表现1
配置是标准,休闲模式
然后一直重复提示
select desire deck
select causal mode
表现2
配置是狂野,休闲模式
然后一直提示
切换到狂野
切换到标准
把模式切换到auto好像就可以了
[QuestPlus] You don't have the deck name 'sqs' for the class 'PALADIN'. Please correct this DeckName or re-Cache Custom Decks.
在default bot页面勾选,重新cache卡组
后面观察发现,设置Mode为Ranked,设置RuleSet为Standard。也可以正常工作,虽然最后是在狂野,休闲模式下打的。
这样的话,只会在排名模式下运行。
切换到休闲模式的话,在上面的模式运行的过程中,切换模式到休闲。
等游戏结束,或者自己stop,然后手动投降。下一局开始的时候,还是不行。
开始之后,会一直提示,不管,直接再把模式改为ranked,然后就会在休闲模式打了。
查看完整的启动流程
[Start] Now creating the BotThread.
[Stats] Start
Load settings for Control
current alpha is 0.5
set enemy-face-hp to: 15
set weaponOnlyAttackMobsUntilEnfacehp to: 0
set maxwide to: 3000
calculate the second turn of the 0 best boards
playing arround secrets is true
Control settings are loaded.
[Combo] Load combos for Control
read _combo.txt...
[Combo] 0 combos loaded successfully, 0 values loaded successfully
[RulesEngine] _rules.txt - read error. We continue without user-defined rules. Only the default rules.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] Waiting to be in this state longer.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] We have the contents of this deck already.
[DefaultBotSettings] NeedsToCacheCustomDecks = False.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] Waiting to be in this state longer.
[CollectionManagerScene]
[CollectionManagerScene_COLLECTION]
[CollectionManagerScene_COLLECTION] We do not need to cache custom decks. Now leaving the "Collection Manager".
[IsClientInUsableState] SceneMgr.IsTransitioning.
[HubScene]
[HubScene] The bot needs to cache quests. Now clicking on the "Quest Log" button.
[HubScene]
[HandleQuests]
[GameEventManagerOnQuestUpdate]
[GameEventManagerOnQuestUpdate][1176]正义凛然: 使用20张圣骑士职业牌。 (3 / 20) [50x GOLD]
[GameEventManagerOnQuestUpdate][2420]火焰节快乐!: 使用30张卡牌。 (6 / 30) [1x BOOSTER_PACK]
[HubScene] Now clicking to close the "Quest Log" screen.
[DefaultBotSettings] NeedsToCacheQuests = False.
[HubScene]
[HubScene] Now clicking on the "Play" button.
[IsClientInUsableState] SceneMgr.IsTransitioning.
[IsClientInUsableState] !SceneMgr.IsSceneLoaded.
[IsClientInUsableState] !SceneMgr.IsSceneLoaded.
[IsClientInUsableState] Box.IsBusy.
[TournamentScene]
从这里开始,就一直在切换狂野和休闲模式
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[TournamentScene]
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[TournamentScene]
[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.
[Stop] Now requesting the BotThread to stop.
[Stats] Stop
[DefaultBotSettings] ForceConcedeAtMulligan = False.
在源码中搜索Assembly-Csharper中搜索TournamentScene找到一个叫DefaultBot的类,
[TournamentScene_DeckPicker] Now changing the game ruleset
在类里面搜索ruleset
else if (DefaultBotSettings.Instance.ConstructedGameRule == GameRule.Wild) { if (!@bool) { flag = true; DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.", Array.Empty<object>()); } }
方法是method_49
private async Task method_49(TournamentScene tournamentScene_0) { if (DefaultBotSettings.Instance.ClientBackAttempts >= 5) { DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] The client has been detected to be in a broken state. Please restart it as soon as possible as it cannot leave the current scene.", Array.Empty<object>()); DefaultBotSettings.Instance.ClientBroken = true; } GameEventManager.Instance.method_6(); await Coroutine.Yield(); if (!DefaultBotSettings.Instance.ClientBroken && (DefaultBotSettings.Instance.NeedsToCacheQuests || DefaultBotSettings.Instance.NeedsToCacheCustomDecks)) { DefaultBotSettings.Instance.ClientBackAttempts++; DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now returning to the Hub to cache quests/decks.", Array.Empty<object>()); TaskAwaiter taskAwaiter = this.method_50(tournamentScene_0).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; TaskAwaiter taskAwaiter2; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { GameEventManager.Instance.method_7(); TaskAwaiter taskAwaiter = Coroutine.Yield().GetAwaiter(); TaskAwaiter taskAwaiter2; if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); if (DefaultBotSettings.Instance.GameMode != GameMode.Constructed) { if (DefaultBotSettings.Instance.ClientBroken) { BotManager.Stop(); DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] Your client needs to be restarted before continuing.", Array.Empty<object>()); taskAwaiter = Coroutine.Yield().GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now returning to the Hub to change the game type.", Array.Empty<object>()); taskAwaiter = this.method_50(tournamentScene_0).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } } else { DeckPickerTrayDisplay deckPickerTrayDisplay = DeckPickerTrayDisplay.Get(); if (deckPickerTrayDisplay == null) { DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] DeckPickerTrayDisplay is null", Array.Empty<object>()); } else if (!deckPickerTrayDisplay.IsLoaded()) { DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] !DeckPickerTrayDisplay.IsLoaded", Array.Empty<object>()); } else if (string.IsNullOrEmpty(DefaultBotSettings.Instance.ConstructedCustomDeck)) { DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] Please type a name for ConstructedCustomDeck!", Array.Empty<object>()); BotManager.Stop(); taskAwaiter = Coroutine.Yield().GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { bool @bool = Options.Get().GetBool(Option.IN_WILD_MODE); bool flag = false; if (DefaultBotSettings.Instance.ConstructedGameRule == GameRule.Auto) { CustomDeckCache customDeckCache = MainSettings.Instance.CustomDecks.FirstOrDefault(new Func<CustomDeckCache, bool>(DefaultBot.Class224.<>9.method_2)); if (customDeckCache != null) { if (customDeckCache.IsWild) { if (!@bool) { flag = true; } } else if (@bool) { flag = true; } } } else if (DefaultBotSettings.Instance.ConstructedGameRule == GameRule.Wild) { if (!@bool) { flag = true; DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing the game ruleset to 'Wild'.", Array.Empty<object>()); } } else { if (DefaultBotSettings.Instance.ConstructedGameRule != GameRule.Standard) { DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] Unprocessed ConstructedGameRule: {0}.", DefaultBotSettings.Instance.ConstructedGameRule); BotManager.Stop(); taskAwaiter = Coroutine.Yield().GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); return; } if (@bool) { flag = true; DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing the game ruleset to 'Standard'.", Array.Empty<object>()); } } if (flag) { Client.LeftClickAt(deckPickerTrayDisplay.m_switchFormatButton.Transform.Position); taskAwaiter = Coroutine.Sleep(1500).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { List<CustomDeckPage> customPages = deckPickerTrayDisplay.m_customPages; if (customPages != null) { using (List<CustomDeckPage>.Enumerator enumerator = customPages.GetEnumerator()) { while (enumerator.MoveNext()) { if (!enumerator.Current.AreAllCustomDecksReady()) { DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] !AreAllCustomDecksReady", Array.Empty<object>()); await Coroutine.Sleep(1000); return; } } } List<CustomDeckPage>.Enumerator enumerator = default(List<CustomDeckPage>.Enumerator); DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now attempting to select the desired custom deck.", Array.Empty<object>()); if (!(await DefaultBot.smethod_5("TournamentScene_DeckPicker", deckPickerTrayDisplay.m_selectedCustomDeckBox, customPages, deckPickerTrayDisplay, DefaultBotSettings.Instance.ConstructedCustomDeck))) { DefaultBotSettings.Instance.NeedsToCacheQuests = true; return; } } else { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now attempting to select the desired basic deck.", Array.Empty<object>()); TaskAwaiter<bool> taskAwaiter3 = DefaultBot.smethod_4("TournamentScene_DeckPicker", deckPickerTrayDisplay.m_selectedHeroButton, deckPickerTrayDisplay.m_heroButtons, deckPickerTrayDisplay, DefaultBotSettings.Instance.ConstructedCustomDeck).GetAwaiter(); if (!taskAwaiter3.IsCompleted) { await taskAwaiter3; TaskAwaiter<bool> taskAwaiter4; taskAwaiter3 = taskAwaiter4; taskAwaiter4 = default(TaskAwaiter<bool>); } bool result = taskAwaiter3.GetResult(); taskAwaiter3 = default(TaskAwaiter<bool>); if (!result) { DefaultBotSettings.Instance.NeedsToCacheQuests = true; return; } } if (deckPickerTrayDisplay.m_rankedPlayButtons == null) { DefaultBot.ilog_0.DebugFormat("[TournamentScene_DeckPicker] DeckPickerTrayDisplay.m_rankedPlayButtons == null.", Array.Empty<object>()); } else { bool bool2 = Options.Get().GetBool(Option.IN_RANKED_PLAY_MODE); if (DefaultBotSettings.Instance.ConstructedMode == ConstructedMode.Casual) { if (bool2) { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing to \"Casual\" constructed.", Array.Empty<object>()); Client.LeftClickAt(deckPickerTrayDisplay.m_rankedPlayButtons.m_casualButton.Transform.Position); taskAwaiter = Coroutine.Sleep(1500).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); return; } } else { if (DefaultBotSettings.Instance.ConstructedMode != ConstructedMode.Ranked) { DefaultBot.ilog_0.ErrorFormat("[TournamentScene_DeckPicker] Unprocessed ConstructedMode: {0}.", DefaultBotSettings.Instance.ConstructedMode); BotManager.Stop(); taskAwaiter = Coroutine.Yield().GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); return; } if (!bool2) { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now changing to \"Ranked\" constructed.", Array.Empty<object>()); Client.LeftClickAt(deckPickerTrayDisplay.m_rankedPlayButtons.m_rankedButton.Transform.Position); taskAwaiter = Coroutine.Sleep(1500).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); return; } } DefaultBotSettings.Instance.ClientBackAttempts = 0; TransitionPopup transitionPopup = GameMgr.Get().m_transitionPopup; if (transitionPopup != null && transitionPopup.IsShown()) { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] The \"Matching\" popup is showing.", Array.Empty<object>()); taskAwaiter = Coroutine.Sleep(1000).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { PlayButton playButton = deckPickerTrayDisplay.m_playButton; UberText newPlayButtonText = playButton.m_newPlayButtonText; if (!playButton.IsEnabled()) { DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] The \"{0}\" is not enabled.", newPlayButtonText.Text); } else { UberText newPlayButtonText2 = playButton.m_newPlayButtonText; Vector3 center = newPlayButtonText2.m_TextMeshGameObject.Renderer.Bounds.m_Center; DefaultBot.ilog_0.InfoFormat("[TournamentScene_DeckPicker] Now clicking the \"{0}\" button.", newPlayButtonText2.Text); Client.LeftClickAt(center); taskAwaiter = Coroutine.Sleep(3000).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } } } } } } } }
analyze
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_49(TournamentScene) : Task @060013A0
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_48(TournamentScene) : Task @0600139F
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_21() : Task @06001384
Used By
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.method_17() : void @0600137D
Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.Start() : void @0600137A
从DefaultBot.method_17()开始的调用
private void method_17() { this.coroutine_0.Dispose(); this.coroutine_0 = new Coroutine(new Func<Task>(this.method_54)); }
[CompilerGenerated] private Task method_54() { return this.method_21(); }
从DefaultBot.Start()开始的调用
public void Start() { this.coroutine_0 = new Coroutine(new Func<Task>(this.method_53)); this.bool_2 = false; GameEventManager.Instance.Start(); PluginManager.Start(); RoutineManager.Start(); ProcessHookManager.Enable(); GameEventManager.NewGame += this.method_18; GameEventManager.GameOver += this.method_19; GameEventManager.MulliganConfirm += this.method_16; InactivePlayerKicker inactivePlayerKicker = InactivePlayerKicker.Get(); if (inactivePlayerKicker != null) { inactivePlayerKicker.SetShouldCheckForInactivity(false); } }
[CompilerGenerated] private Task method_53() { return this.method_21(); }
从DefaultBot.method_21()开始的调用
private Task method_21() { DefaultBot.Struct60 @struct; @struct.defaultBot_0 = this; @struct.asyncTaskMethodBuilder_0 = AsyncTaskMethodBuilder.Create(); @struct.int_0 = -1; AsyncTaskMethodBuilder asyncTaskMethodBuilder_ = @struct.asyncTaskMethodBuilder_0; asyncTaskMethodBuilder_.Start<DefaultBot.Struct60>(ref @struct); return @struct.asyncTaskMethodBuilder_0.Task; }
不太明白method_21是怎么调用method_48的,查看代码的话,只是使用了this。
查看DefaultBot的类,发现有继承关系
public class DefaultBot : IRunnable, IAuthored, IBase, IBot, IConfigurable
猜测是因为继承了IRunnable,所以还有其他逻辑在进行启动
public interface IRunnable { // Token: 0x06001162 RID: 4450 void Start(); // Token: 0x06001163 RID: 4451 void Tick(); // Token: 0x06001164 RID: 4452 void Stop(); }
可以考虑查看start方法,usedby哪些类
AsyncTaskMethodBuilder在这里的使用,说明源码里面使用了async关键字进行异步编程,
可以看下面这篇文章里面的分析
C# Under the Hood: async/await
ILSpy好像可以正常反编译async
https://github.com/0xd4d/dnSpy/issues/687#issuecomment-354990427
await
is just synthetic sugar for what you see in the decompiled code. Usually ILSpy converts this back to what a programmer would normally write, but the version that dnSpy uses didn't have that implemented yet. You can find all implemented language features for the latest version of ILSpy here, but keep in mind that dnSpy still uses ILSpy 2.x, not 3.x.
奇怪的是,上面的method_49是正常识别了async的语法的,不知道为什么method_21无法识别
private async Task method_48(TournamentScene tournamentScene_0) { DefaultBot.ilog_0.InfoFormat("[TournamentScene]", Array.Empty<object>()); if (!tournamentScene_0.IsLoaded()) { DefaultBot.ilog_0.DebugFormat("[TournamentScene] !TournamentScene.IsLoaded.", Array.Empty<object>()); } else if (!tournamentScene_0.m_deckPickerIsLoaded) { DefaultBot.ilog_0.DebugFormat("[TournamentScene] !m_deckPickerIsLoaded.", Array.Empty<object>()); } else { PresenceMgr presenceMgr = PresenceMgr.Get(); if (presenceMgr == null) { DefaultBot.ilog_0.DebugFormat("[TournamentScene] PresenceMgr is null.", Array.Empty<object>()); } else { List<MonoEnum> statusEnums = presenceMgr.GetStatusEnums(BnetPresenceMgr.Get().GetMyPlayer()); if (statusEnums != null && statusEnums.Count != 0) { foreach (MonoEnum monoEnum in statusEnums) { PresenceStatus presenceStatus = monoEnum.AsEnum<PresenceStatus>(); TritonHs.smethod_4(presenceMgr, ref presenceStatus); if (presenceStatus == PresenceStatus.PLAY_DECKPICKER) { TaskAwaiter taskAwaiter = this.method_49(tournamentScene_0).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; TaskAwaiter taskAwaiter2; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else if (presenceStatus == PresenceStatus.PLAY_QUEUE) { TaskAwaiter taskAwaiter = this.method_51(tournamentScene_0).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; TaskAwaiter taskAwaiter2; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } else { TaskAwaiter taskAwaiter; TaskAwaiter taskAwaiter2; if (presenceStatus != PresenceStatus.HUB) { DefaultBot.ilog_0.ErrorFormat("[TournamentScene] Unhandled presence status detected: {0}. Please restart your client and try again. If the error is still not fixed, please report this message.", monoEnum); BotManager.Stop(); taskAwaiter = Coroutine.Yield().GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); return; } DefaultBot.ilog_0.DebugFormat("[TournamentScene] Presence status [{0}] detected. Now waiting for it to update.", monoEnum); taskAwaiter = Coroutine.Sleep(5000).GetAwaiter(); if (!taskAwaiter.IsCompleted) { await taskAwaiter; taskAwaiter = taskAwaiter2; taskAwaiter2 = default(TaskAwaiter); } taskAwaiter.GetResult(); taskAwaiter = default(TaskAwaiter); } monoEnum = null; } List<MonoEnum>.Enumerator enumerator = default(List<MonoEnum>.Enumerator); } else { DefaultBot.ilog_0.DebugFormat("[TournamentScene] PresenceMgr.GetStatus is null or empty.", Array.Empty<object>()); } } } }
TaskAwaiter taskAwaiter = this.method_49(tournamentScene_0).GetAwaiter();
上面这段代码,应该是调用method_49的