private void OnGameStateChanged() { if (GameStateChanged != null) { GameStateChanged?.Invoke(); } }
private void UpdateGameState() { try { GameState = ((ScummEngineAccessor)engine).GetScummState(); GameStateChanged?.Invoke(); } catch (IncompleteReadException) { } }
private void Start() { // FIXME: Change this once main menu is implemented CurrentState = GameState.Paused; Pause(); GameStateChanged.Invoke(); }
public virtual void OnGameStateChanged() { foreach (var participant in _observers) { GameStateChanged?.Invoke(this, participant, new GameStateChangedEventArgs(CurrentStatus)); } }
private void CheckLose() { if (player.Life == 0) { Timer.Stop(); GameStateChanged?.Invoke(this, new GameStateHandlerEventArgs(GameState.Lose)); } }
private void CheckWin() { if (player.X == 29500) { Timer.Stop(); GameStateChanged?.Invoke(this, new GameStateHandlerEventArgs(GameState.Win)); } }
public void UpdateGameState(GameDto game) { GameState = game; GameStateChanged?.Invoke(this, new GameStateUpdatedEventArgs { Game = GameState }); }
private void OnGameChanged(Player observerId, GameStateChangedEventArgs args) { if (args.CurrentState.GameState == GameState.Finished) { _activeGames.Remove(args.CurrentState.GameId); } GameStateChanged?.Invoke(this, observerId, args); }
public void StartMatch() { if (!isServer) { return; } running = true; CurrentState = GameState.Running; GameStateChanged.Invoke(); }
public void ResetMatch() { if (!isServer) { return; } CurrentTime = MatchTime; running = false; CurrentState = GameState.ReadyToStart; GameStateChanged.Invoke(); }
private void SetGameState(GameState state) { Debug.Log(String.Format("Game state changed from {0} to {1}", this.state, state)); bool stateChanged = this.state != state; this.state = state; if (stateChanged && GameStateChanged != null) { GameStateChanged.Invoke(state); } }
public void ChangeGameState(eGameState gameState) { startGameButton.gameObject.SetActive(false); //Standa.gameObject.SetActive(false); gameEnableObjects.ForEach(g => g.SetActive(false)); introAnimEnabledObjects.ForEach(g => g.SetActive(false)); switch (gameState) { case eGameState.StartMenu: startGameButton.gameObject.SetActive(true); _standaAnimator.SetTrigger("Intro"); break; case eGameState.IntroAnim: introAnimEnabledObjects.ForEach(g => g.SetActive(true)); break; case eGameState.Game: standa.GetComponent <RainbowShooter>().enabled = true; backGroundMusic.Play(); gameEnableObjects.ForEach(g => g.SetActive(true)); _standaAnimator.SetTrigger("Riding"); break; case eGameState.Death: TurnOffMovement(); TurnOffShooting(); TurnOffCameraShake(); standa.GetComponentInChildren <Animator>().SetTrigger("Died"); StartCoroutine(DeathSequence()); break; case eGameState.Win: StartCoroutine(WinSequence()); break; default: throw new ArgumentOutOfRangeException(nameof(gameState), gameState, null); } if (gameState != _gameState) { GameStateChanged?.Invoke(gameState); } _gameState = gameState; }
public void Dispatch(Action action) { var type = action.GetType(); if (!listeners.ContainsKey(type)) { return; } foreach (var listener in listeners[type]) { gameState = listener.Invoke(action); } onGameStateChanged.Invoke(gameState); }
private void RunLogStreamReader() { var lines = new List <string>(); while (_observingEnabled) { string line = _streamReader.ReadLine(); if (!string.IsNullOrWhiteSpace(line)) { lines.Add(line); } if ((line == null && lines.Count > 0) || lines.Count == 10) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs(lines.ToArray())); lines.Clear(); } } }
private void MatchOver(GameState state) { running = false; CurrentState = state; //switch (state) //{ // case GameState.AdventurersWin: // Debug.Log("Adventurers win!"); // break; // case GameState.VampireWinsByElimination: // Debug.Log("Vampire wins. All adventurers dead or converted."); // break; // case GameState.VampireWinsByTime: // Debug.Log("Vampire wins. Time ran out and adventurers lost forever."); // break; //} GameStateChanged.Invoke(); }
private void UpdateGameState(GameState state) { GameState = state; GameStateChanged?.Invoke(state); }
public void RunLoop() { while (true) { try { if (!ProcessMemory.getInstance().IsHooked || ProcessMemory.getInstance().process is null || ProcessMemory.getInstance().process.HasExited) { if (!ProcessMemory.getInstance().HookProcess("Among Us")) { Thread.Sleep(1000); continue; } Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"Connected to Among Us process ({Color.Red.ToTextColor()}{ProcessMemory.getInstance().process.Id}{Settings.conInterface.getNormalColor().ToTextColor()})"); var foundModule = false; while (true) { foreach (var module in ProcessMemory.getInstance().modules) { if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase)) { GameAssemblyPtr = module.BaseAddress; if (!GameVerifier.VerifySteamHash(module.FileName)) { cracked = true; Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Client verification: {Color.Red.ToTextColor()}FAIL{Settings.conInterface.getNormalColor().ToTextColor()}."); } else { cracked = false; Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Client verification: {Color.Lime.ToTextColor()}PASS{Settings.conInterface.getNormalColor().ToTextColor()}."); } using (SHA256Managed sha256 = new SHA256Managed()) { using (FileStream fs = new FileStream(module.FileName, FileMode.Open, FileAccess.Read)) { using (var bs = new BufferedStream(fs)) { var hash = sha256.ComputeHash(bs); StringBuilder GameAssemblyhashSb = new StringBuilder(2 * hash.Length); foreach (byte byt in hash) { GameAssemblyhashSb.AppendFormat("{0:X2}", byt); } Console.WriteLine( $"GameAssembly Hash: {GameAssemblyhashSb.ToString()}"); GameHash = GameAssemblyhashSb.ToString(); CurrentOffsets = offMan.FetchForHash(GameAssemblyhashSb.ToString()); if (CurrentOffsets is not null) { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"Loaded offsets: {CurrentOffsets.Description}"); } else { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"No offsets found for: {Color.Aqua.ToTextColor()}{GameAssemblyhashSb.ToString()}{Settings.conInterface.getNormalColor().ToTextColor()}."); } } } } foundModule = true; break; } } if (!foundModule) { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "Still looking for modules..."); //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "Still looking for modules..."); // TODO: This still isn't functional, we need to re-hook to reload module addresses Thread.Sleep(500); // delay and try again ProcessMemory.getInstance().LoadModules(); } else { break; // we have found all modules } } try { if (CurrentOffsets is not null) { prevChatBubsVersion = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, CurrentOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14, 0x10); } // prevGameOverReason = ProcessMemory.getInstance().Read<GameOverReason>(GameAssemblyPtr, _gameOffsets.TempDataOffset, 0x5c, 4); } catch { Settings.conInterface.WriteModuleTextColored("ERROR", Color.Red, "Outdated version of the game."); } } if (cracked && ProcessMemory.getInstance().IsHooked) { var result = Settings.conInterface.CrackDetected(); if (!result) { Environment.Exit(0); } else { cracked = false; } continue; } if (CurrentOffsets is null) { continue; } GameState state; //int meetingHudState = /*meetingHud_cachePtr == 0 ? 4 : */ProcessMemory.ReadWithDefault<int>(GameAssemblyPtr, 4, 0xDA58D0, 0x5C, 0, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var meetingHud = ProcessMemory.getInstance() .Read <IntPtr>(GameAssemblyPtr, CurrentOffsets.MeetingHudOffset, 0x5C, 0); var meetingHud_cachePtr = meetingHud == IntPtr.Zero ? 0 : ProcessMemory.getInstance().Read <uint>(meetingHud, 0x8); var meetingHudState = meetingHud_cachePtr == 0 ? 4 : ProcessMemory.getInstance().ReadWithDefault(meetingHud, 4, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var gameState = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, CurrentOffsets.AmongUsClientOffset, 0x5C, 0, 0x64); // 0 = NotJoined, 1 = Joined, 2 = Started, 3 = Ended (during "defeat" or "victory" screen only) switch (gameState) { case 0: state = GameState.MENU; exileCausesEnd = false; break; case 1: case 3: state = GameState.LOBBY; exileCausesEnd = false; break; default: { if (exileCausesEnd) { state = GameState.LOBBY; } else if (meetingHudState < 4) { state = GameState.DISCUSSION; } else { state = GameState.TASKS; } break; } } //Console.WriteLine($"Got state: {state}"); var allPlayersPtr = ProcessMemory.getInstance() .Read <IntPtr>(GameAssemblyPtr, CurrentOffsets.GameDataOffset, 0x5C, 0, 0x24); var allPlayers = ProcessMemory.getInstance().Read <IntPtr>(allPlayersPtr, 0x08); var playerCount = ProcessMemory.getInstance().Read <int>(allPlayersPtr, 0x0C); var playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { var exiledPlayerId = ProcessMemory.getInstance().ReadWithDefault <byte>(GameAssemblyPtr, 255, CurrentOffsets.MeetingHudOffset, 0x5C, 0, 0x94, 0x08); int impostorCount = 0, innocentCount = 0; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerId == exiledPlayerId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Exiled, Name = pi.GetPlayerName(), IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 || pi.Disconnected == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (state != oldState || shouldForceTransmitState) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs { NewState = state }); shouldForceTransmitState = false; } if (state != oldState && state == GameState.LOBBY) { shouldReadLobby = true; // will eventually transmit } if ((oldState == GameState.DISCUSSION || oldState == GameState.TASKS) && (state == GameState.LOBBY || state == GameState.MENU)) // game ended { int rawGameOverReason = ProcessMemory.getInstance() .Read <int>(GameAssemblyPtr, CurrentOffsets.TempDataOffset, 0x5c, 0x4); GameOverReason gameOverReason = (GameOverReason)rawGameOverReason; bool humansWon = rawGameOverReason <= 1 || rawGameOverReason == 5; if (humansWon) // we will be reading humans data, so set all to simps { foreach (string playerName in CachedPlayerInfos.Keys) { try { CachedPlayerInfos[playerName].IsImpostor = true; } catch (KeyNotFoundException e) { Console.WriteLine($"Could not find User: \"{playerName}\" in CachedPlayerinfos"); } } } var winningPlayersPtr = ProcessMemory.getInstance() .Read <IntPtr>(GameAssemblyPtr, CurrentOffsets.TempDataOffset, 0x5C, 0xC); var winningPlayers = ProcessMemory.getInstance().Read <IntPtr>(winningPlayersPtr, 0x08); var winningPlayerCount = ProcessMemory.getInstance().Read <int>(winningPlayersPtr, 0x0C); var winnerAddrPtr = winningPlayers + 0x10; for (var i = 0; i < winningPlayerCount; i++) { WinningPlayerData wpi = ProcessMemory.getInstance() .Read <WinningPlayerData>(winnerAddrPtr, 0, 0); winnerAddrPtr += 4; try { CachedPlayerInfos[wpi.GetPlayerName()].IsImpostor = wpi.IsImpostor; } catch (KeyNotFoundException e) { Console.WriteLine($"Could not find player with name \"{wpi.GetPlayerName()}\" in CachedPlayerInfos. JSON: {JsonConvert.SerializeObject(CachedPlayerInfos, Formatting.Indented)}"); } } ImmutablePlayer[] endingPlayerInfos = new ImmutablePlayer[CachedPlayerInfos.Count]; CachedPlayerInfos.Values.CopyTo(endingPlayerInfos, 0); GameOver?.Invoke(this, new GameOverEventArgs { GameOverReason = gameOverReason, PlayerInfos = endingPlayerInfos }); } GameState cachedOldState = oldState; oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } var playerName = pi.GetPlayerName(); if (playerName.Length == 0) { continue; } newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } else { // player was here before, we have an old playerInfo to compare against var oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected()) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Disconnected, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } } foreach (var kvp in oldPlayerInfos) { var pi = kvp.Value; var playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } oldPlayerInfos.Clear(); var emitAll = false; if (shouldForceUpdatePlayers) { shouldForceUpdatePlayers = false; emitAll = true; } if (state != cachedOldState && (state == GameState.DISCUSSION || state == GameState.TASKS) ) // game started, or at least we're still in game { CachedPlayerInfos.Clear(); foreach (var kvp in newPlayerInfos ) // do this instead of assignment so they don't point to the same object { var pi = kvp.Value; string playerName = pi.GetPlayerName(); CachedPlayerInfos[playerName] = new ImmutablePlayer() { Name = playerName, IsImpostor = false }; } } foreach (var kvp in newPlayerInfos ) // do this instead of assignment so they don't point to the same object { var pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } var chatBubblesPtr = ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, CurrentOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14); var poolSize = 20; // = ProcessMemory.Read<int>(GameAssemblyPtr, 0xD0B25C, 0x5C, 0, 0x28, 0xC, 0xC) var numChatBubbles = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0xC); var chatBubsVersion = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0x10); var chatBubblesAddr = ProcessMemory.getInstance().Read <IntPtr>(chatBubblesPtr, 0x8) + 0x10; var chatBubblePtrs = ProcessMemory.getInstance().ReadArray(chatBubblesAddr, numChatBubbles); var newMsgs = 0; if (chatBubsVersion > prevChatBubsVersion) // new message has been sent { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { if (prevChatBubsVersion > poolSize) { newMsgs = (chatBubsVersion - prevChatBubsVersion) >> 1; } else { newMsgs = poolSize - prevChatBubsVersion + ((chatBubsVersion - poolSize) >> 1); } } else // single increments { newMsgs = chatBubsVersion - prevChatBubsVersion; } } else if (chatBubsVersion < prevChatBubsVersion) // reset { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { newMsgs = poolSize + ((chatBubsVersion - poolSize) >> 1); } else // single increments { newMsgs = chatBubsVersion; } } prevChatBubsVersion = chatBubsVersion; for (var i = numChatBubbles - newMsgs; i < numChatBubbles; i++) { var msgText = ProcessMemory.getInstance() .ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x20, 0x28)); if (msgText.Length == 0) { continue; } var msgSender = ProcessMemory.getInstance() .ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x1C, 0x28)); var oldPlayerInfo = oldPlayerInfos[msgSender]; ChatMessageAdded?.Invoke(this, new ChatMessageEventArgs { Sender = msgSender, Message = msgText, Color = oldPlayerInfo.GetPlayerColor() }); } if (shouldReadLobby) { var gameCode = ProcessMemory.getInstance().ReadString(ProcessMemory.getInstance().Read <IntPtr>( GameAssemblyPtr, CurrentOffsets.GameStartManagerOffset, 0x5c, 0, 0x20, 0x28)); string[] split; if (gameCode != null && gameCode.Length > 0 && (split = gameCode.Split('\n')).Length == 2) { PlayRegion region = (PlayRegion)((4 - (ProcessMemory.getInstance() .Read <int>(GameAssemblyPtr, CurrentOffsets.ServerManagerOffset, 0x5c, 0, 0x10, 0x8, 0x8) & 0b11)) % 3); // do NOT ask //Recheck for GameOptionsOffset PlayMap map = (PlayMap)ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, CurrentOffsets.GameOptionsOffset, 0x5c, 0x4, 0x10); this.latestLobbyEventArgs = new LobbyEventArgs() { LobbyCode = split[1], Region = region, Map = map, }; shouldReadLobby = false; shouldTransmitLobby = true; // since this is probably new info } } if (shouldTransmitLobby) { if (this.latestLobbyEventArgs != null) { JoinedLobby?.Invoke(this, this.latestLobbyEventArgs); } shouldTransmitLobby = false; } Thread.Sleep(250); } catch (Exception e) { Settings.conInterface.WriteModuleTextColored("ERROR", Color.Red, $"Message: {e.Message} stack: {e.StackTrace}"); Console.WriteLine(e); } } }
protected virtual void OnGameState(EventData eventData) { GameStateChanged?.Invoke(eventData); }
public void RunLoop() { while (true) { try { if (!ProcessMemory.getInstance().IsHooked) { if (!ProcessMemory.getInstance().HookProcess("Among Us")) { Thread.Sleep(1000); continue; } Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"Connected to Among Us process ({Color.Red.ToTextColorPango(ProcessMemory.getInstance().process.Id.ToString())})"); // Check for a modified Among Us.exe & GameAssembly.dll // This generally doesn't mean that the game is pirated, but might mean that // the user is running an unsupported version, such as the beta. var foundModule = false; while (true) { foreach (var module in ProcessMemory.getInstance().modules) { if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase)) { GameAssemblyPtr = module.BaseAddress; using (SHA256Managed sha256 = new SHA256Managed()) { using (FileStream fs = new FileStream(module.FileName, FileMode.Open, FileAccess.Read)) { using (var bs = new BufferedStream(fs)) { var hash = sha256.ComputeHash(bs); StringBuilder GameAssemblyhashSb = new StringBuilder(2 * hash.Length); foreach (byte byt in hash) { GameAssemblyhashSb.AppendFormat("{0:X2}", byt); } Hash = GameAssemblyhashSb.ToString(); Settings.GameOffsets.GameHash = Hash; generateOffsets(); } } } if (!GameVerifier.VerifyGameHash(module.FileName)) { invalidversion = true; } else { invalidversion = false; } Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Game Version Check: {(invalidversion ? Color.Red.ToTextColorPango("FAIL") : Color.Lime.ToTextColorPango("PASS"))}"); if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows) && !GameVerifier.VerifySteamHash(module.FileName)) { cracked = true; } else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux) && !GameVerifier.VerifySteamHash(module.FileName)) { cracked = true; } else { cracked = false; } Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Game Validity Check: {(cracked ? Color.Red.ToTextColorPango("FAIL") : Color.Lime.ToTextColorPango("PASS"))}"); foundModule = true; break; } } if (!foundModule) { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "Still looking for modules..."); //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "Still looking for modules..."); // TODO: This still isn't functional, we need to re-hook to reload module addresses Thread.Sleep(500); // delay and try again ProcessMemory.getInstance().LoadModules(); } else { break; // we have found all modules } } prevChatBubsVersion = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, _gameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14, 0x10); } while (paused) { Thread.Sleep(100); } if ((cracked || invalidversion) && ProcessMemory.getInstance().IsHooked) { GameVersionUnverified?.Invoke(this, new ValidatorEventArgs() { Validity = (cracked ? AmongUsValidity.STEAM_VERIFICAITON_FAIL : AmongUsValidity.OK) | (invalidversion ? AmongUsValidity.GAME_VERIFICATION_FAIL : AmongUsValidity.OK) }); paused = true; continue; } GameState state; //int meetingHudState = /*meetingHud_cachePtr == 0 ? 4 : */ProcessMemory.getInstance().ReadWithDefault<int>(GameAssemblyPtr, 4, 0xDA58D0, 0x5C, 0, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var meetingHud = ProcessMemory.getInstance() .Read <IntPtr>(GameAssemblyPtr, _gameOffsets.MeetingHudOffset, 0x5C, 0); var meetingHud_cachePtr = meetingHud == IntPtr.Zero ? 0 : ProcessMemory.getInstance().Read <uint>(meetingHud, 0x8); var meetingHudState = meetingHud_cachePtr == 0 ? 4 : ProcessMemory.getInstance().ReadWithDefault(meetingHud, 4, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var gameState = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, _gameOffsets.AmongUsClientOffset, 0x5C, 0, 0x64); // 0 = NotJoined, 1 = Joined, 2 = Started, 3 = Ended (during "defeat" or "victory" screen only) switch (gameState) { case 0: state = GameState.MENU; exileCausesEnd = false; break; case 1: case 3: state = GameState.LOBBY; exileCausesEnd = false; break; default: { if (exileCausesEnd) { state = GameState.LOBBY; } else if (meetingHudState < 4) { state = GameState.DISCUSSION; } else { state = GameState.TASKS; } break; } } var allPlayersPtr = ProcessMemory.getInstance() .Read <IntPtr>(GameAssemblyPtr, _gameOffsets.GameDataOffset, 0x5C, 0, 0x24); var allPlayers = ProcessMemory.getInstance().Read <IntPtr>(allPlayersPtr, 0x08); var playerCount = ProcessMemory.getInstance().Read <int>(allPlayersPtr, 0x0C); var playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { var exiledPlayerId = ProcessMemory.getInstance().ReadWithDefault <byte>(GameAssemblyPtr, 255, _gameOffsets.MeetingHudOffset, 0x5C, 0, 0x94, 0x08); int impostorCount = 0, innocentCount = 0; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerId == exiledPlayerId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Exiled, Name = pi.GetPlayerName(), IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 || pi.Disconnected == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (state != oldState || shouldForceTransmitState) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs { NewState = state }); shouldForceTransmitState = false; } if (state != oldState && state == GameState.LOBBY) { shouldReadLobby = true; // will eventually transmit } oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } var playerName = pi.GetPlayerName(); if (playerName.Length == 0) { continue; } newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } else { // player was here before, we have an old playerInfo to compare against var oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected()) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Disconnected, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } } foreach (var kvp in oldPlayerInfos) { var pi = kvp.Value; var playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName) ) // player was here before, isn't now, so they left { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } oldPlayerInfos.Clear(); var emitAll = false; if (shouldForceUpdatePlayers) { shouldForceUpdatePlayers = false; emitAll = true; } foreach (var kvp in newPlayerInfos ) // do this instead of assignment so they don't point to the same object { var pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } var chatBubblesPtr = ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, _gameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14); var poolSize = 20; // = ProcessMemory.getInstance().Read<int>(GameAssemblyPtr, 0xD0B25C, 0x5C, 0, 0x28, 0xC, 0xC) var numChatBubbles = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0xC); var chatBubsVersion = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0x10); var chatBubblesAddr = ProcessMemory.getInstance().Read <IntPtr>(chatBubblesPtr, 0x8) + 0x10; var chatBubblePtrs = ProcessMemory.getInstance().ReadArray(chatBubblesAddr, numChatBubbles); var newMsgs = 0; if (chatBubsVersion > prevChatBubsVersion) // new message has been sent { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { if (prevChatBubsVersion > poolSize) { newMsgs = (chatBubsVersion - prevChatBubsVersion) >> 1; } else { newMsgs = poolSize - prevChatBubsVersion + ((chatBubsVersion - poolSize) >> 1); } } else // single increments { newMsgs = chatBubsVersion - prevChatBubsVersion; } } else if (chatBubsVersion < prevChatBubsVersion) // reset { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { newMsgs = poolSize + ((chatBubsVersion - poolSize) >> 1); } else // single increments { newMsgs = chatBubsVersion; } } prevChatBubsVersion = chatBubsVersion; for (var i = numChatBubbles - newMsgs; i < numChatBubbles; i++) { var msgText = ProcessMemory.getInstance() .ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x20, 0x28)); if (msgText.Length == 0) { continue; } var msgSender = ProcessMemory.getInstance() .ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x1C, 0x28)); var oldPlayerInfo = oldPlayerInfos[msgSender]; ChatMessageAdded?.Invoke(this, new ChatMessageEventArgs { Sender = msgSender, Message = msgText, Color = oldPlayerInfo.GetPlayerColor() }); } if (shouldReadLobby) { var gameCode = ProcessMemory.getInstance().ReadString(ProcessMemory.getInstance() .Read <IntPtr>( GameAssemblyPtr, _gameOffsets.GameStartManagerOffset, 0x5c, 0, 0x20, 0x28)); string[] split; if (gameCode != null && gameCode.Length > 0 && (split = gameCode.Split('\n')).Length == 2) { PlayRegion region = (PlayRegion)((4 - (ProcessMemory.getInstance() .Read <int>(GameAssemblyPtr, _gameOffsets.ServerManagerOffset, 0x5c, 0, 0x10, 0x8, 0x8) & 0b11)) % 3); // do NOT ask this.latestLobbyEventArgs = new LobbyEventArgs() { LobbyCode = split[1], Region = region }; shouldReadLobby = false; shouldTransmitLobby = true; // since this is probably new info } } if (shouldTransmitLobby) { if (this.latestLobbyEventArgs != null) { JoinedLobby?.Invoke(this, this.latestLobbyEventArgs); } shouldTransmitLobby = false; } } catch (ProcessMemory.CaptureMemoryException ex) { if (ex.ErrorCode == ProcessMemory.CaptureErrorCode.InsufficientPermissions) { if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux)) { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "AmongUsCapture does not have permission to link to the Among Us process. This is due to a kernel security setting that disallows programs from reading the memory of other processes. Please check the readme for more information."); } else { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "AmongUsCapture does not have permission to link to the Among Us process."); } } Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "GameMemReader has encountered a problem. Please restart the program."); paused = true; } Thread.Sleep(250); } }
public void OnGameStateChanged(string oldState, string newState) { gameState = newState; Debug.Log("Game state changed in game manager"); GameStateChanged?.Invoke(newState); }
private void OnGameStateChanged(GameStateChangedEventArgs e) => GameStateChanged?.Invoke(this, e);
private void GameStateChangeHook(GameState state) { CurrentState = state; GameStateChanged.Invoke(); }
private GameState handlePlayers(GameState state) { var allPlayersPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameOffsets.GameDataOffset, 0x5C, 0, 0x24); var allPlayers = ProcessMemory.Read <IntPtr>(allPlayersPtr, 0x08); var playerCount = ProcessMemory.Read <int>(allPlayersPtr, 0x0C); var playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { var exiledPlayerId = ProcessMemory.ReadWithDefault <byte>(GameAssemblyPtr, 255, GameOffsets.MeetingHudOffset, 0x5C, 0, 0x94, 0x08); int impostorCount = 0, innocentCount = 0; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerId == exiledPlayerId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Exiled, Name = pi.GetPlayerName(), IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 || pi.Disconnected == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (state != oldState || shouldForceTransmitState) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs { NewState = state }); shouldForceTransmitState = false; } if (state != oldState && state == GameState.LOBBY) { shouldReadLobby = true; // will eventually transmit } oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } var playerName = pi.GetPlayerName(); if (playerName.Length == 0) { continue; } newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } else { // player was here before, we have an old playerInfo to compare against var oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected()) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Disconnected, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } } } foreach (var kvp in oldPlayerInfos) { var pi = kvp.Value; var playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } } oldPlayerInfos.Clear(); var emitAll = false; if (shouldForceUpdatePlayers) { shouldForceUpdatePlayers = false; emitAll = true; } foreach (var kvp in newPlayerInfos) // do this instead of assignment so they don't point to the same object { var pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor(), isImposter = pi.IsImpostor }); } } return(state); }
public static void OnGameStateChanged(GameStateMessage arg) => GameStateChanged?.Invoke(arg);
public void RpcGameStateChanged() { GameStateChanged?.Invoke(gameState); }
public void RunLoop() { while (true) { if (!ProcessMemory.IsHooked) { if (!ProcessMemory.HookProcess("Among Us")) { Thread.Sleep(1000); continue; } else { Console.WriteLine("Connected to Among Us process ({0})", ProcessMemory.process.Id); bool foundModule = false; while (true) { foreach (ProcessMemory.Module module in ProcessMemory.modules) { if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase)) { GameAssemblyPtr = module.BaseAddress; foundModule = true; break; } } if (!foundModule) { Console.WriteLine("Still looking for modules..."); // TODO: This still isn't functional, we need to re-hook to reload module addresses Thread.Sleep(500); // delay and try again } else { break; // we have found all modules } } Console.WriteLine($"({GameAssemblyPtr})"); } } GameState state; int meetingHudState = ProcessMemory.ReadWithDefault <int>(GameAssemblyPtr, 4, 0xDA58D0, 0x5C, 0, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding int gameState = ProcessMemory.Read <int>(GameAssemblyPtr, 0xDA5ACC, 0x5C, 0, 0x64); // 0 = NotJoined, 1 = Joined, 2 = Started, 3 = Ended (during "defeat" or "victory" screen only) if (gameState == 0) { state = GameState.MENU; exileCausesEnd = false; } else if (gameState == 1 || gameState == 3) { state = GameState.LOBBY; exileCausesEnd = false; } else if (exileCausesEnd) { state = GameState.LOBBY; } else if (meetingHudState < 4) { state = GameState.DISCUSSION; } else { state = GameState.TASKS; } IntPtr allPlayersPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, 0xDA5A60, 0x5C, 0, 0x24); IntPtr allPlayers = ProcessMemory.Read <IntPtr>(allPlayersPtr, 0x08); int playerCount = ProcessMemory.Read <int>(allPlayersPtr, 0x0C); IntPtr playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { byte exiledPlayerId = ProcessMemory.ReadWithDefault <byte>(GameAssemblyPtr, 255, 0xDA58D0, 0x5C, 0, 0x94, 0x08); Console.WriteLine($"Player with id {exiledPlayerId} was exiled."); int impostorCount = 0, innocentCount = 0; for (int i = 0; i < playerCount; i++) { PlayerInfo pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (this.shouldTransmitState) { shouldTransmitState = false; GameStateChanged.Invoke(this, new GameStateChangedEventArgs() { NewState = state }); } else if (state != oldState) { if (oldState == GameState.DISCUSSION && state == GameState.TASKS) // send delayed { Task.Delay(7000).ContinueWith((task) => { this.ForceTransmitState(); }); } else { GameStateChanged.Invoke(this, new GameStateChangedEventArgs() { NewState = state }); } } oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (int i = 0; i < playerCount; i++) { PlayerInfo pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } string playerName = pi.GetPlayerName(); newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } else // player was here before, we have an old playerInfo to compare against { PlayerInfo oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } } foreach (KeyValuePair <string, PlayerInfo> kvp in oldPlayerInfos) { PlayerInfo pi = kvp.Value; string playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left { PlayerChanged.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } oldPlayerInfos.Clear(); bool emitAll = false; if (shouldForceUpdate) { shouldForceUpdate = false; emitAll = true; } foreach (KeyValuePair <string, PlayerInfo> kvp in newPlayerInfos) // do this instead of assignment so they don't point to the same object { PlayerInfo pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } //foreach (KeyValuePair<string, PlayerInfo> kvp in oldPlayerInfos) //{ // PlayerInfo pi = kvp.Value; // Console.WriteLine($"Player ID {pi.PlayerId}; Name: {ProcessMemory.ReadString((IntPtr)pi.PlayerName)}; Color: {pi.ColorId}; Dead: " + ((pi.IsDead > 0) ? "yes" : "no")); //} Thread.Sleep(250); } }
public void RunLoop() { while (true) { if (!ProcessMemory.getInstance().IsHooked || ProcessMemory.getInstance().process is null || ProcessMemory.getInstance().process.HasExited) { if (!ProcessMemory.getInstance().HookProcess("Among Us")) { Thread.Sleep(1000); continue; } Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, $"Connected to Among Us process ({Color.Red.ToTextColor()}{ProcessMemory.getInstance().process.Id}{Settings.conInterface.getNormalColor().ToTextColor()})"); var foundModule = false; while (true) { foreach (var module in ProcessMemory.getInstance().modules) { if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase)) { GameAssemblyPtr = module.BaseAddress; if (!GameVerifier.VerifySteamHash(module.FileName)) { cracked = true; Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Client verification: {Color.Red.ToTextColor()}FAIL{Settings.conInterface.getNormalColor().ToTextColor()}."); } else { cracked = false; Settings.conInterface.WriteModuleTextColored("GameVerifier", Color.Red, $"Client verification: {Color.Lime.ToTextColor()}PASS{Settings.conInterface.getNormalColor().ToTextColor()}."); } foundModule = true; break; } } if (!foundModule) { Settings.conInterface.WriteModuleTextColored("GameMemReader", Color.Lime, "Still looking for modules..."); //Program.conInterface.WriteModuleTextColored("GameMemReader", Color.Green, "Still looking for modules..."); // TODO: This still isn't functional, we need to re-hook to reload module addresses Thread.Sleep(500); // delay and try again ProcessMemory.getInstance().LoadModules(); } else { break; // we have found all modules } } try { prevChatBubsVersion = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, _gameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14, 0x10); } catch { Settings.conInterface.WriteModuleTextColored("ERROR", Color.Red, "Outdated version of the game."); } } if (cracked && ProcessMemory.getInstance().IsHooked) { var result = Settings.conInterface.CrackDetected(); if (!result) { Environment.Exit(0); } else { cracked = false; } continue; } GameState state; //int meetingHudState = /*meetingHud_cachePtr == 0 ? 4 : */ProcessMemory.ReadWithDefault<int>(GameAssemblyPtr, 4, 0xDA58D0, 0x5C, 0, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var meetingHud = ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, _gameOffsets.MeetingHudOffset, 0x5C, 0); var meetingHud_cachePtr = meetingHud == IntPtr.Zero ? 0 : ProcessMemory.getInstance().Read <uint>(meetingHud, 0x8); var meetingHudState = meetingHud_cachePtr == 0 ? 4 : ProcessMemory.getInstance().ReadWithDefault(meetingHud, 4, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding var gameState = ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, _gameOffsets.AmongUsClientOffset, 0x5C, 0, 0x64); // 0 = NotJoined, 1 = Joined, 2 = Started, 3 = Ended (during "defeat" or "victory" screen only) switch (gameState) { case 0: state = GameState.MENU; exileCausesEnd = false; break; case 1: case 3: state = GameState.LOBBY; exileCausesEnd = false; break; default: { if (exileCausesEnd) { state = GameState.LOBBY; } else if (meetingHudState < 4) { state = GameState.DISCUSSION; } else { state = GameState.TASKS; } break; } } var allPlayersPtr = ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, _gameOffsets.GameDataOffset, 0x5C, 0, 0x24); var allPlayers = ProcessMemory.getInstance().Read <IntPtr>(allPlayersPtr, 0x08); var playerCount = ProcessMemory.getInstance().Read <int>(allPlayersPtr, 0x0C); var playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { var exiledPlayerId = ProcessMemory.getInstance().ReadWithDefault <byte>(GameAssemblyPtr, 255, _gameOffsets.MeetingHudOffset, 0x5C, 0, 0x94, 0x08); int impostorCount = 0, innocentCount = 0; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerId == exiledPlayerId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Exiled, Name = pi.GetPlayerName(), IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 || pi.Disconnected == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (state != oldState || shouldForceTransmitState) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs { NewState = state }); shouldForceTransmitState = false; } if (state != oldState && state == GameState.LOBBY) { shouldReadLobby = true; // will eventually transmit } oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (var i = 0; i < playerCount; i++) { var pi = ProcessMemory.getInstance().Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } var playerName = pi.GetPlayerName(); if (playerName.Length == 0) { continue; } newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } else { // player was here before, we have an old playerInfo to compare against var oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected()) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Disconnected, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } } foreach (var kvp in oldPlayerInfos) { var pi = kvp.Value; var playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } oldPlayerInfos.Clear(); var emitAll = false; if (shouldForceUpdatePlayers) { shouldForceUpdatePlayers = false; emitAll = true; } foreach (var kvp in newPlayerInfos ) // do this instead of assignment so they don't point to the same object { var pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } var chatBubblesPtr = ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, _gameOffsets.HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14); var poolSize = 20; // = ProcessMemory.Read<int>(GameAssemblyPtr, 0xD0B25C, 0x5C, 0, 0x28, 0xC, 0xC) var numChatBubbles = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0xC); var chatBubsVersion = ProcessMemory.getInstance().Read <int>(chatBubblesPtr, 0x10); var chatBubblesAddr = ProcessMemory.getInstance().Read <IntPtr>(chatBubblesPtr, 0x8) + 0x10; var chatBubblePtrs = ProcessMemory.getInstance().ReadArray(chatBubblesAddr, numChatBubbles); var newMsgs = 0; if (chatBubsVersion > prevChatBubsVersion) // new message has been sent { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { if (prevChatBubsVersion > poolSize) { newMsgs = (chatBubsVersion - prevChatBubsVersion) >> 1; } else { newMsgs = poolSize - prevChatBubsVersion + ((chatBubsVersion - poolSize) >> 1); } } else // single increments { newMsgs = chatBubsVersion - prevChatBubsVersion; } } else if (chatBubsVersion < prevChatBubsVersion) // reset { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { newMsgs = poolSize + ((chatBubsVersion - poolSize) >> 1); } else // single increments { newMsgs = chatBubsVersion; } } prevChatBubsVersion = chatBubsVersion; for (var i = numChatBubbles - newMsgs; i < numChatBubbles; i++) { var msgText = ProcessMemory.getInstance().ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x20, 0x28)); if (msgText.Length == 0) { continue; } var msgSender = ProcessMemory.getInstance().ReadString(ProcessMemory.getInstance().Read <IntPtr>(chatBubblePtrs[i], 0x1C, 0x28)); var oldPlayerInfo = oldPlayerInfos[msgSender]; ChatMessageAdded?.Invoke(this, new ChatMessageEventArgs { Sender = msgSender, Message = msgText, Color = oldPlayerInfo.GetPlayerColor() }); } if (shouldReadLobby) { var gameCode = ProcessMemory.getInstance().ReadString(ProcessMemory.getInstance().Read <IntPtr>(GameAssemblyPtr, _gameOffsets.GameStartManagerOffset, 0x5c, 0, 0x20, 0x28)); string[] split; if (gameCode != null && gameCode.Length > 0 && (split = gameCode.Split('\n')).Length == 2) { PlayRegion region = (PlayRegion)((4 - (ProcessMemory.getInstance().Read <int>(GameAssemblyPtr, _gameOffsets.ServerManagerOffset, 0x5c, 0, 0x10, 0x8, 0x8) & 0b11)) % 3); // do NOT ask this.latestLobbyEventArgs = new LobbyEventArgs() { LobbyCode = split[1], Region = region }; shouldReadLobby = false; shouldTransmitLobby = true; // since this is probably new info } } if (shouldTransmitLobby) { if (this.latestLobbyEventArgs != null) { JoinedLobby?.Invoke(this, this.latestLobbyEventArgs); } shouldTransmitLobby = false; } Thread.Sleep(250); } }
private void SetGameState(GameState gs) { _currentGameState = gs; GameStateChanged?.Invoke(_currentGameState); }
/// <summary> /// Event for notifying that the current game state has changed /// </summary> public void OnGameStateChanged(EventArgs e) { GameStateChanged?.Invoke(this, e); }
public void RunLoop() { while (true) { if (!ProcessMemory.IsHooked) { if (!ProcessMemory.HookProcess("Among Us")) { Thread.Sleep(1000); continue; } else { Program.conInterface.WriteLine($"Connected to Among Us process ({ProcessMemory.process.Id})"); bool foundModule = false; while (true) { foreach (ProcessMemory.Module module in ProcessMemory.modules) { if (module.Name.Equals("GameAssembly.dll", StringComparison.OrdinalIgnoreCase)) { GameAssemblyPtr = module.BaseAddress; foundModule = true; break; } } if (!foundModule) { Program.conInterface.WriteLine("Still looking for modules..."); // TODO: This still isn't functional, we need to re-hook to reload module addresses Thread.Sleep(500); // delay and try again } else { break; // we have found all modules } } Console.WriteLine($"({GameAssemblyPtr})"); prevChatBubsVersion = ProcessMemory.Read <int>(GameAssemblyPtr, HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14, 0x10); } } GameState state; //int meetingHudState = /*meetingHud_cachePtr == 0 ? 4 : */ProcessMemory.ReadWithDefault<int>(GameAssemblyPtr, 4, 0xDA58D0, 0x5C, 0, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding IntPtr meetingHud = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, MeetingHudOffset, 0x5C, 0); uint meetingHud_cachePtr = meetingHud == IntPtr.Zero ? 0 : ProcessMemory.Read <uint>(meetingHud, 0x8); int meetingHudState = meetingHud_cachePtr == 0 ? 4 : ProcessMemory.ReadWithDefault <int>(meetingHud, 4, 0x84); // 0 = Discussion, 1 = NotVoted, 2 = Voted, 3 = Results, 4 = Proceeding int gameState = ProcessMemory.Read <int>(GameAssemblyPtr, AmongUsClientOffset, 0x5C, 0, 0x64); // 0 = NotJoined, 1 = Joined, 2 = Started, 3 = Ended (during "defeat" or "victory" screen only) if (gameState == 0) { state = GameState.MENU; exileCausesEnd = false; } else if (gameState == 1 || gameState == 3) { state = GameState.LOBBY; exileCausesEnd = false; } else if (exileCausesEnd) { state = GameState.LOBBY; } else if (meetingHudState < 4) { state = GameState.DISCUSSION; } else { state = GameState.TASKS; } IntPtr allPlayersPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, GameDataOffset, 0x5C, 0, 0x24); IntPtr allPlayers = ProcessMemory.Read <IntPtr>(allPlayersPtr, 0x08); int playerCount = ProcessMemory.Read <int>(allPlayersPtr, 0x0C); IntPtr playerAddrPtr = allPlayers + 0x10; // check if exile causes end if (oldState == GameState.DISCUSSION && state == GameState.TASKS) { byte exiledPlayerId = ProcessMemory.ReadWithDefault <byte>(GameAssemblyPtr, 255, MeetingHudOffset, 0x5C, 0, 0x94, 0x08); int impostorCount = 0, innocentCount = 0; for (int i = 0; i < playerCount; i++) { PlayerInfo pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerId == exiledPlayerId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Exiled, Name = pi.GetPlayerName(), IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } // skip invalid, dead and exiled players if (pi.PlayerName == 0 || pi.PlayerId == exiledPlayerId || pi.IsDead == 1 || pi.Disconnected == 1) { continue; } if (pi.IsImpostor == 1) { impostorCount++; } else { innocentCount++; } } if (impostorCount == 0 || impostorCount >= innocentCount) { exileCausesEnd = true; state = GameState.LOBBY; } } if (this.shouldTransmitState) { shouldTransmitState = false; GameStateChanged?.Invoke(this, new GameStateChangedEventArgs() { NewState = state }); } else if (state != oldState) { GameStateChanged?.Invoke(this, new GameStateChangedEventArgs() { NewState = state }); } oldState = state; newPlayerInfos.Clear(); playerAddrPtr = allPlayers + 0x10; for (int i = 0; i < playerCount; i++) { PlayerInfo pi = ProcessMemory.Read <PlayerInfo>(playerAddrPtr, 0, 0); playerAddrPtr += 4; if (pi.PlayerName == 0) { continue; } string playerName = pi.GetPlayerName(); newPlayerInfos[playerName] = pi; // add to new playerinfos for comparison later if (!oldPlayerInfos.ContainsKey(playerName)) // player wasn't here before, they just joined { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Joined, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } else // player was here before, we have an old playerInfo to compare against { PlayerInfo oldPlayerInfo = oldPlayerInfos[playerName]; if (!oldPlayerInfo.GetIsDead() && pi.GetIsDead()) // player just died { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Died, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (oldPlayerInfo.ColorId != pi.ColorId) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.ChangedColor, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } if (!oldPlayerInfo.GetIsDisconnected() && pi.GetIsDisconnected()) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Disconnected, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } } foreach (KeyValuePair <string, PlayerInfo> kvp in oldPlayerInfos) { PlayerInfo pi = kvp.Value; string playerName = kvp.Key; if (!newPlayerInfos.ContainsKey(playerName)) // player was here before, isn't now, so they left { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.Left, Name = playerName, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } oldPlayerInfos.Clear(); bool emitAll = false; if (shouldForceUpdate) { shouldForceUpdate = false; emitAll = true; } foreach (KeyValuePair <string, PlayerInfo> kvp in newPlayerInfos) // do this instead of assignment so they don't point to the same object { PlayerInfo pi = kvp.Value; oldPlayerInfos[kvp.Key] = pi; if (emitAll) { PlayerChanged?.Invoke(this, new PlayerChangedEventArgs() { Action = PlayerAction.ForceUpdated, Name = kvp.Key, IsDead = pi.GetIsDead(), Disconnected = pi.GetIsDisconnected(), Color = pi.GetPlayerColor() }); } } IntPtr chatBubblesPtr = ProcessMemory.Read <IntPtr>(GameAssemblyPtr, HudManagerOffset, 0x5C, 0, 0x28, 0xC, 0x14); int poolSize = 20; // = ProcessMemory.Read<int>(GameAssemblyPtr, 0xD0B25C, 0x5C, 0, 0x28, 0xC, 0xC) int numChatBubbles = ProcessMemory.Read <int>(chatBubblesPtr, 0xC); int chatBubsVersion = ProcessMemory.Read <int>(chatBubblesPtr, 0x10); IntPtr chatBubblesAddr = ProcessMemory.Read <IntPtr>(chatBubblesPtr, 0x8) + 0x10; IntPtr[] chatBubblePtrs = ProcessMemory.ReadArray(chatBubblesAddr, numChatBubbles); int newMsgs = 0; if (chatBubsVersion > prevChatBubsVersion) // new message has been sent { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { if (prevChatBubsVersion > poolSize) { newMsgs = (chatBubsVersion - prevChatBubsVersion) >> 1; } else { newMsgs = (poolSize - prevChatBubsVersion) + ((chatBubsVersion - poolSize) >> 1); } } else // single increments { newMsgs = chatBubsVersion - prevChatBubsVersion; } } else if (chatBubsVersion < prevChatBubsVersion) // reset { if (chatBubsVersion > poolSize) // increments are twofold (push to and pop from pool) { newMsgs = poolSize + ((chatBubsVersion - poolSize) >> 1); } else // single increments { newMsgs = chatBubsVersion; } } prevChatBubsVersion = chatBubsVersion; for (int i = numChatBubbles - newMsgs; i < numChatBubbles; i++) { string msgText = ProcessMemory.ReadString(ProcessMemory.Read <IntPtr>(chatBubblePtrs[i], 0x20, 0x28)); if (msgText.Length == 0) { continue; } string msgSender = ProcessMemory.ReadString(ProcessMemory.Read <IntPtr>(chatBubblePtrs[i], 0x1C, 0x28)); ChatMessageAdded?.Invoke(this, new ChatMessageEventArgs() { Sender = msgSender, Message = msgText }); } //string gameCode = ProcessMemory.ReadString(ProcessMemory.Read<IntPtr>(GameAssemblyPtr, GameStartManagerOffset, 0x5c, 0, 0x20, 0x28)); //Console.WriteLine(gameCode); Thread.Sleep(250); } }