CrabDevKit
A utility mod and preloader that improves the experience for mod makers.
| Date uploaded | 2 weeks ago |
| Version | 1.3.1 |
| Download link | lammas123-CrabDevKit-1.3.1.zip |
| Downloads | 78 |
| Dependency string | lammas123-CrabDevKit-1.3.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_CrabGame
Legacy BepInEx 6 pack for Crab Game. Preconfigured and ready to use.
Preferred version: 6.0.577README
Features
Intermediary Namings
Since Crab Game is obfuscated, the names of most types, fields, methods, etc have been changed to gibberish, making it difficult to tell what anything actually is, or what is real in the case of all of the generated garbage methods.
Everything has been given a human readable name, so no more wondering what something is or which method is the one you want among all the garbage! Do note that since the game is compiled with Il2Cpp, this does not give you access to any source code, only the deobfuscated names of the obfuscated names ripped from the Il2Cpp Unhollower.
You don't need to add CrabDevKit as a dependency to use these namings! Feel free to copy the entire files into your project, or just what you need!
CrabDevPreloader
A preloader (BepInEx/patchers) packaged with CrabDevKit for general purpose fixes and utilities.
Asset Bundle Patch
The class for Asset Bundles isn't properly unhollowed by the unhollower, leading to it not inheriting from Il2CppObjectBase and missing a constructor that takes in an IntPtr. This results in any attempt to load an Asset Bundle throwing exceptions and just not working. This was partially fixed in the past with Asset Bundle Ptr (avoiding calling the constructor by directly working with the IntPtr and never contructing Asset Bundle, though you couldn't load more than 1 at once) but this is no longer necessary! CrabDevPreloader will force Asset Bundle to inherit Il2CppObjectBase and give it the missing constructor, allowing Asset Bundles to be used as they normally would in any other Unity game!
DetourFailures
Detouring can VERY rarely, but occasionally fail randomly depending on how your memory (RAM) is allocated at the time when you run the game. When it fails, it leads to most, if not all mods that use Harmony bugging out and a very broken game state.
To help rectify this, CrabDevKit's preloader will now patch the method that catches and warns about the exceptions and record the failures. If any failures do occur, you will be immediately alerted on the main menu once the game starts up about them via prompt and how to rectify them. The easiest way to do so is by restarting your computer, as it will clear up memory for allocating patches.
- Though less common, it will also show these prompts if these failures occur during gameplay.
CrabNet
A simple networking solution (utilizing channel 123 of SteamNetworkingMessages) to allow mod makers to register and send custom messages between users of CrabDevKit through their mods.
Simply register a message via a string (ex: 'CrabDevKit:Test') and a MessageHandler delegate, which takes in a ulong for the sending client's steam id, and a Packet for the byte data within the message.
CrabNet.RegisterMessageHandler($"{MyPluginInfo.PLUGIN_NAME}:Test", (clientId, packet) =>
{
Log.LogInfo($"Test message from {clientId}: {packet.ReadString()}");
});
Then you may send that message to any other user using CrabDevKit and your mod!
static IEnumerable<CSteamID> GetAllSteamIds()
{
int members = SteamMatchmaking.GetNumLobbyMembers(LobbyManager.Instance.get_currentLobby());
for (int i = 0; i < members; i++)
{
CSteamID steamId = SteamMatchmaking.GetLobbyMemberByIndex(LobbyManager.Instance.get_currentLobby(), i);
yield return steamId;
}
}
Packet packet = new();
packet.Write("Hello!");
CrabNet.SendMessage($"{MyPluginInfo.PLUGIN_NAME}:Test", packet, GetAllSteamIds());
// I would normally use a using statement, but Packet is an Il2Cpp unhollowed type and can't be used that way.
// CrabNet.SendMessage also calls packet.Dispose() itself when it's successfully sent the message, but it's good practice to do this anyway!
packet.Dispose();
Things to note with CrabNet:
- You may only register messages after CrabDevKit has loaded, and before the game has started, so you should have your mod depend on CrabDevKit and register methods while your mod is loading!
- Your message's identifier string is expected to contain a colon, which should separate your mod's name and the name of the message, in order to reduce the number of potential collisions caused by any mods using the same message identifiers.
- It is up to you to ensure your server and client bound messages are being sent to, received by, rejected, and properly handled by the right users. Always ensure you're only sending server bound messages to the server, and that clients will reject server bound messages not intended for them!
- In larger lobbies, due to the Steam networking issues detailed by FloatingPlayerPatch, messages you send client to client may not always reach eachother, though I don't recommend this style of network communication anyway.
FakeClients
A simple solution for simulating what it'd be like to do anything with more players than you have available. (Useful if you have no friends, or they just aren't available right when you need them xD)
Here's a simple Harmony patch that will spawn and remove fake clients when pressing Left Alt+P or Left Alt+O as the host:
// Create/Remove FakeClients
internal static List<FakeClient> fakeClients = [];
[HarmonyPatch(typeof(PlayerInput), nameof(PlayerInput.Update))]
[HarmonyPostfix]
internal static void PostPlayerInputUpdate()
{
if (!SteamManager.Instance.IsLobbyOwner() || !Input.GetKey(KeyCode.LeftAlt))
return;
if (Input.GetKeyDown(KeyCode.P))
{
CrabDevKit.Instance.Log.LogInfo("Creating fake player...");
FakeClient fakeClient = FakeClients.Create(forceSpawnActive: true);
fakeClients.Add(fakeClient);
}
if (Input.GetKeyDown(KeyCode.O))
{
FakeClient fakeClient = fakeClients.LastOrDefault();
if (fakeClient == null)
return;
CrabDevKit.Instance.Log.LogInfo("Removing fake player...");
FakeClients.Remove(fakeClient);
fakeClients.RemoveAt(fakeClients.Count - 1);
}
}
Other Utilities
ChatUtil
Provides a couple methods for sending chat messages with better formatting.
GiveUtil
Allows you to directly give vanilla players any item with any amount of ammo.
CHANGELOG
1.3.2
- Added CrabUi, will allow you to easily and programmatically add your own UI elements to certain pages, like settings and lobby creation when it's more complete.
- Added Preloader Unity Web Request Patch. This fixes part of Unity Web Requests and allows you to load textures with it, will expand on this more later to allow loading more types of assets.
1.3.1
- TextMeshPro warnings were disabled to improve the logging lag caused by players having characters in their names that aren't supported by the font being used.
- Added DetourFailures check. Detouring can VERY rarely, but occasionally fail randomly depending on how your memory (RAM) is allocated at the time when you run the game. When it fails, it leads to most, if not all mods that use Harmony bugging out and a very broken game state.
- To help rectify this, CrabDevKit's preloader will now patch the method that catches and warns about the exceptions and record the failures. If any failures do occur, you will be immediately alerted on the main menu once the game starts up about them via prompt and how to rectify them. The easiest way to do so is by restarting your computer, as it will clear up memory for allocating patches.
- Though less common, it will also show these prompts if these failures occur during gameplay.
- To help rectify this, CrabDevKit's preloader will now patch the method that catches and warns about the exceptions and record the failures. If any failures do occur, you will be immediately alerted on the main menu once the game starts up about them via prompt and how to rectify them. The easiest way to do so is by restarting your computer, as it will clear up memory for allocating patches.
1.3.0
- Added the CrabDevPreloader patcher, which fixes the improperly unhollowed Asset Bundle class!
- Marked AssetBundlePtr as obsolete, to be removed in the future.
1.2.1
- Added ChatUtil and GiveUtil.
- Moved the Patches for FakeClients to be within the FakeClients class.
1.2.0
- Updated several internal parts of CrabDevKit to make the source code neater.
1.1.0
- Increased priority of the SteamManager.LobbyEnter postfix patch for CrabNet, that way it runs ahead of an exception sometimes caused by MapMod that led to message handlers not being registered.
- Added a utility for FakeClients which allows host side mods to spawn fake clients as players, who at the bare minimum are recognized as and act like real players on the hosts end, but unless the mod does anything with them, they will just spawn and float there doing nothing.
1.0.0
- Initial release.