Beispiel #1
0
        private async void OnGameExited(object sender, ProcessEventArgs e)
        {
            if (SetHnd.Options.MinimizeLauncher && LauncherPL.ProcWrapper.IsRunning())
            {
                WindowUtils.MinimizeWindow(LauncherPL.ProcWrapper.Hwnd);
            }

            // run PostGameExecPath/Args after the game exits
            PostGamePL = new ProcessLauncher(
                SetHnd.Paths.PostGameExecPath,
                SetHnd.Paths.PostGameExecArgs,
                elevate: SetHnd.Options.ElevateExternals,
                delayTime: SetHnd.Options.PostGameWaitTime
                );
            await PostGamePL.Launch();

            if (SetHnd.Options.PostGameWaitTime > 0)
            {
                ProcessUtils.Logger("OSOL", $"Game exited, moving on to clean up after {SetHnd.Options.PostGameWaitTime}s...");
            }
            else
            {
                ProcessUtils.Logger("OSOL", $"Game exited, cleaning up...");
            }
            await Task.Delay(SetHnd.Options.PostGameWaitTime * 1000);

            if (SetHnd.Options.CloseLauncher && ProcessWrapper.IsRunningByName(LauncherName))
            {
                ProcessUtils.Logger("OSOL", $"Found launcher still running, killing it...");
                ProcessWrapper.KillProcTreeByName(LauncherName);
            }

            OnClosing();
        }
Beispiel #2
0
        public static bool MessageSendKey(Process proc, char key)
        {// some windows don't take SendKeys so use the Window Message API instead
            try
            {
                // we need to send two messages per key, KEYDOWN and KEYUP respectively
                SendMessage(WindowUtils.HwndFromProc(proc), WM_KEYDOWN, (IntPtr)key, IntPtr.Zero);
                SendMessage(WindowUtils.HwndFromProc(proc), WM_KEYUP, (IntPtr)key, IntPtr.Zero);

                return(true);
            }
            catch (Exception ex)
            {
                ProcessUtils.Logger("WARNING", ex.Message);
                return(false);
            }
        }
Beispiel #3
0
        public static bool IsValidProcess(Process targetProc)
        {// rough process validation - must have an hwnd or handle
            if (targetProc == null || targetProc.Id == 0)
            {
                return(false); // sanity check
            }
            var _hwnd = WindowUtils.HwndFromProc(targetProc);

            // true if !exited + pid>0 + hWnd>0x0 + has a title/class
            // ... or !exited + pid>0 + hnd>0
            if (!targetProc.HasExited && targetProc.Id > 0 &&
                _hwnd != IntPtr.Zero && WindowUtils.WindowHasDetails(_hwnd) ||
                !targetProc.HasExited && targetProc.Id > 0 && targetProc.Handle != IntPtr.Zero)
            {
                return(true);
            }

            return(false);
        }
Beispiel #4
0
        public bool Refresh()
        {
            var _procRefs = ProcessUtils.GetProcessesByName(this.ProcessName);

            if (_procRefs != null && _procRefs.Count > 0)
            {
                foreach (Process p in _procRefs)
                {     // check each returned process for validity
                    if (ProcessUtils.IsValidProcess(p))
                    { // prefer a process with a title and handle
                        ProcessRef  = p;
                        ProcessId   = ProcessRef.Id;
                        ProcessType = WindowUtils.DetectWindowType(ProcessRef);
                        return(true); // return early on the first match
                    }
                }
            }
            return(false);
        }
Beispiel #5
0
        private async void OnLauncherAcquired(object sender, ProcessEventArgs e)
        {
            // collect launcher information for collision avoidance
            int  _type    = LauncherPL?.ProcWrapper?.ProcessType ?? -1;
            bool _running = (bool)LauncherMonitor?.IsRunning();
            int  _aPID    = e?.AvoidPID ?? 0;

            // MinimizeWindow after acquisition to prevent issues with ProcessType() fetch
            if (SetHnd.Options.MinimizeLauncher && LauncherPL.ProcWrapper.IsRunning())
            {
                WindowUtils.MinimizeWindow(LauncherPL.ProcWrapper.Hwnd);
            }

            if (!SetHnd.Options.SkipLauncher && LauncherPathValid && LauncherPL != null)
            {// pause to let the launcher process stabilize after being hooked
                ProcessUtils.Logger("OSOL",
                                    $"Launcher detected (type {_type}), preparing to launch game in {SetHnd.Options.PreGameLauncherWaitTime}s...");
                await Task.Delay(SetHnd.Options.PreGameLauncherWaitTime * 1000);
            }

            if (SetHnd.Options.SkipLauncher)
            {                        // ignore AutoGameLaunch option explicitly here
                if (LauncherURIMode) // URI mode
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherURI, "",
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        monitorName: GameName
                        );
                }
                else  // normal SkipLauncher behavior
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.GamePath,
                        SetHnd.Paths.GameArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        monitorName: MonitorName
                        );
                }
                await GamePL.Launch();
            }
            else
            {
                if (_running && LauncherURIMode) // URIs
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherURI, "",
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: GameName
                        );
                }
                else if (_running && _type == 1) // Battle.net (relaunch LauncherArgs)
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherPath,
                        SetHnd.Paths.LauncherArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: GameName
                        );
                }
                else if (LauncherPathValid && _running) // normal behavior
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.GamePath,
                        SetHnd.Paths.GameArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: MonitorName
                        );
                }
                if (GamePL != null && (LauncherPathValid && _running || SetHnd.Options.AutoGameLaunch))
                {
                    await GamePL?.Launch(); // only launch if safe to do so
                }
                else if (LauncherPathValid && LauncherMonitor.IsRunning())
                {
                    ProcessUtils.Logger("OSOL", "AutoGameLaunch is false, waiting for user to launch game before timing out...");
                }
            }

            GameMonitor = new ProcessMonitor(
                GamePL,
                SetHnd.Options.ProcessAcquisitionTimeout,
                SetHnd.Options.InterProcessAcquisitionTimeout
                );
            GameMonitor.ProcessAcquired += OnGameAcquired;
            GameMonitor.ProcessHardExit += OnGameExited;
        }
Beispiel #6
0
        private async void OnLauncherAcquired(object sender, ProcessEventArgs e)
        {
            int  _type    = -1;
            bool _running = false;
            int  _aPID    = 0;

            if (LauncherPL != null && LauncherMonitor != null)
            {// collect launcher information for collision avoidance
                _type    = LauncherPL?.ProcWrapper?.ProcessType ?? -1;
                _running = LauncherMonitor.IsRunning();
                _aPID    = e?.AvoidPID ?? 0;
            }

            if (LauncherPL != null && LauncherPL.ProcWrapper.IsRunning())
            {
                // MinimizeWindow after acquisition to prevent issues with ProcessType() fetch
                if (SetHnd.Options.MinimizeLauncher)
                {
                    WindowUtils.MinimizeWindow(LauncherPL.ProcWrapper.Hwnd);
                }

                // pause to let the launcher process stabilize after being hooked
                if (!SetHnd.Options.SkipLauncher)
                {
                    if (GamePathValid && SetHnd.Options.AutoGameLaunch)
                    {
                        ProcessUtils.Logger("OSOL",
                                            $"Launcher detected (type {_type}), preparing to launch game in {SetHnd.Options.PreGameLauncherWaitTime}s...");
                    }
                    else
                    {
                        ProcessUtils.Logger("OSOL",
                                            $"Launcher detected (type {_type}), skipping GamePath, monitoring...");
                    }
                    await Task.Delay(SetHnd.Options.PreGameLauncherWaitTime * 1000);
                }
            }

            if (SetHnd.Options.SkipLauncher && GamePathValid || LauncherURIMode)
            {                        // ignore AutoGameLaunch option explicitly here
                if (LauncherURIMode) // URI mode
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherURI, "",
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        monitorName: GameName
                        );
                }
                else  // normal SkipLauncher behavior
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.GamePath,
                        SetHnd.Paths.GameArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        monitorName: MonitorName
                        );
                }

                if (GamePL != null)
                {
                    await GamePL.Launch();
                }
            }
            else
            {
                if (_running && LauncherURIMode) // URIs
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherURI, "",
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: GameName
                        );
                }
                else if (_running && _type == 1) // Battle.net (relaunch LauncherArgs)
                {
                    // Battle.net v1
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.LauncherPath,
                        SetHnd.Paths.LauncherArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: GameName
                        );

                    // Battle.net v2 doesn't launch via LauncherArgs so send Enter to the launcher
                    if (ProcessUtils.OrdinalContains("productcode=", SetHnd.Paths.LauncherArgs))
                    {
                        WindowUtils.SendEnterToForeground(LauncherPL.ProcWrapper.Hwnd);
                    }
                }
                else if (GamePathValid) // normal behavior
                {
                    GamePL = new ProcessLauncher(
                        SetHnd.Paths.GamePath,
                        SetHnd.Paths.GameArgs,
                        avoidProcName: LauncherName,
                        delayTime: SetHnd.Options.PreGameWaitTime,
                        avoidPID: _aPID,
                        monitorName: MonitorName
                        );
                }
                else if (!_running)
                { // edge case for !AutoGameLaunch while LauncherPathValid/GamePathValid
                    ProcessUtils.Logger("FATAL", "Fell through all launch attempts, this should not happen!");
                    Environment.Exit(0);
                }

                if (GamePL != null && GamePathValid && !SetHnd.Options.AutoGameLaunch)
                {
                    await GamePL?.Launch(NoLaunch : true); // monitor passively
                }
                else if (GamePL != null && (LauncherPathValid && _running || SetHnd.Options.AutoGameLaunch))
                {
                    await GamePL?.Launch(); // launch if safe to do so
                }
                else if (LauncherPathValid && LauncherMonitor.IsRunning())
                {
                    ProcessUtils.Logger("OSOL", $"AutoGameLaunch is false, continuing to monitor existing processes...");
                }
            }

            if (GamePL != null)
            { // monitor only if safe to do so
                GameMonitor = new ProcessMonitor(
                    GamePL,
                    SetHnd.Options.ProcessAcquisitionTimeout,
                    SetHnd.Options.InterProcessAcquisitionTimeout
                    );
                GameMonitor.ProcessAcquired += OnGameAcquired;
                GameMonitor.ProcessHardExit += OnGameExited;
            }
        }
        public async Task ProcessLauncher(Settings setHnd, IniFile iniHnd)
        {// pass our Settings and IniFile contexts into this workhorse routine
            String       launcherName = Path.GetFileNameWithoutExtension(setHnd.LauncherPath);
            String       gameName = Path.GetFileNameWithoutExtension(setHnd.GamePath);
            String       launcherMode = setHnd.LauncherMode;
            Process      launcherProc = new Process(), gameProc = new Process();
            ProcessObj   gameProcObj = null, launcherProcObj = null;
            TrayIconUtil trayUtil = new TrayIconUtil();

            // save our monitoring path for later
            String monitorPath = Settings.ValidatePath(setHnd.MonitorPath) ? setHnd.MonitorPath : String.Empty;
            String monitorName = Path.GetFileNameWithoutExtension(monitorPath);
            String _launchType = (monitorPath.Length > 0 ? "monitor" : "game");

            // TODO: IMPLEMENT ASYNC TASK SYSTEM FOR LAUNCHER AND GAME!


            /*
             * Launcher Detection:
             *
             * 1) If LauncherPath not set skip to Step 8
             * 2) If SkipLauncher is set skip to Step 8
             * 3) Check if LauncherPath is actively running - relaunch via Steam->OSOL
             * 4) Execute pre-launcher delegate
             * 5) Execute launcher (using ShellExecute) - use LauncherURI if set (not ShellExecute)
             * 6) Hand off to GetProcessObj() for detection
             *    a) GetProcessObj() loops on timeout until valid process is detected
             *    b) ValidateProcessByName() attempts to validate Process and PID returns
             *    c) Returns ProcessObj with correct PID, process type, and Process handle
             * 7) Perform post-launcher behaviors
             * 8) Continue to game
             */

            #region LauncherDetection
            // only use validated launcher if CommandlineProxy is not enabled, Launcher is not forced, and we have no DetectedCommandline
            if (!String.IsNullOrEmpty(setHnd.LauncherURI) ||
                !setHnd.SkipLauncher & Settings.ValidatePath(setHnd.LauncherPath) &
                (setHnd.ForceLauncher || !setHnd.CommandlineProxy || setHnd.DetectedCommandline.Length == 0))
            {
                // check for running instance of launcher (relaunch if required)
                if (ProcessUtils.IsRunningByName(launcherName) && setHnd.ReLaunch)
                {// if the launcher is running before the game kill it so we can run it through Steam
                    ProcessUtils.Logger("OSOL", "Found previous instance of launcher by name, killing and relaunching...");
                    ProcessUtils.KillProcTreeByName(launcherName);
                    Thread.Sleep(setHnd.ProxyTimeout * 1000); // pause a moment for the launcher to close
                }

                // ask a delegate to run a process before the launcher and wait for it to return
                await Task.Run(() =>
                               ProcessUtils.ExecuteExternalElevated(setHnd, setHnd.PreLaunchExec, setHnd.PreLaunchExecArgs, 0)
                               );

                if (ProcessUtils.StringEquals(launcherMode, "URI") && !String.IsNullOrEmpty(setHnd.LauncherURI))
                {// use URI launching as a mutually exclusive alternative to "Normal" launch mode (calls launcher->game)
                    gameProc.StartInfo.UseShellExecute = true;
                    gameProc.StartInfo.FileName        = setHnd.LauncherURI;
                    gameProc.StartInfo.Arguments       = setHnd.GameArgs;
                    ProcessUtils.Logger("OSOL", $"Launching URI: {setHnd.LauncherURI} {setHnd.GameArgs}");

                    ProcessUtils.LaunchProcess(gameProc);
                }
                else
                {
                    launcherProc.StartInfo.UseShellExecute  = true;
                    launcherProc.StartInfo.FileName         = setHnd.LauncherPath;
                    launcherProc.StartInfo.WorkingDirectory = Directory.GetParent(setHnd.LauncherPath).ToString();
                    launcherProc.StartInfo.Arguments        = setHnd.LauncherArgs;
                    ProcessUtils.Logger("OSOL", $"Attempting to start the launcher: {setHnd.LauncherPath}");

                    ProcessUtils.LaunchProcess(launcherProc);
                }

                launcherProcObj = ProcessObj.GetProcessObj(setHnd, launcherName);
                launcherProc    = launcherProcObj.ProcessRef;

                if (launcherProcObj.ProcessId > 0)
                {
                    if (launcherProcObj.ProcessType > -1)
                    {// we can only send window messages if we have a window handle
                        WindowUtils.BringToFront(WindowUtils.HwndFromProc(launcherProc));
                        if (setHnd.MinimizeLauncher && launcherProc.MainWindowHandle != IntPtr.Zero)
                        {
                            WindowUtils.MinimizeWindow(WindowUtils.HwndFromProc(launcherProc));
                        }
                    }

                    // wait a bit for the launcher to stabilize
                    ProcessMonitor launcherMonitor = new ProcessMonitor(launcherProcObj, setHnd.PreGameLauncherWaitTime);
                    launcherProcObj = await launcherMonitor.InterruptibleMonitorAsync();

                    launcherProc = launcherProcObj.ProcessRef;
                }
            }
            #endregion

            /*
             * Game Process Detection:
             *
             * 1) Only launch GamePath if we're in "Normal" launch mode (pre-validated)
             * 2) Execute GamePath (or use Launcher if we have an exclusive case)
             * 3) Hand off to GetProcessObj() for detection
             *    a) GetProcessObj() loops on timeout until valid process is detected
             *    b) ValidateProcessByName() attempts to validate Process and PID returns
             *    c) Returns ProcessObj with correct PID, process type, and Process handle
             * 4) If we're using CommandlineProxy attempt to detect the target process cmdline
             *    a) If we've got a cmdline relaunch GamePath with it
             * 5) Do post-game-detection steps
             * 6) Hand off to MonitorProcess() for watching our launched game
             */

            #region GameDetection
            if (ProcessUtils.StringEquals(launcherMode, "Normal"))
            {// we're not in URI or LauncherOnly modes - this is the default
                gameProc.StartInfo.UseShellExecute  = true;
                gameProc.StartInfo.FileName         = setHnd.GamePath;
                gameProc.StartInfo.WorkingDirectory = Directory.GetParent(setHnd.GamePath).ToString();

                if (launcherProcObj.ProcessType == 1)
                {                                                       // we've detected Battle.net Launcher so let's ask the launcher politely to start the game
                    gameProc.StartInfo.FileName  = setHnd.LauncherPath; // use the launcher - look for the game below in GetProcessTreeHandle()
                    gameProc.StartInfo.Arguments = setHnd.LauncherArgs; // these contain the game launch command

                    ProcessUtils.Logger("OSOL", $"Detected Battle.net launcher, calling game via: {setHnd.LauncherPath} {setHnd.LauncherArgs}");

                    ProcessUtils.LaunchProcess(gameProc);
                }
                else if (setHnd.CommandlineProxy && setHnd.DetectedCommandline.Length > 0)
                {// avoid executing GamePath if we need to grab arguments from a child of the launcher
                    // use the saved commandline from DetectedCommandline with GameArgs
                    gameProc.StartInfo.Arguments = setHnd.DetectedCommandline + " " + setHnd.GameArgs;
                    ProcessUtils.Logger("OSOL", $"Launching game with DetectedCommandline arguments, cmd: {setHnd.GamePath} {setHnd.DetectedCommandline} {setHnd.GameArgs}");

                    ProcessUtils.LaunchProcess(gameProc);
                }
                else if (!setHnd.CommandlineProxy)
                {// just launch the game since we've fallen through all the exclusive cases
                    ProcessUtils.Logger("OSOL", $"Launching game, cmd: {setHnd.GamePath} {setHnd.GameArgs}");
                    gameProc.StartInfo.Arguments = setHnd.GameArgs;

                    ProcessUtils.LaunchProcess(gameProc);

                    if (setHnd.SkipLauncher && Settings.ValidatePath(setHnd.LauncherPath))
                    {// we still need LauncherPath tracking in Normal mode even though we didn't launch it ourselves (if defined)
                        ProcessUtils.Logger("OSOL", "Acquiring launcher handle because we didn't launch it ourselves...");
                        launcherProcObj = ProcessObj.GetProcessObj(setHnd, launcherName);
                        launcherProc    = launcherProcObj.ProcessRef;

                        if (launcherProcObj.ProcessId > 0)
                        {
                            if (launcherProcObj.ProcessType > -1)
                            {// we can only send window messages if we have a window handle
                                WindowUtils.BringToFront(WindowUtils.HwndFromProc(launcherProc));
                                if (setHnd.MinimizeLauncher)
                                {
                                    WindowUtils.MinimizeWindow(WindowUtils.HwndFromProc(launcherProc));
                                }
                            }
                            ProcessMonitor launcherMonitor = new ProcessMonitor(launcherProcObj, setHnd.PreGameLauncherWaitTime);
                            launcherProcObj = await launcherMonitor.InterruptibleMonitorAsync();

                            launcherProc = launcherProcObj.ProcessRef;
                        }
                    }
                }
            }

            // wait for the executable defined in GamePath (up to the ProcessAcquisitionTimeout) or use our MonitorPath if the user requests it
            gameProcObj = monitorPath.Length > 0 ? ProcessObj.GetProcessObj(setHnd, monitorName) : ProcessObj.GetProcessObj(setHnd, gameName);
            gameProc    = gameProcObj.ProcessRef;
            string _procPrio = setHnd.GameProcessPriority.ToString();

            if (setHnd.CommandlineProxy && setHnd.DetectedCommandline.Length == 0)
            {
                /*
                 * Our logic here is a bit confusing:
                 *  1) If CommandlineProxy is enabled and we have no proxied arguments then grab them from the bound process
                 *  2) Once we have arguments kill the existing bound process
                 *  3) Launch a new process based on the GamePath with our freshly proxied arguments
                 *  4) Save these proxied arguments to the INI under DetectedCommandline
                 */

                var _cmdLine       = ProcessUtils.GetCommandLineToString(gameProc, setHnd.GamePath);
                var _storedCmdline = setHnd.DetectedCommandline;
                ProcessUtils.Logger("OSOL", $"Detected arguments in [{gameProc.MainModule.ModuleName}]: {_cmdLine}");

                if (!ProcessUtils.CompareCommandlines(_storedCmdline, _cmdLine) &&
                    !ProcessUtils.StringEquals(setHnd.GameArgs, _cmdLine))
                {// only proxy arguments if our target arguments differ
                    gameProc.Kill();
                    Thread.Sleep(setHnd.ProxyTimeout * 1000);

                    gameProc.StartInfo.UseShellExecute  = true;
                    gameProc.StartInfo.FileName         = setHnd.GamePath;
                    gameProc.StartInfo.WorkingDirectory = Directory.GetParent(setHnd.GamePath).ToString();
                    gameProc.StartInfo.Arguments        = setHnd.GameArgs + " " + _cmdLine;
                    ProcessUtils.Logger("OSOL", $"Relaunching with proxied commandline, cmd: {setHnd.GamePath} {_cmdLine} {setHnd.GameArgs}");

                    ProcessUtils.LaunchProcess(gameProc);
                    Thread.Sleep(setHnd.ProxyTimeout * 1000);

                    // rebind to relaunched process
                    gameProcObj = monitorPath.Length > 0 ?
                                  ProcessObj.GetProcessObj(setHnd, monitorName) : ProcessObj.GetProcessObj(setHnd, gameName);
                    gameProc = gameProcObj.ProcessRef;

                    // save our newest active commandline for later
                    ProcessUtils.StoreCommandline(setHnd, iniHnd, _cmdLine);
                    ProcessUtils.Logger("OSOL", $"Process arguments saved to INI: {_cmdLine}");
                }
            }
            #endregion

            #region WaitForGame
            if (gameProcObj != null && gameProcObj.ProcessId > 0)
            {
                if (setHnd.GameProcessAffinity > 0)
                {// use our specified CPU affinity bitmask
                    gameProc.ProcessorAffinity = (IntPtr)setHnd.GameProcessAffinity;
                    ProcessUtils.Logger("OSOL",
                                        $"Setting game process CPU affinity to: {BitmaskExtensions.AffinityToCoreString(setHnd.GameProcessAffinity)}"
                                        );
                }
                if (!ProcessUtils.StringEquals(_procPrio, "Normal"))
                {// we have a custom process priority so let's use it
                    gameProc.PriorityClass = setHnd.GameProcessPriority;
                    ProcessUtils.Logger("OSOL", $"Setting game process priority to: {setHnd.GameProcessPriority.ToString()}");
                }

                if (setHnd.TerminateOSOLUponLaunch)
                {// since we've done all that's been asked we can quit out if requested
                    ProcessUtils.Logger("OSOL", "User requested self-termination after game launch, exiting now...");
                    Environment.Exit(0);
                }
                else
                {
                    // monitor our game process until it exits
                    ProcessMonitor gameMonitor = new ProcessMonitor(gameProcObj, setHnd.InterProcessAcquisitionTimeout);
                    await gameMonitor.MonitorAsync();

                    ProcessUtils.Logger("OSOL", $"Game exited, moving on to clean up after {setHnd.PostGameWaitTime}s...");
                }
            }
            else
            {
                string _procName = ProcessUtils.StringEquals("monitor", _launchType) ? gameName : monitorName;
                ProcessUtils.Logger("WARNING", $"Could not find a process by name ({_procName}.exe), exiting...");
            }
            #endregion

            /*
             * Post-Game Cleanup
             */
            #region PostGame
            if (launcherProcObj.ProcessId > 0 && !launcherProcObj.ProcessRef.HasExited && !setHnd.DoNotClose)
            {
                // resend the message to minimize our launcher
                if (setHnd.MinimizeLauncher && launcherProc.MainWindowHandle != IntPtr.Zero)
                {
                    WindowUtils.MinimizeWindow(WindowUtils.HwndFromProc(launcherProc));
                }

                // let Origin sync with the cloud
                await Task.Delay(setHnd.PostGameWaitTime * 1000);

                ProcessUtils.Logger("OSOL", "Found launcher still running, cleaning up...");

                // finally, kill our launcher proctree
                ProcessUtils.KillProcTreeByName(launcherName);
            }

            // ask a delegate to run a process after the game exits and wait for it to return (with an initial standoff period)
            await Task.Run(() =>
                           ProcessUtils.ExecuteExternalElevated(setHnd, setHnd.PostGameExec, setHnd.PostGameExecArgs, setHnd.PostGameCommandWaitTime)
                           );

            // clean up system tray if process related icons are leftover
            trayUtil.RefreshTrayArea();
            #endregion
        }