Reconnect to an already-injected DLL (reuse it, survive a tool restart)
Disconnect -> reconnect now reuses the DLL already in the game instead of injecting again, including across a tool restart or crash: a connected DLL keeps its per-pid shared section (and worker) alive after the host goes away, so a fresh host can find it and re-attach to the same section. - hook_dll_alive(pid) (host/src/inject/dll_probe.cpp): detect a live DLL by opening the per-pid section and polling its heartbeat (returns as soon as a beat lands; a missing section or stalled worker reads as not-alive). It does not check magic -- a graceful disconnect zeroes magic but the DLL keeps beating and the worker never re-checks magic post-connect. - InjectionPanel: the Inject and Connect button branches to reconnect_selected() when a live DLL is detected -- IpcServer::start() re-attaches to the SAME section the DLL still holds and re-publishes the subsystem state; no re-injection. Factored the shared post-connect setup (publish_subsystem_state / begin_liveness_tracking). The DLL needed no change -- it just resumes reading the re-attached section. - A false not-alive is benign: the inject path still re-attaches an already-injected DLL (LoadLibrary no-ops), so the timeout only needs to clear the worker's ~250ms beat period with margin. Test (mock_game_test test_reconnect): inject -> hooked -> graceful disconnect -> drop the host handle (simulating a restart while the DLL keeps the section alive) -> detect via heartbeat -> re-attach to the same section -> hooks re-install without re-injecting -> and hook_dll_alive goes false once the game is gone. Roadmap: both current tasks (graceful disconnect, reconnect) done -> removed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
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README.md
@@ -110,14 +110,6 @@ default** and covers anything the hooked path doesn't.
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Completed work lives in **Lessons learned** + the test suite, not here.
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### Current tasks
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- **Reconnect to an already-injected DLL.** Support disconnect → reconnect reusing the DLL that's
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already in the game, *including across a tool restart or crash*: the host detects the live DLL
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(via its advancing IPC heartbeat on the per-pid section), re-attaches to the same shared section,
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and resumes control without re-injecting. (DLL self-cleanup on host *crash* is explicitly **not**
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required — relaunch, reconnect, then disconnect gracefully to clean up.)
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### Future work
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- **Per-game profiles** — persist each game's subsystem / capture-mode / audio choices and re-apply
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@@ -397,6 +389,14 @@ person/account to receive the stream.
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sees the mirrored video, hears the audio, and that their controller drives the
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real game.
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**Disconnect / reconnect.** **Disconnect** asks the injected DLL to remove every hook so the game
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behaves exactly as if it was never touched, then drops the channel — but leaves the DLL injected
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(dormant). Clicking **Inject & Connect** on a game that still has a live DLL (left dormant, or
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surviving a tool restart/crash — a connected DLL keeps its shared section alive) **reconnects** to it
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and resumes, without injecting again. Closing the host also unhooks the game on the way out. So a
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clean cycle is: connect → play → disconnect (game back to normal, DLL parked) → reconnect later. The
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DLL is never force-unloaded; it goes away when the game exits.
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Useful checks while developing without RPT: tick **Forward synthetic test input**
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in the Injection panel to make the game move on its own (proving forwarding is the
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source), and click away from the game to confirm focus spoofing keeps it running.
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