Initial commit: DayZ memory C++ port with DMA backend and overlay
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# DayZ Memory Reader — runtime config
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# Lines starting with # are comments.
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# Changes take effect on next launch.
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# ---- Refresh intervals (milliseconds) ----
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nearEntityRefreshMs = 50
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farEntityRefreshMs = 100
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slowEntityRefreshMs = 100
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playersRefreshMs = 50
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bulletRefreshMs = 50
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itemRefreshMs = 200
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scoreboardRefreshMs = 30000
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networkMetadataRefreshMs = 30000
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# ---- Batch sizes (entities processed per tick) ----
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farEntityBatchSize = 64
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slowEntityBatchSize = 64
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itemBatchSize = 64
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# ---- Main loop idle sleep (ms) — lower = more CPU, more responsive ----
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liveLoopIdleMs = 1
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# ---- VMM page-cache flush interval (ms) ----
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# ForceRefresh flushes VMMDLL's internal page cache so stale physical-memory
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# entries don't accumulate. Without this the tool stops working ~1 h into a
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# session as the game heap reallocates and cached pages go stale.
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# 30 s is a safe default; lower values increase DMA bus load slightly.
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vmmRefreshMs = 30000
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# ---- Reconnect behaviour ----
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reconnectThreshold = 5 # consecutive failures before reconnect
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reconnectGracePeriodMs = 5000 # ms to wait after session lost before reconnecting
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# ---- Process ----
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processName = DayZ_x64.exe
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useMemoryMap = true
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