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  1. #1
    wanyancan's Avatar Member
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    A basic question about dll injection

    How to communicate with the remote thread running in the game process?

    As I started to write the bot from a 'radar', I was always controlling my bot based solely on the raw data collected by reading the memory and by sending key/mouse events. However, I think it would definitely be much easier to do things by calling some function (such as TraceLine, SetTargetByGUID, Interact) within the remote process directly.

    Here comes a very basic question: After a dll being injected into the remote game process, how does the bot (the invoker) communicate with it(the dll)? By 'communicate' I mean such as: calling the exported functions and get returned value(s)?

    I've seen that the SampleBot source code which runs the objMgr all within the dll thread. If I were doing this, how do I send the data back to another external window to display them (as a radar does) ? Does people write bot completely in the dll ? :confused:

    A basic question about dll injection
  2. #2
    lanman92's Avatar Active Member
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    If you're good at C++/DirectX, you could make a GUI in D3D drawn onto the WoW window. For remote comm, you can use named pipes or shared memory with a Mutex/Events for synchronization.

  3. #3
    amadmonk's Avatar Active Member
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    Google "named pipes."
    Google "serialization."
    Google "RPC."
    Don't believe everything you think.

  4. #4
    wanyancan's Avatar Member
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    I think if I were let the dll manages all the object data, then it's not easy to send them back to external process via pipe(like server/client), and to make GUI in D3D would be a good choice. However, as my current bot manages the objects externally and all I need is occasionally call certain function(like setTargetByGUID) I would prefer using pipes to call the functions of the dll injected in the game like a client making request to the server (the dll).

    Thank you guys for the information!

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