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# Dynamic trace for the loading-tip cycle function

The static RE pass narrowed the candidate function to a small set of
VMAs in `0x141174xxx` (loading-screen construction) and a few call
targets. To confirm which one is the per-frame tip cycler, we use
hardware breakpoints to observe the running `eu4.exe`.

## Why

Manual RE of a 38 MB binary without symbols is slow. The cycle
function is *not* the `0x141174F50` setup function (which runs only
once). The per-frame update is somewhere else, calling the same
`findChildByName` / `setText` virtuals, but with a Timer. Hardware
breakpoints on the candidates and a hit counter tell us which one
fires most often during the loading screen.

## Tool

`bin/trace_tip_cycle.exe` (built with `x86_64-w64-mingw32-gcc`,
MinGW-w64 GCC 15.2.0). It:

1. Finds the `eu4.exe` PID.
2. Opens the main thread.
3. Sets `DR0``DR3` hardware-execute breakpoints on the first 4
   candidate VMAs.
4. Calls `DebugActiveProcess` to attach as a debugger.
5. Loops on `WaitForDebugEvent`, logs every `EXCEPTION_SINGLE_STEP`
   whose `ExceptionAddress` matches a candidate, and re-arms all 4
   breakpoints (Windows clears them on exception).
6. Exits after 10000 hits or 5 minutes, whichever comes first.

The hit log is written to `trace_log.txt` next to the .exe.

## Candidates currently traced

| VMA            | Source                                                                |
|----------------|------------------------------------------------------------------------|
| `0x141174F50`  | `load_screen_setup` (static RE confirmed, runs once)                |
| `0x141174840`  | `status_updater` (spinner — confirmed fires every frame)            |
| `0x141175110`  | `status_lookup` (helper, may or may not be per-frame)                |
| `0x14117AD80`  | call target — likely the GUI `addChild` path                        |
| (12 more)     | See `src/trace_tip_cycle.cpp` for the full list                     |

Only the first 4 fit in the 4 HW debug registers. If the cycle
function is one of the others, expand the candidate list and
re-build.

## How to run

1. **Launch EU4** through Steam. (Or directly:
   `"C:\Program Files (x86)\Steam\steamapps\common\Europa Universalis IV\eu4.exe"`.)
2. **Trigger a loading screen** — start a new campaign, or load a save.
   The loading screen must be on-screen for the tip cycler to run.
3. In a second shell, run the tracer:
   ```bash
   cd tools/loading_tip_patcher
   ./bin/trace_tip_cycle.exe
   ```
4. **Wait 30–120 s** for the loading to finish and the tracer to
   record enough hits.
5. Open `trace_log.txt`. The VMA with the highest hit count is the
   per-frame tip cycle function. Compare with the candidate list
   to identify the exact symbol we should patch.

## Expected output (illustrative)

```
[trace] target PID 12345, main thread TID 12350
[trace] HW breakpoints set on first 4 candidates
[trace] Waiting for exceptions. Run the loading screen NOW.
[hit] #1  vma=0x141174840  count=1  prev_rip=0x141174812  +dt=12us
[hit] #1  vma=0x141174840  count=2  prev_rip=0x141174812  +dt=16543us
[hit] #1  vma=0x141174840  count=3  prev_rip=0x141174812  +dt=16601us
[hit] #0  vma=0x141174f50  count=1  prev_rip=0x141174e9f  +dt=8us
[hit] #1  vma=0x141174840  count=4  prev_rip=0x141174812  +dt=16572us
...
```

The expected pattern: `0x141174840` (status updater / spinner)
fires ~30 times per second while the loading screen is up. If a
*new* VMA fires every few seconds (~8 s interval), that is the
tip cycle function.

## After the trace

1. Identify the new VMA from the log.
2. Add it to the static-RE notes in `RE_notes.md`.
3. Add a `candidates[]` entry in `src/trace_tip_cycle.cpp` and
   `src/main.cpp` (with a TODO marker for the actual byte-pattern
   patch).
4. Re-run with the new candidate list if necessary.

## Caveats

- `DebugActiveProcess` will **freeze** the target until the trace
  loop is running. If you set the breakpoint and then close the
  tracer, the target will be left in a frozen state. Kill `eu4.exe`
  with Task Manager to recover.
- x64 Windows only allows **4** HW execute breakpoints. The 5th and
  later candidates in the list will not fire. If the cycle function
  isn't in the first 4, you must narrow the list and re-run.
- The tracer is **not** stealthy — Paradox's anti-cheat (if it
  runs in `eu4.exe`) will likely detect `DebugActiveProcess` on
  the same process. Don't use this on an ironman / multiplayer
  session.