Skip to content

namidairo/ffxivapp-memory

 
 

Repository files navigation

ffxivapp-memory

Issue tracking, feature request and release repository.

What is this?

This is the main memory module for FFXIVAPP split out into it's own repo. For enterprising people this means not having to wait for a full app update as this "should" be a drop in replacement for your existing one in your FFXIVAPP folder.

Pending anything catastrophic update-wise it should be good to go.

How do I use it and what comes back?

  • Add as a reference into your project.

That's the basic of it. For actual instantiation it works as follows:

using FFXIVAPP.Memory;
using FFXIVAPP.Memory.Models;

// DX9
Process[] processes = Process.GetProcessesByName("ffxiv");
if (processes.length)
{
    // supported: English, Chinese, Japanese, French, German, Korean
    string gameLanguage = "English";
    Process process = processes[0];
    ProcessModel processModel = new ProcessModel
    {
        Process = process
    }
    MemoryHandler.Instance.SetProcess(processModel, gameLanguage);
}

// DX11
Process[] processes = Process.GetProcessesByName("ffxiv_dx11");
if (processes.length)
{
    // supported: English, Chinese, Japanese, French, German, Korean
    string gameLanguage = "English";
    Process process = processes[0];
    ProcessModel processModel = new ProcessModel
    {
        Process = process,
        IsWin64 = true
    }
    MemoryHandler.Instance.SetProcess(processModel, gameLanguage);
}

The memory module is now instantiated and is ready to read data. If you are switching to a new process remember to call SetProcess again.

Reading data

The following functions are available:

Actors (Monster, Player, NPC, etc) Reading

using FFXIVAPP.Memory;

ActorReadResult readResult = Reader.GetActors();

// Previous is list of ID's that were in the last scan
// New is all the new ID's added
// Also returned is the Current list of actors.

// The result is the following class
public class ActorReadResult
{
    public ActorReadResult()
    {
        PreviousMonster = new Dictionary<uint, uint>();
        PreviousNPC = new Dictionary<uint, uint>();
        PreviousPC = new Dictionary<uint, uint>();

        NewMonster = new List<uint>();
        NewNPC = new List<uint>();
        NewPC = new List<uint>();
    }

    public ConcurrentDictionary<uint, ActorEntity> MonsterEntities => MonsterWorkerDelegate.EntitiesDictionary;
    public ConcurrentDictionary<uint, ActorEntity> NPCEntities => NPCWorkerDelegate.EntitiesDictionary;
    public ConcurrentDictionary<uint, ActorEntity> PCEntities => PCWorkerDelegate.EntitiesDictionary;
    public Dictionary<uint, uint> PreviousMonster { get; set; }
    public Dictionary<uint, uint> PreviousNPC { get; set; }
    public Dictionary<uint, uint> PreviousPC { get; set; }
    public List<UInt32> NewMonster { get; set; }
    public List<UInt32> NewNPC { get; set; }
    public List<UInt32> NewPC { get; set; }
}

ChatLog Reading

using FFXIVAPP.Memory;

// For chatlog you must locally store previous array offsets and indexes in order to pull the correct log from the last time you read it.
int previousArrayOffset = 0;
int previousIndex = 0;

ChatLogReadResult readResult = Reader.GetChatLog(previousArrayOffset, previousIndex);

List<ChatLogEntry> chatLogEntries = readResult.ChatLogEntries;

previousArrayOffset = readResult.PreviousArrayOffset;
previousIndex = readResult.PreviousIndex;

// The result is the following class
public class ChatLogReadResult
{
    public ChatLogReadResult()
    {
        ChatLogEntries = new List<ChatLogEntry>();
    }

    public List<ChatLogEntry> ChatLogEntries { get; set; }
    public int PreviousArrayIndex { get; set; }
    public int PreviousOffset { get; set; }
}

Inventory Reading

using FFXIVAPP.Memory;

InventoryReadResult readResult = Reader.GetInventoryItems();

// The result is the following class
public class InventoryReadResult
{
    public InventoryReadResult()
    {
        InventoryEntities = new List<InventoryEntity>();
    }

    public List<InventoryEntity> InventoryEntities { get; set; }
}

Party Reading

using FFXIVAPP.Memory;

PartyInfoReadResult readResult = Reader.GetPartyMembers();

// Previous is list of ID's that were in the last scan
// New is all the new ID's added
// Also returned is the Current list of actors.

// The result is the following class
public class PartyInfoReadResult
{
    public PartyInfoReadResult()
    {
        PreviousParty = new Dictionary<uint, uint>();

        NewParty = new List<uint>();
    }

    public ConcurrentDictionary<uint, PartyEntity> PartyEntities => PartyInfoWorkerDelegate.EntitiesDictionary;
    public Dictionary<uint, uint> PreviousParty { get; set; }
    public List<UInt32> NewParty { get; set; }
}

Player Info Reading

using FFXIVAPP.Memory;

PlayerInfoReadResult readResult = Reader.GetPlayerInfo();

// The result is the following class
public class PlayerInfoReadResult
{
    public PlayerInfoReadResult()
    {
        PlayerEntity = new PlayerEntity();
    }

    public PlayerEntity PlayerEntity { get; set; }
}

Target Reading

using FFXIVAPP.Memory;

TargetReadResult readResult = Reader.GetTargetInfo();

// TargetsFound means at least 1 was found

// The result is the following class
public class TargetReadResult
{
    public TargetReadResult()
    {
        TargetEntity = new TargetEntity();
    }

    public TargetEntity TargetEntity { get; set; }
    public bool TargetsFound { get; set; }
}

Want to scan for something yourself?

First instantiate the MemoryHandler class then proceed to create a new Scanner.

var signatures = new List<Signature>();
// typical signature
signatures.Add(new Signature
{
	Key = "SOMETHING",
	Value = "0123456789ABCDEF",
	Offset = 0
});
// pointer path based (no signature)
signatures.Add(new Signature
{
	Key = "SOMETHING2",
	PointerPath = new List<long>
	{
		0x0123456789
	}
});
// Aseembly Signature Based
signatures.Add(new Signature
{
	Key = "SOMETING3",
	Value = "0123456789ABCDEF0123456789ABCDEF",
	ASMSignature = true,
	PointerPath = new List<long>
	{
		0L, // ASM assumes first pointer is always 0
		144L
	}
}); 
Scanner.Instance.LoadOffsets(Signatures.Resolve(ProcessModel.IsWin64, GameLanguage));

Once this is complete you can reference this when reading like so:

var somethingMap = MemoryHandler.Instance.GetByteArray(Scanner.Instance.Locations["SOMETHING"], 8);

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C# 100.0%