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All named objects (including file mapped shared memory) need to be created within the hook itself due to the fact that UWP programs cannot access named objects outside of the UWP process. Because shared memory needs to be created within the hook, the capture loop cannot start until the shared memory has been filled with valid data. Creating an additional "initialize" event fixes this issue. Additionally, changed the way that named kernel objects are opened/created. Before, there were functions that would first try to open named objects and then implicitly create them if opening failed (assuming that if the hook didn't create it first, game capture would), now it's been changed so that you can only either explicitly open or create.