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AUTOTRACKING.md

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PopTracker Auto-Tracking

Supported Interfaces

Atomicity

Atomicity depends on backend and bridge. Updating internal cache is atomic per block, but block size is not guaranteed. Read block or u16, u24, u32, etc. from cache is atomic.

If you find a non-working case, please report.

Memory Interface (USB2SNES, Lua)

For snes, the inferface uses bus addresses, a valid address mapping has to be provided, either through auto-detection (not implemented), variant's flags "lorom", "hirom", "exlorom" or "exhirom", or the internal game-name table.

global ScriptHost

  • :AddMemoryWatch(name, addr, size, callback[, interval_in_ms]) returns a reference (name) to the watch
  • :RemoveMemoryWatch(name) removes named memory watch
  • callback signature: bool function(Segment) (see example below and type Segment)

global AutoTracker

Reading from AutoTracker may be slower than reading from Segment (watch callback argument). baseaddr+offset is the absolute memory address.

  • int :ReadU8(baseaddr[,offset]) read 8bit unsigned integer, may return 0 if not yet cached
  • int :ReadU16(baseaddr[,offset]) as above, 16bit
  • int :ReadU24(baseaddr[,offset]) as above, 24bit
  • int :ReadU32(baseaddr[,offset]) as above, 32bit
  • table .SelectedConnectorType currently is an empty table for compatibility

type Segment

Reading from Segment (watch callback argument) is preferred. address is the absolute memory address.

  • int :ReadUInt8(address) read 8bit unsigned integer, may return 0 if not yet cached
  • int :ReadUInt16(address) as above, 16bit
  • int :ReadUInt24(address) as above, 24bit
  • int :ReadUInt32(address) as above, 32bit

Example

-- init.lua

ScriptHost:LoadScript("scripts/autotracking.lua")


-- autotracking.lua

function updateAlchemy(mem)
    local b = mem:ReadUint8(0x7E2258)
    Tracker:FindObjectForCode("acid_rain").Active = (b & 0x01)>0 -- Acid Rain
    -- etc.
    return true -- (optional) returning false will call the callback again if anything else changes
end


ScriptHost:AddMemoryWatch("AlchemyBlock", 0x7E2258, 5, updateAlchemy)

Variable Interface (UAT)

To enable UAT, add the flag "uat" to your manifest.json -> variants -> <variant> -> flags.

To auto-start UATBridge, if available, also add the flag "uatbridge".

global ScriptHost

  • :AddVariableWatch(name, {variable_name, ...}, callback[, interval_in_ms]) returns a reference (name) to the watch
  • :RemoveVariableWatch(name)
  • callback signature: function(Store, {changed_variable_name, ...}) (see type Store)

global AutoTracker

Reading from AutoTracker may be slower than reading from Store (watch callback argument).

  • variant :ReadVariable(variable_name) returns what the remote sent for the variable_name

type Store

Reading from Store (watch callback argument) is preferred.

  • variant :ReadVariable(variable_name) returns what the remote sent for the variable_name

Example

-- init.lua

if AutoTracker.ReadVariable then
    ScriptHost:LoadScript("scripts/autotracking.lua")
end


-- autotracking.lua

function updateAlchemy(store)
    Tracker:FindObjectForCode("acid_rain").Active = store:ReadVariable("acid_rain")>0 -- Acid Rain
    -- etc.
end


ScriptHost:AddVariableWatch("Alchemy", {"acid_rain"}, updateAlchemy)

See examples/uat-example for a full example.

Archipelago Interface

This is fully callback-driven.

Archipelago auto-tracking is enabled by adding "ap" to a variant's flags in manifest.json and clicking on "AP" in the menu when the pack is loaded.

  • when connection to a server is established, Clear handlers are called so the Lua script can clear all locations and items.
  • when an item is received, Item handlers are called
  • when a location is checked, Location handlers are called
  • when a location is scouted, Scout handlers are called
  • when a bounce is received, Bounced handlers are called
  • when a watched data storage value is changed, SetReply handlers are called
  • when a data storage value is polled (Get), Retrieved handlers are called

global Archipelago

  • .PlayerNumber the slot number of the connected player or -1 if not connected
  • .TeamNumber the team number of the connected player, -1 if not connected or nil if unsupported (before 0.25.2)
  • .CheckedLocations array of already checked location ids or nil if unsupported (before 0.25.2)
  • .MissingLocations array of unchecked/missing location ids or nil if unsupported (before 0.25.2)
  • :AddClearHandler(name, callback) called when connecting to a (new) server and state should be cleared; args: slot_data
  • :AddItemHandler(name, callback) called when an item is received; args: index, item_id, item_name[, player_number since 0.20.2]
  • :AddLocationHandler(name, callback) called when a location was checked; args: location_id, location_name
  • :AddScoutHandler(name, callback) called when a location was scouted; args: location_id, location_name, item_id, item_name, item_player
  • :AddBouncedHandler(name, callback) called when the server sends a bounce; args: json bounce message as table
  • :AddRetrievedHandler(name, callback) called when the server replies to Get; args: key, value
  • :AddSetReplyHandler(name, callback) called when a watched data storage value is changed; args: key, value, old_value
  • :Get(keys) ask the server for values from data storage, run this from a ClearHandler, keys is an array of strings
  • :SetNotify(keys) ask the server to notify when a data storage value is changed, run this from a ClearHandler, keys is an array of strings

Other Stuff

in addition to above interfaces, the tracker will call

  • autotracker_started when a game is connected (currently memory only)
  • autotracker_stopped when a auto-tracking is disabled by the user (currently memory only)

in addition, the following back-end agnostic functions are provided

  • AutoTracker:GetConnectionState(backend_name) will return an integer corresponding to the current state (since 0.20.2).
    • Valid backend names are: "SNES", "UAT", "AP" (case sensitive)
    • States are: -1: Unavailable, 0: Disabled, 1: Disconnected, 2: Socket Connected (not ready), 3: Game/Console Connected (ready)