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The 11:22 Arena game resolved champion 134 and picked a local skin, but the monitor only started after the game process existed. The fresh process refused the suspend handle (ACCESS DENIED), the game kept loading through the 4.7s mkoverlay and the LTK DLL reported 'joined too late', so no skin applied. - loadout_ticker: for an Arena game with an unknown champion, start the monitor and keep the patcher at the countdown instead of discarding it at T-0 (prepare_late_injection). - game_monitor: retry suspend 10 x 50ms on AccessDenied and keep the monitor alive so the next sweep retries. - late_champion_resolver: expects_late_injection(), release the game/patcher on every no-injection path, give up after 6s while the game is frozen, and release on game-end phases. Queue 1740 is Arena. Tests: 48 resolver tests (+8), suspend retry and ticker keep-patcher tests; 387 passed.
The local library holds one skin-swap mod per skin, so a random pick could land on a 2010 skin (Sailor Gangplank) while PROJECT: Gangplank sat unused. - arena_late_skin_selection: newest (default, highest skin id) or random - arena_late_preferred_skins: comma-separated ids that win when local - log the selection source: falling back to local skin 41033 (newest) Tests: 55 resolver tests (+7); 394 passed.
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What
Arena "random champion" only reveals the champion once the game starts, so the
normal champ-select injection has no champion to work with. This adds a late
resolver that watches the gameflow, reads the champion from the live session and
injects the skin right after the game process is created.
Order of preference:
How
threads/utilities/late_champion_resolver.py: resolve/inject/dedupe.phase_handler+websocket_event_handler: trigger onGameStart, and onInProgressonly when the previous phase wasChampSelect/FINALIZATION/GameStart(so a Rose started mid-match never injects into a running game).loadout_ticker+injection_manager.prepare_late_injection(): for an Arenagame with an unknown champion, start the monitor/patcher at the loadout
countdown, so the game process is frozen the moment it is created.
mkoverlaythen finishes in under a second instead of racing the loading screen.
game_monitor: retry a transientAccessDenied(10 x 50 ms) instead ofgiving up; the monitor keeps sweeping while the game is starting.
releases the game if the champion cannot be resolved.
The resolver never mutates the shared state and dedupes by
gameId, so areconnect or a second
InProgressevent cannot inject twice.Config (
[Debug]in config.ini)arena_late_injection(default on)arena_late_fallback_local_skin(default on)arena_late_skin_selection=newest(default) |randomarena_late_preferred_skins= comma-separated skin idsVerification
the champion resolved in 195 ms,
mkoverlaytook 0.62 s, the DLL loggedoverlay verified 2 wad(s)andredirected wad: DATA/FINAL/Champions/Gangplank.wad.client- no "joined too late"; at game endthe overlay was wiped and the injection completed.
python -m pytest -q --ignore=pengu/tests/test_activation_warning.py-> 407 passed, 91 subtests.