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.net and module adresses

 
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Diambro
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Location: Austria

PostPosted: Thu May 16, 2024 4:55 pm    Post subject: .net and module adresses Reply with quote

Hello Community!
Im having a little problem with a .net based game. I tried the search function, but didnt find (or realised) anything that would help me.

I used one module adress and replaced the first opcode with a ret and everything works nice and dandy.
But when i close the game and try to use the adress CE wont activate the script, unless i search for the value and look at the code in Memory view. Suddenly its working again.

Am i missing something? Maybe loading/activating something like the Mono feature?

Id appreciate any ideas, thanks in advance!
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ParkourPenguin
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PostPosted: Thu May 16, 2024 7:12 pm    Post subject: Reply with quote

Maybe mono features weren't active. e.g. the game was stopped on a breakpoint

Maybe the code wasn't JIT compiled yet. Machine code won't exist until it's run for the first time. Apparently CE can JIT a function/method from Lua, but I'm not familiar enough with the CE Lua mono API to say how. Pretty much everything is in autorun/monoscript.lua in the main CE directory.

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Diambro
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Joined: 12 Sep 2023
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PostPosted: Fri May 17, 2024 4:36 am    Post subject: Reply with quote

ParkourPenguin wrote:
Maybe mono features weren't active. e.g. the game was stopped on a breakpoint

Maybe the code wasn't JIT compiled yet. Machine code won't exist until it's run for the first time. Apparently CE can JIT a function/method from Lua, but I'm not familiar enough with the CE Lua mono API to say how. Pretty much everything is in autorun/monoscript.lua in the main CE directory.


Thank you! Your post gave me an idea after i looked into the monoscript lua. I just had to let the game run the commands and then attach CE to it, after that i found the adresses. Now i just need to find a way to scan for the list after attaching CE, but thats a problem for future me.

Thanks again!


EDIT: For anyone else having the same problem:
{$LUA}
reinitializeSymbolhandler();
{$ASM}

Put this into your activation/update script. It will always update the list and the symbols should easily be activated.
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