misc: chore: Move Play Report analyzer into a dedicated namespace and remove the PlayReport name prefix on types
This commit is contained in:
282
src/Ryujinx/Utilities/PlayReport/Analyzer.cs
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282
src/Ryujinx/Utilities/PlayReport/Analyzer.cs
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using Gommon;
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using MsgPack;
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using Ryujinx.Ava.Utilities.AppLibrary;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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namespace Ryujinx.Ava.Utilities.PlayReport
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{
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/// <summary>
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/// The entrypoint for the Play Report analysis system.
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/// </summary>
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public class Analyzer
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{
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private readonly List<GameSpec> _specs = [];
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/// <summary>
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/// Add an analysis spec matching a specific game by title ID, with the provided spec configuration.
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/// </summary>
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/// <param name="titleId">The ID of the game to listen to Play Reports in.</param>
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/// <param name="transform">The configuration function for the analysis spec.</param>
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/// <returns>The current <see cref="Analyzer"/>, for chaining convenience.</returns>
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public Analyzer AddSpec(string titleId, Func<GameSpec, GameSpec> transform)
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{
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Guard.Ensure(ulong.TryParse(titleId, NumberStyles.HexNumber, null, out _),
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$"Cannot use a non-hexadecimal string as the Title ID for a {nameof(GameSpec)}.");
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_specs.Add(transform(new GameSpec { TitleIds = [titleId] }));
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return this;
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}
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/// <summary>
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/// Add an analysis spec matching a specific game by title ID, with the provided spec configuration.
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/// </summary>
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/// <param name="titleId">The ID of the game to listen to Play Reports in.</param>
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/// <param name="transform">The configuration function for the analysis spec.</param>
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/// <returns>The current <see cref="Analyzer"/>, for chaining convenience.</returns>
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public Analyzer AddSpec(string titleId, Action<GameSpec> transform)
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{
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Guard.Ensure(ulong.TryParse(titleId, NumberStyles.HexNumber, null, out _),
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$"Cannot use a non-hexadecimal string as the Title ID for a {nameof(GameSpec)}.");
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_specs.Add(new GameSpec { TitleIds = [titleId] }.Apply(transform));
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return this;
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}
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/// <summary>
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/// Add an analysis spec matching a specific set of games by title IDs, with the provided spec configuration.
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/// </summary>
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/// <param name="titleIds">The IDs of the games to listen to Play Reports in.</param>
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/// <param name="transform">The configuration function for the analysis spec.</param>
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/// <returns>The current <see cref="Analyzer"/>, for chaining convenience.</returns>
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public Analyzer AddSpec(IEnumerable<string> titleIds,
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Func<GameSpec, GameSpec> transform)
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{
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string[] tids = titleIds.ToArray();
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Guard.Ensure(tids.All(x => ulong.TryParse(x, NumberStyles.HexNumber, null, out _)),
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$"Cannot use a non-hexadecimal string as the Title ID for a {nameof(GameSpec)}.");
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_specs.Add(transform(new GameSpec { TitleIds = [..tids] }));
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return this;
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}
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/// <summary>
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/// Add an analysis spec matching a specific set of games by title IDs, with the provided spec configuration.
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/// </summary>
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/// <param name="titleIds">The IDs of the games to listen to Play Reports in.</param>
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/// <param name="transform">The configuration function for the analysis spec.</param>
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/// <returns>The current <see cref="Analyzer"/>, for chaining convenience.</returns>
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public Analyzer AddSpec(IEnumerable<string> titleIds, Action<GameSpec> transform)
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{
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string[] tids = titleIds.ToArray();
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Guard.Ensure(tids.All(x => ulong.TryParse(x, NumberStyles.HexNumber, null, out _)),
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$"Cannot use a non-hexadecimal string as the Title ID for a {nameof(GameSpec)}.");
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_specs.Add(new GameSpec { TitleIds = [..tids] }.Apply(transform));
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return this;
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}
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/// <summary>
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/// Runs the configured <see cref="GameSpec.FormatterSpec"/> for the specified game title ID.
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/// </summary>
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/// <param name="runningGameId">The game currently running.</param>
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/// <param name="appMeta">The Application metadata information, including localized game name and play time information.</param>
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/// <param name="playReport">The Play Report received from HLE.</param>
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/// <returns>A struct representing a possible formatted value.</returns>
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public FormattedValue Format(
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string runningGameId,
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ApplicationMetadata appMeta,
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MessagePackObject playReport
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)
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{
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if (!playReport.IsDictionary)
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return FormattedValue.Unhandled;
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if (!_specs.TryGetFirst(s => runningGameId.EqualsAnyIgnoreCase(s.TitleIds), out GameSpec spec))
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return FormattedValue.Unhandled;
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foreach (GameSpec.FormatterSpec formatSpec in spec.SimpleValueFormatters.OrderBy(x => x.Priority))
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{
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if (!playReport.AsDictionary().TryGetValue(formatSpec.ReportKey, out MessagePackObject valuePackObject))
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continue;
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return formatSpec.ValueFormatter(new Value
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{
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Application = appMeta, PackedValue = valuePackObject
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});
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}
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return FormattedValue.Unhandled;
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}
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/// <summary>
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/// A potential formatted value returned by a <see cref="PlayReportValueFormatter"/>.
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/// </summary>
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public readonly struct FormattedValue
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{
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/// <summary>
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/// Was any handler able to match anything in the Play Report?
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/// </summary>
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public bool Handled { get; private init; }
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/// <summary>
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/// Did the handler request the caller of the <see cref="Analyzer"/> to reset the existing value?
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/// </summary>
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public bool Reset { get; private init; }
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/// <summary>
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/// The formatted value, only present if <see cref="Handled"/> is true, and <see cref="Reset"/> is false.
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/// </summary>
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public string FormattedString { get; private init; }
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/// <summary>
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/// The intended path of execution for having a string to return: simply return the string.
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/// This implicit conversion will make the struct for you.<br/><br/>
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///
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/// If the input is null, <see cref="Unhandled"/> is returned.
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/// </summary>
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/// <param name="formattedValue">The formatted string value.</param>
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/// <returns>The automatically constructed <see cref="FormattedValue"/> struct.</returns>
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public static implicit operator FormattedValue(string formattedValue)
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=> formattedValue is not null
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? new FormattedValue { Handled = true, FormattedString = formattedValue }
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: Unhandled;
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/// <summary>
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/// Return this to tell the caller there is no value to return.
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/// </summary>
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public static FormattedValue Unhandled => default;
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/// <summary>
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/// Return this to suggest the caller reset the value it's using the <see cref="Analyzer"/> for.
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/// </summary>
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public static FormattedValue ForceReset => new() { Handled = true, Reset = true };
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/// <summary>
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/// A delegate singleton you can use to always return <see cref="ForceReset"/> in a <see cref="PlayReportValueFormatter"/>.
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/// </summary>
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public static readonly PlayReportValueFormatter AlwaysResets = _ => ForceReset;
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/// <summary>
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/// A delegate factory you can use to always return the specified
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/// <paramref name="formattedValue"/> in a <see cref="PlayReportValueFormatter"/>.
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/// </summary>
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/// <param name="formattedValue">The string to always return for this delegate instance.</param>
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public static PlayReportValueFormatter AlwaysReturns(string formattedValue) => _ => formattedValue;
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}
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}
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/// <summary>
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/// A mapping of title IDs to value formatter specs.
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///
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/// <remarks>Generally speaking, use the <see cref="Analyzer"/>.AddSpec(...) methods instead of creating this class yourself.</remarks>
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/// </summary>
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public class GameSpec
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{
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public required string[] TitleIds { get; init; }
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public List<FormatterSpec> SimpleValueFormatters { get; } = [];
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/// <summary>
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/// Add a value formatter to the current <see cref="GameSpec"/>
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/// matching a specific key that could exist in a Play Report for the previously specified title IDs.
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/// </summary>
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/// <param name="reportKey">The key name to match.</param>
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/// <param name="valueFormatter">The function which can return a potential formatted value.</param>
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/// <returns>The current <see cref="GameSpec"/>, for chaining convenience.</returns>
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public GameSpec AddValueFormatter(string reportKey, PlayReportValueFormatter valueFormatter)
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{
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SimpleValueFormatters.Add(new FormatterSpec
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{
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Priority = SimpleValueFormatters.Count, ReportKey = reportKey, ValueFormatter = valueFormatter
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});
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return this;
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}
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/// <summary>
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/// Add a value formatter at a specific priority to the current <see cref="GameSpec"/>
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/// matching a specific key that could exist in a Play Report for the previously specified title IDs.
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/// </summary>
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/// <param name="priority">The resolution priority of this value formatter. Higher resolves sooner.</param>
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/// <param name="reportKey">The key name to match.</param>
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/// <param name="valueFormatter">The function which can return a potential formatted value.</param>
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/// <returns>The current <see cref="GameSpec"/>, for chaining convenience.</returns>
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public GameSpec AddValueFormatter(int priority, string reportKey,
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PlayReportValueFormatter valueFormatter)
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{
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SimpleValueFormatters.Add(new FormatterSpec
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{
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Priority = priority, ReportKey = reportKey, ValueFormatter = valueFormatter
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});
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return this;
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}
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/// <summary>
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/// A struct containing the data for a mapping of a key in a Play Report to a formatter for its potential value.
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/// </summary>
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public struct FormatterSpec
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{
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public required int Priority { get; init; }
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public required string ReportKey { get; init; }
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public PlayReportValueFormatter ValueFormatter { get; init; }
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}
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}
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/// <summary>
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/// The input data to a <see cref="PlayReportValueFormatter"/>,
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/// containing the currently running application's <see cref="ApplicationMetadata"/>,
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/// and the matched <see cref="MessagePackObject"/> from the Play Report.
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/// </summary>
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public class Value
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{
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/// <summary>
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/// The currently running application's <see cref="ApplicationMetadata"/>.
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/// </summary>
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public ApplicationMetadata Application { get; init; }
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/// <summary>
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/// The matched value from the Play Report.
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/// </summary>
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public MessagePackObject PackedValue { get; init; }
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/// <summary>
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/// Access the <see cref="PackedValue"/> as its underlying .NET type.<br/>
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///
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/// Does not seem to work well with comparing numeric types,
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/// so use <see cref="PackedValue"/> and the AsX (where X is a numerical type name i.e. Int32) methods for that.
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/// </summary>
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public object BoxedValue => PackedValue.ToObject();
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#region AsX accessors
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public bool BooleanValue => PackedValue.AsBoolean();
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public byte ByteValye => PackedValue.AsByte();
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public sbyte SByteValye => PackedValue.AsSByte();
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public short ShortValye => PackedValue.AsInt16();
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public ushort UShortValye => PackedValue.AsUInt16();
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public int IntValye => PackedValue.AsInt32();
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public uint UIntValye => PackedValue.AsUInt32();
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public long LongValye => PackedValue.AsInt64();
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public ulong ULongValye => PackedValue.AsUInt64();
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public float FloatValue => PackedValue.AsSingle();
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public double DoubleValue => PackedValue.AsDouble();
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public string StringValue => PackedValue.AsString();
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public Span<byte> BinaryValue => PackedValue.AsBinary();
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#endregion
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}
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/// <summary>
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/// The delegate type that powers the entire analysis system (as it currently is).<br/>
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/// Takes in the result value from the Play Report, and outputs:
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/// <br/>
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/// a formatted string,
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/// <br/>
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/// a signal that nothing was available to handle it,
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/// <br/>
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/// OR a signal to reset the value that the caller is using the <see cref="Analyzer"/> for.
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/// </summary>
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public delegate Analyzer.FormattedValue PlayReportValueFormatter(Value value);
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}
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128
src/Ryujinx/Utilities/PlayReport/PlayReports.cs
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128
src/Ryujinx/Utilities/PlayReport/PlayReports.cs
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using static Ryujinx.Ava.Utilities.PlayReport.Analyzer;
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namespace Ryujinx.Ava.Utilities.PlayReport
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{
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public static class PlayReports
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{
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public static Analyzer Analyzer { get; } = new Analyzer()
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.AddSpec(
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"01007ef00011e000",
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spec => spec
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.AddValueFormatter("IsHardMode", BreathOfTheWild_MasterMode)
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// reset to normal status when switching between normal & master mode in title screen
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.AddValueFormatter("AoCVer", FormattedValue.AlwaysResets)
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)
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.AddSpec(
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"0100f2c0115b6000",
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spec => spec.AddValueFormatter("PlayerPosY", TearsOfTheKingdom_CurrentField))
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.AddSpec(
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"0100000000010000",
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spec =>
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spec.AddValueFormatter("is_kids_mode", SuperMarioOdyssey_AssistMode)
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)
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.AddSpec(
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"010075000ecbe000",
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spec =>
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spec.AddValueFormatter("is_kids_mode", SuperMarioOdysseyChina_AssistMode)
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)
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.AddSpec(
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"010028600ebda000",
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spec => spec.AddValueFormatter("mode", SuperMario3DWorldOrBowsersFury)
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)
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.AddSpec( // Global & China IDs
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["0100152000022000", "010075100e8ec000"],
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spec => spec.AddValueFormatter("To", MarioKart8Deluxe_Mode)
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)
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.AddSpec(
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["0100a3d008c5c000", "01008f6008c5e000"],
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spec => spec
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.AddValueFormatter("area_no", PokemonSVArea)
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.AddValueFormatter("team_circle", PokemonSVUnionCircle)
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);
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private static FormattedValue BreathOfTheWild_MasterMode(Value value)
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=> value.BoxedValue is 1 ? "Playing Master Mode" : FormattedValue.ForceReset;
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private static FormattedValue TearsOfTheKingdom_CurrentField(Value value) =>
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value.DoubleValue switch
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{
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> 800d => "Exploring the Sky Islands",
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< -201d => "Exploring the Depths",
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_ => "Roaming Hyrule"
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};
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private static FormattedValue SuperMarioOdyssey_AssistMode(Value value)
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=> value.BoxedValue is 1 ? "Playing in Assist Mode" : "Playing in Regular Mode";
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private static FormattedValue SuperMarioOdysseyChina_AssistMode(Value value)
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=> value.BoxedValue is 1 ? "Playing in 帮助模式" : "Playing in 普通模式";
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private static FormattedValue SuperMario3DWorldOrBowsersFury(Value value)
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=> value.BoxedValue is 0 ? "Playing Super Mario 3D World" : "Playing Bowser's Fury";
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private static FormattedValue MarioKart8Deluxe_Mode(Value value)
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=> value.StringValue switch
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{
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// Single Player
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"Single" => "Single Player",
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// Multiplayer
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"Multi-2players" => "Multiplayer 2 Players",
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"Multi-3players" => "Multiplayer 3 Players",
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"Multi-4players" => "Multiplayer 4 Players",
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// Wireless/LAN Play
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"Local-Single" => "Wireless/LAN Play",
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"Local-2players" => "Wireless/LAN Play 2 Players",
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// CC Classes
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"50cc" => "50cc",
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"100cc" => "100cc",
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"150cc" => "150cc",
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"Mirror" => "Mirror (150cc)",
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"200cc" => "200cc",
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// Modes
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"GrandPrix" => "Grand Prix",
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"TimeAttack" => "Time Trials",
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"VS" => "VS Races",
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"Battle" => "Battle Mode",
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"RaceStart" => "Selecting a Course",
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"Race" => "Racing",
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_ => FormattedValue.ForceReset
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};
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private static FormattedValue PokemonSVUnionCircle(Value value)
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=> value.BoxedValue is 0 ? "Playing Alone" : "Playing in a group";
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private static FormattedValue PokemonSVArea(Value value)
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=> value.StringValue switch
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{
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// Base Game Locations
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"a_w01" => "South Area One",
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"a_w02" => "Mesagoza",
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"a_w03" => "The Pokemon League",
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"a_w04" => "South Area Two",
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"a_w05" => "South Area Four",
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"a_w06" => "South Area Six",
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"a_w07" => "South Area Five",
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"a_w08" => "South Area Three",
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"a_w09" => "West Area One",
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"a_w10" => "Asado Desert",
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"a_w11" => "West Area Two",
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"a_w12" => "Medali",
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"a_w13" => "Tagtree Thicket",
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"a_w14" => "East Area Three",
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"a_w15" => "Artazon",
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"a_w16" => "East Area Two",
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"a_w18" => "Casseroya Lake",
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"a_w19" => "Glaseado Mountain",
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"a_w20" => "North Area Three",
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"a_w21" => "North Area One",
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"a_w22" => "North Area Two",
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"a_w23" => "The Great Crater of Paldea",
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"a_w24" => "South Paldean Sea",
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"a_w25" => "West Paldean Sea",
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"a_w26" => "East Paldean Sea",
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"a_w27" => "Nouth Paldean Sea",
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//TODO DLC Locations
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_ => FormattedValue.ForceReset
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};
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}
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}
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