Exemplo n.º 1
0
 /// <summary>
 /// Takes a ProcessObj and a Timeout (in seconds, 10s by default)
 /// </summary>
 /// <param name="procObj"></param>
 /// <param name="timeout"></param>
 public ProcessMonitor(ProcessObj procObj, int timeout)
 {
     if (procObj != null && procObj.ProcessRef != null)
     {
         this.GlobalElapsedTimer = 0;
         this.Process            = procObj;
         this.Timeout            = timeout;
     }
 }
Exemplo n.º 2
0
 public static bool Equals(ProcessObj procA, ProcessObj procB)
 {// helper for basic equality of ProcessObj objects
     if (procA != null && procB != null &&
         procA.ProcessId == procB.ProcessId &&
         procA.ProcessName.Equals(procB.ProcessName))
     {
         return(true);
     }
     return(false);
 }
Exemplo n.º 3
0
        /// <summary>
        /// Helper function for validating a process within a timeout
        /// </summary>
        /// <param name="procObj"></param>
        /// <param name="timeout"></param>
        /// <param name="maxTimeout"></param>
        /// <param name="reattempts"></param>
        /// <returns></returns>
        public static ProcessObj ValidateProcessByName(string procName, int timer, int maxTimeout, int reattempts)
        {// check every x seconds (up to y seconds) for z iterations to determine valid running proc by name
            int timeoutCounter = 0, _pid = 0, prevPID = 0, elapsedTime = 0;

            ProcessUtils.Logger("OSOL", $"Searching for valid process by name: {procName}");

            while (timeoutCounter < (maxTimeout * 1000))
            {// wait up to maxTimeout (secs)
                ProcessObj _ret = internalLoop();
                if (_ret != null && _ret.IsValid)
                {
                    timeoutCounter += elapsedTime;
                    ProcessUtils.Logger("OSOL", $"Found a valid process in {timeoutCounter / 1000}s: {_ret.ProcessName}.exe [{_ret.ProcessId}]");
                    return(_ret);
                }
                timeoutCounter += elapsedTime;
            }
            ProcessUtils.Logger("WARNING", $"Could not bind to a valid process after waiting {timeoutCounter / 1000}s");
            return(null);

            // nest our internal loop so we can break out early if necessary
            ProcessObj internalLoop()
            {
                Stopwatch _sw = new Stopwatch();

                _sw.Start();
                for (int i = 0; i <= reattempts; i++)
                {// try up to the specified number of times
                    ProcessObj _proc = new ProcessObj(procName);
                    _pid = _proc.ProcessId;

                    if (prevPID > 0 && _pid != prevPID)
                    {
                        Thread.Sleep(timer * 1000);
                        _sw.Stop();
                        elapsedTime = Convert.ToInt32(_sw.ElapsedMilliseconds);
                        prevPID     = 0;
                        break; // restart the search if we lose our target
                    }

                    if (i == reattempts && _pid == prevPID && _proc.IsValid)
                    {// wait for attempts to elapse (~15s by default) before validating the PID
                        _sw.Stop();
                        elapsedTime = Convert.ToInt32(_sw.ElapsedMilliseconds);
                        return(_proc);
                    }

                    prevPID = _pid;
                    Thread.Sleep(timer * 1000);
                }
                _sw.Stop();
                elapsedTime = Convert.ToInt32(_sw.ElapsedMilliseconds);
                return(null);
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Helper function for returning a validated processObj
        /// </summary>
        /// <param name="setHnd"></param>
        /// <param name="procName"></param>
        /// <returns></returns>
        public static ProcessObj GetProcessObj(Settings setHnd, string procName)
        {// wrapper function to return a validated ProcessObj from a procName
            ProcessObj _procObj = ValidateProcessByName(
                procName, setHnd.ProxyTimeout, setHnd.ProcessAcquisitionTimeout, setHnd.ProcessAcquisitionAttempts
                );

            if (_procObj != null && _procObj.ProcessId > 0)
            {
                return(_procObj);
            }
            return(null);
        }
Exemplo n.º 5
0
        public async Task <ProcessObj> InterruptibleMonitorAsync()
        {// always returns a ProcessObj after a monitoring timeout (could be old if unsuccessful)
            ProcessUtils.Logger("MONITOR", $"Monitoring process {this.Process.ProcessName}.exe for {this.Timeout}s");
            while (this.GlobalElapsedTimer < this.Timeout * 1000)
            {// reacquire within a timeout (non-blocking)
                await this.IncrementTimerAsync();

                if (this.Process.ProcessRef.HasExited)
                {// try to reacquire process by name
                    var _proc = new ProcessObj(this.Process.ProcessName);
                    if (_proc != null && _proc.IsValid)
                    {
                        this.GlobalElapsedTimer = 0;
                        ProcessUtils.Logger("MONITOR", $"Reacquired a matching target process ({_proc.ProcessName}.exe [{_proc.ProcessId}])");
                        this.Process   = _proc; // don't assign a dead process
                        this.IsRunning = true;
                    }
                    else
                    {
                        this.IsRunning = false;
                    }
                }
                else
                {
                    this.IsRunning = true;
                }
            }
            // report our results once the timer expires
            if (this.IsRunning)
            {
                ProcessUtils.Logger("MONITOR", $"Target process ({this.Process.ProcessName}.exe [{this.Process.ProcessId}]) is still running after {this.Timeout}s");
            }
            else
            {
                ProcessUtils.Logger("MONITOR", $"Timed out after {this.Timeout}s while monitoring the target process: {this.Process.ProcessName}.exe");
            }
            return(this.Process);
        }
        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
        }