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Refreshing the symbol table

 
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chodness
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Joined: 27 Feb 2015
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PostPosted: Thu Apr 02, 2020 6:49 pm    Post subject: Refreshing the symbol table Reply with quote

Is there a way to refresh a symbol table, except by reattaching CE to a process? I've got a Unity game that takes for *ever* to do AoB scans for, but the devs didn't strip symbols from it. Only problem is that CE only recorded the symbols that existed when it attached to the process, and since Unity doesn't load functions (and their symbols) until they're used, I have to do the thing once, reattach CE, and then activate the script.

As a single AoB scan takes about 45-60 seconds, even if I restrict the search area to where I know the code is, I'd prefer to just have CE refresh the symbol table before running every script, which would take about 5-7 seconds, which is obviously quite preferable. Is there a lua or assembly function for this?

EDIT: I think I might've found what I'm looking for. Lua:reinitializeSymbolhandler
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atom0s
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PostPosted: Sat Apr 04, 2020 2:22 pm    Post subject: Reply with quote

Code:

reinitializeSymbolhandler(waittilldone: BOOLEAN OPTIONAL, default=TRUE): reinitializes the symbolhandler. E.g when new modules have been loaded

reinitializeDotNetSymbolhandler(modulename OPTIONAL): Reinitializes only the DotNet part of the symbol list. (E.g After an ILCode has been JITed) (6.4+)

reinitializeSelfSymbolhandler(waittilldone: BOOLEAN OPTIONAL, default=TRUE): reinitializes the selfsymbolhandler. E.g when new modules have been loaded to CE process


Would be what you're looking for with full param info in case you didn't find that.

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