public bool Reconnect() { // Make sure our reconnect variables are valid if (_manager == null) { return(false); } _manager.InitComms(); if (_manager.GetConnectedTarget() < 0) { return(false); } // Get current process state Types.ProcessState state = GetProcessState(); // If it's already running or paused then we are already attached if (state != Types.ProcessState.Killed) { return(true); } // Otherwise, try attaching return(_manager.AttachProcess()); }
public bool SetProcessState(Types.ProcessState state) { if (!Ready || _manager == null) { return(false); } switch (state) { case Types.ProcessState.Running: _manager.ContinueProcess(); break; case Types.ProcessState.Paused: _manager.StopProcess(); break; case Types.ProcessState.Killed: // We can't exit a game p[ocess without throwing an exception so we can just reset to XMB _manager.ResetToXMB(TMAPI.ResetTarget.Quick); break; } return(true); }
public bool Reconnect() { // Make sure our reconnect variables are valid if (_manager == null) { return(false); } if (lastPID <= 0) { return(false); } // Get current process state, attach process, return process to original state Types.ProcessState state = GetProcessState(); bool attach = _manager.Attach(lastPID); if (attach) { SetProcessState(state); } return(attach); }
public bool SetProcessState(Types.ProcessState state) { if (!Ready || _manager == null) { return(false); } switch (state) { case Types.ProcessState.Running: _manager.ContinueProcess(); break; case Types.ProcessState.Paused: _manager.PauseProcess(); break; case Types.ProcessState.Killed: _manager.KillProcess(); break; } return(true); }