Add support for sending game memory changes to outside processes
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29ec5b065a
commit
2f50560602
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@ -552,6 +552,8 @@ endif()
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if(UNIX)
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message("Using named pipes as controller inputs")
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add_definitions(-DUSE_PIPES=1)
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message("Watching game memory for changes")
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add_definitions(-DUSE_MEMORYWATCHER=1)
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endif()
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########################################
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@ -73,6 +73,7 @@
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#define THEMES_DIR "Themes"
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#define ANAGLYPH_DIR "Anaglyph"
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#define PIPES_DIR "Pipes"
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#define MEMORYWATCHER_DIR "MemoryWatcher"
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// This one is only used to remove it if it was present
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#define SHADERCACHE_LEGACY_DIR "ShaderCache"
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@ -94,6 +95,10 @@
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#define ARAM_DUMP "aram.raw"
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#define FAKEVMEM_DUMP "fakevmem.raw"
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// Files in the directory returned by GetUserPath(D_MEMORYWATCHER_IDX)
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#define MEMORYWATCHER_LOCATIONS "Locations.txt"
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#define MEMORYWATCHER_SOCKET "MemoryWatcher"
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// Sys files
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#define TOTALDB "totaldb.dsy"
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@ -810,6 +810,10 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[F_FAKEVMEMDUMP_IDX] = s_user_paths[D_DUMP_IDX] + FAKEVMEM_DUMP;
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s_user_paths[F_GCSRAM_IDX] = s_user_paths[D_GCUSER_IDX] + GC_SRAM;
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s_user_paths[D_MEMORYWATCHER_IDX] = s_user_paths[D_USER_IDX] + MEMORYWATCHER_DIR DIR_SEP;
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s_user_paths[F_MEMORYWATCHERLOCATIONS_IDX] = s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_LOCATIONS;
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s_user_paths[F_MEMORYWATCHERSOCKET_IDX] = s_user_paths[D_MEMORYWATCHER_IDX] + MEMORYWATCHER_SOCKET;
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// The shader cache has moved to the cache directory, so remove the old one.
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// TODO: remove that someday.
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File::DeleteDirRecursively(s_user_paths[D_USER_IDX] + SHADERCACHE_LEGACY_DIR DIR_SEP);
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@ -42,6 +42,7 @@ enum {
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D_MAILLOGS_IDX,
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D_THEMES_IDX,
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D_PIPES_IDX,
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D_MEMORYWATCHER_IDX,
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F_DOLPHINCONFIG_IDX,
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F_DEBUGGERCONFIG_IDX,
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F_LOGGERCONFIG_IDX,
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@ -50,6 +51,8 @@ enum {
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F_ARAMDUMP_IDX,
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F_FAKEVMEMDUMP_IDX,
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F_GCSRAM_IDX,
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F_MEMORYWATCHERLOCATIONS_IDX,
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F_MEMORYWATCHERSOCKET_IDX,
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NUM_PATH_INDICES
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};
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@ -273,4 +273,8 @@ if(GDBSTUB)
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set(SRCS ${SRCS} PowerPC/GDBStub.cpp)
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endif(GDBSTUB)
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if(UNIX)
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set(SRCS ${SRCS} MemoryWatcher.cpp)
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endif(UNIX)
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add_dolphin_library(core "${SRCS}" "${LIBS}")
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@ -28,6 +28,9 @@
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#include "Core/DSPEmulator.h"
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#include "Core/Host.h"
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#include "Core/MemTools.h"
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#ifdef USE_MEMORYWATCHER
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#include "Core/MemoryWatcher.h"
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#endif
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#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayProto.h"
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@ -109,6 +112,10 @@ static bool s_request_refresh_info = false;
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static int s_pause_and_lock_depth = 0;
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static bool s_is_framelimiter_temp_disabled = false;
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#ifdef USE_MEMORYWATCHER
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static std::unique_ptr<MemoryWatcher> s_memory_watcher;
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#endif
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#ifdef ThreadLocalStorage
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static ThreadLocalStorage bool tls_is_cpu_thread = false;
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#else
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@ -280,6 +287,10 @@ void Stop() // - Hammertime!
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#if defined(__LIBUSB__) || defined(_WIN32)
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SI_GCAdapter::ResetRumble();
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#endif
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#ifdef USE_MEMORYWATCHER
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s_memory_watcher.reset();
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#endif
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}
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void DeclareAsCPUThread()
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@ -349,6 +360,10 @@ static void CpuThread()
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}
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#endif
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#ifdef USE_MEMORYWATCHER
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s_memory_watcher = std::make_unique<MemoryWatcher>();
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#endif
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// Enter CPU run loop. When we leave it - we are done.
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CPU::Run();
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@ -0,0 +1,85 @@
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <fstream>
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#include <iostream>
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#include "Common/FileUtil.h"
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#include "Common/Thread.h"
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#include "Core/MemoryWatcher.h"
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#include "Core/HW/Memmap.h"
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// We don't want to kill the cpu, so sleep for this long after polling.
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static const int SLEEP_DURATION = 10; // ms
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MemoryWatcher::MemoryWatcher()
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{
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if (!LoadAddresses(File::GetUserPath(F_MEMORYWATCHERLOCATIONS_IDX)))
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return;
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if (!OpenSocket(File::GetUserPath(F_MEMORYWATCHERSOCKET_IDX)))
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return;
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m_running = true;
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m_watcher_thread = std::thread(&MemoryWatcher::WatcherThread, this);
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}
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MemoryWatcher::~MemoryWatcher()
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{
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if (!m_running)
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return;
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m_running = false;
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m_watcher_thread.join();
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close(m_fd);
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}
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bool MemoryWatcher::LoadAddresses(const std::string& path)
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{
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std::ifstream locations(path);
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if (!locations)
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return false;
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u32 data;
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locations >> std::hex;
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while (locations >> data)
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m_values[data] = 0;
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return m_values.size() > 0;
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}
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bool MemoryWatcher::OpenSocket(const std::string& path)
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{
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memset(&m_addr, 0, sizeof(m_addr));
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m_addr.sun_family = AF_UNIX;
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strncpy(m_addr.sun_path, path.c_str(), sizeof(m_addr.sun_path) - 1);
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m_fd = socket(AF_UNIX, SOCK_DGRAM, 0);
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return m_fd >= 0;
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}
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void MemoryWatcher::WatcherThread()
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{
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while (m_running)
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{
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for (auto& entry : m_values)
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{
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u32 address = entry.first;
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u32& current_value = entry.second;
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u32 new_value = Memory::Read_U32(address);
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if (new_value != current_value)
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{
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current_value = new_value;
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u32 buf[2] = {address, current_value};
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sendto(
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m_fd,
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static_cast<void*>(buf),
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sizeof(buf),
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0,
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reinterpret_cast<sockaddr*>(&m_addr),
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sizeof(m_addr));
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}
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}
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Common::SleepCurrentThread(SLEEP_DURATION);
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}
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}
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@ -0,0 +1,39 @@
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <map>
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#include <thread>
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#include <sys/socket.h>
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#include <sys/un.h>
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// MemoryWatcher reads a file containing in-game memory addresses and outputs
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// changes to those memory addresses to a unix domain socket as the game runs.
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//
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// The input file is a newline-separated list of hex memory addresses
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// (without the "0x"). The output to the socket is two words long, the first
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// containing the address, and the second containing the data as stored in
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// game memory.
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class MemoryWatcher final
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{
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public:
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MemoryWatcher();
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~MemoryWatcher();
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private:
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bool LoadAddresses(const std::string& path);
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bool OpenSocket(const std::string& path);
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void WatcherThread();
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std::thread m_watcher_thread;
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std::atomic_bool m_running;
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int m_fd;
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sockaddr_un m_addr;
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// Address -> last value
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std::map<u32, u32> m_values;
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};
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