf := make([]byte, size)
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var n uintptr
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r, _, _ := procReadProcessMemory.Call(uintptr(h), addr, uintptr(unsafe.Pointer(&buf[0])), uintptr(size), uintptr(unsafe.Pointer(&n)))
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if r == 0 || int(n) != size {
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return nil, false
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}
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return buf, true
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}
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// ------------------------- signature scans -------------------------
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//
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// Two signatures, both the same shape: a 7-byte "mov reg,[rip+disp32]"
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// instruction, where the first 3 bytes are the opcode and the next 4 are
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// the displacement. The resolved static slot holds the pointer to the
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// object (one more dereference needed).
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//
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// GameDataMan -> holds the death counter (+0x94) and the boss-fight flag
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// (+0xC0). Same pattern eldenring_boss_timer.asl (LiveSplit)
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// uses.
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// WorldChrMan -> holds the pointer to PlayerIns (+playerInsOffset). If
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// that pointer is null, there's no character in the world:
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// you're at the main menu or on a loading screen. Exactly
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// what SoulMemory.IsPlayerLoaded() does.
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type patByte struct {
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val byte
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wildcard bool
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}
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// parsePattern accepts "48 8B 05 ?? ?? ?? ??" (?? = wildcard).
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func parsePattern(s string) []patByte {
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var out []patByte
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for _, tok := range strings.Fields(s) {
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if strings.HasPrefix(tok, "?") {
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out = append(out, patByte{wildcard: true})
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continue
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}
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v, err := strconv.ParseUint(tok, 16, 8)
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if err != nil {
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panic("invalid pattern: " + tok)
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}
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out = append(out, patByte{val: byte(v)})
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}
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return out
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}
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var (
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// mov rax,[rip+disp32]; test rax,rax; jz +5; mov rax,[rax+58]; ret; ret
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gameDataManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 48 85 C0 74 05 48 8B 40 58 C3 C3")
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// mov rsi,[rip+disp32]; test rsi,rsi; ... (WorldChrManImp, same as SoulMemory)
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worldChrManPattern = parsePattern("48 8B 35 ?? ?? ?? ?? 48 85 F6 ?? ?? BB 01 00 00 00 89 5C 24 20 48 8B B6")
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// mov rax,[rip+disp32]; cmp byte ptr [rax+disp32],0D; sete al; ret
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// (GameMan: +0xAC0 holds the loaded character's save slot)
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gameManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 80 B8 ?? ?? ?? ?? 0D 0F 94 C0 C3")
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)
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// saveSlotOffset: where GameMan stores the save-slot index (0-9) of the
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// loaded game. This is a character's REAL identity: it doesn't depend on
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// the name, so two characters sharing a name never mix.
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const saveSlotOffset = 0xAC0
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func matchAt(buf []byte, i int, pattern []patByte) bool {
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if i+len(pattern) > len(buf) {
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return false
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}
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for j, p := range pattern {
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if !p.wildcard && buf[i+j] != p.val {
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return false
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}
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}
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return true
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}
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// scanModule looks for several patterns in a single pass over the module,
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// reading it in chunks (with overlap, in case a pattern straddles a chunk
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// boundary). Returns, for each pattern, the match address or 0.
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func scanModule(h syscall.Handle, base uintptr, size uint32, patterns [][]patByte) []uintptr {
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const chunk = 1 << 20 // 1 MiB
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const overlap = 64
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found := make([]uintptr, len(patterns))
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remaining := len(patterns)
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var pos uint32
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for pos < size && remaining > 0 {
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readSize := chunk
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if rem := int(size - pos); readSize > rem {
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readSize = rem
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}
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buf, ok := readMemory(h, base+uintptr(pos), readSize)
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if ok {
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for i := 0; i < len(buf); i++ {
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for p := range patterns {
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if found[p] != 0 {
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continue
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}
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if matchAt(buf, i, patterns[p]) {
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found[p] = base + uintptr(pos) + uintptr(i)
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remaining--
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}
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}
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}
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}
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if uint32(readSize) <= overlap {
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break
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}
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pos += uint32(readSize) - overlap
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}
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return found
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}
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// ripSlot turns the address of a 7-byte "mov reg,[rip+disp32]"
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// instruction into the address of the static slot it points to.
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func ripSlot(h syscall.Handle, matchAddr uintptr) (uintptr, error) {
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if matchAddr == 0 {
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return 0, fmt.Errorf("pattern not found")
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}
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codeLocation := matchAddr + 3 // the first 3 bytes are the opcode
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dispBytes, ok := readMemory(h, codeLocation, 4)
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if !ok {
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return 0, fmt.Errorf("couldn't read the RIP-relative displacement")
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}
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disp := int32(binary.LittleEndian.Uint32(dispBytes))
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return codeLocation + 4 + uintptr(int64(disp)), nil
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}
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// gamePointers gathers everything resolved just once per process session:
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// the static slots (which don't move) and the game's version.
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type gamePointers struct {
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gameDataManSlot uintptr
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worldChrManSlot uintptr // 0 if the pattern wasn't found (we keep going without the menu check)
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gameManSlot uintptr // 0 if not found: falls back to identifying by name
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playerInsOffset uintptr // the one currently in use (or the preferred candidate)
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playerInsTried []uintptr
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offsetConfirmed bool // true once verified by actually reading memory
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versionLabel string
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nameChain nameCandidate // how we got to the character's name
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nameConfirmed bool
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namePending string // candidate waiting to repeat (see resolveCharName)
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namePendingOf nameCandidate
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}
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// resolvePointers does the signature scans (expensive: walks the whole
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// module) just once per process session. Deliberately does NOT return
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// the resolved objects themselves: those pointers get re-read every tick,
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// because the game can destroy and recreate GameDataMan (e.g. going back
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// to the main menu and loading again). If we cached a stale address,
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// we'd keep reading it successfully (the memory page is still valid) but
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// its contents would belong to something else entirely — the most likely
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// cause of a counter that "goes up on its own" without an actual death.
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// SoulMemory does the same: its Pointer class resolves the whole chain on
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// every read, never caching the final address.
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func resolvePointers(h syscall.Handle, pid uint32) (gamePointers, error) {
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var gp gamePointers
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base, size, exePath, err := findModuleBase(pid, processName)
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if err != nil {
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return gp, err
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}
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major, minor, label, okVer := productVersion(exePath)
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gp.playerInsTried = playerInsCandidates(major, minor, okVer)
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gp.playerInsOffset = gp.playerInsTried[0]
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gp.versionLabel = label
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if !okVer {
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gp.versionLabel = "unknown"
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}
|
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matches := scanModule(h, base, size, [][]patByte{gameDataManPattern, worldChrManPattern, gameManPattern})
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gp.gameDataManSlot, err = ripSlot(h, matches[0])
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if err != nil {
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return gp, fmt.Errorf("GameDataMan's pattern wasn't found (did the game update?)")
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}
|
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|
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// WorldChrMan is optional: if it's missing, we keep counting deaths,
|
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// we just lose menu/loading-screen detection.
|
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if slot, werr := ripSlot(h, matches[1]); werr == nil {
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gp.worldChrManSlot = slot
|
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}
|
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// GameMan is optional too: without it, we identify by name.
|
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if slot, gerr := ripSlot(h, matches[2]); gerr == nil {
|
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gp.gameManSlot = slot
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}
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||||
return gp, nil
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||||
}
|
||||
|
||||
// derefPointer reads a static slot (cheap: 8 bytes) and returns the
|
||||
// object's CURRENT address. Called every tick, not just once.
|
||||
func derefPointer(h syscall.Handle, slot uintptr) (uintptr, bool) {
|
||||
if slot == 0 {
|
||||
return 0, false
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||||
}
|
||||
buf, ok := readMemory(h, slot, 8)
|
||||
if !ok {
|
||||
return 0, false
|
||||
}
|
||||
return uintptr(binary.LittleEndian.Uint64(buf)), true
|
||||
}
|
||||
|
||||
// ------------------------- character name -------------------------
|
||||
//
|
||||
// Sourced from a Cheat Engine table: "GameDataMan +0C +9C, unicode,
|
||||
// length 19". That notation allows more than one reading (is 0x0C a
|
||||
// pointer to dereference, or do the two offsets just add up?), and on
|
||||
// top of that the community/the ASL use GameDataMan+0x08 to reach
|
||||
// PlayerGameData. So instead of picking one, all three get tried, and
|
||||
// whichever gives back something that looks like a real name wins.
|
||||
|
||||
type nameCandidate struct {
|
||||
ptrOffset uintptr // offset where the pointer lives (0 = no dereference)
|
||||
nameOffset uintptr // offset of the text within the object
|
||||
label string
|
||||
}
|
||||
|
||||
var nameCandidates = []nameCandidate{
|
||||
{0x08, 0x9C, "[GameDataMan+0x08]+0x9C (PlayerGameData)"},
|
||||
{0x0C, 0x9C, "[GameDataMan+0x0C]+0x9C"},
|
||||
{0x00, 0xA8, "GameDataMan+0xA8 (0x0C and 0x9C added together)"},
|
||||
}
|
||||
|
||||
// looksLikeName (and charNameMaxChars) live in names.go: they don't
|
||||
// depend on Windows, so they're kept out of this file to be testable
|
||||
// without a PC with the game open.
|
||||
|
||||
func readCharName(h syscall.Handle, gameDataMan uintptr, c nameCandidate) (string, bool) {
|
||||
base := gameDataMan
|
||||
if c.ptrOffset != 0 {
|
||||
p, ok := derefPointer(h, gameDataMan+c.ptrOffset)
|
||||
if !ok || p == 0 {
|
||||
return "", false
|
||||
}
|
||||
base = p
|
||||
}
|
||||
buf, ok := readMemory(h, base+c.nameOffset, charNameMaxChars*2)
|
||||
if !ok {
|
||||
return "", false
|
||||
}
|
||||
u16 := make([]uint16, 0, charNameMaxChars)
|
||||
for i := 0; i+1 < len(buf); i += 2 {
|
||||
ch := binary.LittleEndian.Uint16(buf[i : i+2])
|
||||
if ch == 0 {
|
||||
break
|
||||
}
|
||||
u16 = append(u16, ch)
|
||||
}
|
||||
s := strings.TrimSpace(string(utf16.Decode(u16)))
|
||||
if !looksLikeName(s) {
|
||||
return "", false
|
||||
}
|
||||
return s, true
|
||||
}
|
||||
|
||||
// resolveCharName returns the character's name. Before locking in a
|
||||
// variant, it requires seeing it give the SAME text on two readings in a
|
||||
// row: the real name doesn't change from one second to the next, but a
|
||||
// chunk of memory that happens to pass the filter is far less likely to
|
||||
// repeat.
|
||||
func resolveCharName(h syscall.Handle, gameDataMan uintptr, gp *gamePointers) (string, bool) {
|
||||
if gp.nameConfirmed {
|
||||
return readCharName(h, gameDataMan, gp.nameChain)
|
||||
}
|
||||
for _, c := range nameCandidates {
|
||||
s, ok := readCharName(h, gameDataMan, c)
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
if gp.namePending == s && gp.namePendingOf == c {
|
||||
gp.nameChain = c
|
||||
gp.nameConfirmed = true
|
||||
gp.namePending = ""
|
||||
log.Printf("character name: \"%s\" (read via %s)", s, c.label)
|
||||
return s, true
|
||||
}
|
||||
gp.namePending = s
|
||||
gp.namePendingOf = c
|
||||
return "", false
|
||||
}
|
||||
gp.namePending = ""
|
||||
return "", false
|
||||
}
|
||||
|
||||
// readSaveSlot returns the loaded game's slot index (0-9), or -1 if it
|
||||
// couldn't be read. Elden Ring has 10 slots, so any other value is
|
||||
// garbage and gets discarded.
|
||||
func readSaveSlot(h syscall.Handle, gp gamePointers) int {
|
||||
if gp.gameManSlot == 0 {
|
||||
return -1
|
||||
}
|
||||
gameMan, ok := derefPointer(h, gp.gameManSlot)
|
||||
if !ok || gameMan == 0 {
|
||||
return -1
|
||||
}
|
||||
buf, ok := readMemory(h, gameMan+saveSlotOffset, 1)
|
||||
if !ok {
|
||||
return -1
|
||||
}
|
||||
slot := int(buf[0])
|
||||
if slot < 0 || slot > 9 {
|
||||
return -1
|
||||
}
|
||||
return slot
|
||||
}
|
||||
|
||||
// isPlayerLoaded mirrors SoulMemory.IsPlayerLoaded(): resolves
|
||||
// WorldChrMan and reads the pointer to PlayerIns; if it's null, there's
|
||||
// no character in the world. The second return value says whether we
|
||||
// were able to evaluate it at all.
|
||||
//
|
||||
// Until the offset is confirmed, instead of trusting the version number
|
||||
// (which in Elden Ring doesn't match what the game displays), the known
|
||||
// offsets are tried and whichever one first points at genuinely readable
|
||||
// memory wins. That's decided by the machine, not by a table that can
|
||||
// age badly.
|
||||
func isPlayerLoaded(h syscall.Handle, gp *gamePointers) (loaded bool, known bool) {
|
||||
if gp.worldChrManSlot == 0 {
|
||||
return true, false
|
||||
}
|
||||
worldChrMan, ok := derefPointer(h, gp.worldChrManSlot)
|
||||
if !ok {
|
||||
return true, false
|
||||
}
|
||||
if worldChrMan == 0 {
|
||||
return false, true
|
||||
}
|
||||
|
||||
if gp.offsetConfirmed {
|
||||
playerIns, ok := derefPointer(h, worldChrMan+gp.playerInsOffset)
|
||||
if !ok {
|
||||
return true, false
|
||||
}
|
||||
return playerIns != 0, true
|
||||
}
|
||||
|
||||
for _, cand := range gp.playerInsTried {
|
||||
playerIns, ok := derefPointer(h, worldChrMan+cand)
|
||||
if !ok || playerIns == 0 {
|
||||
continue
|
||||
}
|
||||
// A real pointer points at mapped memory; a garbage one almost
|
||||
// never survives this read.
|
||||
if _, ok := readMemory(h, playerIns, 8); !ok {
|
||||
continue
|
||||
}
|
||||
gp.playerInsOffset = cand
|
||||
gp.offsetConfirmed = true
|
||||
log.Printf("PlayerIns confirmed at +0x%X (verified by reading the object, not by version number)", cand)
|
||||
return true, true
|
||||
}
|
||||
return false, true
|
||||
}
|
||||
|
||||
// -------------------------------- poller loop --------------------------------
|
||||
|
||||
// maxPlausibleDeltaPerTick: between two readings ~1s apart, with the
|
||||
// character loaded the whole time, the real death counter can't go up by
|
||||
// more than this (and never goes down). A bigger jump almost always
|
||||
// means we grabbed memory that's no longer GameDataMan (a stale/invalid
|
||||
// address), not an actual death.
|
||||
const maxPlausibleDeltaPerTick = 3
|
||||
|
||||
func pollLoop() {
|
||||
var (
|
||||
handle syscall.Handle
|
||||
pid uint32
|
||||
gp gamePointers
|
||||
resolved bool
|
||||
lastRaw int32
|
||||
haveLastRaw bool
|
||||
sawUnloaded bool
|
||||
warnedNoWCM bool
|
||||
lastBossRead bool
|
||||
|
||||
// Menu-detection watchdog: while we believe no character is
|
||||
// loaded, we still peek at the death counter. If it climbs the
|
||||
// way a real death does, our detection is lying (you were
|
||||
// actually playing) and we turn it off.
|
||||
unloadedRaw int32
|
||||
unloadedRawFirst int32
|
||||
haveUnloadedRaw bool
|
||||
)
|
||||
|
||||
closeHandle := func() {
|
||||
if handle != 0 {
|
||||
procCloseHandle.Call(uintptr(handle))
|
||||
handle = 0
|
||||
}
|
||||
pid = 0
|
||||
gp = gamePointers{}
|
||||
resolved = false
|
||||
haveLastRaw = false
|
||||
sawUnloaded = false
|
||||
haveUnloadedRaw = false
|
||||
}
|
||||
|
||||
for {
|
||||
if handle == 0 {
|
||||
newPid, err := findProcessID(processName)
|
||||
if err != nil {
|
||||
st.setDisconnected("waiting for eldenring.exe")
|
||||
time.Sleep(3 * time.Second)
|
||||
continue
|
||||
}
|
||||
h, err := openProcessHandle(newPid)
|
||||
if err != nil {
|
||||
st.setDisconnected("couldn't open the process (permissions?): " + err.Error())
|
||||
time.Sleep(3 * time.Second)
|
||||
continue
|
||||
}
|
||||
pid = newPid
|
||||
handle = h
|
||||
log.Printf("eldenring.exe found (PID %d), scanning signatures...", pid)
|
||||
}
|
||||
|
||||
if !resolved {
|
||||
p, err := resolvePointers(handle, pid)
|
||||
if err != nil {
|
||||
st.setDisconnected(err.Error())
|
||||
time.Sleep(2 * time.Second)
|
||||
// if the process died, release the handle to retry from scratch
|
||||
if _, ferr := findProcessID(processName); ferr != nil {
|
||||
closeHandle()
|
||||
}
|
||||
continue
|
||||
}
|
||||
gp = p
|
||||
resolved = true
|
||||
haveLastRaw = false
|
||||
log.Printf("game version: %s | GameDataMan slot 0x%X", gp.versionLabel, gp.gameDataManSlot)
|
||||
if gp.gameManSlot != 0 {
|
||||
log.Printf("GameMan slot 0x%X (identifying characters by their save slot)", gp.gameManSlot)
|
||||
} else {
|
||||
log.Printf("warning: GameMan's pattern wasn't found; identifying characters by name")
|
||||
}
|
||||
if gp.worldChrManSlot != 0 {
|
||||
log.Printf("WorldChrMan slot 0x%X | PlayerIns: trying +0x%X and confirming against memory", gp.worldChrManSlot, gp.playerInsOffset)
|
||||
} else if !warnedNoWCM {
|
||||
warnedNoWCM = true
|
||||
log.Printf("warning: WorldChrMan's pattern wasn't found; still counting deaths but without menu/loading-screen detection")
|
||||
}
|
||||
}
|
||||
|
||||
// Same as LiveSplit's ASL, which does "if (!IsPlayerLoaded) return;":
|
||||
// with no character in the world, nothing gets read. The total
|
||||
// stays frozen on screen (no dash shown) so it doesn't flicker on
|
||||
// every loading screen.
|
||||
if loaded, known := isPlayerLoaded(handle, &gp); known && !loaded {
|
||||
// Safety net. The PlayerIns offset depends on the game's
|
||||
// version: if a patch ever moves it, we'd read null forever
|
||||
// and the counter would freeze mid-stream.
|
||||
//
|
||||
// The only judge we can trust is the death counter itself:
|
||||
// at the start menu it NEVER goes up. So the raw value gets
|
||||
// peeked at without being used, and if it climbs the way a
|
||||
// real death does (+1, +2, +3), you were actually playing
|
||||
// and our detection was lying. Unlike a timeout, this can't
|
||||
// fire just from leaving the game sitting at the menu a while.
|
||||
if gdm, ok := derefPointer(handle, gp.gameDataManSlot); ok && gdm != 0 {
|
||||
if buf, ok := readMemory(handle, gdm+0x94, 4); ok {
|
||||
raw := int32(binary.LittleEndian.Uint32(buf))
|
||||
if raw >= 0 && raw < 1_000_000 {
|
||||
if haveUnloadedRaw {
|
||||
if d := raw - unloadedRaw; d >= 1 && d <= maxPlausibleDeltaPerTick {
|
||||
log.Printf("the death counter went from %d to %d while I thought no character was loaded: menu detection is wrong on this version, turning it off and continuing to count", unloadedRaw, raw)
|
||||
gp.worldChrManSlot = 0
|
||||
// Recover what happened during the confused
|
||||
// stretch: keep the reference at that
|
||||
// period's first reading so the "crossed a
|
||||
// loading screen" logic can credit the
|
||||
// deaths if there weren't many.
|
||||
lastRaw = unloadedRawFirst
|
||||
haveLastRaw = true
|
||||
sawUnloaded = true
|
||||
haveUnloadedRaw = false
|
||||
continue
|
||||
}
|
||||
} else {
|
||||
unloadedRawFirst = raw
|
||||
}
|
||||
unloadedRaw = raw
|
||||
haveUnloadedRaw = true
|
||||
}
|
||||
}
|
||||
}
|
||||
// Careful: haveLastRaw/lastRaw are NOT touched, precisely so
|
||||
// they can be compared against the last good reading once
|
||||
// the world comes back.
|
||||
st.setPlayerUnloaded("main menu or loading screen")
|
||||
sawUnloaded = true
|
||||
time.Sleep(1 * time.Second)
|
||||
continue
|
||||
}
|
||||
haveUnloadedRaw = false
|
||||
|
||||
// Re-dereference the slot on EVERY tick (not just on connect) to
|
||||
// never end up stuck with a stale GameDataMan address.
|
||||
gameDataMan, ok := derefPointer(handle, gp.gameDataManSlot)
|
||||
if !ok {
|
||||
st.setDisconnected("lost the memory reading (the game closed or restarted)")
|
||||
closeHandle()
|
||||
time.Sleep(2 * time.Second)
|
||||
continue
|
||||
}
|
||||
if gameDataMan == 0 {
|
||||
st.setPlayerUnloaded("no game loaded")
|
||||
sawUnloaded = true
|
||||
time.Sleep(1 * time.Second)
|
||||
continue
|
||||
}
|
||||
|
||||
deathsBuf, ok1 := readMemory(handle, gameDataMan+0x94, 4)
|
||||
bossBuf, ok2 := readMemory(handle, gameDataMan+0xC0, 1)
|
||||
if !ok1 {
|
||||
st.setDisconnected("lost the memory reading (the game closed or restarted)")
|
||||
closeHandle()
|
||||
time.Sleep(2 * time.Second)
|
||||
continue
|
||||
}
|
||||
raw := int32(binary.LittleEndian.Uint32(deathsBuf))
|
||||
boss := lastBossRead
|
||||
if ok2 {
|
||||
boss = bossBuf[0] != 0
|
||||
lastBossRead = boss
|
||||
}
|
||||
if raw < 0 || raw > 1_000_000 {
|
||||
log.Printf("discarding an impossible reading (raw %d) - rescanning signatures", raw)
|
||||
resolved = false
|
||||
haveLastRaw = false
|
||||
time.Sleep(1 * time.Second)
|
||||
continue
|
||||
}
|
||||
|
||||
// Within the same save, the counter never goes down or jumps: if
|
||||
// it does, it's memory that's no longer GameDataMan. Crossing a
|
||||
// load, on the other hand, can change to anything, since it might
|
||||
// be a different character — and setCharacter handles that case.
|
||||
if haveLastRaw && !sawUnloaded {
|
||||
delta := int64(raw) - int64(lastRaw)
|
||||
if delta < 0 || delta > maxPlausibleDeltaPerTick {
|
||||
log.Printf("discarding a suspicious reading (raw %d, previous %d) - rescanning signatures", raw, lastRaw)
|
||||
resolved = false
|
||||
haveLastRaw = false
|
||||
time.Sleep(1 * time.Second)
|
||||
continue
|
||||
}
|
||||
}
|
||||
|
||||
// Which character this is gets resolved BEFORE recording the
|
||||
// reading: if you switched characters, the total jumps to theirs
|
||||
// on this very pass, with no need to wait for a death.
|
||||
name, _ := resolveCharName(handle, gameDataMan, &gp)
|
||||
st.setCharacter(readSaveSlot(handle, gp), name, raw)
|
||||
|
||||
st.setReading(raw, boss)
|
||||
|
||||
lastRaw = raw
|
||||
haveLastRaw = true
|
||||
sawUnloaded = false
|
||||
|
||||
time.Sleep(1 * time.Second)
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------- HTTP ----------------------------------
|
||||
|
||||
// portOf pulls the port out of an address like "0.0.0.0:47822", so your
|
||||
// partner can be told exactly what to put in their config.
|
||||
func portOf(addr string) string {
|
||||
|
||||
Reference in new issue
Block a user