private void OnProcessAcquired(ProcessMonitor m, ProcessEventArgs e) { ProcessUtils.Logger($"MONITOR@{ProcessName}", $"Process acquired in {ProcessUtils.ElapsedToString(e.Elapsed)}: {e.ProcessName}.exe [{e.TargetProcess.Id}]"); HasAcquired = true; MonitorTimer.Change(Timeout.Infinite, Timeout.Infinite); SearchTimer.Change(0, Interval); ProcessAcquired?.Invoke(m, e); }
private void OnProcessHardExit(ProcessMonitor m, ProcessEventArgs e) { if (e.TargetProcess != null) { ProcessUtils.Logger($"MONITOR@{ProcessName}", $"Timed out after {ProcessUtils.ElapsedToString(e.Elapsed)} searching for a matching process: {e.ProcessName}.exe"); } else { ProcessUtils.Logger($"MONITOR@{ProcessName}", $"Could not detect a running process after waiting {ProcessUtils.ElapsedToString(e.Elapsed)}..."); } Stop(); ProcessHardExit?.Invoke(m, e); }
private void OnGameAcquired(object sender, ProcessEventArgs e) { if (SetHnd.Options.GameProcessAffinity > 0) { GamePL.ProcWrapper.Proc.ProcessorAffinity = (IntPtr)SetHnd.Options.GameProcessAffinity; ProcessUtils.Logger("OSOL", $"Setting game process CPU affinity to: {BitmaskExtensions.AffinityToCoreString(SetHnd.Options.GameProcessAffinity)}"); } if (SetHnd.Options.GameProcessPriority.ToString() != "Normal") { GamePL.ProcWrapper.Proc.PriorityClass = SetHnd.Options.GameProcessPriority; ProcessUtils.Logger("OSOL", $"Setting game process priority to: {SetHnd.Options.GameProcessPriority.ToString()}"); } }
private void OnProcessSoftExit(ProcessMonitor m, ProcessEventArgs e) {// attempt to gracefully switch modes (monitor -> search) if (HasAcquired && !string.IsNullOrWhiteSpace(e.ProcessName)) { ProcessUtils.Logger($"MONITOR@{ProcessName}", $"Process exited, attempting to reacquire within {e.Timeout}s: {e.ProcessName}.exe"); } else if (HasAcquired) // can't get process details? { ProcessUtils.Logger($"MONITOR@{ProcessName}", $"Process exited, attempting to reacquire within {e.Timeout}s"); } HasAcquired = false; // transition from monitoring -> searching MonitorTimer.Change(Timeout.Infinite, Timeout.Infinite); SearchTimer.Change(0, Interval); ProcessSoftExit?.Invoke(m, e); }
private void OnLauncherExited(object sender, ProcessEventArgs e) {// edge case if launcher times out (or closes) before game launches ProcessUtils.Logger("OSOL", $"Launcher could not be acquired within {ProcessUtils.ElapsedToString(e.Elapsed)}, cleaning up..."); OnClosing(); }
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; }
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; } }