1 か月前 · Jul 2, 2026 11:53 PM
Transferring 240 FPS entity state buffers between external reader and overlay:
CPP
// Server Process
HANDLE hMap = CreateFileMappingA(INVALID_HANDLE_VALUE, NULL, PAGE_READWRITE, 0, sizeof(SharedGameState), "Local\\UC_GameState_Map");
auto* pSharedData = (SharedGameState*)MapViewOfFile(hMap, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(SharedGameState));
// Client Process
HANDLE hMapClient = OpenFileMappingA(FILE_MAP_READ, FALSE, "Local\\UC_GameState_Map");
auto* pClientView = (const SharedGameState*)MapViewOfFile(hMapClient, FILE_MAP_READ, 0, 0, sizeof(SharedGameState));Zero kernel syscall overhead during data transmission: both processes read from the identical physical RAM page frame!