mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-15 23:19:30 +00:00
a7e36fc965
* remove GUI parts as those will not be updated * move to header/source * add cmakelist to create solution * Change Readme * Implement modlist.txt loading * Setup versioning and CD pipeline * Setup DirectX in pipeline * Make uMod load from uMod.dll directory * Fix file loading * Remove break * Fix CD pipeline (#1) * Test cd pipeline * See what's in Lib directory * See inside lib/x86 * Manually adjust the build environment * Disable CD pipeline in PRs Create CI pipeline * Fix slashes in path * Fix build call * Attempt to fix paths * Copy dx headers inside the /header folder * Use ps * Change cache location * Path changes * Improve CMake to look for lib and header files * Fix missing Lib folder * Move changes to CD pipeline * Disable CI on merge and fix CD (#2) * Fix CD tag (#4) * Hijack existing DirectX calls (#5) * Create a dll without listener (#6) * Fix asset creation in CD pipeline (#7) * Setup file loading * create necessary files * merge latest changes, set output dir * Change main to master in pipelines Add fallback for DX libs in CMakeLists * Setup new generator * formatting * remove listener * Change CD to pick the dll from bin Change release name to gMod * more formatting * add editorconfig * Setup versioning * Remove CODEOWNERS --------- Co-authored-by: Alex Macocian <amacocian@yahoo.com>
366 lines
11 KiB
C++
366 lines
11 KiB
C++
#include "uMod_DX9_dll.h"
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#include "uMod_Main.h"
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#include <Windows.h>
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#include <Psapi.h>
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#include <TlHelp32.h>
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#pragma comment(lib, "Psapi.lib")
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//#include "detours.h"
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//#include "detourxs/detourxs/detourxs.h"
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/*
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#include "detourxs/detourxs/ADE32.cpp"
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#include "detourxs/detourxs/detourxs.cpp"
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*/
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/*
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* global variable which are not linked external
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*/
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HINSTANCE gl_hOriginalDll = nullptr;
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HINSTANCE gl_hThisInstance = nullptr;
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uMod_TextureServer* gl_TextureServer = nullptr;
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HANDLE gl_ServerThread = nullptr;
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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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Direct3DCreate9_type Direct3DCreate9_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
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Direct3DCreate9Ex_type Direct3DCreate9Ex_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
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HHOOK gl_hHook = nullptr;
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static FILE* stdout_proxy;
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static FILE* stderr_proxy;
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/*
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* global variable which are linked external
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*/
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unsigned int gl_ErrorState = 0u;
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#ifdef LOG_MESSAGE
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FILE* gl_File = nullptr;
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#endif
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#ifdef DIRECT_INJECTION
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void Nothing() { (void)NULL; }
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#endif
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/*
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* dll entry routine, here we initialize or clean up
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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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UNREFERENCED_PARAMETER(lpReserved);
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switch (ul_reason_for_call) {
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case DLL_PROCESS_ATTACH: {
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#ifdef BUILD_TYPE_DEBUG
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AllocConsole();
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SetConsoleTitleA("uMod 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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ExitInstance();
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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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DWORD WINAPI ServerThread(LPVOID lpParam)
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{
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UNREFERENCED_PARAMETER(lpParam);
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if (gl_TextureServer != nullptr) {
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gl_TextureServer->MainLoop(); //This is and endless mainloop, it sleep till something is written into the pipe.
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}
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return 0;
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}
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void InitInstance(HINSTANCE hModule)
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{
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DisableThreadLibraryCalls(hModule); //reduce overhead
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gl_hThisInstance = hModule;
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char game[MAX_PATH];
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if (HookThisProgram(game)) //ask if we need to hook this program
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{
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OpenMessage();
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Message("InitInstance: %lu\n", hModule);
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char uMod[MAX_PATH];
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for (auto i = 0; i < MAX_PATH; i++) {
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uMod[i] = 0;
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}
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GetModuleFileNameA(hModule, uMod, MAX_PATH);
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Message("InitInstance: %s\n", uMod);
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gl_TextureServer = new uMod_TextureServer(game, uMod); //create the server which listen on the pipe and prepare the update for the texture clients
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LoadOriginalDll();
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if (gl_hOriginalDll) {
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Direct3DCreate9_fn = (Direct3DCreate9_type)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9");
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if (Direct3DCreate9_fn != nullptr) {
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Message("Detour: Direct3DCreate9\n");
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Direct3DCreate9_fn = static_cast<Direct3DCreate9_type>(DetourFunc((BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5));
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}
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex");
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if (Direct3DCreate9Ex_fn != nullptr) {
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Message("Detour: Direct3DCreate9Ex\n");
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Direct3DCreate9Ex_fn = static_cast<Direct3DCreate9Ex_type>(DetourFunc((BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7));
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}
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}
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gl_ServerThread = CreateThread(nullptr, 0, ServerThread, nullptr, 0, nullptr); //creating a thread for the mainloop
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if (gl_ServerThread == nullptr) { Message("InitInstance: Serverthread not started\n"); }
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}
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}
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bool HasDesiredMethods(HMODULE hModule, HANDLE hProcess)
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{
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const auto d3dcreate9Addr = GetProcAddress(hModule, "Direct3DCreate9");
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if (!d3dcreate9Addr) {
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return false;
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}
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const auto d3dcreate9ExAddr = GetProcAddress(hModule, "Direct3DCreate9Ex");
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if (!d3dcreate9ExAddr) {
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return false;
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}
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return true;
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}
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bool IsDesiredModule(HMODULE hModule, HANDLE hProcess)
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{
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TCHAR szModuleName[MAX_PATH];
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GetModuleBaseName(hProcess, hModule, szModuleName, sizeof(szModuleName) / sizeof(TCHAR));
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return strcmp(szModuleName, TEXT("d3d9.dll")) == 0;
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}
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bool FindLoadedDll()
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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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for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
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if (IsDesiredModule(hModules[i], hProcess)) {
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// If the module is d3d9.dll, store the handle or do your hooking here.
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gl_hOriginalDll = hModules[i];
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break;
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}
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if (HasDesiredMethods(hModules[i], hProcess)) {
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// If the module has the two specific methods, store the handle or do your hooking here.
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gl_hOriginalDll = hModules[i];
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break;
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}
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}
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}
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if (gl_hOriginalDll) {
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return true;
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}
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return false;
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}
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void LoadOriginalDll()
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{
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if (FindLoadedDll()) {
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return;
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}
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char buffer[MAX_PATH];
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GetSystemDirectory(buffer, MAX_PATH); //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, MAX_PATH, "\\d3d9.dll");
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// try to load the system's d3d9.dll, if pointer empty
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if (!gl_hOriginalDll) {
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gl_hOriginalDll = LoadLibrary(buffer);
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}
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if (!gl_hOriginalDll) {
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ExitProcess(0); // exit the hard way
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}
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}
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void ExitInstance()
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{
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if (gl_ServerThread != nullptr) {
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CloseHandle(gl_ServerThread); // kill the server thread
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gl_ServerThread = nullptr;
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}
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if (gl_TextureServer != nullptr) {
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delete gl_TextureServer; //delete the texture server
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gl_TextureServer = nullptr;
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}
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// Release the system's d3d9.dll
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if (gl_hOriginalDll != nullptr) {
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FreeLibrary(gl_hOriginalDll);
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gl_hOriginalDll = nullptr;
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}
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#ifdef BUILD_TYPE_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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FreeConsole();
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#endif
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CloseMessage();
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}
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/*
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* We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function
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*/
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IDirect3D9* APIENTRY uMod_Direct3DCreate9(UINT SDKVersion)
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{
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Message("uMod_Direct3DCreate9: original %lu, uMod %lu\n", Direct3DCreate9_fn, uMod_Direct3DCreate9);
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// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
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// but somehow, for me it only works, if I retour the function and calling afterward the original function
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// BEGIN
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LoadOriginalDll();
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RetourFunc((BYTE*)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
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Direct3DCreate9_fn = (Direct3DCreate9_type)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9");
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/*
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if (Direct3DCreate9Ex_fn!=NULL)
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{
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
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}
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*/
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// END
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IDirect3D9* pIDirect3D9_orig = nullptr;
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if (Direct3DCreate9_fn) {
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pIDirect3D9_orig = Direct3DCreate9_fn(SDKVersion); //creating the original IDirect3D9 object
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}
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else {
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return nullptr;
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}
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uMod_IDirect3D9* pIDirect3D9;
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if (pIDirect3D9_orig) {
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pIDirect3D9 = new uMod_IDirect3D9(pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
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}
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// we detour again
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Direct3DCreate9_fn = static_cast<Direct3DCreate9_type>(DetourFunc((BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5));
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/*
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if (Direct3DCreate9Ex_fn!=NULL)
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{
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
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}
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*/
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return pIDirect3D9; //return our object instead of the "real one"
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}
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HRESULT APIENTRY uMod_Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppD3D)
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{
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Message("uMod_Direct3DCreate9Ex: original %lu, uMod %lu\n", Direct3DCreate9Ex_fn, uMod_Direct3DCreate9Ex);
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// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
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// but somehow, for me it only works, if I retour the function and calling afterward the original function
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// BEGIN
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LoadOriginalDll();
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/*
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if (Direct3DCreate9_fn!=NULL)
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{
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
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Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
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}
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*/
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RetourFunc((BYTE*)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex");
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// END
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IDirect3D9Ex* pIDirect3D9Ex_orig = nullptr;
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HRESULT ret;
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if (Direct3DCreate9Ex_fn) {
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ret = Direct3DCreate9Ex_fn(SDKVersion, &pIDirect3D9Ex_orig); //creating the original IDirect3D9 object
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}
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else {
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return D3DERR_NOTAVAILABLE;
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}
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if (ret != S_OK) {
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return ret;
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}
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uMod_IDirect3D9Ex* pIDirect3D9Ex;
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if (pIDirect3D9Ex_orig) {
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pIDirect3D9Ex = new uMod_IDirect3D9Ex(pIDirect3D9Ex_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
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}
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// we detour again
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/*
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if (Direct3DCreate9_fn!=NULL)
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{
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Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
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}
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*/
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Direct3DCreate9Ex_fn = static_cast<Direct3DCreate9Ex_type>(DetourFunc((BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7));
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ppD3D = (IDirect3D9Ex**)&pIDirect3D9Ex; //return our object instead of the "real one"
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return ret;
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}
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bool HookThisProgram(char* ret)
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{
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char Game[MAX_PATH];
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GetModuleFileName(GetModuleHandle(nullptr), Game, MAX_PATH); //ask for name and path of this executable
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// we inject directly
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int i = 0;
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while (Game[i]) {
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ret[i] = Game[i];
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i++;
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}
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ret[i] = 0;
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return true;
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}
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void* DetourFunc(BYTE* src, const BYTE* dst, const int len)
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{
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auto jmp = static_cast<BYTE*>(malloc(len + 5));
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DWORD dwback = 0;
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VirtualProtect(jmp, len + 5, PAGE_EXECUTE_READWRITE, &dwback); //This is the addition needed for Windows 7 RC
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VirtualProtect(src, len, PAGE_READWRITE, &dwback);
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memcpy(jmp, src, len);
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jmp += len;
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jmp[0] = 0xE9;
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*(DWORD*)(jmp + 1) = static_cast<DWORD>(src + len - jmp) - 5;
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memset(src, 0x90, len);
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src[0] = 0xE9;
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*(DWORD*)(src + 1) = static_cast<DWORD>(dst - src) - 5;
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VirtualProtect(src, len, dwback, &dwback);
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return jmp - len;
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}
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bool RetourFunc(BYTE* src, BYTE* restore, const int len)
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{
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DWORD dwback;
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if (!VirtualProtect(src, len, PAGE_READWRITE, &dwback)) { return false; }
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if (!memcpy(src, restore, len)) { return false; }
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restore[0] = 0xE9;
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*(DWORD*)(restore + 1) = static_cast<DWORD>(src - restore) - 5;
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if (!VirtualProtect(src, len, dwback, &dwback)) { return false; }
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return true;
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}
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