mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 19:25:35 +08:00
* load the icons of a single achievement each overlay callback invokation, will slow things down during startup
but this avoids having to load the achievement icon during gameplay which causes micro-stutter * avoid loading and resizing the achievement icon each time it's unlocked * Local_Storage: avoid allocating buffers unless `stbi_load()` was successfull
This commit is contained in:
parent
37426bac82
commit
0b86464374
@ -1,9 +1,10 @@
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# 2024/3/11
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* manage overlay cursor input/clipping and internal frame processing in a better way,
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should prevent more games from pausing to display notifications
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* allow notifications of these types to steal/obscure input:
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- `notification_type_message`
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- `notification_type_invite`
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* load the icons of a single achievement each overlay callback invokation, will slow things down during startup
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but this avoids having to load the achievement icon during gameplay which causes micro-stutter
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* avoid loading and resizing the achievement icon each time it's unlocked
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* Local_Storage: avoid allocating buffers unless `stbi_load()` was successfull
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---
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@ -839,24 +839,23 @@ std::vector<image_pixel_t> Local_Storage::load_image(std::string const& image_pa
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std::string Local_Storage::load_image_resized(std::string const& image_path, std::string const& image_data, int resolution)
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{
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std::string resized_image{};
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char *resized_img = (char*)malloc(sizeof(char) * resolution * resolution * 4);
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PRINT_DEBUG("Local_Storage::load_image_resized: %s for resized image (%i)\n", (resized_img == nullptr ? "could not allocate memory" : "memory allocated"), (resolution * resolution * 4));
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const size_t resized_img_size = resolution * resolution * 4;
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if (resized_img != nullptr) {
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if (image_path.length() > 0) {
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int width, height;
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int width = 0;
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int height = 0;
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unsigned char *img = stbi_load(image_path.c_str(), &width, &height, nullptr, 4);
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PRINT_DEBUG("Local_Storage::load_image_resized: \"%s\" %s\n", image_path.c_str(), (img == nullptr ? stbi_failure_reason() : "loaded"));
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PRINT_DEBUG("Local_Storage::load_image_resized: stbi_load %s '%s'\n", (img == nullptr ? stbi_failure_reason() : "loaded"), image_path.c_str());
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if (img != nullptr) {
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stbir_resize_uint8(img, width, height, 0, (unsigned char*)resized_img, resolution, resolution, 0, 4);
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resized_image = std::string(resized_img, resolution * resolution * 4);
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std::vector<char> out_resized(resized_img_size);
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stbir_resize_uint8(img, width, height, 0, (unsigned char*)&out_resized[0], resolution, resolution, 0, 4);
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resized_image = std::string((char*)&out_resized[0], out_resized.size());
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stbi_image_free(img);
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}
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} else if (image_data.length() > 0) {
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stbir_resize_uint8((unsigned char*)image_data.c_str(), 184, 184, 0, (unsigned char*)resized_img, resolution, resolution, 0, 4);
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resized_image = std::string(resized_img, resolution * resolution * 4);
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}
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free(resized_img);
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std::vector<char> out_resized(resized_img_size);
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stbir_resize_uint8((unsigned char*)image_data.c_str(), 184, 184, 0, (unsigned char*)&out_resized[0], resolution, resolution, 0, 4);
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resized_image = std::string((char*)&out_resized[0], out_resized.size());
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}
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reset_LastError();
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@ -5,6 +5,13 @@
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#include <map>
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#include <queue>
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#ifdef EMU_OVERLAY
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#include <future>
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#include <atomic>
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#include <memory>
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#include "InGameOverlay/RendererHook.h"
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static constexpr size_t max_chat_len = 768;
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enum window_state
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@ -81,17 +88,12 @@ struct Overlay_Achievement
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std::weak_ptr<uint64_t> icon;
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std::weak_ptr<uint64_t> icon_gray;
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// avoids spam loading on failure
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constexpr const static int ICON_LOAD_MAX_TRIALS = 3;
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uint8_t icon_load_trials = ICON_LOAD_MAX_TRIALS;
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uint8_t icon_gray_load_trials = ICON_LOAD_MAX_TRIALS;
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};
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#ifdef EMU_OVERLAY
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#include <future>
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#include <atomic>
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#include "InGameOverlay/RendererHook.h"
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struct NotificationsIndexes
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{
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int top_left = 0, top_center = 0, top_right = 0;
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@ -100,6 +102,8 @@ struct NotificationsIndexes
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class Steam_Overlay
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{
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constexpr static const char ACH_FALLBACK_DIR[] = "achievement_images";
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Settings* settings;
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SteamCallResults* callback_results;
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SteamCallBacks* callbacks;
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@ -110,13 +114,17 @@ class Steam_Overlay
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std::map<Friend, friend_window_state, Friend_Less> friends;
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// avoids spam loading on failure
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std::atomic<int32_t> load_achievements_trials = 3;
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constexpr const static int LOAD_ACHIEVEMENTS_MAX_TRIALS = 3;
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std::atomic<int32_t> load_achievements_trials = LOAD_ACHIEVEMENTS_MAX_TRIALS;
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bool is_ready = false;
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bool show_overlay;
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ENotificationPosition notif_position;
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int h_inset, v_inset;
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std::string show_url;
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std::vector<Overlay_Achievement> achievements;
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// index of the next achievement whose icons will be loaded
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// used by the callback
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int next_ach_to_load = 0;
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bool show_achievements, show_settings;
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// disable input when force_*.txt file is used
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@ -205,6 +213,9 @@ class Steam_Overlay
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bool open_overlay_hook(bool toggle);
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bool try_load_ach_icon(Overlay_Achievement &ach);
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bool try_load_ach_gray_icon(Overlay_Achievement &ach);
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public:
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Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
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@ -13,6 +13,8 @@
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#include <string>
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#include <sstream>
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#include <cctype>
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#include <utility>
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#include "InGameOverlay/ImGui/imgui.h"
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#include "dll/dll.h"
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@ -565,23 +567,24 @@ bool Steam_Overlay::submit_notification(notification_type type, const std::strin
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notifications.emplace_back(notif);
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allow_renderer_frame_processing(true);
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switch (type) {
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// we want to steal focus for these ones
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case notification_type_message:
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case notification_type_invite:
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obscure_cursor_input(true);
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break;
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// uncomment this block to obscure cursor input and steal focus for these specific notifications
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// switch (type) {
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// // we want to steal focus for these ones
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// case notification_type_message:
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// case notification_type_invite:
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// obscure_cursor_input(true);
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// break;
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// not effective
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case notification_type_achievement:
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case notification_type_auto_accept_invite:
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// nothing
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break;
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// // not effective
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// case notification_type_achievement:
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// case notification_type_auto_accept_invite:
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// // nothing
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// break;
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default:
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PRINT_DEBUG("Steam_Overlay::submit_notification error unhandled type %i\n", (int)type);
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break;
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}
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// default:
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// PRINT_DEBUG("Steam_Overlay::submit_notification error unhandled type %i\n", (int)type);
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// break;
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// }
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return true;
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}
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@ -869,16 +872,16 @@ void Steam_Overlay::build_notifications(int width, int height)
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}
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// some extra window flags for each notification type
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ImGuiWindowFlags extra_flags = 0;
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ImGuiWindowFlags extra_flags = ImGuiWindowFlags_NoFocusOnAppearing;
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switch (it->type) {
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// games like "Mafia Definitive Edition" will pause the entire game/scene if focus was stolen
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// be less intrusive for notifications that do not require interaction
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case notification_type_achievement:
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case notification_type_auto_accept_invite:
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extra_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoInputs;
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case notification_type_message:
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extra_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoInputs;
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break;
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case notification_type_message:
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case notification_type_invite:
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// nothing
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break;
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@ -947,23 +950,24 @@ void Steam_Overlay::build_notifications(int width, int height)
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if ((now - item.start_time) > Notification::show_time) {
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PRINT_DEBUG("Steam_Overlay::build_notifications removing a notification\n");
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allow_renderer_frame_processing(false);
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switch (item.type) {
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// we want to restore focus for these ones
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case notification_type_message:
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case notification_type_invite:
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obscure_cursor_input(false);
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break;
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// uncomment this block to restore app input focus
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// switch (item.type) {
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// // we want to restore focus for these ones
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// case notification_type_message:
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// case notification_type_invite:
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// obscure_cursor_input(false);
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// break;
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// not effective
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case notification_type_achievement:
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case notification_type_auto_accept_invite:
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// nothing
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break;
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// // not effective
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// case notification_type_achievement:
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// case notification_type_auto_accept_invite:
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// // nothing
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// break;
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default:
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PRINT_DEBUG("Steam_Overlay::build_notifications error unhandled remove for type %i\n", (int)item.type);
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break;
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}
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// default:
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// PRINT_DEBUG("Steam_Overlay::build_notifications error unhandled remove for type %i\n", (int)item.type);
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// break;
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// }
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return true;
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}
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@ -1019,6 +1023,62 @@ void Steam_Overlay::invite_friend(uint64 friend_id, class Steam_Friends* steamFr
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}
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}
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bool Steam_Overlay::try_load_ach_icon(Overlay_Achievement &ach)
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{
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if (!_renderer) return false;
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if (!ach.icon.expired()) return true;
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if (ach.icon_load_trials && ach.icon_name.size()) {
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--ach.icon_load_trials;
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std::string file_path = std::move(Local_Storage::get_game_settings_path() + ach.icon_name);
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unsigned long long file_size = file_size_(file_path);
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if (!file_size) {
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file_path = std::move(Local_Storage::get_game_settings_path() + Steam_Overlay::ACH_FALLBACK_DIR + "/" + ach.icon_name);
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file_size = file_size_(file_path);
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}
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if (file_size) {
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std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
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if (img.length() > 0) {
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ach.icon = _renderer->CreateImageResource(
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(void*)img.c_str(),
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settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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if (!ach.icon.expired()) ach.icon_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
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PRINT_DEBUG("Steam_Overlay::try_load_ach_icon '%s' (result=%i)\n", ach.name.c_str(), (int)!ach.icon.expired());
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}
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}
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}
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return !ach.icon.expired();
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}
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bool Steam_Overlay::try_load_ach_gray_icon(Overlay_Achievement &ach)
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{
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if (!_renderer) return false;
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if (!ach.icon_gray.expired()) return true;
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if (ach.icon_gray_load_trials && ach.icon_gray_name.size()) {
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--ach.icon_gray_load_trials;
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std::string file_path = std::move(Local_Storage::get_game_settings_path() + ach.icon_gray_name);
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unsigned long long file_size = file_size_(file_path);
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if (!file_size) {
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file_path = std::move(Local_Storage::get_game_settings_path() + Steam_Overlay::ACH_FALLBACK_DIR + "/" + ach.icon_gray_name);
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file_size = file_size_(file_path);
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}
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if (file_size) {
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std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
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if (img.length() > 0) {
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ach.icon_gray = _renderer->CreateImageResource(
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(void*)img.c_str(),
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settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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if (!ach.icon_gray.expired()) ach.icon_gray_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
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PRINT_DEBUG("Steam_Overlay::try_load_ach_gray_icon '%s' (result=%i)\n", ach.name.c_str(), (int)!ach.icon_gray.expired());
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}
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}
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}
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return !ach.icon_gray.expired();
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}
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// Try to make this function as short as possible or it might affect game's fps.
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void Steam_Overlay::overlay_proc()
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{
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@ -1157,38 +1217,8 @@ void Steam_Overlay::overlay_proc()
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bool achieved = x.achieved;
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bool hidden = x.hidden && !achieved;
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if (x.icon.expired() && x.icon_load_trials) {
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--x.icon_load_trials;
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std::string file_path = Local_Storage::get_game_settings_path() + x.icon_name;
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unsigned long long file_size = file_size_(file_path);
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if (!file_size) {
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file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_name;
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file_size = file_size_(file_path);
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}
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if (file_size) {
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std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
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if (img.length() > 0) {
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if (_renderer) x.icon = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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if (!x.icon.expired()) x.icon_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
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}
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}
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}
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if (x.icon_gray.expired() && x.icon_gray_load_trials) {
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--x.icon_gray_load_trials;
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std::string file_path = Local_Storage::get_game_settings_path() + x.icon_gray_name;
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unsigned long long file_size = file_size_(file_path);
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if (!file_size) {
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file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + x.icon_gray_name;
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file_size = file_size_(file_path);
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}
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if (file_size) {
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std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
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if (img.length() > 0) {
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if (_renderer) x.icon_gray = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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if (!x.icon_gray.expired()) x.icon_gray_load_trials = Overlay_Achievement::ICON_LOAD_MAX_TRIALS;
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}
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}
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}
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try_load_ach_icon(x);
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try_load_ach_gray_icon(x);
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ImGui::Separator();
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@ -1397,8 +1427,15 @@ void Steam_Overlay::UnSetupOverlay()
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if (_renderer) {
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PRINT_DEBUG("Steam_Overlay::UnSetupOverlay will free any images resources\n");
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for (auto &ach : achievements) {
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if (!ach.icon.expired()) _renderer->ReleaseImageResource(ach.icon);
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if (!ach.icon_gray.expired()) _renderer->ReleaseImageResource(ach.icon_gray);
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if (!ach.icon.expired()) {
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_renderer->ReleaseImageResource(ach.icon);
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ach.icon.reset();
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}
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if (!ach.icon_gray.expired()) {
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_renderer->ReleaseImageResource(ach.icon_gray);
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ach.icon_gray.reset();
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}
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}
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_renderer = nullptr;
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@ -1567,12 +1604,15 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (!Ready()) return;
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std::vector<Overlay_Achievement*> found_achs{};
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{
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std::lock_guard<std::recursive_mutex> lock2(global_mutex);
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std::string ach_name = ach.value("name", std::string());
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for (auto &a : achievements) {
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if (a.name == ach_name) {
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found_achs.push_back(&a);
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bool achieved = false;
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uint32 unlock_time = 0;
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get_steam_client()->steam_user_stats->GetAchievementAndUnlockTime(a.name.c_str(), &achieved, &unlock_time);
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@ -1583,32 +1623,16 @@ void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
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}
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if (!settings->disable_overlay_achievement_notification) {
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// Load achievement image
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std::weak_ptr<uint64_t> icon_rsrc{};
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std::string icon_path = ach.value("icon", std::string());
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if (icon_path.size()) {
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std::string file_path{};
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unsigned long long file_size = 0;
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file_path = Local_Storage::get_game_settings_path() + icon_path;
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file_size = file_size_(file_path);
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if (!file_size) {
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file_path = Local_Storage::get_game_settings_path() + "achievement_images/" + icon_path;
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file_size = file_size_(file_path);
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}
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if (file_size) {
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std::string img = Local_Storage::load_image_resized(file_path, "", settings->overlay_appearance.icon_size);
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if (img.length() > 0) {
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icon_rsrc = _renderer->CreateImageResource((void*)img.c_str(), settings->overlay_appearance.icon_size, settings->overlay_appearance.icon_size);
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}
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}
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}
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for (auto found_ach : found_achs) {
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try_load_ach_icon(*found_ach);
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submit_notification(
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notification_type_achievement,
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ach.value("displayName", std::string()) + "\n" + ach.value("description", std::string()),
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{},
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icon_rsrc
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found_ach->icon
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);
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}
|
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|
||||
notify_sound_user_achievement();
|
||||
}
|
||||
}
|
||||
@ -1648,7 +1672,7 @@ void Steam_Overlay::RunCallbacks()
|
||||
if (achievements_num) {
|
||||
PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS\n");
|
||||
for (unsigned i = 0; i < achievements_num; ++i) {
|
||||
Overlay_Achievement ach;
|
||||
Overlay_Achievement ach{};
|
||||
ach.name = steamUserStats->GetAchievementName(i);
|
||||
ach.title = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "name");
|
||||
ach.description = steamUserStats->GetAchievementDisplayAttribute(ach.name.c_str(), "desc");
|
||||
@ -1676,15 +1700,24 @@ void Steam_Overlay::RunCallbacks()
|
||||
}
|
||||
|
||||
// don't punish successfull attempts
|
||||
if (achievements.size()) {
|
||||
++load_achievements_trials;
|
||||
}
|
||||
PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS DONE\n");
|
||||
if (achievements.size()) load_achievements_trials = Steam_Overlay::LOAD_ACHIEVEMENTS_MAX_TRIALS;
|
||||
PRINT_DEBUG("Steam_Overlay POPULATE OVERLAY ACHIEVEMENTS DONE (count=%lu, loaded=%zu)\n", achievements_num, achievements.size());
|
||||
}
|
||||
}
|
||||
|
||||
if (!Ready()) return;
|
||||
|
||||
// load images/icons for the next ach
|
||||
if (next_ach_to_load < achievements.size()) {
|
||||
try_load_ach_icon(achievements[next_ach_to_load]);
|
||||
try_load_ach_gray_icon(achievements[next_ach_to_load]);
|
||||
|
||||
++next_ach_to_load;
|
||||
// this allows the callback to keep trying forever in case the image resource was reset
|
||||
// each icon has a limit though, so it won't slow things down forever
|
||||
if (next_ach_to_load >= achievements.size()) next_ach_to_load = 0;
|
||||
}
|
||||
|
||||
if (overlay_state_changed) {
|
||||
overlay_state_changed = false;
|
||||
|
||||
|
@ -1,9 +1,16 @@
|
||||
; global font size
|
||||
Font_Size 13.5
|
||||
; achievement icon size
|
||||
Icon_Size 64.0
|
||||
|
||||
; spacing between characters
|
||||
Font_Glyph_Extra_Spacing_x 1.0
|
||||
Font_Glyph_Extra_Spacing_y 0.0
|
||||
|
||||
; increase these values by 1 if the font is blurry
|
||||
Font_Oversample_H 1
|
||||
Font_Oversample_V 1
|
||||
|
||||
Notification_R 0.16
|
||||
Notification_G 0.29
|
||||
Notification_B 0.48
|
||||
|
@ -1,36 +0,0 @@
|
||||
# modified version of ColdClientLoader originally by Rat431
|
||||
[SteamClient]
|
||||
# path to game exe, absolute or relative to the loader
|
||||
Exe=my_app.exe
|
||||
# empty means the folder of the exe
|
||||
ExeRunDir=
|
||||
# any additional args to pass, ex: -dx11, also any args passed to the loader will be passed to the app
|
||||
ExeCommandLine=
|
||||
# IMPORTANT
|
||||
AppId=123
|
||||
|
||||
# path to the steamclient dlls, both must be set,
|
||||
# absolute paths or relative to the loader
|
||||
SteamClientDll=steamclient.dll
|
||||
SteamClient64Dll=steamclient64.dll
|
||||
|
||||
# force inject steamclient dll instead of waiting for the app to load it
|
||||
ForceInjectSteamClient=0
|
||||
|
||||
[Debug]
|
||||
# don't call `ResumeThread()` on the main thread after spawning the .exe
|
||||
ResumeByDebugger=0
|
||||
|
||||
[Extra]
|
||||
# path to a folder containing some dlls to inject into the app upon start
|
||||
# this folder will be traversed recursively
|
||||
# additionally, inside this folder you can create a file called `load_order.txt` and
|
||||
# inside it, specify line by line the order of the dlls that have to be injected
|
||||
# each line should be a relative path of the dll, relative to the injection folder
|
||||
DllsToInjectFolder=extra_dlls.EXAMPLE
|
||||
# don't display an error message when a dll injection fails
|
||||
IgnoreInjectionError=0
|
||||
# don't display an error message if the architecture of the loader is different from the app
|
||||
# this will result in a silent failure if a dll injection didn't succeed
|
||||
# both the loader and the app must have the same arch for the injection to work
|
||||
IgnoreLoaderArchDifference=0
|
Loading…
Reference in New Issue
Block a user