GameProcessWatcher::~GameProcessWatcher() stopWatching(); closeProcessHandle();
#include "gameprocesswatcher.h" #include <windows.h> #include <tlhelp32.h> #include <algorithm> #include <cstring>
bool GameProcessWatcher::readMemory(uintptr_t address, void* buffer, size_t size) const if (m_hProcess == nullptr) return false; SIZE_T bytesRead; if (!ReadProcessMemory(m_hProcess, (LPCVOID)address, buffer, size, &bytesRead)) return false; return bytesRead == size; gameprocesswatcher.cpp
void GameProcessWatcher::setOnProcessExit(std::function<void(DWORD)> callback) std::lock_guard<std::mutex> lock(m_mutex); m_onProcessExit = callback;
void GameProcessWatcher::stopWatching() m_isWatching = false; if (m_watchThread.joinable()) m_watchThread.join(); #include "gameprocesswatcher.h" #include <
DWORD GameProcessWatcher::findProcessIdByName(const std::string& processName) const std::string targetName = processName; std::transform(targetName.begin(), targetName.end(), targetName.begin(), ::tolower); HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (hSnapshot == INVALID_HANDLE_VALUE) return 0; PROCESSENTRY32 processEntry; processEntry.dwSize = sizeof(PROCESSENTRY32); DWORD pid = 0; if (Process32First(hSnapshot, &processEntry)) do std::string currentName = processEntry.szExeFile; std::transform(currentName.begin(), currentName.end(), currentName.begin(), ::tolower); if (currentName == targetName) pid = processEntry.th32ProcessID; break; while (Process32Next(hSnapshot, &processEntry)); CloseHandle(hSnapshot); return pid;
And here's the corresponding header file gameprocesswatcher.h : bool GameProcessWatcher::readMemory(uintptr_t address
std::string GameProcessWatcher::getLastError() const return m_lastError;
// Process selection bool setProcessByName(const std::string& processName); bool setProcessById(DWORD processId);