using System; using System.Runtime.InteropServices; using BepInEx.Configuration; using UXAssist.Common; namespace UXAssist.Functions; public static class WindowFunctions { private static bool _initialized; public static string ProfileName { get; private set; } private const string GameWindowClass = "UnityWndClass"; private static string _gameWindowTitle = "Dyson Sphere Program"; private static IntPtr _oldWndProc = IntPtr.Zero; private static IntPtr _gameWindowHandle = IntPtr.Zero; public static WinApi.LogicalProcessorDetails ProcessorDetails { get; private set; } public static ConfigEntry ProcessPriority; public static ConfigEntry ProcessAffinity; private static readonly int[] ProrityFlags = [ WinApi.HIGH_PRIORITY_CLASS, WinApi.ABOVE_NORMAL_PRIORITY_CLASS, WinApi.NORMAL_PRIORITY_CLASS, WinApi.BELOW_NORMAL_PRIORITY_CLASS, WinApi.IDLE_PRIORITY_CLASS ]; public static void Init() { if (_initialized) return; _initialized = true; I18N.Add("Cores: {0}\nThreads: {1}", "Cores: {0}\nThreads: {1}", "核心数: {0}\n线程数: {1}"); I18N.Add("\nP-Cores: {0}\nE-Cores: {1}", "\nP-Cores: {0}\nE-Cores: {1}", "\n性能核心: {0}\n能效核心: {1}"); I18N.Add("\nPriority: {0}", "\nProcess priority: {0}", "\n进程优先级: {0}"); I18N.Add("\nEnabled CPUs: ", "\nEnabled CPUs: ", "\n使用的CPU: "); I18N.Add("Unknown", "Unknown", "未知"); ProcessorDetails = WinApi.GetLogicalProcessorDetails(); SetWindowTitle(); } public static void Start() { var wndProc = new WinApi.WndProc(GameWndProc); var gameWnd = FindGameWindow(); if (gameWnd != IntPtr.Zero) { _oldWndProc = WinApi.SetWindowLongPtr(gameWnd, WinApi.GWLP_WNDPROC, Marshal.GetFunctionPointerForDelegate(wndProc)); } ProcessPriority.SettingChanged += (_, _) => WinApi.SetPriorityClass(WinApi.GetCurrentProcess(), ProrityFlags[ProcessPriority.Value]); WinApi.SetPriorityClass(WinApi.GetCurrentProcess(), ProrityFlags[ProcessPriority.Value]); ProcessAffinity.SettingChanged += (_, _) => UpdateAffinity(); UpdateAffinity(); return; static void UpdateAffinity() { var process = WinApi.GetCurrentProcess(); if (!WinApi.GetProcessAffinityMask(process, out _, out var systemMask)) { systemMask = ulong.MaxValue; } switch (ProcessAffinity.Value) { case 0: WinApi.SetProcessAffinityMask(process, systemMask); break; case 1: WinApi.SetProcessAffinityMask(process, systemMask & ((1UL << (ProcessorDetails.ThreadCount / 2)) - 1UL)); break; case 2: WinApi.SetProcessAffinityMask(process, systemMask & (ProcessorDetails.ThreadCount > 16 ? 0xFFUL : 1UL)); break; case 3: WinApi.SetProcessAffinityMask(process, systemMask & ProcessorDetails.PerformanceCoreMask); break; case 4: WinApi.SetProcessAffinityMask(process, systemMask & ProcessorDetails.EfficiencyCoreMask); break; } } } private static IntPtr GameWndProc(IntPtr hWnd, uint uMsg, IntPtr wParam, IntPtr lParam) { switch (uMsg) { case WinApi.WM_ACTIVATE: WinApi.SetPriorityClass(WinApi.GetCurrentProcess(), ProrityFlags[ProcessPriority.Value]); break; case WinApi.WM_DESTROY: if (_oldWndProc != IntPtr.Zero && _gameWindowHandle != IntPtr.Zero) { WinApi.SetWindowLongPtr(_gameWindowHandle, WinApi.GWLP_WNDPROC, _oldWndProc); } break; } return WinApi.CallWindowProc(_oldWndProc, hWnd, uMsg, wParam, lParam); } private static string GetPriorityName(int priority) { return priority switch { WinApi.HIGH_PRIORITY_CLASS => "High".Translate(), WinApi.ABOVE_NORMAL_PRIORITY_CLASS => "Above Normal".Translate(), WinApi.NORMAL_PRIORITY_CLASS => "Normal".Translate(), WinApi.BELOW_NORMAL_PRIORITY_CLASS => "Below Normal".Translate(), WinApi.IDLE_PRIORITY_CLASS => "Idle".Translate(), _ => "Unknown".Translate() }; } public static void ShowCPUInfo() { var details = ProcessorDetails; var msg = string.Format("Cores: {0}\nThreads: {1}".Translate(), details.CoreCount, details.ThreadCount); var hybrid = details.HybridArchitecture; if (hybrid) { msg += string.Format("\nP-Cores: {0}\nE-Cores: {1}".Translate(), details.PerformanceCoreCount, details.EfficiencyCoreCount); } var handle = WinApi.GetCurrentProcess(); var prio = GetPriorityName(WinApi.GetPriorityClass(handle)); msg += string.Format("\nPriority: {0}".Translate(), prio); var aff = 0UL; if (WinApi.GetProcessAffinityMask(handle, out var processMask, out var systemMask)) aff = processMask & systemMask; msg += "\nEnabled CPUs: ".Translate(); var first = true; for (var i = 0; aff != 0UL; i++) { if ((aff & 1UL) != 0) { if (first) first = false; else msg += ","; msg += i; if (hybrid) { if ((details.PerformanceCoreMask & (1UL << i)) != 0) msg += "(P)"; else if ((details.EfficiencyCoreMask & (1UL << i)) != 0) msg += "(E)"; } } aff >>= 1; } UIMessageBox.Show("CPU Info".Translate(), msg, "确定".Translate(), -1); } public static void SetWindowTitle() { // Get profile name from command line arguments, and set window title accordingly var args = Environment.GetCommandLineArgs(); for (var i = args.Length - 2; i >= 0; i--) { if (args[i] == "--gale-profile") { // We use gale profile name directly ProfileName = args[i + 1]; } else { // Doorstop 3.x and 4.x use different arguments to pass the target assembly path if (args[i] != "--doorstop-target" && args[i] != "--doorstop-target-assembly") continue; var arg = args[i + 1]; const string doorstopPathSuffix = @"\BepInEx\core\BepInEx.Preloader.dll"; if (!arg.EndsWith(doorstopPathSuffix, StringComparison.OrdinalIgnoreCase)) break; arg = arg.Substring(0, arg.Length - doorstopPathSuffix.Length); const string profileSuffix = @"\profiles\"; var index = arg.LastIndexOf(profileSuffix, StringComparison.OrdinalIgnoreCase); if (index < 0) break; arg = arg.Substring(index + profileSuffix.Length); ProfileName = arg; } var wnd = FindGameWindow(); if (wnd == IntPtr.Zero) return; _gameWindowTitle = $"Dyson Sphere Program - {ProfileName}"; WinApi.SetWindowText(wnd, _gameWindowTitle); break; } } public static IntPtr FindGameWindow() { if (_gameWindowHandle != IntPtr.Zero) return _gameWindowHandle; var wnd = IntPtr.Zero; var consoleWnd = WinApi.GetConsoleWindow(); var currentProcessId = WinApi.GetCurrentProcessId(); while (true) { wnd = WinApi.FindWindowEx(IntPtr.Zero, wnd, GameWindowClass, _gameWindowTitle); if (wnd == IntPtr.Zero) return IntPtr.Zero; if (wnd == consoleWnd) continue; WinApi.GetWindowThreadProcessId(wnd, out var pid); if (pid == currentProcessId) break; } _gameWindowHandle = wnd; return _gameWindowHandle; } }