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
1 parent 5a2c3272e9
commit 2ba312a833
7 files changed
+1128 -883

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+1
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@@ -1,5 +1,6 @@
# binarios y estado local, no van al repo
deathwatch.exe
deathwatch-linux
*.exe
totals.json
client-id.txt
+93 -75
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@@ -2,19 +2,26 @@
Lee en **solo lectura** la memoria del proceso de Elden Ring y expone el
contador de muertes como overlay web para OBS. Soporta co-op: cada jugador
corre el programa en su PC y uno hace de hub.
corre el programa en su PC y uno hace de hub. Corre nativo en Windows y
en Linux contra el juego bajo Proton (mismos offsets y firmas: es el
mismo binario de Windows).
## Comandos
```bash
GOOS=windows GOARCH=amd64 go build -o deathwatch.exe . # el binario (hoy, unico soportado)
go test ./... # tests (corren en cualquier SO)
gofmt -l *.go # formato
GOOS=windows GOARCH=amd64 go vet . # vet: SIEMPRE con GOOS=windows
GOOS=windows GOARCH=amd64 go build -o deathwatch.exe . # binario Windows
GOOS=linux GOARCH=amd64 go build -o deathwatch-linux . # binario Linux (Proton)
go test ./... # tests (corren en cualquier SO)
gofmt -l *.go # formato
GOOS=windows GOARCH=amd64 go vet . # vet en los dos GOOS
GOOS=linux GOARCH=amd64 go vet .
```
`go vet` sin `GOOS=windows` falla con `syscall.Handle undefined`. No es un
error del código: es que `main.go` e `i18n.go` solo compilan para Windows.
Dos plataformas reales ahora: correr `go vet` (y `go build`) con los dos
`GOOS` es la única forma de agarrar una rotura especifica de una
plataforma antes de que la vea alguien que corre la otra. `process.go`
es portable; `process_windows.go` y `process_linux.go` son cada uno
solo para su SO (ver "Multiplataforma" más abajo).
## Idioma del código
@@ -35,8 +42,11 @@ idiomas del overlay, ni al revés.
| Archivo | Qué hace | Plataforma |
|---|---|---|
| `main.go` | Lectura de memoria, escaneo de firmas, loop de polling, HTTP | solo Windows |
| `i18n.go` | Carga de `locales/*.json`, idioma del sistema | solo Windows |
| `main.go` | HTTP, startup, arma todo | portable |
| `i18n.go` | Carga de `locales/*.json`, elige idioma | portable |
| `process.go` | Escaneo de firmas, resolución de punteros, loop de polling | portable |
| `process_windows.go` | Primitivas de SO: abrir proceso, leer memoria, version.dll, idioma | solo Windows |
| `process_linux.go` | Lo mismo que `process_windows.go`, vía `/proc/<pid>/{maps,mem}` | solo Linux |
| `counter.go` | **Contabilidad**: a qué personaje va cada muerte | portable |
| `names.go` | `looksLikeName`: filtra basura binaria leída como nombre | portable |
| `totals.go` | Persistencia por personaje (`totals.json`) | portable |
@@ -53,6 +63,71 @@ los tres bugs de conteo, y separarlo es lo que permite testearlo sin una PC
con el juego abierto. Si agregás reglas de conteo, van ahí, con test.
`names.go`, `tlscert.go`, `pin.go` e `invite.go` siguen el mismo principio.
## Multiplataforma
`process.go` no sabe nada de Windows ni de Linux: escanea firmas, resuelve
punteros y corre el loop de polling contra siete funciones que cruzan la
frontera con el SO, cada una implementada una vez por plataforma
(`process_windows.go` / `process_linux.go`):
```go
type procHandle uintptr // opaco: en Windows es el HANDLE real; en Linux, el pid
func findProcessID(name string) (uint32, error)
func openProcess(pid uint32) (procHandle, error)
func closeProcessHandle(h procHandle)
func readMemory(h procHandle, addr uintptr, size int) ([]byte, bool)
func findModuleBase(pid uint32, name string) (uintptr, uint32, string, error)
func productVersion(path string) (major, minor uint16, label string, ok bool)
func systemLang() string
```
En Linux, contra el juego corriendo bajo Proton (mismo binario de
Windows, mismas firmas y offsets):
- **Encontrar el proceso por sus mapeos, no por el nombre**
(`findProcessID`/`scanMaps`): Proton levanta varios procesos: se
recorre `/proc/*/maps` y se toma el pid que tenga mapeado un archivo
terminado en `eldenring.exe`. Los mismos mapeos dan la base y el
tamaño del módulo para `findModuleBase`: puede venir partido en varios
tramos (`.text`/`.rdata`/`.data`), así que se toma el span completo
(mínimo inicio, máximo final) — alcanza, porque el escáner ya lee por
chunks y saltea los que no puede leer.
- **Leer memoria vía `/proc/<pid>/mem`** (`ReadAt`, sin dependencias
externas), no `process_vm_readv(2)` crudo: mismo resultado, sin tener
que hacer un syscall a mano con structs `iovec` sin `golang.org/x/sys`.
- **El obstáculo real es `ptrace_scope`.** Sin la capacidad, abrir
`/proc/<pid>/mem` da `EPERM`. `openProcess` lo prueba una vez al
arrancar y, si falla, el error (que sale por el mismo camino que ya
existía: `st.setDisconnected(err.Error())` en el loop de polling) trae
el comando exacto con la ruta real del binario:
`sudo setcap cap_sys_ptrace+ep <ruta>`. **Nunca** sugiere
`sysctl kernel.yama.ptrace_scope=0` ni correr como root — eso baja la
defensa de todo el sistema, no solo la de este programa.
- **`productVersion` devuelve `ok=false` siempre.** No hay equivalente a
`version.dll` en Linux, pero nunca hizo falta: la versión era solo una
corazonada para elegir qué offset de `PlayerIns` probar primero
(`playerInsCandidates`); el que vale se confirma leyendo memoria en
`isPlayerLoaded` igual, con o sin la corazonada.
- **`systemLang`** sale de `$LC_ALL` / `$LC_MESSAGES` / `$LANG` en vez de
`GetUserDefaultLocaleName`, devolviendo el mismo formato que ya
devuelve la versión de Windows (el código corto: `"es"`, no
`"es-AR"` ni `"es_AR.UTF-8"`), para que `resolveLang` (`i18n.go`) no
tenga que distinguir de dónde vino.
**Modo sólo-hub en Linux sale gratis, sin código extra.** `main()` llama
`go pollLoop()` sin importar el modo. Si no hay ningún `eldenring.exe`
local (el caso de una PC con el OBS en Linux mientras se juega en otra),
`findProcessID` simplemente no encuentra nada y `pollLoop` reintenta cada
3s sin nunca llegar a `openProcess` — `setcap`/`ptrace_scope` no entran
en juego para nada en ese caso.
**Pendiente, no parte de este cambio:** testear el escáner/poller con un
lector de memoria falso. El split ya lo habilita, pero escribir esos
tests (siguiendo el patrón de variable de paquete intercambiable que ya
usa `testExeDir` en `totals.go`, no una interfaz nueva) queda para
después — ver Pendientes.
## Offsets de memoria
Todo se resuelve escaneando firmas AOB en el módulo del juego. Los tres
@@ -191,73 +266,16 @@ No son preferencias de estilo. Cada una costó un bug en producción.
## Pendientes
- No hay `README.md` todavía. Escribir uno en inglés (instalación, modo
hub/peer, capturas) es lo único que falta del pendiente de idioma — el
código ya está en inglés de punta a punta, ver "Idioma del código"
arriba.
- No hay `README.md` todavía. Escribir uno en inglés (instalación en
Windows y Linux/Proton — incluyendo el paso de `setcap`, modo hub/peer,
capturas) es lo único que falta del pendiente de idioma — el código ya
está en inglés de punta a punta, ver "Idioma del código" arriba.
- La identificación por nombre (respaldo cuando no se lee el slot) mezcla
personajes homónimos. Documentado, no resuelto.
- **Compilar y correr en Linux (Proton).** Mucha gente juega Elden Ring
con Proton, y hoy el programa sólo existe para Windows. El juego sigue
siendo el mismo binario de Windows corriendo bajo Wine, así que **las
firmas AOB y todos los offsets valen igual**: lo único que cambia es
cómo se encuentra el proceso y cómo se lee su memoria.
**Refactor primero.** Hoy `main.go` mezcla lo específico de Windows con
lo que no lo es. Separar en `process_windows.go` y `process_linux.go`
detrás de unas pocas funciones — `findProcessID`, `openProcess`,
`readMemory`, `findModuleBase`, `productVersion`, `systemLang` — y dejar
el resto (escaneo de firmas, resolución de punteros, loop de polling,
lectura del nombre) en un archivo portable. Beneficio extra que vale por
sí solo: con eso el escaneo y el polling **se pueden testear con un
lector de memoria falso**, que es justo la parte que hoy no tiene tests.
Lo específico de Linux:
1. **Encontrar el proceso por sus mapeos, no por el nombre.** Proton
levanta varios procesos. Lo robusto es recorrer `/proc/*/maps` y
quedarse con el pid que tenga mapeado un archivo terminado en
`eldenring.exe`. De paso, esos mismos mapeos dan la base y el tamaño
del módulo, que es lo que `findModuleBase` necesita. Puede venir
partido en varios tramos (`.text`, `.rdata`, `.data`) con permisos
distintos: tomar el span completo alcanza, porque el escáner ya lee
por chunks y saltea los que no puede leer.
2. **Leer con `process_vm_readv(2)`**, que no necesita adjuntarse al
proceso. `/proc/<pid>/mem` sirve de alternativa.
3. **El obstáculo real es `ptrace_scope`.** En casi todas las distros
vale `1`, y con eso `process_vm_readv` sobre un proceso ajeno falla
con `EPERM`. La salida recomendada es darle la capacidad al binario:
```bash
sudo setcap cap_sys_ptrace+ep ./deathwatch
```
**No** recomendar `sysctl kernel.yama.ptrace_scope=0`, que baja la
defensa de todo el sistema, ni correrlo como root. Y que el mensaje
de error diga exactamente esto cuando falle: sin eso el programa
parece simplemente roto, y es el primer problema que va a tener
cualquiera que lo pruebe.
4. **`productVersion` no tiene equivalente** (usa `version.dll` sobre el
exe). En Linux devolver `ok=false` y listo: la versión es sólo una
corazonada para decidir qué offset de `PlayerIns` probar primero, y
el valor bueno se confirma leyendo memoria igual. Una decisión vieja
que acá se paga sola.
5. **`systemLang`** sale de `$LC_ALL` / `$LANG` en vez de
`GetUserDefaultLocaleName`.
No hay que tocar: los offsets, las firmas, `counter.go`, `names.go`,
`totals.go`, `duo.go`, `ws.go`, `tlscert.go`, `pin.go`, `invite.go`,
`config.go` ni el overlay. Ya son portables.
**Modo sólo-hub, de regalo.** Un hub que no lee memoria —que sólo junta
lo de los peers y sirve el overlay— no necesita `setcap` ni permiso
alguno. Es exactamente el caso de quien tiene el OBS en una PC con Linux
y juega en otra, y sale casi gratis una vez separado lo de arriba.
Referencias de gente que ya leyó memoria de juegos bajo Proton:
[pika](https://github.com/delfianto/pika),
[cheat-engine-linux](https://github.com/wleeaf/cheat-engine-linux),
[un trainer para D2R en Linux paso a paso](https://axiom0x0.sh/posts/d2r-memory-trainer-part2/).
- Testear el escáner/poller (`process.go`) con un lector de memoria
falso. El split multiplataforma (ver "Multiplataforma" arriba) ya lo
habilita — falta escribir los tests en sí, con una variable de paquete
intercambiable por función de frontera (mismo patrón que `testExeDir`
en `totals.go`), no una interfaz nueva.
- El README debería mencionar que meter todo adentro de una VPN sigue
siendo una opción perfectamente válida, TLS+pinning aparte.
+7 -22
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@@ -1,5 +1,3 @@
//go:build windows
// i18n.go: interface languages.
//
// Translations live in locales/*.json and get embedded into the binary.
@@ -10,6 +8,11 @@
// Console messages deliberately do NOT go through here: they're
// diagnostics, and it helps if they're always in the same language so a
// log pasted into an issue reads the same no matter where it came from.
//
// systemLang(), which this file calls to pick the default language, is
// the one OS-specific piece — implemented in process_windows.go/
// process_linux.go, not here, since this file's own job (embedding and
// picking a dictionary) doesn't depend on the OS at all.
package main
import (
@@ -19,8 +22,6 @@ import (
"path"
"sort"
"strings"
"syscall"
"unsafe"
)
//go:embed locales/*.json
@@ -64,24 +65,8 @@ func availableLangs() []string {
return out
}
var procGetUserDefaultLocaleName = kernel32.NewProc("GetUserDefaultLocaleName")
// systemLang returns Windows's language ("es-AR" -> "es").
func systemLang() string {
buf := make([]uint16, 85) // LOCALE_NAME_MAX_LENGTH
r, _, _ := procGetUserDefaultLocaleName.Call(uintptr(unsafe.Pointer(&buf[0])), uintptr(len(buf)))
if r == 0 {
return ""
}
name := syscall.UTF16ToString(buf[:r])
if base, _, ok := strings.Cut(name, "-"); ok {
return strings.ToLower(base)
}
return strings.ToLower(name)
}
// resolveLang decides the final language. "auto" (or empty) uses
// Windows's; if that language isn't translated, it falls back to English.
// resolveLang decides the final language. "auto" (or empty) uses the
// system's; if that language isn't translated, it falls back to English.
func resolveLang(want string) string {
want = strings.ToLower(strings.TrimSpace(want))
if want == "" || want == "auto" {
+5 -786
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@@ -1,9 +1,10 @@
//go:build windows
// deathwatch: reads Elden Ring's death counter read-only, straight from
// the process (the same byte pattern / offset used by LiveSplit's
// "eldenring_boss_timer.asl" ASL script, verified by hand on this PC).
// Writes nothing to the game's memory.
// "eldenring_boss_timer.asl" ASL script, verified by hand). Writes
// nothing to the game's memory. Runs on Windows natively and on Linux
// against the game running under Proton — same signatures and offsets
// either way, since it's the same Windows binary in memory; see
// process.go/process_windows.go/process_linux.go for the split.
//
// Exposes:
//
@@ -15,798 +16,16 @@ package main
import (
"crypto/tls"
_ "embed"
"encoding/binary"
"encoding/json"
"fmt"
"log"
"net/http"
"os"
"strconv"
"strings"
"syscall"
"time"
"unicode/utf16"
"unsafe"
)
//go:embed overlay.html
var overlayHTML []byte
const (
processName = "eldenring.exe"
processQueryInformation = 0x0400
processVMRead = 0x0010
th32csSnapProcess = 0x00000002
th32csSnapModule = 0x00000008
th32csSnapModule32 = 0x00000010
maxPath = 260
)
var (
kernel32 = syscall.NewLazyDLL("kernel32.dll")
procOpenProcess = kernel32.NewProc("OpenProcess")
procCloseHandle = kernel32.NewProc("CloseHandle")
procReadProcessMemory = kernel32.NewProc("ReadProcessMemory")
procCreateToolhelp32Snapshot = kernel32.NewProc("CreateToolhelp32Snapshot")
procModule32FirstW = kernel32.NewProc("Module32FirstW")
procModule32NextW = kernel32.NewProc("Module32NextW")
procProcess32FirstW = kernel32.NewProc("Process32FirstW")
procProcess32NextW = kernel32.NewProc("Process32NextW")
versionDLL = syscall.NewLazyDLL("version.dll")
procGetFileVersionInfoSizeW = versionDLL.NewProc("GetFileVersionInfoSizeW")
procGetFileVersionInfoW = versionDLL.NewProc("GetFileVersionInfoW")
procVerQueryValueW = versionDLL.NewProc("VerQueryValueW")
)
// vsFixedFileInfo is Windows's VS_FIXEDFILEINFO struct: used to pull the
// game's version straight from eldenring.exe, same as SoulMemory (which
// reads MainModule.FileVersionInfo.ProductVersion).
type vsFixedFileInfo struct {
Signature uint32
StrucVersion uint32
FileVersionMS uint32
FileVersionLS uint32
ProductVersionMS uint32
ProductVersionLS uint32
FileFlagsMask uint32
FileFlags uint32
FileOS uint32
FileType uint32
FileSubtype uint32
FileDateMS uint32
FileDateLS uint32
}
type processEntry32 struct {
Size uint32
CntUsage uint32
ProcessID uint32
DefaultHeapID uintptr
ModuleID uint32
CntThreads uint32
ParentProcessID uint32
PriorityClassBase int32
Flags uint32
ExeFile [maxPath]uint16
}
type moduleEntry32 struct {
Size uint32
ModuleID uint32
ProcessID uint32
GlblcntUsage uint32
ProccntUsage uint32
ModBaseAddr uintptr
ModBaseSize uint32
HModule syscall.Handle
ModuleName [256]uint16
ExePath [maxPath]uint16
}
// ---------------------------- Windows API helpers ----------------------------
func findProcessID(name string) (uint32, error) {
snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapProcess), 0)
if snap == 0 || snap == uintptr(^uintptr(0)) {
return 0, fmt.Errorf("couldn't take a process snapshot")
}
defer procCloseHandle.Call(snap)
var pe processEntry32
pe.Size = uint32(unsafe.Sizeof(pe))
r, _, _ := procProcess32FirstW.Call(snap, uintptr(unsafe.Pointer(&pe)))
if r == 0 {
return 0, fmt.Errorf("Process32First failed")
}
for {
exe := syscall.UTF16ToString(pe.ExeFile[:])
if strings.EqualFold(exe, name) {
return pe.ProcessID, nil
}
r, _, _ := procProcess32NextW.Call(snap, uintptr(unsafe.Pointer(&pe)))
if r == 0 {
break
}
}
return 0, fmt.Errorf("process not found: %s", name)
}
func findModuleBase(pid uint32, name string) (uintptr, uint32, string, error) {
snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapModule|th32csSnapModule32), uintptr(pid))
if snap == 0 || snap == uintptr(^uintptr(0)) {
return 0, 0, "", fmt.Errorf("couldn't take a module snapshot")
}
defer procCloseHandle.Call(snap)
var me moduleEntry32
me.Size = uint32(unsafe.Sizeof(me))
r, _, _ := procModule32FirstW.Call(snap, uintptr(unsafe.Pointer(&me)))
if r == 0 {
return 0, 0, "", fmt.Errorf("Module32First failed")
}
for {
mname := syscall.UTF16ToString(me.ModuleName[:])
if strings.EqualFold(mname, name) {
return me.ModBaseAddr, me.ModBaseSize, syscall.UTF16ToString(me.ExePath[:]), nil
}
r, _, _ := procModule32NextW.Call(snap, uintptr(unsafe.Pointer(&me)))
if r == 0 {
break
}
}
return 0, 0, "", fmt.Errorf("module not found: %s", name)
}
// productVersion reads the game executable's version. label carries both
// full version numbers (product and file) because they don't always
// match, which helps diagnose whether the PlayerIns offset ever needs
// adjusting.
func productVersion(path string) (major, minor uint16, label string, ok bool) {
if path == "" {
return 0, 0, "", false
}
p, err := syscall.UTF16PtrFromString(path)
if err != nil {
return 0, 0, "", false
}
size, _, _ := procGetFileVersionInfoSizeW.Call(uintptr(unsafe.Pointer(p)), 0)
if size == 0 {
return 0, 0, "", false
}
buf := make([]byte, size)
r, _, _ := procGetFileVersionInfoW.Call(uintptr(unsafe.Pointer(p)), 0, size, uintptr(unsafe.Pointer(&buf[0])))
if r == 0 {
return 0, 0, "", false
}
sub, err := syscall.UTF16PtrFromString(`\`)
if err != nil {
return 0, 0, "", false
}
var info *vsFixedFileInfo
var infoLen uint32
r, _, _ = procVerQueryValueW.Call(
uintptr(unsafe.Pointer(&buf[0])),
uintptr(unsafe.Pointer(sub)),
uintptr(unsafe.Pointer(&info)),
uintptr(unsafe.Pointer(&infoLen)),
)
if r == 0 || info == nil || infoLen == 0 {
return 0, 0, "", false
}
quad := func(ms, ls uint32) string {
return fmt.Sprintf("%d.%d.%d.%d", ms>>16, ms&0xFFFF, ls>>16, ls&0xFFFF)
}
label = fmt.Sprintf("product %s / file %s",
quad(info.ProductVersionMS, info.ProductVersionLS),
quad(info.FileVersionMS, info.FileVersionLS))
return uint16(info.ProductVersionMS >> 16), uint16(info.ProductVersionMS & 0xFFFF), label, 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.
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}
}
func openProcessHandle(pid uint32) (syscall.Handle, error) {
h, _, err := procOpenProcess.Call(uintptr(processQueryInformation|processVMRead), 0, uintptr(pid))
if h == 0 {
return 0, err
}
return syscall.Handle(h), nil
}
func readMemory(h syscall.Handle, addr uintptr, size int) ([]byte, bool) {
if addr == 0 {
return nil, false
}
buf := make([]byte, size)
var n uintptr
r, _, _ := procReadProcessMemory.Call(uintptr(h), addr, uintptr(unsafe.Pointer(&buf[0])), uintptr(size), uintptr(unsafe.Pointer(&n)))
if r == 0 || int(n) != size {
return nil, false
}
return buf, true
}
// ------------------------- 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 syscall.Handle, 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 syscall.Handle, 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 syscall.Handle, 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 syscall.Handle, 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 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 {
+616
View File
@@ -0,0 +1,616 @@
// 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)
}
}
+183
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@@ -0,0 +1,183 @@
//go:build linux
// process_linux.go: the Linux side of the portable boundary defined in
// process.go — for players running Elden Ring through Proton. Proton
// runs the exact same Windows binary under Wine, so every AOB signature
// and memory offset in process.go is unchanged; only how the process
// gets found and read differs.
//
// No external dependencies (matching the project's single-binary goal):
// process memory is read via /proc/<pid>/mem instead of hand-rolling a
// raw process_vm_readv(2) syscall, which CLAUDE.md explicitly allows as
// an equivalent alternative.
package main
import (
"bufio"
"fmt"
"os"
"path/filepath"
"strconv"
"strings"
)
// findProcessID finds Elden Ring's pid by walking every process's memory
// mappings, not by matching a process name: Proton runs several helper
// processes, and the one that actually has eldenring.exe mapped is the
// one we want.
func findProcessID(name string) (uint32, error) {
entries, err := os.ReadDir("/proc")
if err != nil {
return 0, fmt.Errorf("couldn't list /proc: %w", err)
}
for _, e := range entries {
pid, err := strconv.ParseUint(e.Name(), 10, 32)
if err != nil {
continue // not a pid directory
}
if _, _, _, ok := scanMaps(uint32(pid), name); ok {
return uint32(pid), nil
}
}
return 0, fmt.Errorf("process not found: %s", name)
}
// scanMaps walks /proc/<pid>/maps looking for lines whose mapped file's
// base name matches name (case-insensitively), and returns the full span
// across every matching line: the module can be split into several
// segments (.text/.rdata/.data with different permissions), and the
// scanner in process.go already reads in chunks and tolerates unreadable
// ones, so the min-start/max-end span across all of them is enough.
func scanMaps(pid uint32, name string) (base, end uintptr, path string, ok bool) {
f, err := os.Open(fmt.Sprintf("/proc/%d/maps", pid))
if err != nil {
return 0, 0, "", false
}
defer f.Close()
sc := bufio.NewScanner(f)
for sc.Scan() {
// Format: "start-end perms offset dev inode [pathname]". The
// pathname (anonymous mappings don't have one) is everything
// after the first 5 fields, rejoined with single spaces — a
// pathname with unusual internal spacing could theoretically
// come out collapsed, but that's a cosmetic edge case that
// doesn't affect matching against a base filename like
// "eldenring.exe".
fields := strings.Fields(sc.Text())
if len(fields) < 6 {
continue
}
mapPath := strings.Join(fields[5:], " ")
if !strings.EqualFold(filepath.Base(mapPath), name) {
continue
}
startStr, endStr, cut := strings.Cut(fields[0], "-")
if !cut {
continue
}
start, err1 := strconv.ParseUint(startStr, 16, 64)
stop, err2 := strconv.ParseUint(endStr, 16, 64)
if err1 != nil || err2 != nil {
continue
}
if !ok || uintptr(start) < base {
base = uintptr(start)
}
if uintptr(stop) > end {
end = uintptr(stop)
}
path = mapPath
ok = true
}
return base, end, path, ok
}
func findModuleBase(pid uint32, name string) (uintptr, uint32, string, error) {
base, end, path, ok := scanMaps(pid, name)
if !ok {
return 0, 0, "", fmt.Errorf("module not found: %s", name)
}
return base, uint32(end - base), path, nil
}
// openProcess doesn't need to attach to anything (readMemory reads via
// /proc/<pid>/mem per call, no persistent handle involved) — it just
// probes that memory is actually readable now, so a permissions problem
// surfaces here with a clear explanation instead of as a silent stream
// of failed reads later.
func openProcess(pid uint32) (procHandle, error) {
if _, err := os.Stat(fmt.Sprintf("/proc/%d", pid)); err != nil {
return 0, fmt.Errorf("process %d not found: %w", pid, err)
}
f, err := os.OpenFile(fmt.Sprintf("/proc/%d/mem", pid), os.O_RDONLY, 0)
if err != nil {
return 0, fmt.Errorf(
"can't read process %d's memory (%v).\n"+
"This is almost always ptrace_scope blocking it. Grant this binary the capability once with:\n\n"+
" sudo setcap cap_sys_ptrace+ep %s\n\n"+
"(don't lower kernel.yama.ptrace_scope or run this as root instead — that weakens "+
"ptrace protection for your whole system, not just this program)",
pid, err, exePathForSetcap())
}
f.Close()
return procHandle(pid), nil
}
// closeProcessHandle has nothing to release: see openProcess.
func closeProcessHandle(h procHandle) {}
func readMemory(h procHandle, addr uintptr, size int) ([]byte, bool) {
if addr == 0 {
return nil, false
}
f, err := os.OpenFile(fmt.Sprintf("/proc/%d/mem", uint32(h)), os.O_RDONLY, 0)
if err != nil {
return nil, false
}
defer f.Close()
buf := make([]byte, size)
if _, err := f.ReadAt(buf, int64(addr)); err != nil {
return nil, false
}
return buf, true
}
// productVersion has no Linux equivalent: it reads version.dll's
// resource off the exe. This was always only a hint for which PlayerIns
// offset to try first — isPlayerLoaded (process.go) confirms the real
// one by reading memory regardless, so ok=false just skips straight to
// that confirmation.
func productVersion(path string) (major, minor uint16, label string, ok bool) {
return 0, 0, "", false
}
// systemLang reads the Unix locale environment instead of calling a
// Windows API. Matches the Windows implementation's contract: returns
// just the short base language code ("es", not "es_AR.UTF-8" or
// "es-AR"), since that's what resolveLang (i18n.go) expects.
func systemLang() string {
for _, key := range []string{"LC_ALL", "LC_MESSAGES", "LANG"} {
v := os.Getenv(key)
if v == "" || v == "C" || v == "POSIX" {
continue
}
v = strings.ToLower(v)
cut := len(v)
for _, sep := range []byte{'_', '.', '@'} {
if i := strings.IndexByte(v, sep); i >= 0 && i < cut {
cut = i
}
}
return v[:cut]
}
return ""
}
func exePathForSetcap() string {
if exe, err := os.Executable(); err == nil {
return exe
}
return "./deathwatch"
}
+223
View File
@@ -0,0 +1,223 @@
//go:build windows
// process_windows.go: the Windows side of the portable boundary defined
// in process.go — finding the game process, opening/closing it, reading
// its memory, finding a loaded module, reading the exe's file version,
// and the system's UI language. All via raw Windows API calls (no
// external dependencies, per the project's single-.exe goal).
package main
import (
"fmt"
"strings"
"syscall"
"unsafe"
)
const (
processQueryInformation = 0x0400
processVMRead = 0x0010
th32csSnapProcess = 0x00000002
th32csSnapModule = 0x00000008
th32csSnapModule32 = 0x00000010
maxPath = 260
)
var (
kernel32 = syscall.NewLazyDLL("kernel32.dll")
procOpenProcess = kernel32.NewProc("OpenProcess")
procCloseHandle = kernel32.NewProc("CloseHandle")
procReadProcessMemory = kernel32.NewProc("ReadProcessMemory")
procCreateToolhelp32Snapshot = kernel32.NewProc("CreateToolhelp32Snapshot")
procModule32FirstW = kernel32.NewProc("Module32FirstW")
procModule32NextW = kernel32.NewProc("Module32NextW")
procProcess32FirstW = kernel32.NewProc("Process32FirstW")
procProcess32NextW = kernel32.NewProc("Process32NextW")
procGetUserDefaultLocaleName = kernel32.NewProc("GetUserDefaultLocaleName")
versionDLL = syscall.NewLazyDLL("version.dll")
procGetFileVersionInfoSizeW = versionDLL.NewProc("GetFileVersionInfoSizeW")
procGetFileVersionInfoW = versionDLL.NewProc("GetFileVersionInfoW")
procVerQueryValueW = versionDLL.NewProc("VerQueryValueW")
)
// vsFixedFileInfo is Windows's VS_FIXEDFILEINFO struct: used to pull the
// game's version straight from eldenring.exe, same as SoulMemory (which
// reads MainModule.FileVersionInfo.ProductVersion).
type vsFixedFileInfo struct {
Signature uint32
StrucVersion uint32
FileVersionMS uint32
FileVersionLS uint32
ProductVersionMS uint32
ProductVersionLS uint32
FileFlagsMask uint32
FileFlags uint32
FileOS uint32
FileType uint32
FileSubtype uint32
FileDateMS uint32
FileDateLS uint32
}
type processEntry32 struct {
Size uint32
CntUsage uint32
ProcessID uint32
DefaultHeapID uintptr
ModuleID uint32
CntThreads uint32
ParentProcessID uint32
PriorityClassBase int32
Flags uint32
ExeFile [maxPath]uint16
}
type moduleEntry32 struct {
Size uint32
ModuleID uint32
ProcessID uint32
GlblcntUsage uint32
ProccntUsage uint32
ModBaseAddr uintptr
ModBaseSize uint32
HModule syscall.Handle
ModuleName [256]uint16
ExePath [maxPath]uint16
}
func findProcessID(name string) (uint32, error) {
snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapProcess), 0)
if snap == 0 || snap == uintptr(^uintptr(0)) {
return 0, fmt.Errorf("couldn't take a process snapshot")
}
defer procCloseHandle.Call(snap)
var pe processEntry32
pe.Size = uint32(unsafe.Sizeof(pe))
r, _, _ := procProcess32FirstW.Call(snap, uintptr(unsafe.Pointer(&pe)))
if r == 0 {
return 0, fmt.Errorf("Process32First failed")
}
for {
exe := syscall.UTF16ToString(pe.ExeFile[:])
if strings.EqualFold(exe, name) {
return pe.ProcessID, nil
}
r, _, _ := procProcess32NextW.Call(snap, uintptr(unsafe.Pointer(&pe)))
if r == 0 {
break
}
}
return 0, fmt.Errorf("process not found: %s", name)
}
func openProcess(pid uint32) (procHandle, error) {
h, _, err := procOpenProcess.Call(uintptr(processQueryInformation|processVMRead), 0, uintptr(pid))
if h == 0 {
return 0, err
}
return procHandle(h), nil
}
func closeProcessHandle(h procHandle) {
procCloseHandle.Call(uintptr(h))
}
func readMemory(h procHandle, addr uintptr, size int) ([]byte, bool) {
if addr == 0 {
return nil, false
}
buf := make([]byte, size)
var n uintptr
r, _, _ := procReadProcessMemory.Call(uintptr(h), addr, uintptr(unsafe.Pointer(&buf[0])), uintptr(size), uintptr(unsafe.Pointer(&n)))
if r == 0 || int(n) != size {
return nil, false
}
return buf, true
}
func findModuleBase(pid uint32, name string) (uintptr, uint32, string, error) {
snap, _, _ := procCreateToolhelp32Snapshot.Call(uintptr(th32csSnapModule|th32csSnapModule32), uintptr(pid))
if snap == 0 || snap == uintptr(^uintptr(0)) {
return 0, 0, "", fmt.Errorf("couldn't take a module snapshot")
}
defer procCloseHandle.Call(snap)
var me moduleEntry32
me.Size = uint32(unsafe.Sizeof(me))
r, _, _ := procModule32FirstW.Call(snap, uintptr(unsafe.Pointer(&me)))
if r == 0 {
return 0, 0, "", fmt.Errorf("Module32First failed")
}
for {
mname := syscall.UTF16ToString(me.ModuleName[:])
if strings.EqualFold(mname, name) {
return me.ModBaseAddr, me.ModBaseSize, syscall.UTF16ToString(me.ExePath[:]), nil
}
r, _, _ := procModule32NextW.Call(snap, uintptr(unsafe.Pointer(&me)))
if r == 0 {
break
}
}
return 0, 0, "", fmt.Errorf("module not found: %s", name)
}
// productVersion reads the game executable's version. label carries both
// full version numbers (product and file) because they don't always
// match, which helps diagnose whether the PlayerIns offset ever needs
// adjusting.
func productVersion(path string) (major, minor uint16, label string, ok bool) {
if path == "" {
return 0, 0, "", false
}
p, err := syscall.UTF16PtrFromString(path)
if err != nil {
return 0, 0, "", false
}
size, _, _ := procGetFileVersionInfoSizeW.Call(uintptr(unsafe.Pointer(p)), 0)
if size == 0 {
return 0, 0, "", false
}
buf := make([]byte, size)
r, _, _ := procGetFileVersionInfoW.Call(uintptr(unsafe.Pointer(p)), 0, size, uintptr(unsafe.Pointer(&buf[0])))
if r == 0 {
return 0, 0, "", false
}
sub, err := syscall.UTF16PtrFromString(`\`)
if err != nil {
return 0, 0, "", false
}
var info *vsFixedFileInfo
var infoLen uint32
r, _, _ = procVerQueryValueW.Call(
uintptr(unsafe.Pointer(&buf[0])),
uintptr(unsafe.Pointer(sub)),
uintptr(unsafe.Pointer(&info)),
uintptr(unsafe.Pointer(&infoLen)),
)
if r == 0 || info == nil || infoLen == 0 {
return 0, 0, "", false
}
quad := func(ms, ls uint32) string {
return fmt.Sprintf("%d.%d.%d.%d", ms>>16, ms&0xFFFF, ls>>16, ls&0xFFFF)
}
label = fmt.Sprintf("product %s / file %s",
quad(info.ProductVersionMS, info.ProductVersionLS),
quad(info.FileVersionMS, info.FileVersionLS))
return uint16(info.ProductVersionMS >> 16), uint16(info.ProductVersionMS & 0xFFFF), label, true
}
// systemLang returns Windows's language ("es-AR" -> "es").
func systemLang() string {
buf := make([]uint16, 85) // LOCALE_NAME_MAX_LENGTH
r, _, _ := procGetUserDefaultLocaleName.Call(uintptr(unsafe.Pointer(&buf[0])), uintptr(len(buf)))
if r == 0 {
return ""
}
name := syscall.UTF16ToString(buf[:r])
if base, _, ok := strings.Cut(name, "-"); ok {
return strings.ToLower(base)
}
return strings.ToLower(name)
}