mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-18 16:39:31 +00:00
464 lines
14 KiB
C++
464 lines
14 KiB
C++
/*
|
|
This file is part of Universal Modding Engine.
|
|
|
|
|
|
Universal Modding Engine is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Universal Modding Engine is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/*
|
|
|
|
|
|
NEVER USE THIS CODE FOR ILLEGAL PURPOSE
|
|
|
|
|
|
*/
|
|
|
|
|
|
#include "uMod_Main.h"
|
|
//#include "detours.h"
|
|
//#include "detourxs/detourxs/detourxs.h"
|
|
|
|
/*
|
|
#include "detourxs/detourxs/ADE32.cpp"
|
|
#include "detourxs/detourxs/detourxs.cpp"
|
|
*/
|
|
/*
|
|
* global variable which are not linked external
|
|
*/
|
|
HINSTANCE gl_hOriginalDll = NULL;
|
|
HINSTANCE gl_hThisInstance = NULL;
|
|
uMod_TextureServer* gl_TextureServer = NULL;
|
|
HANDLE gl_ServerThread = NULL;
|
|
|
|
typedef IDirect3D9 *(APIENTRY *Direct3DCreate9_type)(UINT);
|
|
typedef HRESULT (APIENTRY *Direct3DCreate9Ex_type)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
|
|
|
|
#ifndef NO_INJECTION
|
|
Direct3DCreate9_type Direct3DCreate9_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
|
|
Direct3DCreate9Ex_type Direct3DCreate9Ex_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
|
|
HHOOK gl_hHook = NULL;
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*
|
|
* global variable which are linked external
|
|
*/
|
|
unsigned int gl_ErrorState = 0u;
|
|
|
|
#ifdef LOG_MESSAGE
|
|
FILE* gl_File = NULL;
|
|
#endif
|
|
|
|
|
|
#ifdef DIRECT_INJECTION
|
|
void Nothing(void) {(void)NULL;}
|
|
#endif
|
|
/*
|
|
* dll entry routine, here we initialize or clean up
|
|
*/
|
|
BOOL WINAPI DllMain( HINSTANCE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
|
|
{
|
|
UNREFERENCED_PARAMETER(lpReserved);
|
|
|
|
switch (ul_reason_for_call)
|
|
{
|
|
case DLL_PROCESS_ATTACH:
|
|
{
|
|
InitInstance(hModule);
|
|
break;
|
|
}
|
|
case DLL_PROCESS_DETACH:
|
|
{
|
|
ExitInstance();
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
|
|
return (true);
|
|
}
|
|
|
|
|
|
DWORD WINAPI ServerThread( LPVOID lpParam )
|
|
{
|
|
UNREFERENCED_PARAMETER(lpParam);
|
|
if (gl_TextureServer!=NULL) gl_TextureServer->MainLoop(); //This is and endless mainloop, it sleep till something is written into the pipe.
|
|
return (0);
|
|
}
|
|
|
|
void InitInstance(HINSTANCE hModule)
|
|
{
|
|
|
|
DisableThreadLibraryCalls( hModule ); //reduce overhead
|
|
|
|
gl_hThisInstance = (HINSTANCE) hModule;
|
|
|
|
wchar_t game[MAX_PATH];
|
|
if (HookThisProgram( game)) //ask if we need to hook this program
|
|
{
|
|
OpenMessage();
|
|
Message("InitInstance: %lu\n", hModule);
|
|
|
|
gl_TextureServer = new uMod_TextureServer(game); //create the server which listen on the pipe and prepare the update for the texture clients
|
|
|
|
LoadOriginalDll();
|
|
|
|
#ifndef NO_INJECTION
|
|
// we detour the original Direct3DCreate9 to our MyDirect3DCreate9
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress(gl_hOriginalDll, "Direct3DCreate9");
|
|
if (Direct3DCreate9_fn!=NULL)
|
|
{
|
|
Message("Detour: Direct3DCreate9\n");
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5);
|
|
}
|
|
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex");
|
|
if (Direct3DCreate9Ex_fn!=NULL)
|
|
{
|
|
Message("Detour: Direct3DCreate9Ex\n");
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7);
|
|
}
|
|
#endif
|
|
|
|
if (gl_TextureServer->OpenPipe(game)) //open the pipe and send the name+path of this executable
|
|
{
|
|
Message("InitInstance: Pipe not opened\n");
|
|
return;
|
|
}
|
|
|
|
gl_ServerThread = CreateThread( NULL, 0, ServerThread, NULL, 0, NULL); //creating a thread for the mainloop
|
|
if (gl_ServerThread==NULL) {Message("InitInstance: Serverthread not started\n");}
|
|
|
|
}
|
|
}
|
|
|
|
void LoadOriginalDll(void)
|
|
{
|
|
char buffer[MAX_PATH];
|
|
GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d9.dll
|
|
|
|
// Append dll name
|
|
strcat_s( buffer, MAX_PATH,"\\d3d9.dll");
|
|
|
|
// try to load the system's d3d9.dll, if pointer empty
|
|
if (!gl_hOriginalDll) gl_hOriginalDll = LoadLibrary(buffer);
|
|
|
|
if (!gl_hOriginalDll)
|
|
{
|
|
ExitProcess(0); // exit the hard way
|
|
}
|
|
}
|
|
|
|
void ExitInstance()
|
|
{
|
|
if (gl_TextureServer!=NULL)
|
|
{
|
|
gl_TextureServer->ClosePipe(); //This must be done before the server thread is killed, because the server thread will endless wait on the ReadFile()
|
|
}
|
|
if (gl_ServerThread!=NULL)
|
|
{
|
|
CloseHandle(gl_ServerThread); // kill the server thread
|
|
gl_ServerThread = NULL;
|
|
}
|
|
if (gl_TextureServer!=NULL)
|
|
{
|
|
delete gl_TextureServer; //delete the texture server
|
|
gl_TextureServer = NULL;
|
|
}
|
|
|
|
// Release the system's d3d9.dll
|
|
if (gl_hOriginalDll!=NULL)
|
|
{
|
|
FreeLibrary(gl_hOriginalDll);
|
|
gl_hOriginalDll = NULL;
|
|
}
|
|
|
|
CloseMessage();
|
|
}
|
|
|
|
#ifdef NO_INJECTION
|
|
/*
|
|
* We do not inject, the game loads this dll by itself thus we must include the Direct3DCreate9 function
|
|
*/
|
|
|
|
IDirect3D9* WINAPI Direct3DCreate9(UINT SDKVersion)
|
|
{
|
|
Message("WINAPI Direct3DCreate9\n");
|
|
|
|
if (!gl_hOriginalDll) LoadOriginalDll(); // looking for the "right d3d9.dll"
|
|
|
|
// find original function in original d3d9.dll
|
|
Direct3DCreate9_type D3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
|
|
|
|
|
|
if (!D3DCreate9_fn)
|
|
{
|
|
Message("Direct3DCreate9: original function not found in dll\n");
|
|
return (NULL);
|
|
}
|
|
|
|
|
|
//Create originale IDirect3D9 object
|
|
IDirect3D9 *pIDirect3D9_orig = D3DCreate9_fn(SDKVersion);
|
|
|
|
//create our uMod_IDirect3D9 object
|
|
uMod_IDirect3D9 *pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer);
|
|
|
|
// Return pointer to our object instead of "real one"
|
|
return (pIDirect3D9);
|
|
}
|
|
|
|
HRESULT WINAPI Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex **ppD3D)
|
|
{
|
|
Message("WINAPI Direct3DCreate9Ex\n");
|
|
|
|
if (!gl_hOriginalDll) LoadOriginalDll(); // looking for the "right d3d9.dll"
|
|
|
|
// find original function in original d3d9.dll
|
|
Direct3DCreate9Ex_type D3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
|
|
|
|
|
|
if (!D3DCreate9Ex_fn)
|
|
{
|
|
Message("Direct3DCreate9Ex: original function not found in dll\n");
|
|
return (D3DERR_NOTAVAILABLE);
|
|
}
|
|
|
|
|
|
//Create originale IDirect3D9 object
|
|
IDirect3D9Ex *pIDirect3D9Ex_orig;
|
|
HRESULT ret = D3DCreate9Ex_fn( SDKVersion, &pIDirect3D9Ex_orig);
|
|
if (ret!=S_OK) return (ret);
|
|
|
|
//create our uMod_IDirect3D9 object
|
|
uMod_IDirect3D9Ex *pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer);
|
|
|
|
ppD3D = &pIDirect3D9Ex_orig; // Return pointer to our object instead of "real one"
|
|
return (ret);
|
|
}
|
|
|
|
bool HookThisProgram( wchar_t *ret) //this function always return true, it is needed for the name and path of the executable
|
|
{
|
|
wchar_t Executable[MAX_PATH];
|
|
GetModuleFileNameW( GetModuleHandle( NULL ), Executable, MAX_PATH ); //ask for name and path of this executable
|
|
|
|
int len = 0;
|
|
while (Executable[len]) {ret[len] = Executable[len]; len++;}
|
|
ret[len] = 0;
|
|
return (true);
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
/*
|
|
* We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function
|
|
*/
|
|
|
|
IDirect3D9 *APIENTRY uMod_Direct3DCreate9(UINT SDKVersion)
|
|
{
|
|
Message("uMod_Direct3DCreate9: original %lu, uMod %lu\n", Direct3DCreate9_fn, uMod_Direct3DCreate9);
|
|
|
|
// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
|
|
// but somehow, for me it only works, if I retour the function and calling afterward the original function
|
|
|
|
// BEGIN
|
|
|
|
LoadOriginalDll();
|
|
|
|
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
|
|
|
|
/*
|
|
if (Direct3DCreate9Ex_fn!=NULL)
|
|
{
|
|
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
|
|
}
|
|
*/
|
|
// END
|
|
|
|
IDirect3D9 *pIDirect3D9_orig = NULL;
|
|
if (Direct3DCreate9_fn)
|
|
{
|
|
pIDirect3D9_orig = Direct3DCreate9_fn(SDKVersion); //creating the original IDirect3D9 object
|
|
}
|
|
else return (NULL);
|
|
uMod_IDirect3D9 *pIDirect3D9;
|
|
if (pIDirect3D9_orig)
|
|
{
|
|
pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
|
|
}
|
|
|
|
// we detour again
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
|
|
/*
|
|
if (Direct3DCreate9Ex_fn!=NULL)
|
|
{
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
|
|
}
|
|
*/
|
|
return (pIDirect3D9); //return our object instead of the "real one"
|
|
}
|
|
|
|
HRESULT APIENTRY uMod_Direct3DCreate9Ex( UINT SDKVersion, IDirect3D9Ex **ppD3D)
|
|
{
|
|
Message( "uMod_Direct3DCreate9Ex: original %lu, uMod %lu\n", Direct3DCreate9Ex_fn, uMod_Direct3DCreate9Ex);
|
|
|
|
// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
|
|
// but somehow, for me it only works, if I retour the function and calling afterward the original function
|
|
|
|
// BEGIN
|
|
|
|
LoadOriginalDll();
|
|
/*
|
|
if (Direct3DCreate9_fn!=NULL)
|
|
{
|
|
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
|
|
}
|
|
*/
|
|
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
|
|
// END
|
|
|
|
IDirect3D9Ex *pIDirect3D9Ex_orig = NULL;
|
|
HRESULT ret;
|
|
if (Direct3DCreate9Ex_fn)
|
|
{
|
|
ret = Direct3DCreate9Ex_fn(SDKVersion, &pIDirect3D9Ex_orig); //creating the original IDirect3D9 object
|
|
}
|
|
else return (D3DERR_NOTAVAILABLE);
|
|
|
|
if (ret!=S_OK) return (ret);
|
|
|
|
uMod_IDirect3D9Ex *pIDirect3D9Ex;
|
|
if (pIDirect3D9Ex_orig)
|
|
{
|
|
pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
|
|
}
|
|
|
|
// we detour again
|
|
/*
|
|
if (Direct3DCreate9_fn!=NULL)
|
|
{
|
|
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
|
|
}
|
|
*/
|
|
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
|
|
ppD3D = (IDirect3D9Ex**) &pIDirect3D9Ex; //return our object instead of the "real one"
|
|
return (ret);
|
|
}
|
|
|
|
bool HookThisProgram( wchar_t *ret)
|
|
{
|
|
wchar_t Executable[MAX_PATH];
|
|
wchar_t Game[MAX_PATH];
|
|
GetModuleFileNameW( GetModuleHandle( NULL ), Executable, MAX_PATH ); //ask for name and path of this executable
|
|
|
|
#ifdef HOOK_INJECTION
|
|
//we use the gloabal hook
|
|
|
|
FILE* file;
|
|
wchar_t *app_path = _wgetenv( L"APPDATA"); //asc for the user application directory
|
|
wchar_t file_name[MAX_PATH];
|
|
swprintf_s( file_name, MAX_PATH, L"%ls\\%ls\\%ls", app_path, uMod_APP_DIR, uMod_APP_DX9);
|
|
if (_wfopen_s( &file, file_name, L"rt,ccs=UTF-16LE")) return (false); // open the file in utf-16 LE mode
|
|
|
|
|
|
//MessageBoxW( NULL, Executable, L"test", 0);
|
|
while (!feof(file))
|
|
{
|
|
if ( fgetws( Game, MAX_PATH, file) != NULL ) //get each line of the file
|
|
{
|
|
//MessageBoxW( NULL, Game, L"test", 0);
|
|
int len = 0;
|
|
while (Game[len])
|
|
{
|
|
if (Game[len]==L'\r' || Game[len]==L'\n') {Game[len]=0; break;} //removing the new line symbols
|
|
len++;
|
|
}
|
|
if ( _wcsicmp( Executable, Game ) == 0 ) //compare both strings
|
|
{
|
|
for (int i=0; i<len; i++) ret[i] = Game[i];
|
|
ret[len] = 0;
|
|
fclose(file);
|
|
return (true);
|
|
}
|
|
}
|
|
}
|
|
fclose(file);
|
|
return (false);
|
|
#endif
|
|
#ifdef DIRECT_INJECTION
|
|
// we inject directly
|
|
int i=0;
|
|
while ( Game[i]) {ret[i]=Game[i]; i++;}
|
|
ret[i]=0;
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
|
|
{
|
|
BYTE *jmp = (BYTE*)malloc(len+5);
|
|
DWORD dwback = 0;
|
|
VirtualProtect(jmp, len+5, PAGE_EXECUTE_READWRITE, &dwback); //This is the addition needed for Windows 7 RC
|
|
VirtualProtect(src, len, PAGE_READWRITE, &dwback);
|
|
memcpy(jmp, src, len); jmp += len;
|
|
jmp[0] = 0xE9;
|
|
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
|
|
memset(src, 0x90, len);
|
|
src[0] = 0xE9;
|
|
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
|
|
VirtualProtect(src, len, dwback, &dwback);
|
|
return (jmp-len);
|
|
}
|
|
|
|
bool RetourFunc(BYTE *src, BYTE *restore, const int len)
|
|
{
|
|
DWORD dwback;
|
|
if(!VirtualProtect(src, len, PAGE_READWRITE, &dwback)) { return (false); }
|
|
if(!memcpy(src, restore, len)) { return (false); }
|
|
restore[0] = 0xE9;
|
|
*(DWORD*)(restore+1) = (DWORD)(src - restore) - 5;
|
|
if(!VirtualProtect(src, len, dwback, &dwback)) { return (false); }
|
|
return (true);
|
|
}
|
|
|
|
#ifdef HOOK_INJECTION
|
|
/*
|
|
* We do not change something, if our hook function is called.
|
|
* We need this hook only to get our dll loaded into a starting program.
|
|
*/
|
|
LRESULT CALLBACK HookProc(int nCode, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
return (CallNextHookEx( gl_hHook, nCode, wParam, lParam));
|
|
}
|
|
|
|
void InstallHook(void)
|
|
{
|
|
gl_hHook = SetWindowsHookEx( WH_CBT, HookProc, gl_hThisInstance, 0 );
|
|
}
|
|
|
|
void RemoveHook(void)
|
|
{
|
|
UnhookWindowsHookEx( gl_hHook );
|
|
}
|
|
#endif
|
|
#endif
|