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>