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)