Comments (9)
Did you called GW::Scanner::Initialize
before calling GW::Initialize
?
It should be called from within GW::Initialize
, but it's not right now, so that might be the reason.
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@reduf I tried your suggestion but I still receive the same access violation. GW:Scanner:Initialize executes correctly and GW::Initialize throws the exception.
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When the access violation is thrown, can you check the value of g_base and g_size ?
Also, if you go up in the call stack, can you check on which pattern it happens ?
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Sure,
right when the exception is thrown these are the values for pattern, g_base and g_size.
pattern | 0x003fafac "Vā¹Ć±;Ć°r\x4" | const char *
g_base | 4198400 | unsigned int
g_size | 4825088 | unsigned int
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g_base and g_size are correct, but for the pattern can you post the code at the calling site. That is the FindPattern
that cause that. You can easily access it through your call stack.
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Sorry to touble you, I'm not really well versed in debugging with visual studio code so I might not be following you correctly.
In my call stack I see :
It seems the function executed before this exception is thrown is GW::MemoryMgr::Scan
In that one, it's this line that's throwing the error but there's no pattern variable here. It's a fixed string.
PS: I couldn't find any string in the code called FindPattern.
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I think that the problem is that GWCA only make sense if it's inside Gw.exe
. Right now, it seems that you use it in an other process.
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I was under the impression that I can build my application including GWCA as a library and the initialize function would let it hook itself to the gw.exe instance.
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You can build a dll including GWCA and load this dll into the game process.
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