All Projects → FFXIVAPP → Sharlayan

FFXIVAPP / Sharlayan

Licence: mit
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sharlayan

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 Sharlayan;
using Sharlayan.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, or use the local json cache (if the file doesn't exist, API will be hit)
	bool useLocalCache = 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, useLocalCache);
}

// 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, or use the local json cache (if the file doesn't exist, API will be hit)
	bool useLocalCache = 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, useLocalCache);
}

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 Sharlayan;

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, ActorItem> MonsterEntities => MonsterWorkerDelegate.EntitiesDictionary;
    public ConcurrentDictionary<uint, ActorItem> NPCEntities => NPCWorkerDelegate.EntitiesDictionary;
    public ConcurrentDictionary<uint, ActorItem> 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; }
}

ChatLog Reading

using Sharlayan;

// 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 _previousArrayIndex = 0;
int _previousOffset = 0;

ChatLogReadResult readResult = Reader.GetChatLog(_previousArrayIndex, _previousOffset);

List<ChatLogEntry> chatLogEntries = readResult.ChatLogEntries;

_previousArrayIndex = readResult.PreviousArrayIndex;
_previousOffset = readResult.PreviousOffset;

// 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 Sharlayan;

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 Sharlayan;

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, PartyMember> PartyEntities => PartyInfoWorkerDelegate.EntitiesDictionary;
    public Dictionary<uint, uint> RemovedParty { get; set; }
    public List<UInt32> NewParty { get; set; }
}

Player Info Reading

using Sharlayan;

PlayerInfoReadResult readResult = Reader.GetPlayerInfo();

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

    public CurrentPlayer CurrentPlayer { get; set; }
}

Target Reading

using Sharlayan;

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);
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