/// <summary> /// This is basic asynchronous structure impl. with task result usage. /// </summary> /// <param name="debug"></param> /// <param name="gameProcess"></param> /// <param name="precision">Is used for thread sleep. Lover -> faster but needs more resources.</param> protected BaseAsync(BaseDebug debug, GameProcess.GameProcess gameProcess, int precision = 33) { Precision = precision; Debug = debug; GameProcess = gameProcess; DoWork(); }
public Notifications(BaseDebug baseDebug) { NotificationManager = new NotificationManager() { }; _baseDebug = baseDebug; baseDebug.OnMessageAdded += OnMessageAdded; }
public VxAceModule(BaseDebug baseDebug, IServiceProvider serviceProvider, ProcessMethods processMethods, Action updatables, int precision = 33) : base(baseDebug, serviceProvider, processMethods, "RGSS301.dll", updatables, precision) { if (updatables is null) { InitUpdatables(); } }
/// <summary> /// OffsetLoader for loading offsets based on defined/undefined types. /// You can define type that has been (dumped / set up) by config/class file. /// </summary> /// <param name="debug">debug</param> /// <param name="processMethods">Methods for accessing process</param> /// <param name="plugin">Defined plugin suited for set engine</param> /// <param name="precision">Async precision.</param> /// <param name="objName">Has to be defined literal name of config file if type is dynamic.</param> /// <param name="props">Props of expando obj. Fields & methods</param> public OffsetLoader(BaseDebug debug, ProcessMethods processMethods, PluginBase plugin, int precision = 33, string objName = "", IEnumerable <string> props = null) : base(debug, processMethods._gameProcess, precision) { _plugin = plugin; if (objName == "") { Type = (T)Activator.CreateInstance(typeof(T)); if (Type.Equals(default))
public GameProcess(BaseDebug debug, Process process) { if (Process == null) { throw new ArgumentNullException(nameof(Process)); } _process = process; }
//private EventHandler<KeyEventArgs> _debugKeys; public KeyboardListener(BaseDebug debug) { InitEvents(debug); Interceptor = new KeyboardInterceptor(); //todo: find viable keyboard hook //Interceptor.KeyDown += _debugKeys; Interceptor?.StartCapturing(); }
public Controller(IServiceProvider serviceProvider, BaseDebug debug, Config config) : base(serviceProvider) { this._debug = debug; this._notifications = new Model.Notifications.Notifications(debug); this._config = config; GameProcess = new GameProcess(debug); _gameWindow = new GameWindow(debug, config, GameProcess); GameProcess.OnNoProcessFound += GameProcessOnOnNoProcessFound; GameProcess.OnProcessFound += GameProcessOnOnProcessFound; }
public Config(BaseDebug debug) : base(debug, null) { var tsk = new Task <List <object> >(() => { if (File.Exists("appsettings.json") && CheckConfigIntegrityAsync()) { //todo: Check if GetSection serialized types are readonly and refs to the actual config. } else { //todo: fix this shit //ReplaceJsonConfig(); } return(null !); }); AddWork(tsk); tsk.ConfigureAwait(false); }
public ScheduleService(BaseDebug baseDebug, Client client) : base(baseDebug, client) { }
public ComonScheduleActionManager(BaseDebug debug, AllServices allServices) { this._debug = debug; this._allServices = allServices; DoWork(); }
public Core(BaseDebug debug, Config config) { SetupServices(_services, config); Controller = new Controller(_services.BuildServiceProvider(), debug, config); }
protected BaseService(BaseDebug debug, Client client) { this.Debug = debug; this.Client = client; DoWork(); }
public PluginService(BaseDebug debug, GameProcess.GameProcess gameProcess, List <IPluginBase> pluginBases, int precision = 33) : base(debug, gameProcess, precision) { ServiceCollection = pluginBases.Cast <PluginBase>().ToList(); DebugTest(); }
public GameProcess(BaseDebug debug) { _debug = debug; }
public GameWindow(BaseDebug debug, Config config, GameProcess.GameProcess gameProcess) : base(debug, gameProcess) { _config = config; }
public TeacherService(BaseDebug baseDebug, Client client) : base(baseDebug, client) { }
public StudentService(BaseDebug debug, Client client) : base(debug, client) { this.Client = client; this.Debug = debug; }
private void InitEvents(BaseDebug debug) { //_debugKeys = (sender, args) => debug.AddMessage<object>( // new Message<object>("Key: [" + args.KeyCode + "] handled:[" + args.Handled.ToString() + "]")); }