Commit Graph
4 Commits
Author SHA1 Message Date
icex2 f990d839af chore: Remove property (node) log from API, make ext(ension) function
There is no need for different implementations
for this depending on the property (node) backend.
Thus, have these as ext(ension) functions that
already use parts of the actual API to implement
logging property (node) structures.
2024-08-15 11:34:32 +02:00
icex2 ee8f2a05fe refactor: property_node attribute handling
The previous implementation just went along with how AVS
property models and deals with attributes: attributes are just
another type of node that follow the same rules as standard
xml nodes/elements.

This design already showed several flaws in application as
these nodes always had to be referred to with an appended
‘@‘ on the attribute keys. This was mitigated with an “ext”
function that hides the whole details of “find the attribute node
before reading the attribute” steps.

By adding another property_node implementation with mxml,
the AVS style abstract layer showed incompatibilities with
the “an attribute is a node” approach. mxml doesn’t treat them as a type of node and just addresses them directly using their keys. This is lot simpler and aligns with how handling
attribute is done throughout the code thus far.

Refactor the property_node interface and the current AVS
implementation to also adapt this. Hide the detail that AVS
treats attributes as nodes and also the whole “append @“
to the keys notation.
2024-08-15 11:34:32 +02:00
icex2 e61dfb3977 refactor: Move all hook and IO libraries to use btools log and thread api
Remove usages of AVS threads and logging functions from the bemanitools backend. Use the bemanitools 6 API instead
which propagates interfaces to call thread and log APIs.

Prior design decisions for using these were:
- have a single log stream through the AVS logging system for “neatness”, log output redirection options in launcher, and theoretically logging to an xrpc endpoint
- IIDX 19 to IIDX 24 crash the AVS logging engine in libavs due to IO hook code running in a non AVS thread (threads in ezusb library) causing a stackoverflow when trying to acquire a mutex (see dev journal 2018-02-10-logging-breakdown-avs.md for details)

With a flexible log sink architecture in the core of bemanitools, and a separate writer function that is hooked up as a log writer to AVS, log streams are still unified on a sink level. This takes care of having all log messaged sinked to the same targets no matter how many logging engines are using them.

This avoids going through the AVS logging engine with the IO related hooking code in iidx, which just uses the bemanitools logging engine instead.

Furthermore, this removes any needs to having to switch thread and logging implementations once AVS is booted which significantly simplifies the runtime orchestration during bootstrapping.

The log-server, which was specifically implemented for iidx to solve the threading issue, can also be removed now. Unfortunately, this also caused performance issues such as stuttering due to it’s rather simplistic implementation.
2024-08-15 11:34:31 +02:00
icex2 57e68f928a feat: bemanitools 6 initial refactoring drop, alpha 1
**THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION**

**THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE**

First cut after massive refactoring with most critical and fundamental changes implemented.
We need to start somewhere, and this might be as good as anything else, so we can get started
with testing, bug fixing and iterating for the next releases.

The following list is non-exhaustive, does not guarantee anything does work, yet, and is supposed
to give a high level idea of what all of this is about. Updated documentation will reflect all of
this at some later point in time in more detail.

* A common "core" now abstracts logging, thread, property and configuration infrastructure and
  provides a common interface. This is used by bemanitools internally as well as all tools, hooks
  and APIs provided and don't depend on the game, version of the game or AVS version available
  anymore
* New bemanitools (public) API
  * Versioned API allowing for handling incremental API changes as well as breaking changes by
    providing a new/different version when necessary
  * Unified interfaces for bemanitools core API, i.e. logging, threads, configuration
  * SDK with examples (TBD)
  * Dogfooding approach: Bemanitools uses its own (public) API to implement and provide fundamental
    features like configurable keyboard implementations for IO or hooks for different games and
    versions
* All bemanitools hooks and IO libraries have been or are about to be re-worked to use the new APIs
* New hook API allows for more fine grained runtime control when stages of the hook are to be
  executed, i.e. pre AVS, before main game, iat hooking instead of relying purely on DllMain
  (which is still a compatible option though)
* launcher as a replacement for bootstrap: Bring it significantly closer to the original bootstrap
  by supporting completely vanilla data and bootstrap.xml configurations to run the games. Note
  that bemanitools does not include any code or means to run DRM'd data, only decrypted
* inject is also being reworked to use as much of the same "infrastructure" as launcher to provide
  a more seamless bootstrapping process for games that keeps pre-eapki data as vanilla as possible
Summary:

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Test Plan:
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Test Plan:
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Test Plan:
2024-08-15 11:34:31 +02:00