public dynamic Run(LiveSplitState timer, ASLState old, ASLState current, ExpandoObject vars, Process game, ref string version, ref double refreshRate) { // dynamic args can't be ref or out, this is a workaround CompiledCode.version = version; CompiledCode.refreshRate = refreshRate; var ret = CompiledCode.Execute(timer, old.Data, current.Data, vars, game); version = CompiledCode.version; refreshRate = CompiledCode.refreshRate; return ret; }
public static ASLScript Parse(String code) { var grammar = new ASLGrammar(); var parser = new Parser(grammar); var tree = parser.Parse(code); var rootChilds = tree.Root.ChildNodes; var stateNode = rootChilds.Where(x => x.Term.Name == "stateDef").First(); var methodsNode = rootChilds.Where(x => x.Term.Name == "methodList").First(); var processName = (String)stateNode.ChildNodes[2].Token.Value; var valueDefinitionNodes = stateNode.ChildNodes[5].ChildNodes; var state = new ASLState(); foreach (var valueDefinitionNode in valueDefinitionNodes.Where(x => x.ChildNodes.Count > 0)) { var childNodes = valueDefinitionNode.ChildNodes; var type = (String)childNodes[0].Token.Value; var identifier = (String)childNodes[1].Token.Value; var module = (String)childNodes[3].Token.Value; var moduleBase = childNodes[5].ChildNodes.Select(x => (int)x.Token.Value).First(); var offsets = childNodes[5].ChildNodes.Skip(1).Select(x => (int)x.Token.Value).ToArray(); var valueDefinition = new ASLValueDefinition() { Identifier = identifier, Type = type, Pointer = new DeepPointer(module, moduleBase, offsets) }; state.ValueDefinitions.Add(valueDefinition); } ASLMethod start = null, split = null, isLoading = null, gameTime = null, reset = null; foreach (var method in methodsNode.ChildNodes[0].ChildNodes) { var script = new ASLMethod((String)method.ChildNodes[2].Token.Value); var methodName = (String)method.ChildNodes[0].Token.Value; switch (methodName) { case "start": start = script; break; case "split": split = script; break; case "isLoading": isLoading = script; break; case "gameTime": gameTime = script; break; case "reset": reset = script; break; } } return(new ASLScript(processName, state, start, split, reset, isLoading, gameTime)); }
public ASLScript( String processName, ASLState state, ASLMethod start, ASLMethod split, ASLMethod reset, ASLMethod isLoading, ASLMethod gameTime) { ProcessName = processName; State = state; Start = start ?? new ASLMethod(""); Split = split ?? new ASLMethod(""); Reset = reset ?? new ASLMethod(""); IsLoading = isLoading ?? new ASLMethod(""); GameTime = gameTime ?? new ASLMethod(""); }
public static ASLScript Parse(String code) { var grammar = new ASLGrammar(); var parser = new Parser(grammar); var tree = parser.Parse(code); var rootChilds = tree.Root.ChildNodes; var stateNode = rootChilds.Where(x => x.Term.Name == "stateDef").First(); var methodsNode = rootChilds.Where(x => x.Term.Name == "methodList").First(); var processName = (String)stateNode.ChildNodes[2].Token.Value; var valueDefinitionNodes = stateNode.ChildNodes[5].ChildNodes; var state = new ASLState(); foreach (var valueDefinitionNode in valueDefinitionNodes.Where(x => x.ChildNodes.Count > 0)) { var childNodes = valueDefinitionNode.ChildNodes; var type = (String)childNodes[0].Token.Value; var identifier = (String)childNodes[1].Token.Value; var module = (String)childNodes[3].Token.Value; var moduleBase = childNodes[5].ChildNodes.Select(x => (int)x.Token.Value).First(); var offsets = childNodes[5].ChildNodes.Skip(1).Select(x => (int)x.Token.Value).ToArray(); var valueDefinition = new ASLValueDefinition() { Identifier = identifier, Type = type, Pointer = new DeepPointer(module, moduleBase, offsets) }; state.ValueDefinitions.Add(valueDefinition); } ASLMethod start = null, split = null, isLoading = null, gameTime = null, reset = null; foreach (var method in methodsNode.ChildNodes[0].ChildNodes) { var script = new ASLMethod((String)method.ChildNodes[2].Token.Value); var methodName = (String)method.ChildNodes[0].Token.Value; switch (methodName) { case "start": start = script; break; case "split": split = script; break; case "isLoading": isLoading = script; break; case "gameTime": gameTime = script; break; case "reset": reset = script; break; } } return new ASLScript(processName, state, start, split, reset, isLoading, gameTime); }
// This is executed repeatedly as long as the game is connected and initialized. private void DoUpdate(LiveSplitState state) { _old_state = _state.RefreshValues(_game); if (!(RunMethod(_methods.update, state) ?? true)) { // If Update explicitly returns false, don't run anything else return; } if (state.CurrentPhase == TimerPhase.Running || state.CurrentPhase == TimerPhase.Paused) { if (_uses_game_time && !state.IsGameTimeInitialized) _timer.InitializeGameTime(); var is_paused = RunMethod(_methods.isLoading, state); if (is_paused != null) state.IsGameTimePaused = is_paused; var game_time = RunMethod(_methods.gameTime, state); if (game_time != null) state.SetGameTime(game_time); if (RunMethod(_methods.reset, state) ?? false) { if (_settings.GetBasicSettingValue("reset")) _timer.Reset(); } else if (RunMethod(_methods.split, state) ?? false) { if (_settings.GetBasicSettingValue("split")) _timer.Split(); } } if (state.CurrentPhase == TimerPhase.NotRunning) { if (RunMethod(_methods.start, state) ?? false) { if (_settings.GetBasicSettingValue("start")) _timer.Start(); } } }
// This is executed each time after connecting to the game (usually just once, // unless an error occurs before the method finishes). private void DoInit(LiveSplitState state) { Debug("Initializing"); _state.RefreshValues(_game); _old_state = _state; GameVersion = string.Empty; // Fetch version from init-method var ver = string.Empty; RunMethod(_methods.init, state, ref ver); if (ver != GameVersion) { GameVersion = ver; var version_state = _states.Where(kv => kv.Key.ToLower() == _game.ProcessName.ToLower()) .Select(kv => kv.Value) .First() // states .FirstOrDefault(s => s.GameVersion == ver); if (version_state != null) { // This state descriptor may already be selected if (version_state != _state) { _state = version_state; _state.RefreshValues(_game); _old_state = _state; Debug($"Switched to state descriptor for version '{GameVersion}'"); } } else { Debug($"No state descriptor for version '{GameVersion}' (will keep using default one)"); } } _init_completed = true; Debug("Init completed, running main methods"); }
private void TryConnect(LiveSplitState state) { _game = null; var state_process = _states.Keys.Select(proccessName => new { // default to the state with no version specified, if it exists State = _states[proccessName].FirstOrDefault(s => s.GameVersion == "") ?? _states[proccessName].First(), Process = Process.GetProcessesByName(proccessName).FirstOrDefault(x => !x.HasExited) }).FirstOrDefault(x => x.Process != null); if (state_process == null) return; _init_completed = false; _game = state_process.Process; _state = state_process.State; if (_state.GameVersion == "") { Debug("Connected to game: {0} (using default state descriptor)", _game.ProcessName); } else { Debug("Connected to game: {0} (state descriptor for version '{1}' chosen as default)", _game.ProcessName, _state.GameVersion); } DoInit(state); }
public static ASLScript Parse(string code) { var grammar = new ASLGrammar(); var parser = new Parser(grammar); var tree = parser.Parse(code); if (tree.HasErrors()) throw new Exception("ASL parse error(s): " + string.Join("\n", tree.ParserMessages)); var root_childs = tree.Root.ChildNodes; var methods_node = root_childs.First(x => x.Term.Name == "methodList"); var states_node = root_childs.First(x => x.Term.Name == "stateList"); var states = new Dictionary<string, List<ASLState>>(); foreach (var state_node in states_node.ChildNodes) { var process_name = (string)state_node.ChildNodes[2].Token.Value; var version = state_node.ChildNodes[3].ChildNodes.Skip(1).Select(x => (string) x.Token.Value).FirstOrDefault() ?? string.Empty; var value_definition_nodes = state_node.ChildNodes[6].ChildNodes; var state = new ASLState(); foreach (var value_definition_node in value_definition_nodes.Where(x => x.ChildNodes.Count > 0)) { var child_nodes = value_definition_node.ChildNodes; var type = (string)child_nodes[0].Token.Value; var identifier = (string)child_nodes[1].Token.Value; var module = child_nodes[3].ChildNodes.Take(1).Select(x => (string) x.Token.Value).FirstOrDefault() ?? string.Empty; var module_base = child_nodes[4].ChildNodes.Select(x => (int)x.Token.Value).First(); var offsets = child_nodes[4].ChildNodes.Skip(1).Select(x => (int)x.Token.Value).ToArray(); var value_definition = new ASLValueDefinition() { Identifier = identifier, Type = type, Pointer = new DeepPointer(module, module_base, offsets) }; state.ValueDefinitions.Add(value_definition); } state.GameVersion = version; if (!states.ContainsKey(process_name)) states.Add(process_name, new List<ASLState>()); states[process_name].Add(state); } var methods = new ASLScript.Methods(); foreach (var method in methods_node.ChildNodes[0].ChildNodes) { var method_name = (string)method.ChildNodes[0].Token.Value; var script = new ASLMethod((string)method.ChildNodes[2].Token.Value); switch (method_name) { case "init": methods.init = script; break; case "exit": methods.exit = script; break; case "update": methods.update = script; break; case "start": methods.start = script; break; case "split": methods.split = script; break; case "isLoading": methods.isLoading = script; break; case "gameTime": methods.gameTime = script; break; case "reset": methods.reset = script; break; case "startup": methods.startup = script; break; case "shutdown": methods.shutdown = script; break; } } return new ASLScript(methods, states); }
public dynamic Run(LiveSplitState timer, ASLState old, ASLState current) { return(CompiledCode.Execute(timer, old.Data, current.Data)); }
public static ASLScript Parse(string code) { var grammar = new ASLGrammar(); var parser = new Parser(grammar); var tree = parser.Parse(code); if (tree.HasErrors()) { var error_msg = new StringBuilder("ASL parse error(s):"); foreach (var msg in parser.Context.CurrentParseTree.ParserMessages) { var loc = msg.Location; error_msg.Append($"\nat Line {loc.Line + 1}, Col {loc.Column + 1}: {msg.Message}"); } throw new Exception(error_msg.ToString()); } var root_childs = tree.Root.ChildNodes; var methods_node = root_childs.First(x => x.Term.Name == "methodList"); var states_node = root_childs.First(x => x.Term.Name == "stateList"); var states = new Dictionary <string, List <ASLState> >(); foreach (var state_node in states_node.ChildNodes) { var process_name = (string)state_node.ChildNodes[2].Token.Value; var version = state_node.ChildNodes[3].ChildNodes.Skip(1).Select(x => (string)x.Token.Value).FirstOrDefault() ?? string.Empty; var value_definition_nodes = state_node.ChildNodes[6].ChildNodes; var state = new ASLState(); foreach (var value_definition_node in value_definition_nodes.Where(x => x.ChildNodes.Count > 0)) { var child_nodes = value_definition_node.ChildNodes; var type = (string)child_nodes[0].Token.Value; var identifier = (string)child_nodes[1].Token.Value; var module = child_nodes[3].ChildNodes.Take(1).Select(x => (string)x.Token.Value).FirstOrDefault() ?? string.Empty; var module_base = child_nodes[4].ChildNodes.Select(x => (long)x.Token.Value).First(); var offsets = child_nodes[4].ChildNodes.Skip(1).Select(x => (long)x.Token.Value).ToArray(); var value_definition = new ASLValueDefinition() { Identifier = identifier, Type = type, Pointer = new DeepPointer(module, module_base, offsets) }; state.ValueDefinitions.Add(value_definition); } state.GameVersion = version; if (!states.ContainsKey(process_name)) { states.Add(process_name, new List <ASLState>()); } states[process_name].Add(state); } var methods = new ASLScript.Methods(); foreach (var method in methods_node.ChildNodes[0].ChildNodes) { var body = (string)method.ChildNodes[2].Token.Value; var method_name = (string)method.ChildNodes[0].Token.Value; var line = method.ChildNodes[2].Token.Location.Line + 1; var script = new ASLMethod(body, method_name, line) { ScriptMethods = methods }; switch (method_name) { case "init": methods.init = script; break; case "exit": methods.exit = script; break; case "update": methods.update = script; break; case "start": methods.start = script; break; case "split": methods.split = script; break; case "isLoading": methods.isLoading = script; break; case "gameTime": methods.gameTime = script; break; case "reset": methods.reset = script; break; case "startup": methods.startup = script; break; case "shutdown": methods.shutdown = script; break; } } return(new ASLScript(methods, states)); }
public dynamic Run(LiveSplitState timer, ASLState old, ASLState current) { return CompiledCode.Execute(timer, old.Data, current.Data); }
public OcarinaOfTimeScript() { State = new ASLState(); }
public PokemonRedBlueScript() { State = new ASLState(); }