mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-15 15:09:30 +00:00
98fe6fd9b9
Hot-patching an already-live device's vtable methods via SetDevice races the emulator's self-modifying-code handling (Windows-on-ARM's xtajit, or Wine on FEX-Emu/box64). Detect that case with IsWow64Process2 and refuse the attach instead, so callers fall back to loading gMod as d3d9.dll before the game creates its device.
374 lines
13 KiB
C++
374 lines
13 KiB
C++
#include "Main.h"
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#include <Psapi.h>
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#include "MinHook.h"
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#include "D3D9Hooks.h"
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#include <atomic>
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import TextureClient;
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void ExitInstance(bool is_unloading);
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void InitInstance(HINSTANCE hModule);
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namespace {
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#define DISABLE_HOOK(var) \
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if (var) { MH_DisableHook(var); }
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using Direct3DCreate9_type = IDirect3D9*(APIENTRY*)(UINT);
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using Direct3DCreate9Ex_type = HRESULT(APIENTRY*)(UINT SDKVersion, IDirect3D9Ex** ppD3D);
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using GetProcAddress_type = FARPROC(APIENTRY*)(HMODULE, LPCSTR);
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// Pointer to original address of Direct3DCreate9
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Direct3DCreate9_type Direct3DCreate9_ret = nullptr;
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// Pointer to original address of Direct3DCreate9
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Direct3DCreate9Ex_type Direct3DCreate9Ex_ret = nullptr;
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GetProcAddress_type GetProcAddress_fn = nullptr;
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GetProcAddress_type GetProcAddress_ret = nullptr;
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FILE* stdout_proxy;
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FILE* stderr_proxy;
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HMODULE gMod_Loaded_d3d9_Module_Handle = nullptr;
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HMODULE FindLoadedModuleByName(const char* name, bool include_this_module = false)
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{
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HMODULE hModules[1024];
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HANDLE hProcess;
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DWORD cbNeeded;
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unsigned int i;
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// Get a handle to the current process.
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hProcess = GetCurrentProcess();
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if (!EnumProcessModules(hProcess, hModules, sizeof(hModules), &cbNeeded))
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return nullptr;
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for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
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if (hModules[i] == gl_hThisInstance && !include_this_module)
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continue;
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TCHAR szModuleName[MAX_PATH];
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ASSERT(GetModuleFileName(hModules[i], szModuleName, _countof(szModuleName)) > 0);
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const auto basename = strrchr(szModuleName, '\\');
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if (basename && _stricmp(basename + 1, name) == 0)
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return hModules[i];
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}
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return nullptr;
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}
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HMODULE LoadD3d9Dll()
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{
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HMODULE found = FindLoadedModuleByName("d3d9.dll");
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if (!found) {
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char executable_path[MAX_PATH]{};
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ASSERT(GetModuleFileName(GetModuleHandle(nullptr), executable_path, _countof(executable_path)) > 0);
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char dll_path[MAX_PATH]{};
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ASSERT(GetModuleFileName(gl_hThisInstance, dll_path, _countof(dll_path)) > 0);
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const auto exe_path = std::filesystem::path(executable_path);
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const auto gmod_path = std::filesystem::path(dll_path);
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if (exe_path.parent_path() != gmod_path.parent_path() || gmod_path.filename() != "d3d9.dll") {
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// Call basic LoadLibrary function; we're not in the same directory as the exe.
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gMod_Loaded_d3d9_Module_Handle = LoadLibrary("d3d9.dll");
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}
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if (!gMod_Loaded_d3d9_Module_Handle) {
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// Tried resolving d3d9.dll locally, didn't work. Try system directory
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char buffer[MAX_PATH];
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ASSERT(GetSystemDirectory(buffer, _countof(buffer)) > 0); // get the system directory, we need to open the original d3d9.dll
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// Append dll name
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strcat_s(buffer, _countof(buffer), "\\d3d9.dll");
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gMod_Loaded_d3d9_Module_Handle = LoadLibrary(buffer);
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}
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ASSERT(gMod_Loaded_d3d9_Module_Handle);
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found = FindLoadedModuleByName("d3d9.dll");
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ASSERT(found && found == gMod_Loaded_d3d9_Module_Handle);
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}
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DISABLE_HOOK(GetProcAddress_fn);
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// GetProcAddress, hooked via OnGetProcAddress
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Direct3DCreate9_ret = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress(found, "Direct3DCreate9"));
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Direct3DCreate9Ex_ret = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress(found, "Direct3DCreate9Ex"));
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return found;
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}
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FARPROC APIENTRY OnGetProcAddress(HMODULE hModule, LPCSTR lpProcName)
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{
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ASSERT(GetProcAddress_ret);
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if ((int)lpProcName < 0xffff)
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return GetProcAddress_ret(hModule, lpProcName); // lpProcName is ordinal offset, not string
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if (strcmp(lpProcName, "Direct3DCreate9") == 0) {
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Direct3DCreate9_ret = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress_ret(hModule, lpProcName));
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return reinterpret_cast<FARPROC>(Direct3DCreate9);
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}
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if (strcmp(lpProcName, "Direct3DCreate9Ex") == 0) {
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Direct3DCreate9Ex_ret = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress_ret(hModule, lpProcName));
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return reinterpret_cast<FARPROC>(Direct3DCreate9Ex);
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}
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return GetProcAddress_ret(hModule, lpProcName);
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}
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// If the original d3d9 function is nullptr or points to gMod, load the actual d3d9 dll and redirect the addresses
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void CheckLoadD3d9Dll()
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{
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if (!(Direct3DCreate9_ret && Direct3DCreate9_ret != Direct3DCreate9)) {
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ASSERT(LoadD3d9Dll());
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ASSERT(Direct3DCreate9_ret && Direct3DCreate9_ret != Direct3DCreate9);
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}
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if (!(Direct3DCreate9Ex_ret && Direct3DCreate9Ex_ret != Direct3DCreate9Ex)) {
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ASSERT(LoadD3d9Dll());
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ASSERT(Direct3DCreate9Ex_ret && Direct3DCreate9Ex_ret != Direct3DCreate9Ex);
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}
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}
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// There may be a sitation where more than 1 gmod is loaded; avoid recursions!
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bool creating_d3d9 = false;
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}
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unsigned int gl_ErrorState = 0;
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HINSTANCE gl_hThisInstance = nullptr;
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IDirect3D9* APIENTRY Direct3DCreate9(UINT SDKVersion)
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{
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Message("uMod_Direct3DCreate9: uMod %p\n", Direct3DCreate9);
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ASSERT(!creating_d3d9);
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creating_d3d9 = true;
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DISABLE_HOOK(GetProcAddress_fn);
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CheckLoadD3d9Dll();
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IDirect3D9* pIDirect3D9_orig = Direct3DCreate9_ret(SDKVersion); // creating the original IDirect3D9 object
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ASSERT(pIDirect3D9_orig);
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creating_d3d9 = false;
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// Hook the vtable and hand the game back the real object untouched.
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InstallD3D9Hooks(pIDirect3D9_orig, false);
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return pIDirect3D9_orig;
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}
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HRESULT APIENTRY Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppD3D)
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{
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Message("uMod_Direct3DCreate9Ex: uMod %p\n", Direct3DCreate9Ex);
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ASSERT(!creating_d3d9);
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creating_d3d9 = true;
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DISABLE_HOOK(GetProcAddress_fn);
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CheckLoadD3d9Dll();
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IDirect3D9Ex* pIDirect3D9Ex_orig = nullptr;
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HRESULT ret = Direct3DCreate9Ex_ret(SDKVersion, &pIDirect3D9Ex_orig); // creating the original IDirect3D9 object
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creating_d3d9 = false;
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if (ret != S_OK)
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return ret;
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// Hook the vtable (CreateDevice + CreateDeviceEx) and return the real object untouched.
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InstallD3D9Hooks(pIDirect3D9Ex_orig, true);
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*ppD3D = pIDirect3D9Ex_orig;
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return ret;
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}
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BOOL WINAPI DllMain(HINSTANCE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
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{
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switch (ul_reason_for_call) {
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case DLL_PROCESS_ATTACH: {
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#ifdef _DEBUG
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wchar_t dllFilePath[512 + 1]{};
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GetModuleFileNameW(hModule, dllFilePath, 512);
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gmod_dll_path = dllFilePath;
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AllocConsole();
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SetConsoleTitleA("gMod Console");
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freopen_s(&stdout_proxy, "CONOUT$", "w", stdout);
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freopen_s(&stderr_proxy, "CONOUT$", "w", stderr);
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#endif
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InitInstance(hModule);
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break;
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}
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case DLL_PROCESS_DETACH: {
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// Process exit (lpReserved != nullptr): other threads are gone and the OS
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// reclaims everything, so touching MinHook/the device here only risks a hang.
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if (lpReserved != nullptr)
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break;
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// FreeLibrary unload: the device is still live, so tear down cleanly.
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ExitInstance(true);
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break;
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}
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default: break;
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}
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return true;
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}
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void LoadModlists()
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{
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Message("Initialize: searching for modlist.txt\n");
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char gwpath[MAX_PATH]{};
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GetModuleFileName(GetModuleHandle(nullptr), gwpath, MAX_PATH); // ask for name and path of this executable
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char dllpath[MAX_PATH]{};
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GetModuleFileName(gl_hThisInstance, dllpath, MAX_PATH); // ask for name and path of this dll
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const auto exe_path = std::filesystem::path(gwpath).parent_path();
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const auto dll_path = std::filesystem::path(dllpath).parent_path();
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for (const auto& path : {exe_path, dll_path}) {
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const auto modlist = path / "modlist.txt";
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if (std::filesystem::exists(modlist)) {
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Message("Initialize: found %s\n", modlist.string().c_str());
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std::ifstream t(modlist, std::ios::binary);
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std::stringstream buffer;
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buffer << t.rdbuf();
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modlists_contents.emplace_back(modlist.string(), buffer.str());
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}
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}
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}
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void InitInstance(HINSTANCE hModule)
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{
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Message("InitInstance: %p\n", hModule);
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// Store the handle to this module
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gl_hThisInstance = hModule;
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LoadModlists();
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DisableThreadLibraryCalls(hModule); // reduce overhead
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// d3d9.dll shouldn't be loaded at this point.
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[[maybe_unused]] const auto d3d9_loaded = FindLoadedModuleByName("d3d9.dll");
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// ASSERT(!d3d9_loaded);
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MH_Initialize();
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// Hook into LoadLibraryA - we'll do our hooks on the flip side
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GetProcAddress_fn = reinterpret_cast<GetProcAddress_type>(GetProcAddress);
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ASSERT(GetProcAddress_fn);
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if (GetProcAddress_fn) {
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MH_CreateHook(GetProcAddress_fn, OnGetProcAddress, (void**)&GetProcAddress_ret);
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MH_EnableHook(GetProcAddress_fn);
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// Re-JIT the patched prologue + trampoline under the x86-on-ARM64 emulator (no-op native).
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const HANDLE proc = GetCurrentProcess();
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FlushInstructionCache(proc, (void*)GetProcAddress_fn, 64);
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if (GetProcAddress_ret) FlushInstructionCache(proc, (void*)GetProcAddress_ret, 64);
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}
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}
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// Exported entry for late injection: hand gMod an existing device so it hooks
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// the vtable and mods textures from here on.
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extern "C" __declspec(dllexport) int __cdecl SetDevice(IDirect3DDevice9* device)
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{
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if (!device) return RETURN_BAD_ARGUMENT;
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if (utils::IsRunningUnderArm64Emulation()) {
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// The device is already live and being called every frame; hot-patching its vtable
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// methods here would race the emulator's self-modifying-code handling. Load gMod as
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// d3d9.dll before the game starts instead, so hooks install via Direct3DCreate9(Ex)
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// on a device nobody has called into yet.
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Warning("SetDevice: late device-attach isn't supported under ARM64 emulation\n");
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return RETURN_UNSUPPORTED_UNDER_EMULATION;
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}
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try {
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return RegisterExistingDevice(device) ? RETURN_OK : RETURN_EXISTS;
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}
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catch (...) {
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return RETURN_FATAL_ERROR;
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}
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}
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extern "C" __declspec(dllexport) int __cdecl AddFile(const wchar_t* path)
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{
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if (!path) return RETURN_BAD_ARGUMENT;
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try {
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return TextureClient::AddFile(std::filesystem::path(path));
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}
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catch (...) {
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return RETURN_FATAL_ERROR;
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}
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}
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extern "C" __declspec(dllexport) int __cdecl RemoveFile(const wchar_t* path)
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{
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if (!path) return RETURN_BAD_ARGUMENT;
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try {
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return TextureClient::RemoveFile(std::filesystem::path(path));
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}
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catch (...) {
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return RETURN_FATAL_ERROR;
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}
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}
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// nullptr first arg = return required size; paths come back in load (priority) order
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// returns paths separated by null terminator, e.g. "C:\foo.tpf\0C:\bar.zip\0\0"
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extern "C" __declspec(dllexport) int __cdecl GetFiles(wchar_t* buffer, const size_t buffer_size_chars)
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{
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try {
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const auto files = TextureClient::GetFiles();
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size_t required = 1;
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for (const auto& path : files) {
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required += path.native().size() + 1;
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}
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if (buffer && buffer_size_chars > 0 && buffer_size_chars >= required) {
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wchar_t* out = buffer;
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for (const auto& path : files) {
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const auto& native = path.native();
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std::ranges::copy(native, out);
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out += native.size();
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*out++ = L'\0';
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}
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*out = L'\0';
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}
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return static_cast<int>(required);
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}
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catch (...) {
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return RETURN_FATAL_ERROR;
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}
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}
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// Optional clean-shutdown entry: call this from the host (on a normal thread) BEFORE
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// FreeLibrary so teardown runs off the loader lock, where MinHook can safely suspend
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// the render thread. A later FreeLibrary then unloads with nothing left to undo.
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extern "C" __declspec(dllexport) void __cdecl Shutdown()
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{
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ExitInstance(true);
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}
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void ExitInstance(bool is_unloading)
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{
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// Teardown must run exactly once, whether reached via Shutdown() or DllMain detach.
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static std::atomic<bool> torn_down{false};
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if (torn_down.exchange(true)) return;
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DISABLE_HOOK(GetProcAddress_fn);
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// Revert every D3D9 vtable hook so the original objects are left pristine.
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RemoveAllD3D9Hooks();
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// On a real unload the device is still alive; release our replacement textures.
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if (is_unloading) {
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DestroyAllTextureClients();
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}
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MH_Uninitialize();
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if (gMod_Loaded_d3d9_Module_Handle)
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FreeLibrary(gMod_Loaded_d3d9_Module_Handle);
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#ifdef _DEBUG
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if (stdout_proxy)
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fclose(stdout_proxy);
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if (stderr_proxy)
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fclose(stderr_proxy);
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__try {
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FreeConsole();
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}
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__except (EXCEPTION_CONTINUE_EXECUTION) {
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}
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#endif
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}
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