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shuffler.lua
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shuffler.lua
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--[[
Bizhawk Shuffler 2 by authorblues
inspired by Brossentia's Bizhawk Shuffler, based on slowbeef's original project
tested on Bizhawk v2.8 - http://tasvideos.org/BizHawk/ReleaseHistory.html
released under MIT License
--]]
-- set in Lua console for verbose debug messages
--SHUFFLER_DEBUG = true
config = {}
next_swap_time = 0
running = false
plugins = {}
-- determine operating system for the purpose of commands
_PLATFORMS = {['dll'] = 'WIN', ['so'] = 'LINUX', ['dylib'] = 'MAC'}
PLATFORM = _PLATFORMS[(package.cpath..';'):match('%.(%a+);')]
PLUGINS_FOLDER = 'plugins'
GAMES_FOLDER = 'games'
PREMADE_STATES = 'start-states'
STATES_FOLDER = GAMES_FOLDER .. '/.savestates'
STATES_BACKUPS = 3
DEFAULT_CMD_OUTPUT = 'shuffler-src/.cmd-output.txt'
MIN_BIZHAWK_VERSION = "2.6.3"
MAX_BIZHAWK_VERSION = nil
RECOMMENDED_LUA_CORE = "LuaInterface"
UNSUPPORTED_LUA_CORE = "NLua"
COMPRESSION_WARNING_THRESHOLD = 2
MAX_INTEGER = 99999999
function log_message(msg, quiet)
if not quiet then print(msg) end
local handle = io.open('message.log', 'a')
if handle == nil then return end
handle:write(os.date("[%X] "))
handle:write(tostring(msg))
handle:write('\n')
handle:close()
end
-- for Lua 5.1 and 5.4 compatibility
local unpack = table.unpack or unpack
local function safe_log_format(format, ...)
local count = select('#', ...)
if count == 0 then return format end
local arguments = {...}
-- deal with nil and boolean values which %s can't handle
for i = 1, count do
if (type(arguments[i]) ~= 'number') then
arguments[i] = tostring(arguments[i])
end
end
local success, result = pcall(string.format, format, unpack(arguments))
if success then
return result
else
return string.format('Log error at "%s": %s', tostring(format), tostring(result))
end
end
function log_console(format, ...)
log_message(safe_log_format(format, ...), false)
end
function log_quiet(format, ...)
log_message(safe_log_format(format, ...), true)
end
function log_debug(format, ...)
if SHUFFLER_DEBUG then
log_message(safe_log_format(format, ...), true)
end
end
-- check if folder exists
function path_exists(p)
local ok, err, code = os.rename(p, p)
-- code 13 is permission denied, but it's there
if not ok and code == 13 then return true end
return ok, err
end
function make_dir(p)
if path_exists(p .. '/') then return end
os.execute(string.format('mkdir "%s"', p))
end
-- folders needed for the shuffler to run
make_dir('output-info')
make_dir(GAMES_FOLDER)
make_dir(STATES_FOLDER)
-- loads primary config file
function load_config(f)
local fn = loadfile(f)
if fn ~= nil then fn() end
return fn ~= nil
end
-- dump lua object
function dump(o)
function _dump(o, a, b)
if type(o) == 'table' then
local s = ''
for k,v in pairs(o) do
s = s..a..string.format('[%s] = %s,', _dump(k, "", ""), _dump(v, "", ""))..b
end
return '{'..b..s..'}'..b
elseif type(o) == 'number' or type(o) == 'boolean' or o == nil then
return tostring(o)
elseif type(o) == 'string' then
-- %q encloses in double quotes and escapes according to lua rules
return string.format('%q', o)
else -- functions, native objects, coroutines
error(string.format('Unsupported value of type "%s" in config.', type(o)))
end
end
return _dump(o, "\t", "\n")
end
-- saves primary config file
function save_config(config, f)
write_data(f, 'config=\n'..dump(config))
end
-- output data to files (for OBS support)
function write_data(filename, data, mode)
local handle, err = io.open(filename, mode or 'w')
if handle == nil then
log_message(string.format("Couldn't write to file: %s", filename))
log_message(err)
return
end
handle:write(data)
handle:close()
end
-- Create a lookup table where each key is a value from list
local function to_lookup(list, lowercase)
local lookup = {}
for _, value in pairs(list) do
if lowercase then value = value:lower() end
lookup[value] = true
end
return lookup
end
function table_subtract(target, remove, ignore_case)
local remove_lookup = to_lookup(remove, ignore_case)
for i = #target, 1, -1 do
local value = target[i]
if remove_lookup[value] or (ignore_case and remove_lookup[value:lower()]) then
table.remove(target, i)
end
end
end
-- returns a table containing all files in a given directory
function get_dir_contents(dir, tmp, force)
local TEMP_FILE = tmp or DEFAULT_CMD_OUTPUT
if force ~= false or not path_exists(TEMP_FILE) then
local cmd = string.format('ls "%s" -p | grep -v / > %s', dir, TEMP_FILE)
if PLATFORM == 'WIN' then
cmd = string.format('dir "%s" /B /A-D > %s', dir, TEMP_FILE)
end
os.execute(cmd)
end
local file_list = {}
local fp = assert(io.open(TEMP_FILE, 'r'))
for x in fp:lines() do
table.insert(file_list, x)
end
fp:close()
return file_list
end
-- types of files to ignore in the games directory
local IGNORED_FILE_EXTS = to_lookup({ '.msu', '.pcm', '.txt', '.ini' })
local function get_ext(name)
local ext = name:match("%.[^.]+$")
return ext and ext:lower() or ""
end
-- get list of games
function get_games_list(force)
local LIST_FILE = '.games-list.txt'
local games = get_dir_contents(GAMES_FOLDER, GAMES_FOLDER .. '/' .. LIST_FILE, force or false)
local toremove = {}
local toremove_ignore_case = {}
-- find .cue files and remove the associated bin/iso
for _,filename in ipairs(games) do
local extension = get_ext(filename)
if extension == '.cue' then
-- open the cue file, oh god here we go...
local fp = assert(io.open(GAMES_FOLDER .. '/' .. filename, 'r'))
for line in fp:lines() do
local ref_file = line.match(line, '^%s*FILE%s+"(.-)"') or line.match(line, '^%s*FILE%s+(%g+)') -- quotes optional
if ref_file then
table.insert(toremove_ignore_case, ref_file)
-- BizHawk automatically looks for these even if the .cue only references foo.bin
table.insert(toremove_ignore_case, ref_file .. '.ecm')
end
end
fp:close()
-- ccd/img format?
elseif extension == '.ccd' then
local primary = filename:sub(1, #filename-4)
table.insert(toremove, primary .. '.img')
table.insert(toremove, primary .. '.img.ecm')
table.insert(toremove, primary .. '.sub')
elseif extension == '.xml' then
local fp = assert(io.open(GAMES_FOLDER .. '/' .. filename, 'r'))
local xml = fp:read("*all")
fp:close()
-- bizhawk multidisk bundle
if xml:find('BizHawk%-XMLGame') then
for asset in xml:gmatch('<Asset.-FileName="(.-)".-/>') do
asset = asset:gsub('^%.[\\/]', '')
table.insert(toremove, asset)
end
end
elseif IGNORED_FILE_EXTS[extension] then
table.insert(toremove, filename)
end
end
table_subtract(games, toremove, PLATFORM == 'WIN')
table_subtract(games, toremove_ignore_case, true) -- cue file resolving ignores case even on linux
table_subtract(games, { LIST_FILE })
table_subtract(games, config.completed_games, PLATFORM == 'WIN')
return games
end
-- delete savestates folder
function delete_savestates()
local cmd = string.format('rm -rf "%s"', STATES_FOLDER)
if PLATFORM == 'WIN' then
cmd = string.format('rmdir "%s" /S /Q', STATES_FOLDER)
end
os.execute(cmd)
if path_exists(PREMADE_STATES .. '/') then
cmd = string.format('cp -r "%s" "%s"', PREMADE_STATES, STATES_FOLDER)
if PLATFORM == 'WIN' then
cmd = string.format('xcopy "%s" "%s\\" /E /H', PREMADE_STATES, STATES_FOLDER)
end
os.execute(cmd)
end
end
function get_savestate_file(game)
game = game or config.current_game
if game == nil then error('no game specified for savestate file') end
return string.format("%s/%s.state", STATES_FOLDER, game)
end
function save_current_game()
local function overwrite(a, b)
os.remove(b)
os.rename(a, b)
end
if config.current_game ~= nil then
local statename = get_savestate_file()
-- safety backups
for i = STATES_BACKUPS, 2, -1 do
overwrite(string.format("%s.bk%d", statename, i-1),
string.format("%s.bk%d", statename, i))
end
overwrite(statename, statename .. '.bk1')
log_debug('save_current_game: save "%s"', statename)
savestate.save(statename)
end
end
function file_exists(f)
local p = io.open(f, 'r')
if p == nil then return false end
io.close(p)
return true
end
function is_rom_loaded()
return emu.getsystemid() ~= 'NULL'
end
-- called after rom is loaded
local function on_game_load()
log_debug('on_game_load() current_game="%s"', config.current_game)
frames_since_restart = 0
running = true
local state = get_savestate_file()
if file_exists(state) then
log_debug('on_game_load: load state "%s"', state)
savestate.load(state)
end
-- update swap counter for this game
local new_swaps = (config.game_swaps[config.current_game] or 0) + 1
config.game_swaps[config.current_game] = new_swaps
-- update total swap counter
config.total_swaps = (config.total_swaps or 0) + 1
if config.output_files >= 1 then
write_data('output-info/current-swaps.txt', new_swaps)
write_data('output-info/total-swaps.txt', config.total_swaps)
write_data('output-info/current-game.txt', strip_ext(config.current_game))
end
-- this code just outright crashes on Bizhawk 2.6.1, go figure
if checkversion("2.6.2") then
gui.use_surface('client')
gui.clearGraphics()
end
update_next_swap_time()
for _,plugin in ipairs(plugins) do
if plugin.on_game_load ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_game_load(pdata.state, pdata.settings)
end
end
save_config(config, 'shuffler-src/config.lua')
end
function load_game(g)
log_debug('load_game(%s)', g)
local filename = GAMES_FOLDER .. '/' .. g
if not file_exists(filename) then
log_console('ROM "%s" not found', g)
return false
end
local success = client.openrom(filename)
-- Compare against false explicitly because BizHawk <2.9.1 doesn't return success bool
if success ~= false and is_rom_loaded() then
log_debug('ROM loaded: %s "%s" (%s)', emu.getsystemid(), gameinfo.getromname(), gameinfo.getromhash())
on_game_load()
return true
else
log_console('Failed to open ROM "%s"', g)
return false
end
end
function get_next_game()
local prev = config.current_game or nil
local all_games = get_games_list()
-- check to make sure that all of the games correspond to actual
-- game files that can be opened
local all_exist = true
for _, game in ipairs(all_games) do
all_exist = all_exist and file_exists(GAMES_FOLDER .. '/' .. game)
end
-- if any of the games are missing, force a refresh of the game list
if not all_exist then
all_games = get_games_list(true)
end
-- shuffle_index == -1 represents fully random shuffle order
if config.shuffle_index < 0 then
-- remove the currently loaded game and see if there are any other options
table_subtract(all_games, { prev })
if #all_games == 0 then return prev end
return all_games[math.random(#all_games)]
else
-- manually select the next one
config.shuffle_index = (config.shuffle_index % #all_games) + 1
return all_games[config.shuffle_index]
end
end
-- save current game's savestate, backup config, and load new game
function swap_game(next_game)
log_debug('swap_game(%s): running=%s', next_game, running)
-- if a swap has already happened, don't call again
if not running then return false end
-- if no game provided, call get_next_game()
next_game = next_game or get_next_game()
-- if the game isn't changing, stop here and just update the timer
-- (you might think we should just disable the timer at this point, but this
-- allows new games to be added mid-run without the timer being disabled)
if next_game == config.current_game then
update_next_swap_time()
return false
end
-- swap_game() is used for the first load, so check if a game is loaded
if config.current_game ~= nil then
for _,plugin in ipairs(plugins) do
if plugin.on_game_save ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_game_save(pdata.state, pdata.settings)
end
end
end
-- mute the sound for a moment to help with the swap
config.sound = client.GetSoundOn()
client.SetSoundOn(false)
-- at this point, save the game and update the new "current" game after
save_current_game()
config.current_game = next_game
running = false
-- unique game count, for debug purposes
config.game_count = 0
for _, _ in pairs(config.game_swaps) do
config.game_count = config.game_count + 1
end
-- save an updated randomizer seed
config.nseed = math.random(MAX_INTEGER) + config.frame_count
save_config(config, 'shuffler-src/config.lua')
return load_game(config.current_game)
end
function swap_game_delay(f)
next_swap_time = config.frame_count + f
end
function update_next_swap_time()
next_swap_time = math.huge -- infinity
if config.auto_shuffle then
swap_game_delay(math.random(config.min_swap * 60, config.max_swap * 60))
end
end
function starts_with(a, b)
return a:sub(1, #b) == b
end
function ends_with(a, b)
return a:sub(-#b) == b
end
function strip_ext(filename)
-- only return first ret value from gsub!
local name = filename:gsub('%.[^.]*$', '')
return name
end
-- returns positive number if curversion > reqversion,
-- negative number if curversion < reqversion, 0 if equal
function compare_version(reqversion, curversion)
curversion = curversion or client.getversion()
local curr, reqd = {}, {}
for x in string.gmatch(curversion, "%d+") do
table.insert(curr, tonumber(x))
end
for x in string.gmatch(reqversion, "%d+") do
table.insert(reqd, tonumber(x))
end
while #curr < #reqd do table.insert(curr, 0) end
while #reqd < #curr do table.insert(reqd, 0) end
for i=1,#reqd do
if curr[i] ~= reqd[i] then
return curr[i] - reqd[i]
end
end
return 0
end
function checkversion(reqversion, curversion)
-- nil string means no requirements, so of course true
if reqversion == nil then return true end
return compare_version(reqversion, curversion) >= 0
end
local function check_compatibility()
if client.get_lua_engine() == UNSUPPORTED_LUA_CORE then
log_message(string.format("\n[!] It is recommended to use the %s core (currently using %s)\n" ..
"Change the Lua core in the Config > Customize > Advanced menu and restart BizHawk",
RECOMMENDED_LUA_CORE, client.get_lua_engine()))
return false
end
if MAX_BIZHAWK_VERSION and compare_version(MAX_BIZHAWK_VERSION) > 0 then
log_message(string.format("BizHawk versions after %s are currently not supported", MAX_BIZHAWK_VERSION))
log_message("-- Currently installed version: " .. client.getversion())
log_message("-- Please use BizHawk %s for now", MAX_BIZHAWK_VERSION)
log_message(" https://github.com/TASVideos/BizHawk/releases/")
return false
end
if MIN_BIZHAWK_VERSION and compare_version(MIN_BIZHAWK_VERSION) < 0 then
log_message(string.format("Expected Bizhawk version %s+", MIN_BIZHAWK_VERSION))
log_message("-- Currently installed version: " .. client.getversion())
log_message("-- Please update your Bizhawk installation")
log_message(" https://github.com/TASVideos/BizHawk/releases/")
return false
end
return true
end
local function check_savestate_config()
local compression = client.getconfig().Savestates.CompressionLevelNormal
if compression >= COMPRESSION_WARNING_THRESHOLD then
log_console("Savestate compression can noticably increase the time it takes to swap games on some systems. " ..
"Savestate compression can be configured in the Config > Rewind & States menu.")
end
end
-- this is going to be an APPROXIMATION and is not a substitute for an actual
-- timer. games do not run at a consistent or exact 60 fps, so this method is
-- provided purely for entertainment purposes
function frames_to_time(f)
local sec = math.floor(f / 60)
local min = math.floor(sec / 60)
local hrs = math.floor(min / 60)
return string.format('%02d:%02d:%02d', hrs, min%60, sec%60)
end
function output_completed()
if config.output_files >= 1 then
local completed = ""
for _, game in ipairs(config.completed_games) do
completed = completed .. strip_ext(game) .. '\n'
end
write_data('output-info/completed-games.txt', completed)
end
end
function mark_complete()
-- mark the game as complete in the config file rather than moving files around
table.insert(config.completed_games, config.current_game)
log_message(config.current_game .. ' marked complete')
for _,plugin in ipairs(plugins) do
if plugin.on_complete ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_complete(pdata.state, pdata.settings)
end
end
-- update list of completed games in file
output_completed()
if #get_games_list() == 0 then
-- the shuffler is complete!
running = false
save_config(config, 'shuffler-src/config.lua')
log_message('Shuffler complete!')
else
-- hack-ish: decrement shuffle index so we don't skip the next game in fixed order
if config.shuffle_index >= 1 then
config.shuffle_index = config.shuffle_index - 1
end
swap_game()
end
end
function cwd()
local cmd = string.format('pwd > %s', DEFAULT_CMD_OUTPUT)
if PLATFORM == 'WIN' then
cmd = string.format('cd > %s', DEFAULT_CMD_OUTPUT)
end
os.execute(cmd)
local fp = assert(io.open(DEFAULT_CMD_OUTPUT, 'r'))
local resp = fp:read("*all")
fp:close()
return resp:match( "^%s*(.+)%s*$" )
end
local function on_exit()
log_quiet('shuffler exiting')
if running then
save_config(config, 'shuffler-src/config.lua')
if is_rom_loaded() then
log_quiet('saving state on exit')
save_current_game()
end
end
end
function complete_setup()
os.remove('message.log')
if config.plugins ~= nil then
for pmodpath,pdata in pairs(config.plugins) do
local pmodule = require(PLUGINS_FOLDER .. '.' .. pmodpath)
if checkversion(pmodule.minversion) then
log_message('Plugin loaded: ' .. pmodule.name)
table.insert(plugins, pmodule)
if pmodule.on_setup ~= nil then
pmodule.on_setup(pdata.state, pdata.settings)
end
else
log_message(string.format('%s requires Bizhawk version %s+', pmodule.name, pmodule.minversion))
log_message("-- Currently installed version: " .. client.getversion())
log_message("-- Please update your Bizhawk installation to use this plugin")
config.plugins[pmodpath] = nil
end
end
end
local games = get_games_list(true) -- force refresh of the games list
if #games == 0 then
local sep = '/'
if PLATFORM == 'WIN' then sep = '\\' end
log_message('No games found in the expected directory. Were they put somewhere else? ' ..
'Are they nested inside folders? ROM files should be placed directly in the following directory:')
if cwd ~= nil then log_message(string.format("Expected: %s%s%s", cwd(), sep, GAMES_FOLDER)) end
return
end
-- these messages will only appear in the message log
log_message('Platform: ' .. PLATFORM, true)
log_message('Bizhawk version: ' .. client.getversion(), true)
for _,game in ipairs(games) do
log_message('GAME FOUND: ' .. game, true)
end
save_config(config, 'shuffler-src/config.lua')
math.randomseed(config.nseed or config.seed)
if config.frame_count == 0 then
log_message('deleting savestates!')
delete_savestates()
end
make_dir(STATES_FOLDER)
-- whatever the current state is, update the output file
output_completed()
client.displaymessages(false)
-- if there is already a listed current game, this is a resumed session
-- otherwise, call swap_game() to setup for the first game load
if not config.current_game or not load_game(config.current_game) then
running = true
swap_game(nil)
end
end
function get_tag_from_hash_db(target, database)
local resp = nil
local fp = assert(io.open(database, 'r'))
for x in fp:lines() do
local hash, tag = x:match("^([0-9A-Fa-f]+)%s+(%S+)")
if hash == target then resp = tag; break end
end
fp:close()
return resp
end
if not check_compatibility() then
return
end
check_savestate_config()
-- load primary configuration
load_config('shuffler-src/config.lua')
local setup = require('shuffler-src.setupform')
setup.initial_setup(complete_setup)
event.onexit(on_exit)
event.onconsoleclose(on_exit)
prev_input = input.get()
frames_since_restart = 0
local ptime_total = nil
local ptime_game = nil
while true do
if running and is_rom_loaded() then
-- wait for a frame to pass before turning sound back on
if frames_since_restart == 1 and config.sound then client.SetSoundOn(true) end
local frame_count = (config.frame_count or 0) + 1
config.frame_count = frame_count
frames_since_restart = frames_since_restart + 1
-- update the frame count specifically for the active game as well
local cgf = (config.game_frame_count[config.current_game] or 0) + 1
config.game_frame_count[config.current_game] = cgf
-- save time info to files for OBS display
if config.output_files == 2 then
local time_total = frames_to_time(frame_count)
if time_total ~= ptime_total then
write_data('output-info/total-time.txt', time_total)
ptime_total = time_total
end
local time_game = frames_to_time(cgf)
if time_game ~= ptime_game then
write_data('output-info/current-time.txt', time_game)
ptime_game = time_game
end
end
-- let plugins do operations each frame
for _,plugin in ipairs(plugins) do
if plugin.on_frame ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_frame(pdata.state, pdata.settings)
end
end
local current_input = input.get()
-- mark the game as complete if the hotkey is pressed (and some time buffer)
-- the time buffer should hopefully prevent somebody from attempting to
-- press the hotkey and the game swapping, marking the wrong game complete
if current_input[config.hk_complete] and not prev_input[config.hk_complete] and
frames_since_restart > math.min(3, config.min_swap/2) * 60 then mark_complete() end
prev_input = current_input
-- time to swap!
if frame_count >= next_swap_time then swap_game() end
end
emu.frameadvance()
end