Gameprocesswatcher.cpp | Direct Link

std::vector<ProcessInfo> GameProcessWatcher::getAllProcesses() const std::vector<ProcessInfo> processes; HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (hSnapshot == INVALID_HANDLE_VALUE) return processes; PROCESSENTRY32 processEntry; processEntry.dwSize = sizeof(PROCESSENTRY32); if (Process32First(hSnapshot, &processEntry)) do ProcessInfo info; info.processId = processEntry.th32ProcessID; info.processName = processEntry.szExeFile; info.threadCount = processEntry.cntThreads; info.parentProcessId = processEntry.th32ParentProcessID; processes.push_back(info); while (Process32Next(hSnapshot, &processEntry)); CloseHandle(hSnapshot); return processes;

std::string GameProcessWatcher::getLastError() const return m_lastError;

HANDLE m_hProcess; DWORD m_processId; std::atomic<bool> m_isWatching; int m_checkInterval; std::thread m_watchThread; mutable std::mutex m_mutex; std::function<void(DWORD)> m_onProcessExit; mutable std::string m_lastError; ; gameprocesswatcher.cpp

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;

// Memory operations bool readMemory(uintptr_t address, void* buffer, size_t size) const; bool writeMemory(uintptr_t address, const void* buffer, size_t size) const; GameProcessWatcher::getAllProcesses() const std::vector&lt

template<typename T> bool readValue(uintptr_t address, T& value) const return readMemory(address, &value, sizeof(T));

// Error handling std::string getLastError() const; if (hSnapshot == INVALID_HANDLE_VALUE) return processes

uintptr_t GameProcessWatcher::getModuleBaseAddress(const std::string& moduleName) const if (m_processId == 0) return 0; HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE

bool GameProcessWatcher::setProcessById(DWORD processId) std::lock_guard<std::mutex> lock(m_mutex); return openProcessById(processId);

#pragma once #include <string> #include <thread> #include <mutex> #include <functional> #include <vector> #include <windows.h>

bool GameProcessWatcher::writeMemory(uintptr_t address, const void* buffer, size_t size) const if (m_hProcess == nullptr) return false; SIZE_T bytesWritten; if (!WriteProcessMemory(m_hProcess, (LPVOID)address, buffer, size, &bytesWritten)) return false; return bytesWritten == size;