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>
This commit is contained in:
38
host/src/inject/dll_probe.cpp
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38
host/src/inject/dll_probe.cpp
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#include "inject/dll_probe.hpp"
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#include <cstdint>
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#include <windows.h>
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#include "coop/protocol.hpp"
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#include "coop/shared_memory.hpp"
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namespace coop
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{
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bool hook_dll_alive(unsigned long pid, int timeout_ms)
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{
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// The per-pid section exists only while someone holds it; a connected DLL keeps it alive across
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// a host restart. Open it (don't create), then confirm the DLL's worker is actually beating --
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// a stale section with a dead worker (heartbeat frozen) must read as not-alive so we inject fresh.
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// Poll rather than sample once: the worker only beats ~every 250 ms, so a single short read can
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// straddle a gap and miss it; return the instant a beat lands, and give up after the timeout.
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SharedMemory shm;
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if (!shm.open(shared_memory_name(pid), sizeof(SharedBlock)))
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{
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return false;
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}
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auto* block = shm.as<SharedBlock>();
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const std::uint32_t h0 = block->status.heartbeat.load(std::memory_order_acquire);
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for (int waited = 0; waited < timeout_ms; waited += 25)
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{
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Sleep(25);
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if (block->status.heartbeat.load(std::memory_order_acquire) != h0)
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{
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return true;
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}
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}
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return false;
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}
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} // namespace coop
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18
host/src/inject/dll_probe.hpp
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18
host/src/inject/dll_probe.hpp
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// Detect whether our hook DLL is already injected and alive in a target process, so the host can
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// reconnect to it (reusing the DLL) instead of injecting again -- including after a tool restart or
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// crash, since a connected DLL keeps the per-pid IPC section alive.
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#pragma once
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namespace coop
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{
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// True if `pid` already hosts a live coop_hook DLL: the per-pid IPC section exists and its heartbeat
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// advances within `timeout_ms` (the DLL's worker is still beating). Returns as soon as a beat lands,
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// so it's fast when the DLL is healthy; the timeout must clear the worker's beat period (~250 ms), so
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// the default leaves margin. A missing section, or one whose heartbeat has stalled (dead worker),
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// reads as not-alive -> the caller should inject fresh (which still re-attaches an already-injected
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// DLL, so a false negative is benign). The default clears several beat periods for margin; a healthy
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// DLL is detected as soon as the first beat lands, so this returns quickly in the normal case.
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bool hook_dll_alive(unsigned long pid, int timeout_ms = 1000);
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} // namespace coop
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