Files
gMod/source/uMod_DX9_dll.cpp
T
DubbleClick 13b7df3ae3 1.5.5 (#10)
* safety check for archives with incorrect comment lengths

* 1.5.5.0
2023-11-18 15:55:25 +01:00

327 lines
10 KiB
C++

#include "uMod_DX9_dll.h"
#include <array>
#include <Windows.h>
#include "uMod_Main.h"
#include <Psapi.h>
HINSTANCE gl_hOriginalDll = nullptr;
HINSTANCE gl_hThisInstance = nullptr;
std::unique_ptr<uMod_TextureServer> gl_TextureServer = nullptr;
using Direct3DCreate9_type = IDirect3D9* (APIENTRY*)(UINT);
using Direct3DCreate9Ex_type = HRESULT(APIENTRY*)(UINT SDKVersion, IDirect3D9Ex** ppD3D);
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 = nullptr;
static FILE* stdout_proxy;
static FILE* stderr_proxy;
/*
* global variable which are linked external
*/
unsigned int gl_ErrorState = 0u;
#ifdef LOG_MESSAGE
FILE* gl_File = nullptr;
#endif
#ifdef DIRECT_INJECTION
void Nothing() { (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: {
#ifdef _DEBUG
AllocConsole();
SetConsoleTitleA("gMod Console");
freopen_s(&stdout_proxy, "CONOUT$", "w", stdout);
freopen_s(&stderr_proxy, "CONOUT$", "w", stderr);
#endif
InitInstance(hModule);
break;
}
case DLL_PROCESS_DETACH: {
ExitInstance();
break;
}
default: break;
}
return true;
}
void InitInstance(HINSTANCE hModule)
{
DisableThreadLibraryCalls(hModule); //reduce overhead
gl_hThisInstance = hModule;
char game[MAX_PATH];
if (HookThisProgram(game)) //ask if we need to hook this program
{
OpenMessage();
Message("InitInstance: %p\n", hModule);
std::array<char, MAX_PATH> uMod{};
GetModuleFileNameA(hModule, uMod.data(), MAX_PATH);
Message("InitInstance: %s\n", uMod.data());
gl_TextureServer = std::make_unique<uMod_TextureServer>(game, uMod.data()); //create the server which listen on the pipe and prepare the update for the texture clients
LoadOriginalDll();
if (gl_hOriginalDll) {
Direct3DCreate9_fn = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress(gl_hOriginalDll, "Direct3DCreate9"));
if (Direct3DCreate9_fn != nullptr) {
Message("Detour: Direct3DCreate9\n");
Direct3DCreate9_fn = static_cast<Direct3DCreate9_type>(DetourFunc((BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5));
}
Direct3DCreate9Ex_fn = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex"));
if (Direct3DCreate9Ex_fn != nullptr) {
Message("Detour: Direct3DCreate9Ex\n");
Direct3DCreate9Ex_fn = static_cast<Direct3DCreate9Ex_type>(DetourFunc((BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7));
}
}
gl_TextureServer->Initialize();
}
}
bool HasDesiredMethods(HMODULE hModule, HANDLE hProcess)
{
const auto d3dcreate9Addr = GetProcAddress(hModule, "Direct3DCreate9");
if (!d3dcreate9Addr) {
return false;
}
const auto d3dcreate9ExAddr = GetProcAddress(hModule, "Direct3DCreate9Ex");
if (!d3dcreate9ExAddr) {
return false;
}
return true;
}
bool IsDesiredModule(HMODULE hModule, HANDLE hProcess)
{
TCHAR szModuleName[MAX_PATH];
GetModuleBaseName(hProcess, hModule, szModuleName, sizeof(szModuleName) / sizeof(TCHAR));
return strcmp(szModuleName, TEXT("d3d9.dll")) == 0;
}
bool FindLoadedDll()
{
HMODULE hModules[1024];
HANDLE hProcess;
DWORD cbNeeded;
unsigned int i;
// Get a handle to the current process.
hProcess = GetCurrentProcess();
if (EnumProcessModules(hProcess, hModules, sizeof(hModules), &cbNeeded)) {
for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
if (IsDesiredModule(hModules[i], hProcess)) {
// If the module is d3d9.dll, store the handle or do your hooking here.
gl_hOriginalDll = hModules[i];
break;
}
if (HasDesiredMethods(hModules[i], hProcess)) {
// If the module has the two specific methods, store the handle or do your hooking here.
gl_hOriginalDll = hModules[i];
break;
}
}
}
if (gl_hOriginalDll) {
return true;
}
return false;
}
void LoadOriginalDll()
{
if (FindLoadedDll()) {
return;
}
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()
{
// Release the system's d3d9.dll
if (gl_hOriginalDll != nullptr) {
FreeLibrary(gl_hOriginalDll);
gl_hOriginalDll = nullptr;
}
#ifdef _DEBUG
if (stdout_proxy)
fclose(stdout_proxy);
if (stderr_proxy)
fclose(stderr_proxy);
FreeConsole();
#endif
CloseMessage();
}
/*
* 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 %p, uMod %p\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 = nullptr;
if (Direct3DCreate9_fn) {
pIDirect3D9_orig = Direct3DCreate9_fn(SDKVersion); //creating the original IDirect3D9 object
}
else {
return nullptr;
}
uMod_IDirect3D9* pIDirect3D9;
if (pIDirect3D9_orig) {
pIDirect3D9 = new uMod_IDirect3D9(pIDirect3D9_orig, gl_TextureServer.get()); //creating our uMod_IDirect3D9 object
}
// we detour again
Direct3DCreate9_fn = static_cast<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 %p, uMod %p\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 = nullptr;
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.get()); //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 = static_cast<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(char* ret)
{
char Game[MAX_PATH];
GetModuleFileName(GetModuleHandle(nullptr), Game, MAX_PATH); //ask for name and path of this executable
// we inject directly
strcpy(ret, Game);
return true;
}
void* DetourFunc(BYTE* src, const BYTE* dst, const int len)
{
auto jmp = static_cast<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) = static_cast<DWORD>(src + len - jmp) - 5;
memset(src, 0x90, len);
src[0] = 0xE9;
*(DWORD*)(src + 1) = static_cast<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) = static_cast<DWORD>(src - restore) - 5;
if (!VirtualProtect(src, len, dwback, &dwback)) { return false; }
return true;
}