**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:
Test Plan:
Summary:
Test Plan:
Summary:
Test Plan:
Summary:
Test Plan:
Expecting to improve debugability significantly. Stacktraces
can be enhanced with function names, file names and line
numbers when symbols are included in all exe and dll files.
Furthermore, this also improves debugger usage as symbols
can be imported to help navigate disassembly/decompiled code.
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).
Apply a consistent style across all markdown documents.
Use mdformat (https://github.com/executablebooks/mdformat)
to achieve that. Improves maintainability and readability.
This removes the need to copy all the data into the docker container
and outputs from the build process out of the container. In
hindsight, this was a poor design decision as it created docker
images that were very large with data, that you don't have to
keep stored once the build finished, e.g. the build output.
Therefore, mount the local folder, keep the checkouts also local
which is good for debugging and also re-using them to build without
the docker container (no second checkout required).
Build output is also written directly to the build/ output folder
Overall, the docker container is more lightweight and actually
a "build environment" only not tainted with specific versions
of the dependencies to build.
Keep normal/dev builds (e.g. just run make) without this flag
to allow keeping warnings around and not being forced to clean
them up during development.