Issue tracking, feature request and release repository.
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.
- 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";
// whether to always hit API on start to get the latest sigs based on patchVersion
bool ignoreJSONCache = true;
// patchVersion of game, or latest
string patchVersion = "latest";
Process process = processes[0];
ProcessModel processModel = new ProcessModel
{
Process = process
}
MemoryHandler.Instance.SetProcess(processModel, gameLanguage, patchVersion, ignoreJSONCache);
}
// DX11
Process[] processes = Process.GetProcessesByName("ffxiv_dx11");
if (processes.length)
{
// supported: English, Chinese, Japanese, French, German, Korean
string gameLanguage = "English";
// whether to always hit API on start to get the latest sigs based on patchVersion
bool ignoreJSONCache = true;
// patchVersion of game, or latest
string patchVersion = "latest";
Process process = processes[0];
ProcessModel processModel = new ProcessModel
{
Process = process,
IsWin64 = true
}
MemoryHandler.Instance.SetProcess(processModel, gameLanguage, patchVersion, ignoreJSONCache);
}
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.
The following functions are available:
using FFXIVAPP.Memory;
ActorReadResult readResult = Reader.GetActors();
// Removed 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()
{
RemovedMonster = new Dictionary<uint, uint>();
RemovedNPC = new Dictionary<uint, uint>();
RemovedPC = 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> RemovedMonster { get; set; }
public Dictionary<uint, uint> RemovedNPC { get; set; }
public Dictionary<uint, uint> RemovedPC { get; set; }
public List<UInt32> NewMonster { get; set; }
public List<UInt32> NewNPC { get; set; }
public List<UInt32> NewPC { get; set; }
}
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; }
}
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; }
}
using FFXIVAPP.Memory;
PartyInfoReadResult readResult = Reader.GetPartyMembers();
// Removed 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()
{
RemovedParty = new Dictionary<uint, uint>();
NewParty = new List<uint>();
}
public ConcurrentDictionary<uint, PartyEntity> PartyEntities => PartyInfoWorkerDelegate.EntitiesDictionary;
public Dictionary<uint, uint> RemovedParty { get; set; }
public List<UInt32> NewParty { get; set; }
}
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; }
}
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; }
}
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);