//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. // // Exposes: // // GET / -> status panel (HTML) // GET /?view=overlay -> transparent version for OBS Browser Source // GET /deaths -> {"deaths":N,"players":[...],"character":"...","slot":N,...} 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 { if _, port, ok := strings.Cut(addr, ":"); ok { return port } return addr } func withCORS(w http.ResponseWriter) { w.Header().Set("Access-Control-Allow-Origin", "*") w.Header().Set("Cache-Control", "no-store") } func main() { log.SetFlags(log.Ltime) log.Println("=== Elden Ring Death Counter (local, read-only) ===") loadLocales() cfg := loadConfig() writeSampleConfig() isPeer := cfg.Mode == "peer" lang := resolveLang(cfg.Language) log.Printf("version: %s | PID %d | mode %s | language %s (available: %s)", buildTag, os.Getpid(), cfg.Mode, lang, strings.Join(availableLangs(), ", ")) totals = newTotalsStore() st.init(totals) go pollLoop() registry := newPeerRegistry() // The token is required on both ends: without it, anyone who can // reach the port could inject data into the overlay. The hub also // generates its own TLS certificate the first time: the peer pins it // by fingerprint (pin.go), not by certificate-authority trust, which // doesn't exist for a Tailscale or LAN address anyway. var token string var hubCert tls.Certificate var certFingerprint string if !isPeer { t, generated, err := resolveToken(cfg) if err != nil { log.Fatalf("couldn't prepare the token: %v", err) } token = t logTokenBanner(token, generated) cert, fp, certGenerated, err := loadOrCreateHubCert() if err != nil { log.Fatalf("couldn't prepare the TLS certificate for the peer link: %v", err) } if certGenerated { log.Println("generated a new TLS certificate for the peer link") } hubCert, certFingerprint = cert, fp candidates := candidateIPv4s() host := pickBestHost(candidates) if len(candidates) > 0 { log.Printf("detected network addresses: %s", strings.Join(candidates, ", ")) } peerPort := portOf(cfg.PeerListen) if host != "" { invite := encodeInvite(inviteCode{Host: host, Port: peerPort, Fingerprint: certFingerprint, Token: token}) log.Println("invite code for your co-op partner — paste it as invite = \"...\" in their config.toml:") log.Println(invite) log.Printf("(wrong address? they can override just the host with hub = \":%s\")", peerPort) } else { log.Println("couldn't auto-detect a network address to build an invite code with.") log.Printf("have your partner set these by hand in their config.toml: hub = \":%s\", token = \"%s\", fingerprint = \"%s\"", peerPort, token, certFingerprint) } } var peerHub string if isPeer { hub, tok, fp, ok, err := resolvePeerConn(cfg) if err != nil { log.Fatalf("peer config problem: %v", err) } if ok { peerHub = hub go peerLoop(cfg, hub, tok, fp) } else { log.Println("peer mode with nothing configured yet (no 'invite', no 'hub'+'token'+'fingerprint'): running as a local-only overlay for now") } } else { registry.declare(cfg.Partner) } mux := http.NewServeMux() mux.HandleFunc("/", func(w http.ResponseWriter, r *http.Request) { w.Header().Set("Content-Type", "text/html; charset=utf-8") w.Header().Set("X-Build", buildTag) w.Write(overlayHTML) }) // The UI's text: the page requests it once on load. ?lang= lets you // force a language without touching the config, handy for having the // overlay in one language and the panel in another. mux.HandleFunc("/strings.json", func(w http.ResponseWriter, r *http.Request) { withCORS(w) want := lang if q := r.URL.Query().Get("lang"); q != "" { want = resolveLang(q) } w.Header().Set("Content-Type", "application/json; charset=utf-8") json.NewEncoder(w).Encode(stringsFor(want)) }) mux.HandleFunc("/deaths", func(w http.ResponseWriter, r *http.Request) { withCORS(w) snap := st.snapshot() // This player first, then partners in order of appearance. players := []playerView{{ Name: displayName(cfg), Deaths: snap.Total, BossFight: snap.BossFight, PlayerLoaded: snap.PlayerLoaded, Connected: snap.Connected, Self: true, }} // Co-op mode only when a partner is (or was just recently) connected. if registry.coopMode() { players = append(players, registry.views()...) } var combined int64 for _, p := range players { combined += p.Deaths } resp := map[string]interface{}{ "players": players, "combined": combined, "build": buildTag, // Single-player-version fields: kept so nothing already // pointing at them breaks. "deaths": snap.Total, "rawDeaths": snap.RawDeaths, "character": snap.CharName, "slot": snap.Slot, "bossFight": snap.BossFight, "connected": snap.Connected, "playerLoaded": snap.PlayerLoaded, } w.Header().Set("Content-Type", "application/json") json.NewEncoder(w).Encode(resp) }) log.Printf("Panel: http://%s/", cfg.Listen) if isPeer { if peerHub != "" { log.Printf("Pushing the counter to the hub %s. This window needs to stay open while you play.", peerHub) } if err := http.ListenAndServe(cfg.Listen, mux); err != nil { log.Fatalf("couldn't start the local server: %v", err) } return } log.Printf("OBS URL: http://%s/?view=overlay", cfg.Listen) log.Println("Keep this window open while you stream. Ctrl+C to close.") // Panel/overlay in plain HTTP, in the background; the peer server // (TLS, with the certificate from above) blocks in the foreground as // the process's main server. go func() { if err := http.ListenAndServe(cfg.Listen, mux); err != nil { log.Fatalf("couldn't start the local server: %v", err) } }() peerMux := http.NewServeMux() peerMux.HandleFunc("/ws", registry.wsHandler(token)) peerSrv := &http.Server{ Addr: cfg.PeerListen, Handler: peerMux, TLSConfig: hubServerTLSConfig(hubCert), } log.Printf("Peer link: %s (TLS, certificate pinned)", cfg.PeerListen) if err := peerSrv.ListenAndServeTLS("", ""); err != nil { log.Fatalf("couldn't start the peer server: %v", err) } }