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Reviving this #46

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honzapatCZ opened this issue Jan 8, 2021 · 10 comments
Open

Reviving this #46

honzapatCZ opened this issue Jan 8, 2021 · 10 comments

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@honzapatCZ
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honzapatCZ commented Jan 8, 2021

Looks like @hiitiger lost interest, but I still think this is useful,
I know a bit about c++, so I can do small adjustments but understanding this source is pretty hard
First of all I think we should update it to the newest VS2019
Anyone wanna help?

@Pospelove
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@honzapatCZ I am interested. How do I contact you?

@honzapatCZ
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@Pospelove One of us should fork the repo and we should continue the work there, My fork has dependabot configured for js, I know the changes there were working some time ago, but Iam not able to compile them now.

@honzapatCZ
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@Pospelove happy to announce that I made my fork compile again

@Pospelove
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@honzapatCZ Great. I am very interested in this lib. Thinking about dropping CEF in my project and use gelectron instead. I have been using Node native addons for years so we could be doing fantastic things (and maybe pull request back to the main repo). Consider adding me in Discord: Pospelov#3228 or write your ID in your-favorite-messenger. I think it would be reasonable to communicate, discuss ideas, etc via messengers, not gelectron issues. :)

@honzapatCZ
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@hiitiger Can you elaborate why was the app separated like that? Iam thinking about merging the thread and process injection into node-ovhook (yes the 32 bit injection will be harder) and then merging this alltogether into electron-overlay making it only 2 separate projects game-overlay and electron-overlay

@cpainchaud
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cpainchaud commented Jan 15, 2021

@honzapatCZ I am following your progress with care! First of all thank you for making it compilable and update to set with modern toolset (even if I am looking to use your project to revive an old abandonned game using DirectX9....)
I am looking for the following features/howto right now:

  • Embedding all this in a way to that end users will not have to know/care about starting electron and looking for the window name. My game has a launcher but I suppose I will need to Electron's thread ID to start the injector from outside and/or start NPM/Electron with a PID of my game as an argument
  • support for full screen (currently it seems to ignore full screen apps, also switching an injected app from window to fullscreen seems to crash the game, for future reference this may help https://www.unknowncheats.me/forum/direct3d/326798-directx-createdevice-hooking-fullscreen-game.html)

@honzapatCZ
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@cpainchaud

  1. Take a look yourself I nor @Pospelove have made any docs atm as there are more important changes, but it should be possible
  2. Given that electron does proper DirectX hook, there shouldnt be problem in this, it should work in fullscreen and in windowed, but in both cases you need to Focus the window for the injection to start

@AnAkkk
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AnAkkk commented Mar 6, 2021

@honzapatCZ Not sure if you are still working on this, but there is a performance issue with the current hooks and mice that have a high polling rate. More info here #53

@honzapatCZ
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@honzapatCZ Not sure if you are still working on this, but there is a performance issue with the current hooks and mice that have a high polling rate. More info here #53

Interesting, not actively, but you are free to make suggestions or PRs

@gulbrillo
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gulbrillo commented Apr 29, 2021

@cpainchaud

  1. Given that electron does proper DirectX hook, there shouldnt be problem in this, it should work in fullscreen and in windowed, but in both cases you need to Focus the window for the injection to start

/node-ovhook/src/main.cc

bool include_minimized = false;

set this to true and injection into minimized full-screen windows will work

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