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if getTranslationFolder()~='' then
loadPOFile(getTranslationFolder()..'autosave.po')
end
require("lfs")
autosave={} --todo make local
local AutoSaveSettings=getSettings('Auto Save')
local AutoSaveVersion=1
autosave.getPath=function()
local path=AutoSaveSettings['SavePath']
if (path==nil) or (path=='') then
path=os.getenv("LOCALAPPDATA")
if (path==nil) or (path=='') then
path=getCheatEngineDir() --last attempt
end
end
if string.sub(path,#path)~='\\' then
path=path..'\\'
end
return path
end
function autosave.saveState()
local pid=AutoSaveSettings['ProcessID']
if pid and pid~='' then
pid=tonumber(pid)
if pid~=getCheatEngineProcessID() then
--another CE has done an autosave
if getProcessList()[pid]==nil then
--it doesn't exist anymore.
messageDialog(translate('Another instance of Cheat Engine has crashed and it created an autosave. Autosave disabled until you go to settings and click ok'), mtWarning, mbOk)
return false
end
end
end
AutoSaveSettings['ProcessID']=getCheatEngineProcessID()
local path, err=autosave.getPath()
if path==nil then
messageDialog(translate('Failure to obtain a location to save the autosave data'), mtError, mbOk)
return false
end
path=path..'Cheat Engine AutoSave';
lfs.mkdir(path)
local r,err=saveTable(path..[[\table.ct]])
if (r==nil) or (r==false) then
if err==nil then
err=translate('Unknown Reason')
end
messageDialog(translate('Failure to autosave table : ')..err, mtError, mbOk)
return false
end
--save the rest (open luascripts and aa scripts, excluding aa scripts belonging to memrecs)
--feel free to add more if you like, keep in mind to apply the same to loadState
local cestate,err=createFileStream(path..[[\state.dat]], fmCreate)
if cestate==nil then
messageDialog(translate('Failure to autosave state : ')..err, mtError, mbOk)
return false
end
local i
local luaforms={}
local aaforms={}
for i=getFormCount()-1,0,-1 do --negative order so the creation order will be correct (the form order is the z-order)
local f=getForm(i)
if (f.ClassName=='TfrmLuaEngine') and f.Visible then
local e={}
e.history=f.mOutput.Lines.Text
e.script=f.mScript.Lines.Text
e.filename=f.savedialog1.FileName
e.Left=f.Left
e.Top=f.Top
e.Width=f.Width
e.Height=f.Height
if f.MiView.Visible then --first one
local temp=luaforms[1]
luaforms[1]=e
temp=e
end
if e then
table.insert(luaforms,e)
end
elseif (f.ClassName=='TfrmAutoInject') and f.Visible then
if (f.IsEditing==false) and (f.ScriptMode~='smLua') then --Editing means it's editing a memoryrecord saved in the table, not saving that
--standalone AA window, not the tablescript
e={}
e.Filename=f.savedialog1.FileName
e.Left=f.Left
e.Top=f.Top
e.Width=f.Width
e.Height=f.Height
e.ScriptCount=f.TabCount
e.Scripts={}
local j
for j=0,f.TabCount-1 do
e.Scripts[j+1]=f.TabScript[j]
end
table.insert(aaforms,e)
end
end
end
cestate.writeDword(AutoSaveVersion)
cestate.writeDword(#luaforms)
for i=1,#luaforms do
cestate.writeAnsiString(luaforms[i].history)
cestate.writeAnsiString(luaforms[i].script)
cestate.writeAnsiString(luaforms[i].filename)
cestate.writeDword(luaforms[i].Left)
cestate.writeDword(luaforms[i].Top)
cestate.writeDword(luaforms[i].Width)
cestate.writeDword(luaforms[i].Height)
end
cestate.writeDword(#aaforms)
for i=1,#aaforms do
cestate.writeDword(aaforms[i].ScriptCount)
for j=1,#aaforms[i].Scripts do
cestate.writeAnsiString(aaforms[i].Scripts[j])
end
cestate.writeAnsiString(aaforms[i].Filename)
cestate.writeDword(aaforms[i].Left)
cestate.writeDword(aaforms[i].Top)
cestate.writeDword(aaforms[i].Width)
cestate.writeDword(aaforms[i].Height)
end
cestate.destroy()
return true
end
function autosave.loadState()
-- print("loadState()")
AutoSaveSettings['ProcessID']=getCheatEngineProcessID()
local path=autosave.getPath()..'Cheat Engine AutoSave\\';
r,err=loadTable(path..'table.ct')
if (r==nil) or (r==false) then
if err==nil then
err=translate('Unknown Reason')
end
messageDialog(string.format(translate('Failure to load autosave at %s . Error: %s'), path, err), mtError, mbOk)
return false
end
--print("Table loaded. Loading rest")
--load the rest
local cestate,err=createFileStream(path..[[state.dat]], fmOpenRead)
if cestate then
local i
local version=cestate.readDword()
if version~=AutoSaveVersion then
--check how to load older versions, and if not supported then:
messageDialog(translate('The saved state belongs to a different autosave version that is not currently implemented'), mtError, mbOk)
return false
end
local luaformcount=cestate.readDword()
--print("luaformcount="..luaformcount)
for i=1,luaformcount do
local f=createLuaEngine()
f.mOutput.Lines.Text=cestate.readAnsiString()
f.mScript.Lines.Text=cestate.readAnsiString()
f.SaveDialog1.FileName=cestate.readAnsiString()
f.Left=cestate.readDword()
f.Top=cestate.readDword()
f.Width=cestate.readDword()
f.Height=cestate.readDword()
f.show()
end
local aacount=cestate.readDword()
--print("aacount="..aacount)
for i=1,aacount do
f=createAutoAssemblerForm()
local count=cestate.readDword()
if count>0 then --should be
f.TabCount=count
local j
for j=0,count-1 do
f.TabScript[j]=cestate.readAnsiString()
end
end
f.SaveDialog1.FileName=cestate.readAnsiString()
f.Left=cestate.readDword()
f.Top=cestate.readDword()
f.Width=cestate.readDword()
f.Height=cestate.readDword()
f.show()
end
--print("Done loading")
cestate.destroy()
return true
else
--print("error opening state.dat because of "..err)
return false
end
end
autosave.applySettings=function()
local interval=tonumber(AutoSaveSettings['Interval'])
if autosave.Timer then
--print("killing old timer")
autosave.Timer.destroy()
autosave.Timer=nil
end
if interval and (interval>0) then
-- print("creating new timer with interval "..interval*1000)
autosave.Timer=createTimer(nil)
autosave.Timer.Interval=interval*1000
autosave.Timer.OnTimer=function(t)
--print("autosave")
if autosave.saveState()~=true then
--something happened
autosave.Timer.destroy()
autosave.Timer=nil
end
end
autosave.Enabled=true
else
--print("no autosave")
end
end
MainForm.registerFirstShowCallback(function()
--only activate on proper load
local oldMainFormOnClose=MainForm.OnClose
MainForm.OnClose=function(s, ca)
AutoSaveSettings['ProcessID']=nil --CE was properly closed
if oldMainFormOnClose then
return oldMainFormOnClose(s, ca)
else
return ca
end
end
--add settings menu
local sf=getSettingsForm()
autosave.settingsTab=sf.SettingsPageControl.addTab()
autosave.settingsEdtInterval=createEdit(autosave.settingsTab)
autosave.settingsEdtInterval.Text=AutoSaveSettings['Interval']
autosave.settingsEdtInterval.Align='alTop'
autosave.settingsLblInterval=createLabel(autosave.settingsTab)
autosave.settingsLblInterval.Caption=translate('Auto Save Interval (In seconds. 0 is disabled)')
autosave.settingsLblInterval.Align='alTop'
local insertNode=sf.SettingsTreeView.Items[3]
local node=sf.SettingsTreeView.Items.insert(insertNode, translate("Auto Save"))
node.data=userDataToInteger(autosave.settingsTab)
local originalSettingsCloseEvent=sf.OnClose
sf.OnClose=function(s, closeAction)
local r=closeAction
if originalSettingsCloseEvent then
r=originalSettingsCloseEvent(s, closeAction)
end
if s.ModalResult==mrOK then
--apply change
AutoSaveSettings['Interval']=autosave.settingsEdtInterval.Text
autosave.applySettings()
end
return r
end
--check if there is an autosave waiting to be loaded
pid=AutoSaveSettings['ProcessID']
if (pid) and (pid ~= '') and (getProcessList()[tonumber(pid)]==nil) then
--The noted down processid does not exist anymore. CE crashed. Ask to load the autosave
AutoSaveSettings['ProcessID']=nil
if messageDialog(translate('Cheat Engine did not properly close last time. Do you wish to restore your work?'), mtInformation, mbYes, mbNo)==mrYes then
autosave.loadState()
end
end
--start the autosave timer(if needed)
autosave.applySettings()
end)