wafel_api/game.rs
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use std::{collections::HashMap, sync::Arc};
use wafel_data_access::{DataPath, MemoryLayout, MemoryLayoutImpl};
use wafel_data_type::{Address, IntType, Value};
use wafel_layout::DllLayout;
use wafel_memory::{DllGameMemory, GameMemory, MemoryRead};
use wafel_sm64::{
mario_action_names, read_frame_log, read_object_hitboxes, read_surfaces, ObjectHitbox, Surface,
};
use wafel_viz::VizScene;
use wafel_viz_sm64::{viz_render, VizConfig};
use crate::{simplified_data_type, DataType, Error, Input};
// TODO: Add to python API:
// - render
/// An SM64 API that uses a traditional frame advance / save state model.
///
/// See [crate level docs](crate) for more details on which API to use.
///
/// # Example
///
/// ```no_run
/// use wafel_api::Game;
///
/// let mut game = unsafe { Game::new("libsm64/sm64_us.dll") };
///
/// let power_on = game.save_state();
///
/// game.advance_n(1500);
/// assert_eq!(game.read("gCurrLevelNum"), game.constant("LEVEL_BOWSER_1"));
///
/// game.load_state(&power_on);
/// assert_eq!(game.frame(), 0);
///
/// for frame in 0..1000 {
/// if frame % 2 == 1 {
/// game.write("gControllerPads[0].button", game.constant("START_BUTTON"));
/// }
/// game.advance();
/// }
///
/// game.advance_n(500);
/// assert_eq!(
/// game.read("gCurrLevelNum"),
/// game.constant("LEVEL_CASTLE_GROUNDS")
/// );
/// ```
#[derive(Debug)]
pub struct Game {
id: Arc<()>,
pub layout: MemoryLayoutImpl<DllGameMemory>, // FIXME: Remove pub
pub memory: Arc<DllGameMemory>,
base_slot_frame: u32,
pub base_slot: <DllGameMemory as GameMemory>::Slot,
rerecords: u32,
}
impl Game {
/// Load a libsm64 DLL.
///
/// # Panics
///
/// Panics if the DLL fails to open, probably because the file doesn't exist or the DLL
/// isn't a proper libsm64 DLL.
///
/// # Safety
///
/// This method is inherently unsafe:
/// - If the DLL image is modified (either on disk before load or in memory) from anywhere
/// except this [Game], this is UB.
/// - The DLL can easily execute arbitrary code.
#[track_caller]
pub unsafe fn new(dll_path: &str) -> Self {
match Self::try_new(dll_path) {
Ok(this) => this,
Err(error) => panic!("Error:\n failed to open {}:\n {}\n", dll_path, error),
}
}
/// Load a libsm64 DLL.
///
/// Returns an error if the DLL fails to open, probably because the file doesn't exist or
/// the DLL isn't a proper libsm64 DLL.
///
/// # Safety
///
/// This method is inherently unsafe:
/// - If the DLL image is modified (either on disk before load or in memory) from anywhere
/// except this [Game], this is UB.
/// - The DLL can easily execute arbitrary code.
pub unsafe fn try_new(dll_path: &str) -> Result<Self, Error> {
let mut data_layout = DllLayout::read(dll_path)?.data_layout;
data_layout.add_sm64_extras()?;
let data_layout = Arc::new(data_layout);
let (memory, base_slot) = DllGameMemory::load(dll_path, "sm64_init", "sm64_update")?;
let memory = Arc::new(memory);
let layout = MemoryLayoutImpl::new(&data_layout, &memory, IntType::u_ptr_native().size());
Ok(Self {
id: Arc::new(()),
layout,
memory,
base_slot_frame: 0,
base_slot,
rerecords: 0,
})
}
/// Return the PID of the running process.
///
/// This may be used to allow external processes to access this [Game] instance's
/// memory, e.g. using [RemoteDll](crate::RemoteDll).
pub fn pid(&self) -> u32 {
std::process::id()
}
/// Return the base address of the libsm64 DLL in memory.
///
/// This may be used to allow external processes to access this [Game] instance's
/// memory, e.g. using [RemoteDll](crate::RemoteDll).
pub fn base_address(&self) -> usize {
self.memory.base_address()
}
/// Read a value from memory.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// # Panics
///
/// Panics if the path fails to compile or reading from memory fails.
#[track_caller]
pub fn read(&self, path: &str) -> Value {
match self.try_read(path) {
Ok(value) => value,
Err(error) => panic!("Error:\n failed to read '{}':\n {}\n", path, error),
}
}
/// Read a value from memory.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// Returns an error if the path fails to compile or reading from memory fails.
pub fn try_read(&self, path: &str) -> Result<Value, Error> {
let path = self.layout.global_path(path)?;
let value = path.read(&self.memory.with_slot(&self.base_slot))?;
Ok(value)
}
/// Read a null terminated string from memory at the given address.
///
/// # Panics
///
/// Panics if reading from memory fails.
#[track_caller]
pub fn read_string_at(&self, address: Address) -> Vec<u8> {
match self.try_read_string_at(address) {
Ok(bytes) => bytes,
Err(error) => panic!("Error:\n failed to read string:\n {}\n", error),
}
}
/// Read a null terminated string from memory at the given address.
///
/// Returns an error if reading from memory fails.
pub fn try_read_string_at(&self, address: Address) -> Result<Vec<u8>, Error> {
let memory = self.memory.with_slot(&self.base_slot);
let bytes = memory.read_string(address)?;
Ok(bytes)
}
/// Find the address of a path.
///
/// This method returns `None` if `?` is used in the path and the expression before
/// `?` evaluates to a null pointer.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// # Panics
///
/// Panics if the path fails to compile or reading from memory fails.
#[track_caller]
pub fn address(&self, path: &str) -> Option<Address> {
match self.try_address(path) {
Ok(address) => address,
Err(error) => panic!("Error:\n failed to read '{}':\n {}\n", path, error),
}
}
/// Find the address of a path.
///
/// This method returns `None` if `?` is used in the path and the expression before
/// `?` evaluates to a null pointer.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// Returns an error if the path fails to compile or reading from memory fails.
pub fn try_address(&self, path: &str) -> Result<Option<Address>, Error> {
let path = self.layout.global_path(path)?;
let address = path.address(&self.memory.with_slot(&self.base_slot))?;
Ok(address)
}
/// Return the name of the global variable at the given address.
///
/// Returns None if no global variable is at the address.
pub fn address_to_symbol(&self, address: Address) -> Option<String> {
self.layout.address_to_symbol(address).ok()
}
/// Return a simplified description of the type of the given variable.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// # Panics
///
/// Panics if the path fails to compile or type resolution fails.
#[track_caller]
pub fn data_type(&self, path: &str) -> DataType {
match self.try_data_type(path) {
Ok(data_type) => data_type,
Err(error) => panic!("Error:\n {}\n", error),
}
}
/// Return a simplified description of the type of the given variable.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// # Panics
///
/// Panics if the path fails to compile or type resolution fails.
pub fn try_data_type(&self, path: &str) -> Result<DataType, Error> {
let path = DataPath::compile(&self.layout, path)?;
let data_type = path.concrete_type();
let simplified = simplified_data_type(&self.layout, &data_type)?;
Ok(simplified)
}
/// Write a value to memory.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// # Panics
///
/// Panics if the data path fails to compile or the write fails.
#[track_caller]
pub fn write(&mut self, path: &str, value: Value) {
match self.try_write(path, value) {
Ok(()) => {}
Err(error) => panic!("Error:\n failed to write '{}':\n {}\n", path, error),
}
}
/// Write a value to memory.
///
/// See the [crate documentation](crate) for the path syntax.
///
/// Returns an error if the data path fails to compile or the write fails.
pub fn try_write(&mut self, path: &str, value: Value) -> Result<(), Error> {
let path = self.layout.global_path(path)?;
path.write(&mut self.memory.with_slot_mut(&mut self.base_slot), value)?;
Ok(())
}
/// Set the game's controller input for the current frame using [Input].
///
/// # Panics
///
/// Panics if the write fails.
#[track_caller]
pub fn set_input(&mut self, input: Input) {
match self.try_set_input(input) {
Ok(()) => {}
Err(error) => panic!("Error:\n failed to set input:\n {}\n", error),
}
}
/// Set the game's controller input for the current frame using [Input].
///
/// Returns an error if the write fails.
pub fn try_set_input(&mut self, input: Input) -> Result<(), Error> {
self.try_write("gControllerPads[0].button", input.buttons.into())?;
self.try_write("gControllerPads[0].stick_x", input.stick_x.into())?;
self.try_write("gControllerPads[0].stick_y", input.stick_y.into())?;
Ok(())
}
/// Get the frame of the current game state.
pub fn frame(&self) -> u32 {
self.base_slot_frame
}
/// Advance a single frame.
pub fn advance(&mut self) {
self.memory.advance_base_slot(&mut self.base_slot);
self.base_slot_frame += 1;
}
/// Advance multiple frames.
pub fn advance_n(&mut self, num_frames: u32) {
for _ in 0..num_frames {
self.advance();
}
}
/// Create a save state using the current game state.
pub fn save_state(&self) -> SaveState {
let mut slot = self.memory.create_backup_slot();
self.memory.copy_slot(&mut slot, &self.base_slot);
SaveState::new(Arc::clone(&self.id), self.base_slot_frame, slot)
}
/// Load a save state.
///
/// # Panics
///
/// Panics if the save state was produced by a different [Game] instance.
#[track_caller]
pub fn load_state(&mut self, state: &SaveState) {
if let Err(error) = self.try_load_state(state) {
panic!("{}", error);
}
}
/// Load a save state.
///
/// Returns an error if the save state was produced by a different [Game] instance.
pub fn try_load_state(&mut self, state: &SaveState) -> Result<(), Error> {
if !Arc::ptr_eq(&self.id, &state.game_id) {
return Err(Error::SaveStateMismatch);
}
self.memory.copy_slot(&mut self.base_slot, &state.slot);
self.base_slot_frame = state.frame;
self.rerecords = self.rerecords.saturating_add(1);
Ok(())
}
/// Return the number of times that a save state has been loaded.
pub fn rerecords(&self) -> u32 {
self.rerecords
}
/// Return the value of the macro constant or enum variant with the given name.
///
/// # Panics
///
/// Panics if the constant doesn't exist.
/// Unless the name has a typo, it is likely that either Wafel is out of date or it is just
/// a limitation of how Wafel obtains constants from the source.
#[track_caller]
pub fn constant(&self, name: &str) -> Value {
match self.try_constant(name) {
Ok(value) => value,
Err(error) => panic!("Error:\n {}\n", error),
}
}
/// Return the value of the macro constant or enum variant with the given name.
///
/// Returns an error if the constant doesn't exist.
/// Unless the name has a typo, it is likely that either Wafel is out of date or it is just
/// a limitation of how Wafel obtains constants from the source.
pub fn try_constant(&self, name: &str) -> Result<Value, Error> {
let value = self.layout.data_layout().constant(name)?;
Ok(value.value.into())
}
/// Render the game to a [VizScene] object, which can be displayed using
/// [wafel_viz].
///
/// # Panics
///
/// Panics if rendering fails (most likely a bug in [wafel_viz]).
pub fn render(&self, config: &VizConfig) -> VizScene {
match self.try_render(config) {
Ok(scene) => scene,
Err(error) => panic!("Error:\n failed to render:\n {}\n", error),
}
}
/// Render the game to a [VizScene] object, which can be displayed using
/// [wafel_viz].
///
/// Returns an error if rendering fails (most likely a bug in [wafel_viz]).
pub fn try_render(&self, config: &VizConfig) -> Result<VizScene, Error> {
let memory = self.memory.with_slot(&self.base_slot);
let scene = viz_render(&self.layout, &memory, config, false)?;
Ok(scene)
}
/// Return a mapping from Mario action values to their name (e.g. `ACT_IDLE`).
pub fn mario_action_names(&self) -> HashMap<u32, String> {
mario_action_names(&self.layout)
}
/// Read the Wafel frame log for the previous frame advance.
///
/// # Panics
///
/// Panics if reading the frame log fails, e.g. it contains an invalid event type.
#[track_caller]
pub fn frame_log(&self) -> Vec<HashMap<String, Value>> {
match self.try_frame_log() {
Ok(frame_log) => frame_log,
Err(error) => panic!("Error:\n failed to read frame log:\n {}\n", error),
}
}
/// Read the Wafel frame log for the previous frame advance.
///
/// Returns an error if reading the frame log fails, e.g. it contains an invalid event type.
pub fn try_frame_log(&self) -> Result<Vec<HashMap<String, Value>>, Error> {
let memory = self.memory.with_slot(&self.base_slot);
let frame_log = read_frame_log(&self.layout, &memory)?;
Ok(frame_log)
}
/// Read the currently loaded surfaces.
///
/// # Panics
///
/// Panics if the read fails.
#[track_caller]
pub fn surfaces(&self) -> Vec<Surface> {
match self.try_surfaces() {
Ok(surfaces) => surfaces,
Err(error) => panic!("Error:\n failed to read surfaces:\n {}\n", error),
}
}
/// Read the currently loaded surfaces.
///
/// Returns an error if the read fails.
pub fn try_surfaces(&self) -> Result<Vec<Surface>, Error> {
let memory = self.memory.with_slot(&self.base_slot);
let surfaces = read_surfaces(&self.layout, &memory)?;
Ok(surfaces)
}
/// Read the hitboxes for active objects.
///
/// # Panics
///
/// Panics if the read fails.
#[track_caller]
pub fn object_hitboxes(&self) -> Vec<ObjectHitbox> {
match self.try_object_hitboxes() {
Ok(hitboxes) => hitboxes,
Err(error) => panic!("Error:\n failed to read object hitboxes:\n {}\n", error),
}
}
/// Read the hitboxes for active objects.
///
/// Returns an error if the read fails.
pub fn try_object_hitboxes(&self) -> Result<Vec<ObjectHitbox>, Error> {
let memory = self.memory.with_slot(&self.base_slot);
let hitboxes = read_object_hitboxes(&self.layout, &memory)?;
Ok(hitboxes)
}
}
/// A save state used by [Game].
#[derive(Debug)]
pub struct SaveState {
game_id: Arc<()>,
frame: u32,
slot: <DllGameMemory as GameMemory>::Slot,
}
impl SaveState {
fn new(game_id: Arc<()>, frame: u32, slot: <DllGameMemory as GameMemory>::Slot) -> Self {
Self {
game_id,
frame,
slot,
}
}
/// Return the frame that the save state was taken on.
pub fn frame(&self) -> u32 {
self.frame
}
}