Beispiel #1
0
 public LoadProxyActivationStatusCommandHandler(
     Plugins plugins,
     IInjectionService injectionService)
 {
     _plugins          = plugins;
     _injectionService = injectionService;
 }
Beispiel #2
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 public StartGameCommandHandler(
     Plugins plugins,
     IGameRepository gamesRepository,
     IInjectionService injectionService)
 {
     _plugins          = plugins;
     _gameRepository   = gamesRepository;
     _injectionService = injectionService;
 }
Beispiel #3
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        private async Task Watch()
        {
            await Task.Delay(500);

            IInjectionService injection = App.Services.Get <IInjectionService>();

            while (this.IsAlive)
            {
                try
                {
                    await Task.Delay(1000);

                    Selection.Modes   mode       = this.GetMode();
                    IBaseMemoryOffset baseOffset = mode == Selection.Modes.GPose ? Offsets.Gpose : Offsets.Target;

                    ActorTypes type = baseOffset.GetValue(Offsets.ActorType);
                    string     name = baseOffset.GetValue(Offsets.Name);

                    // Hide name while debugging
                                        #if DEBUG
                    name = "Tester";
                                        #endif

                    string actorId = mode.ToString() + "_" + name;

                    if (string.IsNullOrEmpty(actorId))
                    {
                        this.CurrentGameTarget = null;
                        continue;
                    }

                    if (this.CurrentGameTarget == null ||
                        this.CurrentGameTarget.Type != type ||
                        this.CurrentGameTarget.ActorId != actorId ||
                        this.CurrentGameTarget.Mode != mode)
                    {
                        this.CurrentGameTarget = new Selection(type, baseOffset, actorId, name, mode);
                    }

                    if (this.UseGameTarget && this.CurrentSelection != this.CurrentGameTarget)
                    {
                        this.CurrentSelection = this.CurrentGameTarget;
                    }
                }
                catch (MemoryException)
                {
                    // If the user has _never_ selected anything in game, then the memory wont be read correctly.
                    // once the user has selected something, even if they then select nothing, the memory will work
                    // fine, leaving the old selected behind.
                    // so in this case, we just swallow the error, and let the thread loop.
                }
                catch (Exception ex)
                {
                    Log.Write(ex);
                }
            }
        }
Beispiel #4
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        public Task Start()
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            this.gposeMem  = injection.GetMemory(Offsets.Main.GposeCheck);
            this.gposeMem2 = injection.GetMemory(Offsets.Main.GposeCheck2);

            Task.Run(this.Watch);

            return(Task.CompletedTask);
        }
Beispiel #5
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        public SimplePoseViewModel(Selection selection)
        {
            injection = Module.Services.Get <IInjectionService>();

            this.skel1Mem = Offsets.SkeletonOffset1.GetMemory();
            this.skel2Mem = Offsets.SkeletonOffset2.GetMemory();
            this.skel3Mem = Offsets.SkeletonOffset3.GetMemory();
            this.phys1Mem = Offsets.PhysicsOffset1.GetMemory();
            this.phys2Mem = Offsets.PhysicsOffset2.GetMemory();

            this.appearance = selection.BaseAddress.GetMemory(Offsets.ActorAppearance);

            this.GenerateBones(selection);
        }
        public TargetSelectorView()
        {
            this.InitializeComponent();

            if (DesignerProperties.GetIsInDesignMode(this))
            {
                return;
            }

            this.selection = App.Services.Get <SelectionService>();
            this.injection = App.Services.Get <IInjectionService>();

            this.DataContext = this;

            this.GetEntities();
        }
Beispiel #7
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        public Task Initialize()
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            this.skel1Mem = injection.GetMemory(Offsets.Main.Skeleton1Flag);
            this.skel2Mem = injection.GetMemory(Offsets.Main.Skeleton2Flag);
            this.skel3Mem = injection.GetMemory(Offsets.Main.Skeleton3Flag);
            this.skel4Mem = injection.GetMemory(Offsets.Main.Skeleton4flag);
            this.skel5Mem = injection.GetMemory(Offsets.Main.Skeleton5Flag);
            this.skel6Mem = injection.GetMemory(Offsets.Main.Skeleton6Flag);
            this.phys1Mem = injection.GetMemory(Offsets.Main.Physics1Flag);
            this.phys2Mem = injection.GetMemory(Offsets.Main.Physics2Flag);
            this.phys3Mem = injection.GetMemory(Offsets.Main.Physics3Flag);

            this.selectionService              = Services.Get <ISelectionService>();
            this.selectionService.ModeChanged += this.Selection_ModeChanged;

            return(Task.CompletedTask);
        }
Beispiel #8
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 public GameSettingsWatchableProcess(
     AggregateId gameId,
     Plugins plugins,
     string communicationAddress,
     ushort communicationPort,
     ComponentAssembler assembler,
     IDirectoryRepository directoryRepository,
     IGameRepository gamesRepository,
     IInjectionService injectionService,
     ILogger logger)
 {
     GameId   = gameId;
     _plugins = plugins;
     _communicationAddress = communicationAddress;
     _communicationPort    = communicationPort;
     _assembler            = assembler;
     _directoryRepository  = directoryRepository;
     _gameRepository       = gamesRepository;
     _injectionService     = injectionService;
     _logger = logger;
 }
Beispiel #9
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        public static void TickAllActiveMemory()
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            List <MemoryBase> memories;

            lock (ActiveMemory)
            {
                memories = new List <MemoryBase>(ActiveMemory);
            }

            foreach (MemoryBase memory in memories)
            {
                if (!injection.ProcessIsAlive)
                {
                    return;
                }

                memory.Tick();
            }
        }
Beispiel #10
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 public GameSettingsProcessWatcher(
     Plugins plugins,
     string communicationAddress,
     ushort communicationPort,
     ComponentAssembler assembler,
     IDirectoryRepository directoryRepository,
     IGameRepository gameRepository,
     IInjectionService injectionService,
     ILogger logger,
     IProcessWatcher processWatcher)
 {
     _plugins = plugins;
     _communicationAddress = communicationAddress;
     _communicationPort    = communicationPort;
     _assembler            = assembler;
     _directoryRepository  = directoryRepository;
     _injectionService     = injectionService;
     _gameRepository       = gameRepository;
     _logger         = logger;
     _processWatcher = processWatcher;
 }
Beispiel #11
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        private void WatchCamera()
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            IMemory <float> camX    = injection.GetMemory(Offsets.Main.CameraOffset, Offsets.Main.CameraAngleX);
            IMemory <float> camY    = injection.GetMemory(Offsets.Main.CameraOffset, Offsets.Main.CameraAngleY);
            IMemory <float> camZ    = injection.GetMemory(Offsets.Main.CameraOffset, Offsets.Main.CameraRotation);
            IMemory <float> camDist = injection.GetMemory(Offsets.Main.CameraOffset, Offsets.Main.CameraCurrentZoom);

            Vector3D camEuler = default;

            bool vis = true;

            while (vis && Application.Current != null)
            {
                camEuler.Y = (float)MathUtils.RadiansToDegrees((double)camX.Value) - 180;
                camEuler.Z = (float)-MathUtils.RadiansToDegrees((double)camY.Value);
                camEuler.X = (float)MathUtils.RadiansToDegrees((double)camZ.Value);
                Quaternion q = camEuler.ToQuaternion();

                try
                {
                    Application.Current.Dispatcher.Invoke(() =>
                    {
                        vis = this.IsVisible;                         ////&& this.IsEnabled;
                        Transform3DGroup g = new Transform3DGroup();
                        g.Children.Add(new TranslateTransform3D(0, 0.75, -(camDist.Value - 1)));
                        g.Children.Add(new RotateTransform3D(new QuaternionRotation3D(q)));
                        this.Viewport.Camera.Transform = g;
                    });
                }
                catch (Exception)
                {
                }

                Thread.Sleep(16);
            }
        }
Beispiel #12
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        public async Task SelectActor(Actor actor)
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            using IMemory <int> territoryMem = injection.GetMemory(Offsets.Main.TerritoryAddress, Offsets.Main.Territory);

            int territoryId = territoryMem.Value;

            bool isBarracks = false;

            isBarracks |= territoryId == 534;             // Twin adder barracks
            isBarracks |= territoryId == 535;             // Immortal Flame barracks
            isBarracks |= territoryId == 536;             // Maelstrom barracks

            // Mannequins and housing NPC's get actor type changed, but squadron members do not.
            if (!isBarracks && actor.Type == ActorTypes.EventNpc)
            {
                bool?result = await GenericDialog.Show($"The Actor: \"{actor.Name}\" appears to be a humanoid NPC. Do you want to change them to a player to allow for posing and appearance changes?", "Actor Selection", MessageBoxButton.YesNo);

                if (result == null)
                {
                    return;
                }

                if (result == true)
                {
                    actor.SetValue(Offsets.Main.ActorType, ActorTypes.Player);
                    actor.Type = ActorTypes.Player;
                    await actor.ActorRefreshAsync();

                    if (actor.GetValue(Offsets.Main.ModelType) != 0)
                    {
                        actor.SetValue(Offsets.Main.ModelType, 0);
                        await actor.ActorRefreshAsync();
                    }
                }
            }

            // Carbuncles get model type set to player (but not actor type!)
            if (actor.Type == ActorTypes.BattleNpc)
            {
                int modelType = actor.GetValue(Offsets.Main.ModelType);
                if (modelType == 409 || modelType == 410 || modelType == 412)
                {
                    bool?result = await GenericDialog.Show($"The Actor: \"{actor.Name}\" appears to be a Carbuncle. Do you want to change them to a player to allow for posing and appearance changes?", "Actor Selection", MessageBoxButton.YesNo);

                    if (result == null)
                    {
                        return;
                    }

                    if (result == true)
                    {
                        actor.SetValue(Offsets.Main.ModelType, 0);
                        await actor.ActorRefreshAsync();
                    }
                }
            }

            this.actors.Add(actor);
            this.ActorSelected?.Invoke(actor, true);
        }
 public InjectionForUrlController()
 {
     this.injectionService = new InjectionService();
 }
Beispiel #14
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 /// <summary>
 /// Constructor sets dependent components.
 /// </summary>
 /// <param name="injectionService">Creates types, injecting dependent components.</param>
 /// <param name="listElementServices">Retrieves element services.</param>
 public ElementFactory(IInjectionService injectionService, IListElementServices listElementServices)
 {
     _injectionService    = injectionService;
     _listElementServices = listElementServices;
 }
Beispiel #15
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 public TestInjectionService(IInjectionService injectionService)
 {
     injectionService.Inject(this);
 }
Beispiel #16
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        public async Task Start()
        {
            IInjectionService injection = Services.Get <IInjectionService>();

            string directory = injection.GamePath;

            if (!IsValidInstallation(directory))
            {
                throw new Exception("Invalid FFXIV installation");
            }

            bool forceUpdate = false;

            Stopwatch sw = new Stopwatch();

            sw.Start();

            if (forceUpdate)
            {
                if (File.Exists("SaintCoinach.History.zip"))
                {
                    File.Delete("SaintCoinach.History.zip");
                }

                if (Directory.Exists("./Definitions/"))
                {
                    Directory.Delete("./Definitions/", true);
                }
            }

            // Unzip definitions
            if (!Directory.Exists("./Definitions/"))
            {
                ZipFile.ExtractToDirectory("./Modules/SaintCoinach/bin/Definitions.zip", "./Definitions/");
            }

            // TODO get language from language service?
            ARealmReversed realm = new ARealmReversed(directory, Language.English);

            try
            {
                if (!realm.IsCurrentVersion)
                {
                    realm.Update(true, this);
                }
            }
            catch (Exception ex)
            {
                throw new Exception(@"Failed to update Saint Coinach", ex);
            }

            List <Task> tasks = new List <Task>();

            tasks.Add(Task.Run(() => this.Items                  = this.Load <Table <IItem>, IItem, Item, ItemWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Races                  = this.Load <Table <IRace>, IRace, Race, RaceWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Tribes                 = this.Load <Table <ITribe>, ITribe, Tribe, TribeWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Dyes                   = this.Load <Table <IDye>, IDye, Stain, DyeWrapper>(realm)));
            tasks.Add(Task.Run(() => this.BaseNPCs               = this.Load <Table <INpcBase>, INpcBase, ENpcBase, NpcBaseWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Territories            = this.Load <Table <ITerritoryType>, ITerritoryType, TerritoryType, TerritoryTypeWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Weathers               = this.Load <Table <IWeather>, IWeather, Weather, WeatherWrapper>(realm)));
            tasks.Add(Task.Run(() => this.CharacterMakeCustomize = this.Load <CustomizeTable, ICharaMakeCustomize, CharaMakeCustomize, CharacterMakeCustomizeWrapper>(realm)));
            tasks.Add(Task.Run(() => this.CharacterMakeTypes     = this.Load <Table <ICharaMakeType>, ICharaMakeType, CharaMakeType, CharacterMakeTypeWrapper>(realm)));
            tasks.Add(Task.Run(() => this.ResidentNPCs           = this.Load <Table <INpcResident>, INpcResident, ENpcResident, NpcResidentWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Titles                 = this.Load <Table <ITitle>, ITitle, Title, TitleWrapper>(realm)));
            tasks.Add(Task.Run(() => this.Statuses               = this.Load <Table <IStatus>, IStatus, Status, StatusWrapper>(realm)));

            foreach (Task t in tasks)
            {
                await t;
            }

            Log.Write("Initialization took " + sw.ElapsedMilliseconds + "ms", @"Saint Coinach");
        }
Beispiel #17
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 /// <summary>
 /// Constructor sets dependent components.
 /// </summary>
 /// <param name="injectionService">Creates types, injecting dependent components.</param>
 /// <param name="listFormServices">Used to find types of form services.</param>
 public FormServiceFactory(IInjectionService injectionService, IListFormServices listFormServices)
 {
     _injectionService = injectionService;
     _listFormServices = listFormServices;
 }
Beispiel #18
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 public Task Start()
 {
     this.selectionService = Services.Get <SelectionService>();
     this.injectionService = Services.Get <IInjectionService>();
     return(Task.CompletedTask);
 }