Find the right module and memory address in a game - node.js

I'm trying to create an overlay with nodeJs and ElectronJS for a game that shows real-time stats while playing, but I'm currently stuck on how to find memory adresses I need and which module of the game process I should aim at.
Here is an example of a nodeJs script that finds the player team number in CS:GO using node package memoryJs :
const memoryjs = require('memoryjs');
const processName = "chrome.exe";
const process = memoryjs.openProcess(processName);
const offsets = {
localplayer: 0x12974236,
m_iTeamNum: 0x240
};
const clientModule = memoryjs.findModule("client_panorama.dll", process.th32ProcessID);
const localplayer = memoryjs.readMemory(process.handle, clientModule.modBaseAddr + offsets.localplayer, "int");
const teamNum = memoryjs.readMemory(process.handle, localplayer + offsets.m_iTeamNum, "int");
console.log(`Localplayer team number: ${teamNum}`);
Let's assume I want to do the same on an RPG game that triggers an event with the item name everytime one is looted.
How can I find the right module name that handles this game behavior ("client_panorama.dll" in this example) and which adress offset stores the array of items(0x12974236 and 0x240 in this example)?
Many examples on the net show how to find adresses with CheatEngine on existing values like the health bar in an FPS game, you can easily iterate through memory values by searching your current life value, take damage, find the new value and so on until you have only 1 left adress.
I probably can do the same with a test case where I loot multiple items then scan for their names but I suppose that the gear name is not stored in the same adress everytime a new gear is looted, the game might store it in some sort of arrayList of Item objects that can have various size and various indexes.
I'm totally new to memory adresses, I think I'm not thinking the right way, am I missing something ? Any advanced explanation would be much appreciated.

Related

Read variables value from PLC with Python opcua-asyncio – BadNoMatch: “The requested operation has no match to return.”

Edited to correct some typos:
Hi I’m new to opcua-asyncio package so please be patient if I missed something really obvious, I’m trying to figure out how to connect to a Siemens S7 1200 CPU 1212C firmware version 14 PLC from Python (3.11) and read some variables values.
I’m sorry I can’t figure out a way to support my case with a reproducible example because it’s intrinsically connected to the test PLC I’m working with, if you can suggest a way to make it reproducible I’m going to amend the answer accordingly.
The structure on my test PLC is detailed in the picture, I can access it through different clients, the variables from t1 to t19 are my goal.
[PLC Structure][1]
I went through the documentation (especially the client minimal example ) and some stackoverflow answers and I wrote the following code
# modules
import asyncio
from asyncua import Client
# url and namespace
url = foo bar # the plc location on the network
namespace = "OPC-UA:PLC_1"
t2 =[]
# I can find the objects inside the node
async with Client(url=url) as client:
# Find the namespace index
nsidx = await client.get_namespace_index("urn:OPC-UA:PLC_1")
print(nsidx)
root = client.nodes.root
print("Root node is: ", root)
objects = client.nodes.objects
print("Objects node is: ", objects)
# I can’t find my variables
var = await client.nodes.root.get_child(
["0:Objects", "3:ServerInterfaces", "0:Face"])
print("Var is: ", var)
t2 = await var.get_children_descriptions()
print(t2)
By my understanding of the structure in OPC-UA:PLC_1 namespace I should find an “Objects” node object listing a “ServerInterfaces” node object listing a “Face” node object listing the variables from t1 to t19. However if I ask “Objects” to describe its childs through get_children_descriptions() I can see the ServerInterfaces node object however this Serverinterfaces appears to be named “Face”.
If I ask for the childrens of “Face” I receive a BadNoMatch error.
Any help pointing me to the right direction would be much appreciated. Thank you!
[1]: https://i.stack.imgur.com/QyQCJ.png
I think the Browsename namespace index of Face is wrong.
The index 0 is used for the base nodeset.
You can check the correct index with an other UA Client like the UAExpert (here you need to look at the attibute window not the address space window (which do not show the namespace index)).
If you defined the Face in the face "OPC-UA:PLC_1" the line should be:
var = await client.nodes.root.get_child(
["0:Objects", "3:ServerInterfaces", "3:Face"])

Firebase how to read latest children node?

I'm new to firebase and currently I'm still trying to learn how to get the latest children node based in this RTDB. My nodeMCU will send new data periodically so I'm trying to get the latest node when its added and the value of that node. Can you provide with a sample code for me to understand better? And if possible please explain like I'm 5. Thank you and have a good day.
From what I understand you have an Arduino module that is going to be constantly introducing data into your database.
What you want is to be able to read the value shown in the image as MQ7 every time a new value is added.
If this is the case there are different ways to obtain it.
The first and most common one would be to use the firebase Child Added event. With this event you can handle the data entered every time there is an addition to the reference to the database.
Using this event you would have a set of all the values entered in your reference and with each addition automatically (In Real Time) this set would be updated.
Taking your image as an example, the query code would be something like this (JS):
dbRef.child("Sensor MQ7").on("child_added", (snap) => {
for (i in snap.val()) {
const value_MQ7 = snap.child(i).child("MQ7").val()
// Do what you want with the value
console.log(value_MQ7)
}
})
If you don’t want to have that set with all the values entered in your reference, the best option would be a new function that returns only the value you are requesting, that is, a function that returns the MQ7 value of the last object entered in your reference sensor MQ7.
The query code would be something like this (JS):
const query = dbRef.child("Sensor MQ7").orderByKey().limitToLast(1);
query.get().then((snap) => {
for (i in snap.val()) {
// Do what you want with the value
const value_MQ7 = snap.child(i).child("MQ7").val()
console.log(value_MQ7)
}
})

Let Alexa ask the user a follow up question (NodeJS)

Background
I have an Intent that fetches some Data from an API. This data contains an array and I am iterating over the first 10 entries of said array and read the results back to the user. However the Array is almost always bigger than 10 entries. I am using Lambda for my backend and NodeJS as my language.
Note that I am just starting out on Alexa and this is my first skill.
What I want to archive is the following
When the user triggers the intent and the first 10 entries have been read to the user Alexa should ask "Do you want to hear the next 10 entries?" or something similar. The user should be able to reply with either yes or no. Then it should read the next entries aka. access the array again.
I am struggling with the Alexa implementation of this dialog.
What I have tried so far: I've stumbled across this post here, however I couldn't get it to work and I didn't find any other examples.
Any help or further pointers are appreciated.
That tutorial gets the concept right, but glosses over a few things.
1: Add the yes and no intents to your model. They're "built in" intents, but you have to add them to the model (and rebuild it).
2: Add your new intent handlers to the list in the .addRequestHandlers(...) function call near the bottom of the base skill template. This is often forgotten and is not mentioned in the tutorial.
3: Use const sessionAttributes = handlerInput.attributesManager.getSessionAttributes(); to get your stored session attributes object and assign it to a variable. Make changes to that object's properties, then save it with handlerInput.attributesManager.setSessionAttributes(sessionAttributes);
You can add any valid property name and the values can be a string, number, boolean, or object literal.
So assume your launch handler greets the customer and immediately reads the first 10 items, then asks if they'd like to hear 10 more. You might store sessionAttributes.num_heard = 10.
Both the YesIntent and LaunchIntent handlers should simply pass a num_heard value to a function that retrieves the next 10 items and feeds it back as a string for Alexa to speak.
You just increment sessionAttributes.num_heard by 10 each time that yes intent runs and then save it with handlerInput.attributesManager.setSessionAttributes(sessionAttributes).
What you need to do is something called "Paging".
Let's imagine that you have a stock of data. each page contains 10 entries.
page 1: 1-10, page 2: 11-20, page 3: 21-30 and so on.
When you fetching your data from DB you can set your limitations, In SQL it's implemented with LIMIT ,. But how you get those values based on the page index?
Well, a simple calculation can help you:
let page = 1 //Your identifier or page index. Managed by your client frontend.
let chunk = 10
let _start = page * chunk - (chunk - 1)
let _end = start + (chunk - 1)
Hope this helped you :)

Where is scripted the Dalaran Well teleport (game object)?

When you try to reach the Dalaran Well in Dalaran, you are teleported to the sewers.
It is using this Game object: Doodad_Dalaran_Well_01 (id = 193904 )
Where is it scripted? How?
I've found nothing in the table smart_scripts, and found nothing in the core about this specific id so I'm curious because this type of teleport is really better than clicking on a game object
This gameobject is a unique case because it works like instance teleports do. If you check the gameobject_template table, you will see that it has several Data columns that have diferent values based on the type of the gameobject.
The gameobject you are refering too is the Well It self but the portal gameobject inside the well gives the player a dummy spell to tell the core that the player has been teleported (spell ID 61652).
For the specific case of the dalaran well, it's type is 30 which means, as the documentation says, GAMEOBJECT_TYPE_AURAGENERATOR. As soon as the player is in range, a dummy aura is cast on him to notify the core that this areatrigger has been activated (You could do stuff when player gets hit by the dummy spell).
The trick here is a bunny, but not the bunny itself since it is there mostly to determine an areatrigger. If you use command .go gobject 61148 you can check him out, he's inside the well.
Areatriggers are a DBC object that are actually present on our database on world.areatrigger. You can check the columns here. When the player enters the Radius box specified on the areatrigger, another thing happens in the core which is world.areatrigger_teleport.
If you run the following query you will be able to check the position where the trigger will teleport the player to.
SELECT * FROM areatrigger_teleport WHERE `Name` LIKE '%Dalaran Well teleporter%';

Raphael SVG Map - Add class, id and select individual paths

I've got an SVG map which draws up perfectly and I've got some (average) code that offers a mouseOver, onClick and mouseOut state. In my finished page, I need to be able to click on different countries on the map and display data relating to that country in a table below it. (data table entry omitted, I've got that bit running on a local server already).
http://jsfiddle.net/dE9cK/
I've taken a snippet of my raphael-map code here to show how I get my map up and running, the full code is in the jsfiddle above:
var rsr = Raphael('SVGmap', '679', '350');
var layer1 = rsr.set();
var path6251 = rsr.path("M-289.826-562.781c-2.617-0.95-3.363-1.923-2.737-3.568c0.506-1.331,2.102-1.962,2.102-0.831 c0,0.303,0.547,1.292,1.216,2.197C-286.882-561.785-286.9-561.718-289.826-562.781z").attr({id: 'path6251',fill: '#909155',label: 'Ebene 1',groupmode: 'layer',parent: 'layer1','stroke-width': '0','stroke-opacity': '1'}).transform("t470,892.401").data('id', 'path6251');
var rsrGroups = [layer1];
layer1.push(
path6251
);
What I need help with is to:
Add a unique ID/name to each path once it has been drawn up (to enable me to target each individual path for the data table - would prefer it if this was the current path name to make it easier to reference - I'm tidying up all path names once I've got this up and working).
Each path has a data id in my JS file but I can't seem to get that to pull through with the path.
Group paths together (I've got Alaska & USA as named paths in my fiddle, would like to know how I would group these two to both become selected/active when either is clicked).
Really appreciate any help anybody can give. Thank you.
You can use node property to get the element and set id to it like below
path6251.node.id = 'p6251';
Use set() method to group elements and perform operations on the set.
Sample code
var group1 = rsr.set();
group1.push(path1);
group1.push(path2);
group1.attr({fill: 'red'}); //will change color of both path1 and path2

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