Summary: Test Plan: Read any configuration values through bemanitools's configuration API abstraction. This still had to be hooked up when a hook dll is being loaded. The current implementation relies on an environment variable providing the path to the original inject configuration file, then it extracts the relevant hook configuration section for the currently loaded hook library. This adheres to the limitations of not having any other entry points than DllMain for a hook library (as of now).
104 lines
5.2 KiB
XML
104 lines
5.2 KiB
XML
<?xml version="1.0" encoding="Shift-JIS"?>
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<inject>
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<version __type="u32">1</version>
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<debugger>
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<app>
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<path __type="str">bm2dx.exe</path>
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</app>
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<attach_type __type="str">inject</attach_type>
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</debugger>
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<hooks>
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<hook>
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<enable __type="bool">1</enable>
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<path __type="str">iidxhook1.dll</path>
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<config kind="inline">
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<hook>
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<eamuse>
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<!-- Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) -->
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<card_type __type="str">C02</card_type>
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<!-- URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. -->
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<server __type="str">localhost:80</server>
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<pcbid __type="bin">0101020304050607086F</pcbid>
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<eamid __type="bin">0101020304050607086F</eamid>
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</eamuse>
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<gfx>
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<device>
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<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
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<adapter __type="s8">-1</adapter>
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<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
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<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
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<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
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<frame_rate_limit __type="float">0.0</frame_rate_limit>
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</device>
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<window>
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<windowed __type="bool">1</windowed>
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<framed __type="bool">1</framed>
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<!-- Windowed height, 0 for default size -->
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<width __type="u16">0</width>
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<height __type="u16">0</height>
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</window>
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<back_buffer_scale>
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<!-- Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter. -->
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<width __type="u16">0</width>
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<height __type="u16">0</height>
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<!-- Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation). -->
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<filter __type="str">none</filter>
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</back_buffer_scale>
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<game>
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<!-- Enable/disable software monitor check/auto timebase or set a pre-determined refresh value. -1 disables this feature. 0 enables auto detecting the current refresh rate on startup. Setting any positive value > 0 allows you to set a pre-determined refresh rate (e.g. retrieved from the monitor check on newer IIDX games). Either the auto detected value or pre-determined value is used to patch any chart files in-memory to fix song synchronization issues. Requires constant refresh rate!!! -->
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<monitor_check __type="float">-1.000000</monitor_check>
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<!-- Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style) -->
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<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
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</game>
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</gfx>
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<ezusb>
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<type __type="str">C02</type>
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<security>
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<boot>
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<version __type="str">GEC02</version>
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<seed __type="str">0:0:0</seed>
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</boot>
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<plug_black_mcode __type="str">GEC02JAA</plug_black_mcode>
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</security>
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<debug>
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<api_call_monitoring __type="bool">0</api_call_monitoring>
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</debug>
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</ezusb>
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<misc>
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<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
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<settings_path __type="str">.\</settings_path>
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<rteffect_stub __type="bool">1</rteffect_stub>
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<disable_clock_set __type="bool">1</disable_clock_set>
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</misc>
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</hook>
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</config>
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</hook>
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</hooks>
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<logger>
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<enable __type="bool">1</enable>
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<level __type="str">misc</level>
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<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
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<sinks>
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<async>
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<enable __type="bool">0</enable>
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<queue_length __type="u8">64</queue_length>
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<overflow_policy __type="str">discard_new</overflow_policy>
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</async>
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<console>
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<enable __type="bool">1</enable>
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<color __type="bool">1</color>
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</console>
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<file>
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<enable __type="bool">1</enable>
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<path __type="str">inject.log</path>
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<append __type="bool">0</append>
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<rotate __type="bool">0</rotate>
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<max_rotations __type="u8">1</max_rotations>
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</file>
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</sinks>
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</logger>
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<debug>
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<property_configs_log __type="bool">1</property_configs_log>
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<property_api_trace_log __type="bool">0</property_api_trace_log>
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</debug>
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</inject> |