Posted: Sat Mar 14, 2020 12:10 pm Post subject: Conditional breakpoints too slow?
So, I have some shitty integrity checks scanning the .text section of my game.
I want the process to break when it accesses the last address of .text. I know for sure that the instruction, which I want to place the breakpoint on, accesses it because I used "Find out what accesses this address" on it.
Now, if I set a breakpoint with the condition that the register holding the .text addresses is equal to the last addresses of .text it just won't stop.
Obviously the text section is pretty big (54,607,353 bytes) so my guess is that CE slows down the thread too much by checking if the condition is met on each break?
I tried to make the addresses PAGE_NOACCESS so I would get a sweet exception I could catch, but for some reason the process just stops. (Integrity checks is the only thing that ever accesses my address)
So are there any alternatives you would recommend? Or is there anything I missed?
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum