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Can't disable createthread script

 
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usernotfound
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PostPosted: Wed Mar 29, 2017 8:49 pm    Post subject: Can't disable createthread script Reply with quote

I had an earlier issue of figuring out how to add a delay to a script and a friend suggested to use createthread + sleep Windows function, so I removed that post thanks to this solution basically doing what I needed. But I was probably too quick to do that since now I have a new issue,

Disabling this script does not stop the loop from being continued and shortly after the game also crashes, I've never used createthread outside of Lua before so am not sure how to "suspend" the thread or whatever it might be I need to do for it to stop.

Code:
[enable]
alloc(key1,128)
alloc(update,32)
label(loop)
 
createthread(loop)
 
key1:
mov esi,[00000000]
mov ecx,[esi+00]
push edx
push 00
call 00000000
ret
 
update:
mov edx, 002C0000
call key1
jmp loop
 
loop:
push 2000
call Kernel32.Sleep
jmp update
 
[disable]
dealloc(key1)
dealloc(update)


any help would be greatly appreciated, thank you in advance
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ParkourPenguin
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PostPosted: Wed Mar 29, 2017 10:11 pm    Post subject: Reply with quote

Deallocating memory a thread is actively using like you're doing will kill the program. To do it safely, let the thread deallocate its own memory.

x86 example:
Code:
[ENABLE]
alloc(newmem,2048)
label(shouldExit)
registersymbol(shouldExit)

createthread(newmem)

newmem:
  push #50
  call kernel32.Sleep
  cmp byte ptr[shouldExit],0
  je newmem
// free memory, return
  pop eax
  push 8000
  push 0
  push newmem
  push eax
  jmp kernel32.VirtualFree
shouldExit:
  db 0

[DISABLE]
shouldExit:
  db 1

unregistersymbol(shouldExit)


x64 example:
Code:
[ENABLE]
alloc(newmem,2048,kernel32.dll)
label(shouldExit)
registersymbol(shouldExit)

createthread(newmem)

newmem:
  push rbp
  mov rbp,rsp
  sub rsp,20
  and spl,F0
@@:
  mov ecx,#50
  call kernel32.Sleep
  cmp byte ptr[shouldExit],0
  je @b
// free memory, return
  mov rsp,rbp
  pop rbp
  mov rcx,newmem
  xor rdx,rdx
  mov r8d,8000
  jmp kernel32.VirtualFree
shouldExit:
  db 0

[DISABLE]
shouldExit:
  db 1

unregistersymbol(shouldExit)


(you could also just use globalalloc and not worry about deallocating the memory)

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usernotfound
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PostPosted: Wed Mar 29, 2017 10:35 pm    Post subject: Reply with quote

Thank you so much, you're right the deallocs were indeed causing the crash

Sorry if this is a silly question, but is the difference between x86/x64 here meant to apply to my OS or if the game is 32 bit or not? I'm guessing the latter but just wanted to make sure
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Dark Byte
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PostPosted: Thu Mar 30, 2017 2:02 am    Post subject: Reply with quote

you can also use a {$LUA} section in which you write a value with writeInteger to signal it has to stop, and then wait till the thread has actually terminated before you continue. (Lua sections run before the AA script runs, so the dealloc will always be done last)

e.g
Code:

writeInteger('Terminate',1)
while readInteger('hasTerminated')==0 do
  sleep(100)
end
sleep(10) --just to be sure the last ret gets executed as well


and in your thread check for the state of Terminate, and if it's set exit the loop (and set hasTerminated to true)

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ParkourPenguin
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PostPosted: Thu Mar 30, 2017 8:11 am    Post subject: Reply with quote

usernotfound wrote:
is the difference between x86/x64 here meant to apply to my OS or if the game is 32 bit or not?

The game.

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