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.
617 lines
20 KiB
Go
617 lines
20 KiB
Go
// process.go: everything about finding the death counter in the game's
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// memory that does NOT depend on which OS is doing the reading — AOB
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// signature scanning, pointer resolution, character-name reading, and the
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// poll loop that ties it all together.
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//
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// The actual reading is behind procHandle and a handful of functions
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// (findProcessID, openProcess, closeProcessHandle, readMemory,
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// findModuleBase, productVersion, systemLang) implemented once per
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// platform in process_windows.go/process_linux.go. Elden Ring under
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// Proton on Linux is the exact same Windows binary Wine is running, so
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// every signature and offset below is identical on both platforms — only
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// how the process gets found and read differs.
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package main
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import (
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"encoding/binary"
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"fmt"
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"log"
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"strconv"
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"strings"
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"time"
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"unicode/utf16"
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)
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const processName = "eldenring.exe"
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// procHandle is an opaque reference to an open process, produced by
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// openProcess and consumed by readMemory/closeProcessHandle. What it
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// actually holds is platform-specific: a real Windows HANDLE value, or
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// just a pid on Linux (which needs no persistent OS resource — see
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// process_linux.go).
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type procHandle uintptr
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// ------------------------- signature scans -------------------------
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//
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// Two signatures, both the same shape: a 7-byte "mov reg,[rip+disp32]"
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// instruction, where the first 3 bytes are the opcode and the next 4 are
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// the displacement. The resolved static slot holds the pointer to the
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// object (one more dereference needed).
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//
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// GameDataMan -> holds the death counter (+0x94) and the boss-fight flag
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// (+0xC0). Same pattern eldenring_boss_timer.asl (LiveSplit)
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// uses.
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// WorldChrMan -> holds the pointer to PlayerIns (+playerInsOffset). If
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// that pointer is null, there's no character in the world:
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// you're at the main menu or on a loading screen. Exactly
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// what SoulMemory.IsPlayerLoaded() does.
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type patByte struct {
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val byte
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wildcard bool
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}
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// parsePattern accepts "48 8B 05 ?? ?? ?? ??" (?? = wildcard).
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func parsePattern(s string) []patByte {
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var out []patByte
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for _, tok := range strings.Fields(s) {
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if strings.HasPrefix(tok, "?") {
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out = append(out, patByte{wildcard: true})
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continue
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}
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v, err := strconv.ParseUint(tok, 16, 8)
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if err != nil {
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panic("invalid pattern: " + tok)
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}
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out = append(out, patByte{val: byte(v)})
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}
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return out
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}
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var (
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// mov rax,[rip+disp32]; test rax,rax; jz +5; mov rax,[rax+58]; ret; ret
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gameDataManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 48 85 C0 74 05 48 8B 40 58 C3 C3")
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// mov rsi,[rip+disp32]; test rsi,rsi; ... (WorldChrManImp, same as SoulMemory)
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worldChrManPattern = parsePattern("48 8B 35 ?? ?? ?? ?? 48 85 F6 ?? ?? BB 01 00 00 00 89 5C 24 20 48 8B B6")
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// mov rax,[rip+disp32]; cmp byte ptr [rax+disp32],0D; sete al; ret
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// (GameMan: +0xAC0 holds the loaded character's save slot)
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gameManPattern = parsePattern("48 8B 05 ?? ?? ?? ?? 80 B8 ?? ?? ?? ?? 0D 0F 94 C0 C3")
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)
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// saveSlotOffset: where GameMan stores the save-slot index (0-9) of the
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// loaded game. This is a character's REAL identity: it doesn't depend on
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// the name, so two characters sharing a name never mix.
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const saveSlotOffset = 0xAC0
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func matchAt(buf []byte, i int, pattern []patByte) bool {
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if i+len(pattern) > len(buf) {
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return false
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}
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for j, p := range pattern {
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if !p.wildcard && buf[i+j] != p.val {
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return false
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}
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}
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return true
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}
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// scanModule looks for several patterns in a single pass over the module,
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// reading it in chunks (with overlap, in case a pattern straddles a chunk
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// boundary). Returns, for each pattern, the match address or 0.
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func scanModule(h procHandle, base uintptr, size uint32, patterns [][]patByte) []uintptr {
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const chunk = 1 << 20 // 1 MiB
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const overlap = 64
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found := make([]uintptr, len(patterns))
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remaining := len(patterns)
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var pos uint32
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for pos < size && remaining > 0 {
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readSize := chunk
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if rem := int(size - pos); readSize > rem {
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readSize = rem
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}
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buf, ok := readMemory(h, base+uintptr(pos), readSize)
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if ok {
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for i := 0; i < len(buf); i++ {
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for p := range patterns {
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if found[p] != 0 {
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continue
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}
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if matchAt(buf, i, patterns[p]) {
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found[p] = base + uintptr(pos) + uintptr(i)
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remaining--
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}
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}
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}
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}
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if uint32(readSize) <= overlap {
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break
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}
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pos += uint32(readSize) - overlap
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}
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return found
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}
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// ripSlot turns the address of a 7-byte "mov reg,[rip+disp32]"
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// instruction into the address of the static slot it points to.
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func ripSlot(h procHandle, matchAddr uintptr) (uintptr, error) {
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if matchAddr == 0 {
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return 0, fmt.Errorf("pattern not found")
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}
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codeLocation := matchAddr + 3 // the first 3 bytes are the opcode
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dispBytes, ok := readMemory(h, codeLocation, 4)
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if !ok {
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return 0, fmt.Errorf("couldn't read the RIP-relative displacement")
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}
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disp := int32(binary.LittleEndian.Uint32(dispBytes))
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return codeLocation + 4 + uintptr(int64(disp)), nil
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}
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// gamePointers gathers everything resolved just once per process session:
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// the static slots (which don't move) and the game's version.
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type gamePointers struct {
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gameDataManSlot uintptr
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worldChrManSlot uintptr // 0 if the pattern wasn't found (we keep going without the menu check)
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gameManSlot uintptr // 0 if not found: falls back to identifying by name
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playerInsOffset uintptr // the one currently in use (or the preferred candidate)
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playerInsTried []uintptr
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offsetConfirmed bool // true once verified by actually reading memory
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versionLabel string
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nameChain nameCandidate // how we got to the character's name
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nameConfirmed bool
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namePending string // candidate waiting to repeat (see resolveCharName)
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namePendingOf nameCandidate
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}
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// resolvePointers does the signature scans (expensive: walks the whole
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// module) just once per process session. Deliberately does NOT return
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// the resolved objects themselves: those pointers get re-read every tick,
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// because the game can destroy and recreate GameDataMan (e.g. going back
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// to the main menu and loading again). If we cached a stale address,
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// we'd keep reading it successfully (the memory page is still valid) but
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// its contents would belong to something else entirely — the most likely
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// cause of a counter that "goes up on its own" without an actual death.
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// SoulMemory does the same: its Pointer class resolves the whole chain on
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// every read, never caching the final address.
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func resolvePointers(h procHandle, pid uint32) (gamePointers, error) {
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var gp gamePointers
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base, size, exePath, err := findModuleBase(pid, processName)
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if err != nil {
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return gp, err
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}
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major, minor, label, okVer := productVersion(exePath)
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gp.playerInsTried = playerInsCandidates(major, minor, okVer)
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gp.playerInsOffset = gp.playerInsTried[0]
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gp.versionLabel = label
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if !okVer {
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gp.versionLabel = "unknown"
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}
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matches := scanModule(h, base, size, [][]patByte{gameDataManPattern, worldChrManPattern, gameManPattern})
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gp.gameDataManSlot, err = ripSlot(h, matches[0])
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if err != nil {
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return gp, fmt.Errorf("GameDataMan's pattern wasn't found (did the game update?)")
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}
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// WorldChrMan is optional: if it's missing, we keep counting deaths,
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// we just lose menu/loading-screen detection.
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if slot, werr := ripSlot(h, matches[1]); werr == nil {
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gp.worldChrManSlot = slot
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}
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// GameMan is optional too: without it, we identify by name.
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if slot, gerr := ripSlot(h, matches[2]); gerr == nil {
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gp.gameManSlot = slot
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}
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return gp, nil
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}
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// derefPointer reads a static slot (cheap: 8 bytes) and returns the
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// object's CURRENT address. Called every tick, not just once.
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func derefPointer(h procHandle, slot uintptr) (uintptr, bool) {
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if slot == 0 {
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return 0, false
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}
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buf, ok := readMemory(h, slot, 8)
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if !ok {
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return 0, false
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}
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return uintptr(binary.LittleEndian.Uint64(buf)), true
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}
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// ------------------------- character name -------------------------
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//
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// Sourced from a Cheat Engine table: "GameDataMan +0C +9C, unicode,
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// length 19". That notation allows more than one reading (is 0x0C a
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// pointer to dereference, or do the two offsets just add up?), and on
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// top of that the community/the ASL use GameDataMan+0x08 to reach
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// PlayerGameData. So instead of picking one, all three get tried, and
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// whichever gives back something that looks like a real name wins.
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type nameCandidate struct {
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ptrOffset uintptr // offset where the pointer lives (0 = no dereference)
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nameOffset uintptr // offset of the text within the object
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label string
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}
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var nameCandidates = []nameCandidate{
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{0x08, 0x9C, "[GameDataMan+0x08]+0x9C (PlayerGameData)"},
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{0x0C, 0x9C, "[GameDataMan+0x0C]+0x9C"},
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{0x00, 0xA8, "GameDataMan+0xA8 (0x0C and 0x9C added together)"},
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}
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// looksLikeName (and charNameMaxChars) live in names.go: they don't
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// depend on the OS at all, let alone Windows vs. Linux, so they're kept
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// out of this file to be testable without a PC with the game open.
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func readCharName(h procHandle, gameDataMan uintptr, c nameCandidate) (string, bool) {
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base := gameDataMan
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if c.ptrOffset != 0 {
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p, ok := derefPointer(h, gameDataMan+c.ptrOffset)
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if !ok || p == 0 {
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return "", false
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}
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base = p
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}
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buf, ok := readMemory(h, base+c.nameOffset, charNameMaxChars*2)
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if !ok {
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return "", false
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}
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u16 := make([]uint16, 0, charNameMaxChars)
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for i := 0; i+1 < len(buf); i += 2 {
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ch := binary.LittleEndian.Uint16(buf[i : i+2])
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if ch == 0 {
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break
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}
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u16 = append(u16, ch)
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}
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s := strings.TrimSpace(string(utf16.Decode(u16)))
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if !looksLikeName(s) {
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return "", false
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}
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return s, true
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}
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// resolveCharName returns the character's name. Before locking in a
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// variant, it requires seeing it give the SAME text on two readings in a
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// row: the real name doesn't change from one second to the next, but a
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// chunk of memory that happens to pass the filter is far less likely to
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// repeat.
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func resolveCharName(h procHandle, gameDataMan uintptr, gp *gamePointers) (string, bool) {
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if gp.nameConfirmed {
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return readCharName(h, gameDataMan, gp.nameChain)
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}
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for _, c := range nameCandidates {
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s, ok := readCharName(h, gameDataMan, c)
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if !ok {
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continue
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}
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if gp.namePending == s && gp.namePendingOf == c {
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gp.nameChain = c
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gp.nameConfirmed = true
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gp.namePending = ""
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log.Printf("character name: \"%s\" (read via %s)", s, c.label)
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return s, true
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}
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gp.namePending = s
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gp.namePendingOf = c
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return "", false
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}
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gp.namePending = ""
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return "", false
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}
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// readSaveSlot returns the loaded game's slot index (0-9), or -1 if it
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// couldn't be read. Elden Ring has 10 slots, so any other value is
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// garbage and gets discarded.
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func readSaveSlot(h procHandle, gp gamePointers) int {
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if gp.gameManSlot == 0 {
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return -1
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}
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gameMan, ok := derefPointer(h, gp.gameManSlot)
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if !ok || gameMan == 0 {
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return -1
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}
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buf, ok := readMemory(h, gameMan+saveSlotOffset, 1)
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if !ok {
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return -1
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}
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slot := int(buf[0])
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if slot < 0 || slot > 9 {
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return -1
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}
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return slot
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}
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// isPlayerLoaded mirrors SoulMemory.IsPlayerLoaded(): resolves
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// WorldChrMan and reads the pointer to PlayerIns; if it's null, there's
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// no character in the world. The second return value says whether we
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// were able to evaluate it at all.
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//
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// Until the offset is confirmed, instead of trusting the version number
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// (which in Elden Ring doesn't match what the game displays, and on
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// Linux isn't available at all — see productVersion), the known offsets
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// are tried and whichever one first points at genuinely readable memory
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// wins. That's decided by the machine, not by a table that can age badly
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// or an OS that can't report a version at all.
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func isPlayerLoaded(h procHandle, gp *gamePointers) (loaded bool, known bool) {
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if gp.worldChrManSlot == 0 {
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return true, false
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}
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worldChrMan, ok := derefPointer(h, gp.worldChrManSlot)
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if !ok {
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return true, false
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}
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if worldChrMan == 0 {
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return false, true
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}
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if gp.offsetConfirmed {
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playerIns, ok := derefPointer(h, worldChrMan+gp.playerInsOffset)
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if !ok {
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return true, false
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}
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return playerIns != 0, true
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}
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for _, cand := range gp.playerInsTried {
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playerIns, ok := derefPointer(h, worldChrMan+cand)
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if !ok || playerIns == 0 {
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continue
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}
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// A real pointer points at mapped memory; a garbage one almost
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// never survives this read.
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if _, ok := readMemory(h, playerIns, 8); !ok {
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continue
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}
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gp.playerInsOffset = cand
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gp.offsetConfirmed = true
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log.Printf("PlayerIns confirmed at +0x%X (verified by reading the object, not by version number)", cand)
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return true, true
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}
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return false, true
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}
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// playerInsOffsetForVersion mirrors SoulMemory's table (InitializeOffsets):
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// up to 1.06 the PlayerIns offset inside WorldChrMan is 0x18468, from
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// 1.07 onward it's 0x1E508.
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//
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// WATCH OUT: the version the exe reports is NOT what the game shows on
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// screen (the exe can say 2.7.1.0 while the game says 1.17.1), and
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// SoulMemory's table is written with the game's own numbers. So this is
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// only a HUNCH for deciding which one to try first: what actually
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// decides is playerInsCandidates plus the in-memory verification in
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// isPlayerLoaded. On Linux, where productVersion always reports ok=false,
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// this hunch is simply skipped — the in-memory verification still nails
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// it down.
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func playerInsOffsetForVersion(major, minor uint16, ok bool) uintptr {
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if ok && major == 1 && minor <= 6 {
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return 0x18468
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}
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return 0x1E508
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}
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// playerInsCandidates returns the known offsets to try, with the one the
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// version suggests listed first.
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func playerInsCandidates(major, minor uint16, ok bool) []uintptr {
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if playerInsOffsetForVersion(major, minor, ok) == 0x18468 {
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return []uintptr{0x18468, 0x1E508}
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}
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return []uintptr{0x1E508, 0x18468}
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}
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// -------------------------------- poller loop --------------------------------
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// maxPlausibleDeltaPerTick: between two readings ~1s apart, with the
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// character loaded the whole time, the real death counter can't go up by
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// more than this (and never goes down). A bigger jump almost always
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// means we grabbed memory that's no longer GameDataMan (a stale/invalid
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// address), not an actual death.
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const maxPlausibleDeltaPerTick = 3
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func pollLoop() {
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var (
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handle procHandle
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pid uint32
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gp gamePointers
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resolved bool
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lastRaw int32
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haveLastRaw bool
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sawUnloaded bool
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warnedNoWCM bool
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lastBossRead bool
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// Menu-detection watchdog: while we believe no character is
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// loaded, we still peek at the death counter. If it climbs the
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// way a real death does, our detection is lying (you were
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// actually playing) and we turn it off.
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unloadedRaw int32
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unloadedRawFirst int32
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haveUnloadedRaw bool
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)
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closeHandle := func() {
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if handle != 0 {
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closeProcessHandle(handle)
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handle = 0
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}
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pid = 0
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gp = gamePointers{}
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resolved = false
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haveLastRaw = false
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sawUnloaded = false
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haveUnloadedRaw = false
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}
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for {
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if handle == 0 {
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newPid, err := findProcessID(processName)
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if err != nil {
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st.setDisconnected("waiting for eldenring.exe")
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time.Sleep(3 * time.Second)
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continue
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}
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h, err := openProcess(newPid)
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if err != nil {
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st.setDisconnected("couldn't open the process (permissions?): " + err.Error())
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time.Sleep(3 * time.Second)
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continue
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}
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pid = newPid
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handle = h
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log.Printf("eldenring.exe found (PID %d), scanning signatures...", pid)
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}
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if !resolved {
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p, err := resolvePointers(handle, pid)
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if err != nil {
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st.setDisconnected(err.Error())
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time.Sleep(2 * time.Second)
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|
// 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)
|
|
}
|
|
}
|