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.
This commit is contained in:
emmatherock committed 2026-09-18 01:25:44 -03:00
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// process.go: everything about finding the death counter in the game's
// memory that does NOT depend on which OS is doing the reading — AOB
// signature scanning, pointer resolution, character-name reading, and the
// poll loop that ties it all together.
//
// The actual reading is behind procHandle and a handful of functions
// (findProcessID, openProcess, closeProcessHandle, readMemory,
// findModuleBase, productVersion, systemLang) implemented once per
// platform in process_windows.go/process_linux.go. Elden Ring under
// Proton on Linux is the exact same Windows binary Wine is running, so
// every signature and offset below is identical on both platforms — only
// how the process gets found and read differs.
package main
import (
"encoding/binary"
"fmt"
"log"
"strconv"
"strings"
"time"
"unicode/utf16"
)
const processName = "eldenring.exe"
// procHandle is an opaque reference to an open process, produced by
// openProcess and consumed by readMemory/closeProcessHandle. What it
// actually holds is platform-specific: a real Windows HANDLE value, or
// just a pid on Linux (which needs no persistent OS resource — see
// process_linux.go).
type procHandle uintptr
// ------------------------- signature scans -------------------------
//
// Two signatures, both the same shape: a 7-byte "mov reg,[rip+disp32]"
// instruction, where the first 3 bytes are the opcode and the next 4 are
// the displacement. The resolved static slot holds the pointer to the
// object (one more dereference needed).
//
// GameDataMan -> holds the death counter (+0x94) and the boss-fight flag
// (+0xC0). Same pattern eldenring_boss_timer.asl (LiveSplit)
// uses.
// WorldChrMan -> holds the pointer to PlayerIns (+playerInsOffset). If
// that pointer is null, there's no character in the world:
// you're at the main menu or on a loading screen. Exactly
// what SoulMemory.IsPlayerLoaded() does.
type patByte struct {
val byte
wildcard bool
}
// parsePattern accepts "48 8B 05 ?? ?? ?? ??" (?? = wildcard).
func parsePattern(s string) []patByte {
var out []patByte
for _, tok := range strings.Fields(s) {
if strings.HasPrefix(tok, "?") {
out = append(out, patByte{wildcard: true})
continue
}
v, err := strconv.ParseUint(tok, 16, 8)
if err != nil {
panic("invalid pattern: " + tok)
}
out = append(out, patByte{val: byte(v)})
}
return out
}
var (
// mov rax,[rip+disp32]; test rax,rax; jz +5; mov rax,[rax+58]; ret; ret
gameDataManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 48 85 C0 74 05 48 8B 40 58 C3 C3")
// mov rsi,[rip+disp32]; test rsi,rsi; ... (WorldChrManImp, same as SoulMemory)
worldChrManPattern = parsePattern("48 8B 35 ?? ?? ?? ?? 48 85 F6 ?? ?? BB 01 00 00 00 89 5C 24 20 48 8B B6")
// mov rax,[rip+disp32]; cmp byte ptr [rax+disp32],0D; sete al; ret
// (GameMan: +0xAC0 holds the loaded character's save slot)
gameManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 80 B8 ?? ?? ?? ?? 0D 0F 94 C0 C3")
)
// saveSlotOffset: where GameMan stores the save-slot index (0-9) of the
// loaded game. This is a character's REAL identity: it doesn't depend on
// the name, so two characters sharing a name never mix.
const saveSlotOffset = 0xAC0
func matchAt(buf []byte, i int, pattern []patByte) bool {
if i+len(pattern) > len(buf) {
return false
}
for j, p := range pattern {
if !p.wildcard && buf[i+j] != p.val {
return false
}
}
return true
}
// scanModule looks for several patterns in a single pass over the module,
// reading it in chunks (with overlap, in case a pattern straddles a chunk
// boundary). Returns, for each pattern, the match address or 0.
func scanModule(h procHandle, base uintptr, size uint32, patterns [][]patByte) []uintptr {
const chunk = 1 << 20 // 1 MiB
const overlap = 64
found := make([]uintptr, len(patterns))
remaining := len(patterns)
var pos uint32
for pos < size && remaining > 0 {
readSize := chunk
if rem := int(size - pos); readSize > rem {
readSize = rem
}
buf, ok := readMemory(h, base+uintptr(pos), readSize)
if ok {
for i := 0; i < len(buf); i++ {
for p := range patterns {
if found[p] != 0 {
continue
}
if matchAt(buf, i, patterns[p]) {
found[p] = base + uintptr(pos) + uintptr(i)
remaining--
}
}
}
}
if uint32(readSize) <= overlap {
break
}
pos += uint32(readSize) - overlap
}
return found
}
// ripSlot turns the address of a 7-byte "mov reg,[rip+disp32]"
// instruction into the address of the static slot it points to.
func ripSlot(h procHandle, matchAddr uintptr) (uintptr, error) {
if matchAddr == 0 {
return 0, fmt.Errorf("pattern not found")
}
codeLocation := matchAddr + 3 // the first 3 bytes are the opcode
dispBytes, ok := readMemory(h, codeLocation, 4)
if !ok {
return 0, fmt.Errorf("couldn't read the RIP-relative displacement")
}
disp := int32(binary.LittleEndian.Uint32(dispBytes))
return codeLocation + 4 + uintptr(int64(disp)), nil
}
// gamePointers gathers everything resolved just once per process session:
// the static slots (which don't move) and the game's version.
type gamePointers struct {
gameDataManSlot uintptr
worldChrManSlot uintptr // 0 if the pattern wasn't found (we keep going without the menu check)
gameManSlot uintptr // 0 if not found: falls back to identifying by name
playerInsOffset uintptr // the one currently in use (or the preferred candidate)
playerInsTried []uintptr
offsetConfirmed bool // true once verified by actually reading memory
versionLabel string
nameChain nameCandidate // how we got to the character's name
nameConfirmed bool
namePending string // candidate waiting to repeat (see resolveCharName)
namePendingOf nameCandidate
}
// resolvePointers does the signature scans (expensive: walks the whole
// module) just once per process session. Deliberately does NOT return
// the resolved objects themselves: those pointers get re-read every tick,
// because the game can destroy and recreate GameDataMan (e.g. going back
// to the main menu and loading again). If we cached a stale address,
// we'd keep reading it successfully (the memory page is still valid) but
// its contents would belong to something else entirely — the most likely
// cause of a counter that "goes up on its own" without an actual death.
// SoulMemory does the same: its Pointer class resolves the whole chain on
// every read, never caching the final address.
func resolvePointers(h procHandle, pid uint32) (gamePointers, error) {
var gp gamePointers
base, size, exePath, err := findModuleBase(pid, processName)
if err != nil {
return gp, err
}
major, minor, label, okVer := productVersion(exePath)
gp.playerInsTried = playerInsCandidates(major, minor, okVer)
gp.playerInsOffset = gp.playerInsTried[0]
gp.versionLabel = label
if !okVer {
gp.versionLabel = "unknown"
}
matches := scanModule(h, base, size, [][]patByte{gameDataManPattern, worldChrManPattern, gameManPattern})
gp.gameDataManSlot, err = ripSlot(h, matches[0])
if err != nil {
return gp, fmt.Errorf("GameDataMan's pattern wasn't found (did the game update?)")
}
// WorldChrMan is optional: if it's missing, we keep counting deaths,
// we just lose menu/loading-screen detection.
if slot, werr := ripSlot(h, matches[1]); werr == nil {
gp.worldChrManSlot = slot
}
// GameMan is optional too: without it, we identify by name.
if slot, gerr := ripSlot(h, matches[2]); gerr == nil {
gp.gameManSlot = slot
}
return gp, nil
}
// derefPointer reads a static slot (cheap: 8 bytes) and returns the
// object's CURRENT address. Called every tick, not just once.
func derefPointer(h procHandle, slot uintptr) (uintptr, bool) {
if slot == 0 {
return 0, false
}
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 the OS at all, let alone Windows vs. Linux, so they're kept
// out of this file to be testable without a PC with the game open.
func readCharName(h procHandle, 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 procHandle, 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 procHandle, 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, and on
// Linux isn't available at all — see productVersion), 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
// or an OS that can't report a version at all.
func isPlayerLoaded(h procHandle, 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
}
// playerInsOffsetForVersion mirrors SoulMemory's table (InitializeOffsets):
// up to 1.06 the PlayerIns offset inside WorldChrMan is 0x18468, from
// 1.07 onward it's 0x1E508.
//
// WATCH OUT: the version the exe reports is NOT what the game shows on
// screen (the exe can say 2.7.1.0 while the game says 1.17.1), and
// SoulMemory's table is written with the game's own numbers. So this is
// only a HUNCH for deciding which one to try first: what actually
// decides is playerInsCandidates plus the in-memory verification in
// isPlayerLoaded. On Linux, where productVersion always reports ok=false,
// this hunch is simply skipped — the in-memory verification still nails
// it down.
func playerInsOffsetForVersion(major, minor uint16, ok bool) uintptr {
if ok && major == 1 && minor <= 6 {
return 0x18468
}
return 0x1E508
}
// playerInsCandidates returns the known offsets to try, with the one the
// version suggests listed first.
func playerInsCandidates(major, minor uint16, ok bool) []uintptr {
if playerInsOffsetForVersion(major, minor, ok) == 0x18468 {
return []uintptr{0x18468, 0x1E508}
}
return []uintptr{0x1E508, 0x18468}
}
// -------------------------------- 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 procHandle
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 {
closeProcessHandle(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 := openProcess(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)
}
}