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add new network text hook. #62

Merged
merged 88 commits into from
Oct 8, 2023
Merged

add new network text hook. #62

merged 88 commits into from
Oct 8, 2023

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jmctune
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@jmctune jmctune commented Jun 14, 2023

  • Adds a "Network Text" hook, which, as the name implies, captures a lot of text that happens over packets. Allows translating things like story_so_far, headers on menus, certain quest text like master quest text and team quest text (not the quest names - just the descriptions) and other stuff.
  • Captures the player's name, sibling's name and the player's relationship to their sibling, then enters them into a new player table. We aren't using this for anything right now, but available for the future
  • Adds pre-translated story_so_far text from merge.xlsx in dqx-custom-translations into the db on player login. This is populated on each login to support multiple characters
  • Fix a few bugs with the scans where they'd just randomly stop working
  • Fix logging across app and allow logging for funcs kicked off with Multiprocessing
  • Moves all logs to a logs folder
  • Clean up how the project root directory is figured out
  • Change how DQXGame.exe is found for updates and looking for the game when closed. Hopefully? this fixes the issue with this not working with other languages
  • Change wording with community logger and when waiting for DQXGame to open
  • Lots of improvements to the translate class
  • Convert dialog shellcode into a class

jmctune added 30 commits June 14, 2023 15:14
…is hook in case we find another string we might want to translate.
…sier. It's way harder writing code in a big string with no linter.
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jmctune commented Sep 30, 2023

/build

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jmctune commented Oct 3, 2023

/build

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jmctune commented Oct 6, 2023

/build

  when navigating to the project root. Calling get_project_root() is
  so much cleaner.
- Fixes a lot of logging inconsistencies. Specifically:
    - console.log is now being re-created on each run
    - functions that were being called through multiprocessing were not
      getting logged to file as the handler is not global when spawning
      a new process. We now set up logging in functions that are only
      called from multiprocessing
- Remove noise when you run dqxclarity twice, which can't happen since
  the integrity address pattern will no longer match. Added an error
  message informing the user what to do when this happens.
- Changed messaging when you have community logging enabled.
- Typo: structure
- Phasing out "debug" use throughout the application. This application
  is given to non-technical users and trying to figure out an issue
  with it turned off is impossible. Can't fully remove it as
  DQXClarity.exe will throw an exception when calling dqxclarity if it
  doesn't exist.
- Fix NetworkTextTranslate for story_so_far. Game changed some bytes
  I was relying on to figure out the difference between story_so_far
  and monster trivia. Instead, we'll check if the text is English as
  monster trivia should almost always be in English. We'll look at the
  database instead and do nothing if there is no match, as we should
  have all story_so_far strings.
@jmctune jmctune marked this pull request as ready for review October 7, 2023 17:20
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jmctune commented Oct 7, 2023

/build

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github-actions bot commented Oct 7, 2023

Link to workflow: https://github.com/dqx-translation-project/dqxclarity/actions/runs/6442524408
Click on the zip at the bottom of the workflow to download.

@jmctune jmctune merged commit 5dced0b into main Oct 8, 2023
@jmctune jmctune deleted the text-hook branch October 8, 2023 00:58
@SuperFirm84 SuperFirm84 restored the text-hook branch October 8, 2023 03:45
@jmctune jmctune deleted the text-hook branch October 8, 2023 03:50
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