A general debugging tool. 3rd party applications such as
"procmon" (same name) provide these capabilites and even
more. But, they are more difficult to run with bemanitools
and don't provide a unified look at the output in combination
with the log output by bemanitools.
Provide an initial set of system call hooks that have already
supported debugging efforts. More can be added when needed
later.
Move everything to new launcher.xml configuration
files. Adjust the bootstrapping of launcher in the
.bat files. Features such as copying the default
props/ files to nvram are now handled by launcher.
Using the PATH variable, bemanitools binaries can
live in their own dedicated bemanitools/ subfolder
next to props/ and modules/ now. All original
binaries are expected to be kept in a modules/
folder like on stock data.
Kudos to Shiz for providing the groundwork for this.
Fundamentally re-think how launcher operates and
bootstrapping the games is managed and configured.
This brings it significantly closer to how the original
bootstrap is doing the job: launcher now utilizes the
data (structures) provided by the bootstrap.xml configuration
file. This creates compatibility with vanilla data dumps
and original stock images. Note that bemanitools does not
include any code or means to run DRM'd data, only decrypted.
But, this allows users to keep decrypted dumps as stock as
possible which means:
* No copying around of property files anymore
* Keep the modules/ folder with the binaries
* Have bemanitools binaries separate in the data
* No need to edit/customize the original configuration files
A list of key features of the "new" launcher:
* Boostrap games by following the configuration provided by
stock game's bootstrap.xml files
* Custom launcher.xml configuration file that adds further
launcher configurable features, composability of
bootstrap.xml configuration(s) as well as configuration
overriding/stacking of selected types of configurations,
e.g. eamuse config, avs-config. The latter eliminates
the need for modifying stock config files in the prop/
folder
* Unified logging system: launcher and AVS logging uses
the same logger, all output can now be in a single file
* Original features such as various hook types still
available
Due to the significant architectural changes, this also
breaks with any backwards compatibility to existing
launcher setups. Thus, users need to migrate by re-applying
the new configuration format and migrating their config
parameters accordingly.
Further migration instructions and updated documentation
will be provided upon release.
Co-authored-by: Shiz <hi@shiz.me>
This one was missing and is the actual correct
version used for ddr-13. 2.13.04 was compatible,
thus far, but there isn't any guarantee that they
are actually 100% compatible (only konmai knows...).
These were previously missing and are required for
various file system related tasks such as iterating
directory trees, reading and writing files through
the AVS file system for the upcoming launcher
rework.
Note that the AVS API broke with some mode flags
after version 2.13.06.
Use this to share helpers or other extensions to the
original avs API across modules.
Start with including error codes to readable strings
to improve velocity on AVS API error analysis.
This has been a source of common error in the past.
It is known that most, or even all, games run into
various issues when not run with elevated privileges.
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.
Because we are using mingw, we can't just use window's
dbghelp library as the symbols created are in dwarf format.
Fortunately, the dwarfstack library already provides all the
facilities to easily print very descriptive stacktraces,
including function names, file names and line numbers,
when dwarf symbols are available.
This moves the incomplete exception handling portion from
signal to a separate module as well to improve scoping.
We want this to always be visible, so the log level must be
the highest possible. Unfortunately, that's quite the hack
around the existing API and how fatal behaves.
The log API stopped scaling already a while ago and needs
considerable refactoring to consider the various use-cases
that emerged since it was first created on alpha versions
of bemanitools.