Detect terminated / hung target and reflect it in the UI
The Injection panel kept showing "Attached" after the game exited. Now it tracks target liveness each frame (InjectionPanel::tick from the main loop, independent of panel visibility): - a SYNCHRONIZE|QUERY process handle taken at inject time -> WaitForSingleObject detects the process exiting (Terminated); - the hook heartbeat stalling for ~2 s while the process still exists flags a distinct Hung state (games here can freeze without exiting). The panel shows a clear colored banner per state and disables the subsystem hook/unhook controls and the synthetic-input toggle when the target isn't alive. game_hwnd() returns null once Terminated, so the Video and Audio panels drop to idle instead of chasing a dead window. Verified: x64 build + ctest 7/7 green; host launches and renders the panels without regression (screenshot smoke test). The interactive terminated/hung visual against a real game is best confirmed in a live session (ImGui injection can't be GUI-scripted). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -69,6 +69,64 @@ InjectionPanel::InjectionPanel()
|
||||
refresh_processes();
|
||||
}
|
||||
|
||||
InjectionPanel::~InjectionPanel()
|
||||
{
|
||||
close_target_handle();
|
||||
}
|
||||
|
||||
void InjectionPanel::close_target_handle()
|
||||
{
|
||||
if (target_process_ != nullptr)
|
||||
{
|
||||
CloseHandle(target_process_);
|
||||
target_process_ = nullptr;
|
||||
}
|
||||
target_state_ = TargetState::NotInjected;
|
||||
dll_alive_ = false;
|
||||
last_heartbeat_ = 0;
|
||||
last_heartbeat_time_ = 0.0;
|
||||
}
|
||||
|
||||
void InjectionPanel::tick()
|
||||
{
|
||||
update_liveness();
|
||||
}
|
||||
|
||||
void InjectionPanel::update_liveness()
|
||||
{
|
||||
if (!injected_)
|
||||
{
|
||||
target_state_ = TargetState::NotInjected;
|
||||
return;
|
||||
}
|
||||
|
||||
// Process gone? The handle was opened with SYNCHRONIZE at inject time, so a
|
||||
// signaled wait means it exited. This is authoritative even if the heartbeat
|
||||
// happened to look alive a moment ago.
|
||||
if (target_process_ != nullptr && WaitForSingleObject(target_process_, 0) == WAIT_OBJECT_0)
|
||||
{
|
||||
target_state_ = TargetState::Terminated;
|
||||
dll_alive_ = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Still running: alive vs hung from the hook heartbeat (advances ~4x/s). A live
|
||||
// process whose heartbeat stalled for ~2 s is frozen, not gone -- a distinct state.
|
||||
const std::uint32_t hb = server_.hook_status().heartbeat;
|
||||
const double now = ImGui::GetTime();
|
||||
if (hb != last_heartbeat_)
|
||||
{
|
||||
last_heartbeat_ = hb;
|
||||
last_heartbeat_time_ = now;
|
||||
dll_alive_ = true;
|
||||
}
|
||||
else if (now - last_heartbeat_time_ > 2.0)
|
||||
{
|
||||
dll_alive_ = false;
|
||||
}
|
||||
target_state_ = dll_alive_ ? TargetState::Alive : TargetState::Hung;
|
||||
}
|
||||
|
||||
void InjectionPanel::refresh_processes()
|
||||
{
|
||||
processes_ = list_processes();
|
||||
@@ -102,6 +160,14 @@ void InjectionPanel::inject_selected()
|
||||
if (result.status == InjectStatus::Ok)
|
||||
{
|
||||
injected_ = true;
|
||||
// Track liveness: a SYNCHRONIZE|QUERY handle lets us notice the game exiting,
|
||||
// and seeding the heartbeat clock avoids a spurious "hung" before the first beat.
|
||||
close_target_handle(); // drop any handle from a previous target
|
||||
target_process_ = OpenProcess(SYNCHRONIZE | PROCESS_QUERY_LIMITED_INFORMATION, FALSE, selected_pid_);
|
||||
target_state_ = TargetState::Alive;
|
||||
last_heartbeat_ = 0;
|
||||
last_heartbeat_time_ = ImGui::GetTime();
|
||||
dll_alive_ = true;
|
||||
status_ = "Injected into " + narrow(selected_name_) + " (pid " + std::to_string(selected_pid_) + ").";
|
||||
status_color_ = kGreen;
|
||||
}
|
||||
@@ -273,19 +339,6 @@ void InjectionPanel::draw_hook_status(bool debug_details)
|
||||
|
||||
const HookStatusView status = server_.hook_status();
|
||||
|
||||
// DLL liveness from the heartbeat (advances ~4x/s while the worker runs).
|
||||
const double now = ImGui::GetTime();
|
||||
if (status.heartbeat != last_heartbeat_)
|
||||
{
|
||||
last_heartbeat_ = status.heartbeat;
|
||||
last_heartbeat_time_ = now;
|
||||
dll_alive_ = true;
|
||||
}
|
||||
else if (now - last_heartbeat_time_ > 1.5)
|
||||
{
|
||||
dll_alive_ = false;
|
||||
}
|
||||
|
||||
ImGui::SeparatorText("Hook status");
|
||||
if (!injected_)
|
||||
{
|
||||
@@ -293,17 +346,26 @@ void InjectionPanel::draw_hook_status(bool debug_details)
|
||||
return;
|
||||
}
|
||||
|
||||
if (dll_alive_)
|
||||
switch (target_state_)
|
||||
{
|
||||
case TargetState::Alive:
|
||||
ImGui::TextColored(kGreen, "Hook DLL loaded in pid %lu (heartbeat %u)", server_.target_pid(),
|
||||
status.heartbeat);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::TextColored(kRed, "Hook DLL not responding (no heartbeat).");
|
||||
break;
|
||||
case TargetState::Hung:
|
||||
ImGui::TextColored(kRed, "Target not responding -- heartbeat stalled (frozen?).");
|
||||
break;
|
||||
case TargetState::Terminated:
|
||||
ImGui::TextColored(kRed, "Target process has exited.");
|
||||
break;
|
||||
case TargetState::NotInjected:
|
||||
break;
|
||||
}
|
||||
|
||||
// The game is gone or frozen -> its hooks can't act on toggles, so lock them.
|
||||
ImGui::BeginDisabled(target_state_ != TargetState::Alive);
|
||||
draw_subsystem_controls(status);
|
||||
ImGui::EndDisabled();
|
||||
ImGui::TextDisabled("Controller poll rates are in the Controllers panel.");
|
||||
|
||||
draw_hook_list(status);
|
||||
@@ -348,11 +410,23 @@ void InjectionPanel::draw(bool debug_details)
|
||||
|
||||
if (server_.running())
|
||||
{
|
||||
ImGui::TextColored(kGreen, "Connected to pid %lu", server_.target_pid());
|
||||
if (target_state_ == TargetState::Terminated)
|
||||
{
|
||||
ImGui::TextColored(kRed, "Target (pid %lu) has terminated.", server_.target_pid());
|
||||
}
|
||||
else if (target_state_ == TargetState::Hung)
|
||||
{
|
||||
ImGui::TextColored(kRed, "Target (pid %lu) is not responding.", server_.target_pid());
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::TextColored(kGreen, "Connected to pid %lu", server_.target_pid());
|
||||
}
|
||||
if (ImGui::Button("Disconnect"))
|
||||
{
|
||||
server_.stop();
|
||||
injected_ = false;
|
||||
close_target_handle();
|
||||
status_ = "Stopped.";
|
||||
status_color_ = kGrey;
|
||||
}
|
||||
@@ -401,8 +475,9 @@ void InjectionPanel::draw(bool debug_details)
|
||||
ImGui::TextColored(status_color_, "%s", status_.c_str());
|
||||
}
|
||||
|
||||
// Synthetic input only reaches the game if the XInput hook is installed.
|
||||
ImGui::BeginDisabled(injected_ && !want_input_);
|
||||
// Synthetic input only reaches the game if the XInput hook is installed and the
|
||||
// target is actually alive to receive it.
|
||||
ImGui::BeginDisabled(injected_ && (!want_input_ || target_state_ != TargetState::Alive));
|
||||
ImGui::Checkbox("Forward synthetic test input", &test_input_);
|
||||
ImGui::EndDisabled();
|
||||
if (test_input_)
|
||||
|
||||
Reference in New Issue
Block a user