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RunShortcut reliability changes
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commit
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@ -26,8 +26,8 @@ using System.Resources;
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[assembly: Guid("e4ceaf5e-ad01-4695-b179-31168eb74c48")]
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// Version information
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[assembly: AssemblyVersion("2.1.0.282")]
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[assembly: AssemblyFileVersion("2.1.0.282")]
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[assembly: AssemblyVersion("2.1.0.285")]
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[assembly: AssemblyFileVersion("2.1.0.285")]
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[assembly: NeutralResourcesLanguageAttribute( "en" )]
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[assembly: CLSCompliant(true)]
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@ -939,22 +939,25 @@ namespace DisplayMagician
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//processesCreated = ProcessUtils.StartProcess(processToStart.Executable, processToStart.Arguments, processToStart.ProcessPriority);
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processesCreated = ProcessUtils.StartProcess(processToStart.Executable, processToStart.Arguments, processToStart.ProcessPriority);
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// Record the program we started so we can close it later
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if (processToStart.CloseOnFinish)
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// Record the program we started so we can close it later (if we have any!)
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if (processesCreated.Count > 0)
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{
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foreach (Process p in processesCreated)
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if (processToStart.CloseOnFinish)
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{
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logger.Debug($"ShortcutRepository/RunShortcut: We need to stop {p.StartInfo.FileName} after the main game or executable is closed.");
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}
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startProgramsToStop.AddRange(processesCreated);
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}
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else
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{
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foreach (Process p in processesCreated)
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{
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logger.Debug($"ShortcutRepository/RunShortcut: No need to stop {p.StartInfo.FileName} after the main game or executable is closed, so we'll just leave it running");
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foreach (Process p in processesCreated)
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{
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logger.Debug($"ShortcutRepository/RunShortcut: We need to stop {p.StartInfo.FileName} after the main game or executable is closed.");
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}
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startProgramsToStop.AddRange(processesCreated);
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}
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}
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else
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{
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foreach (Process p in processesCreated)
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{
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logger.Debug($"ShortcutRepository/RunShortcut: No need to stop {p.StartInfo.FileName} after the main game or executable is closed, so we'll just leave it running");
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}
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}
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}
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}
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catch (Win32Exception ex)
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{
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