This fixes automatic pointer path resolution for Unity games by adding 2 features:
caching of resolved offsets
If the code is dealing with Classes that didn't run their cctor, automatic pointer path resolution fails. However, caching the offsets already resolved allows the script to skip over them instead of looking for them again. This greatly improves performance, as some functions, especially the get_class() one, are very intensive and slow, requiring hundredths of memory reads in some games and potentially stalling the execution of the autosplitter
looking for child classes through their vtable
This also fixes automatic pointer path resolution when traversing arrays or standard C# structures the previous implementation of this function was failing on.
Together with its companion PR https://github.com/LiveSplit/asr/pull/69 , this should fix most if not all the outstanding bugs there were left and I could identify so far with this engine.
A couple of additional commits have also been added in roder to have Copy on the DeepPointer struct, as well as adding a read_pointer() function inside Process.
This fixes automatic pointer path resolution for Unity games by adding 2 features:
caching of resolved offsets If the code is dealing with Classes that didn't run their cctor, automatic pointer path resolution fails. However, caching the offsets already resolved allows the script to skip over them instead of looking for them again. This greatly improves performance, as some functions, especially the get_class() one, are very intensive and slow, requiring hundredths of memory reads in some games and potentially stalling the execution of the autosplitter
looking for child classes through their vtable This also fixes automatic pointer path resolution when traversing arrays or standard C# structures the previous implementation of this function was failing on.
Together with its companion PR https://github.com/LiveSplit/asr/pull/69 , this should fix most if not all the outstanding bugs there were left and I could identify so far with this engine.
A couple of additional commits have also been added in roder to have
Copy
on theDeepPointer
struct, as well as adding aread_pointer()
function insideProcess
.