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/*
* Copyright © 2023 Michael Smith <mikesmiffy128@gmail.com>
* Copyright © 2022 Willian Henrique <wsimanbrazil@yahoo.com.br>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include <stdlib.h>
#ifdef _WIN32
#include <immintrin.h>
#endif
#include "bind.h"
#include "con_.h"
#include "hook.h"
#include "engineapi.h"
#include "errmsg.h"
#include "event.h"
#include "feature.h"
#include "intdefs.h"
#include "mem.h"
#include "os.h"
#include "ppmagic.h"
#include "sst.h"
#include "vcall.h"
#include "x86.h"
#include "x86util.h"
FEATURE()
REQUIRE(bind)
REQUIRE(democustom)
REQUIRE_GAMEDATA(vtidx_GetDesktopResolution)
REQUIRE_GAMEDATA(vtidx_DispatchAllStoredGameMessages)
static bool lockdown = false;
#ifdef _WIN32
static void *gamewin, *inhookwin, *inhookthr;
static ulong inhooktid;
// UINT_PTR is a **stupid** typedef, but whatever.
static ssize __stdcall kproc(int code, UINT_PTR wp, ssize lp) {
KBDLLHOOKSTRUCT *data = (KBDLLHOOKSTRUCT *)lp;
if (lockdown && data->flags & LLKHF_INJECTED &&
GetForegroundWindow() == gamewin) {
return 1;
}
return CallNextHookEx(0, code, wp, lp);
}
static ssize __stdcall mproc(int code, UINT_PTR wp, ssize lp) {
MSLLHOOKSTRUCT *data = (MSLLHOOKSTRUCT *)lp;
if (lockdown && data->flags & LLMHF_INJECTED &&
GetForegroundWindow() == gamewin) {
return 1;
}
return CallNextHookEx(0, code, wp, lp);
}
// this is its own thread to meet the strict timing deadline, otherwise the
// hook gets silently removed. plus, we don't wanna incur latency anyway.
static ulong __stdcall inhookthrmain(void *param) {
volatile u32 *sig = param;
if (!SetWindowsHookExW(WH_KEYBOARD_LL, &kproc, 0, 0) ||
!SetWindowsHookExW(WH_MOUSE_LL, &mproc, 0, 0)) {
*sig = 2;
return -1;
}
*sig = 1;
MSG m; int ret;
while ((ret = GetMessageW(&m, inhookwin, 0, 0)) > 0) DispatchMessage(&m);
return ret;
}
static WNDPROC orig_wndproc;
static ssize __stdcall hook_wndproc(void *wnd, uint msg, UINT_PTR wp, ssize lp) {
if (msg == WM_COPYDATA && lockdown) return DefWindowProcW(wnd, msg, wp, lp);
return orig_wndproc(wnd, msg, wp, lp);
}
static bool win32_init(void) {
gamewin = FindWindowW(L"Valve001", 0);
// note: error messages here are a bit cryptic on purpose, but easy to find
// in the code. in other words, we're hiding in plain sight :-)
if (!gamewin) {
errmsg_errorsys("failed to find window");
return false;
}
orig_wndproc = (WNDPROC)SetWindowLongPtrW(gamewin, GWLP_WNDPROC,
(ssize)hook_wndproc);
if (!orig_wndproc) {
errmsg_errorsys("failed to attach message handler");
}
return true;
}
static void win32_end(void) {
// no error handling here because we'd crash either way. good luck!
SetWindowLongW(gamewin, GWLP_WNDPROC, (ssize)orig_wndproc);
}
static void inhook_start(volatile u32 *sig) {
inhookwin = CreateWindowW(L"sst-eventloop", L"sst-eventloop", WS_DISABLED,
0, 0, 0, 0, HWND_MESSAGE, 0, 0, 0);
inhookthr = CreateThread(0, 0, &inhookthrmain, (u32 *)sig, 0, &inhooktid);
}
static void inhook_check(void) {
if (WaitForSingleObject(inhookthr, 0) == WAIT_OBJECT_0) {
ulong status;
GetExitCodeThread(inhookthr, &status);
if (status) {
// XXX: if this ever happens, it's a disaster! users might not
// notice their run just dying all of a sudden. with any luck it
// won't matter in practice but... this kind of sucks.
con_warn("** sst: ERROR in message loop, abandoning RTA mode! **");
// TODO(rta): stop demos, and stuff.
lockdown = false;
}
}
}
static void inhook_stop(void) {
PostThreadMessageW(inhooktid, WM_QUIT, 0, 0);
if (WaitForSingleObject(inhookthr, INFINITE) == WAIT_FAILED) {
errmsg_warnsys("couldn't wait for thread, status unknown");
// XXX: now what!?
}
// assume WAIT_OBJECT_0
ulong status;
GetExitCodeThread(inhookthr, &status);
if (status) {
// not much else we can do now!
con_warn("warning: RTA mode message loop had an error during shutdown");
}
CloseHandle(inhookthr);
}
#else
// TODO(linux): do some stuff, I guess...
#endif
bool ac_enable(void) {
if (lockdown) return true;
#ifdef _WIN32
// and now for some frivolously microoptimised spinlocking nonsense
volatile u32 sig = 0; // paranoid volatile to ensure no loop misopt...
inhook_start(&sig);
register u32 x; // avoid double-reading the volatile
// pausing in the middle here seems to produce shorter asm with gcc -O2 and
// clang -O3 in godbolt (avoids unrolling of head which is unlikely to help)
while (x = sig, _mm_pause(), !x);
if (x == 2) { // else 1 for success
con_warn("** sst: ERROR starting message loop, can't continue! **");
CloseHandle(inhookthr);
return false;
}
#endif
lockdown = true;
return true;
}
HANDLE_EVENT(Tick, bool simulating) {
#ifdef _WIN32
static uint fewticks = 0;
// just check this every so often (roughly 0.1-0.3s depending on game)
if (lockdown && !(++fewticks & 7)) inhook_check();
#endif
}
void ac_disable(void) {
if (!lockdown) return;
#ifdef _WIN32
inhook_stop();
#endif
lockdown = false;
}
enum /* from InputEventType_t - terser names used here */ {
BTNDOWN = 0, // data contains button code
BTNUP, // "
BTNDOUBLECLICK, // "
ANALOGUEVALCHG, // data contains analogue code, data2 contains value
SYSQUIT = 100,
SYSCTRLHOTPLUG, // data contains controller ID
SYSCTRLCOLDPLUG, // "
// ranges for other things
FIRSTVGUIEV = 1000,
FIRSTAPPEV = 2000
};
struct inputevent {
int type; // above enum
int tick;
int data, data2, data3;
};
DECL_VFUNC_DYN(void, GetDesktopResolution, int *, int *)
DECL_VFUNC_DYN(void, DispatchAllStoredGameMessages)
typedef void (*VCALLCONV DispatchInputEvent_func)(void *, struct inputevent *);
static DispatchInputEvent_func orig_DispatchInputEvent;
static void VCALLCONV hook_DispatchInputEvent(void *this,
struct inputevent *ev) {
// TODO(rta): do something here! (here's a quick reference/example)
//switch (ev->type) {
// CASES(BTNDOWN, BTNUP, BTNDOUBLECLICK):
// const char *desc[] = {"DOWN", "UP", "DOUBLE"};
// const char *binding = bind_get(ev->data);
// if (!binding) binding = "[unbound]";
// con_msg("key %d %s => %s\n", ev->data, desc[ev->type - BTNDOWN],
// binding);
//}
orig_DispatchInputEvent(this, ev);
}
static bool find_DispatchInputEvent(void) {
#ifdef _WIN32
// Crazy pointer-chasing path to get to DispatchInputEvent (to log keypresses
// and their associated binds):
// IGameUIFuncs interface
// -> CGameUIFuncs::GetDesktopResolution vfunc
// -> IGame/CGame (first mov into ECX)
// -> CGame::DispatchAllStoredGameMessages vfunc
// -> DispatchInputEvent (first call instruction)
void *gameuifuncs = factory_engine("VENGINE_GAMEUIFUNCS_VERSION005", 0);
if (!gameuifuncs) {
errmsg_errorx("couldn't get engine game UI interface");
return false;
}
void *cgame;
GetDesktopResolution_func GetDesktopResolution =
VFUNC(gameuifuncs, GetDesktopResolution);
for (uchar *p = (uchar *)GetDesktopResolution;
p - (uchar *)GetDesktopResolution < 16;) {
if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
void **indirect = mem_loadptr(p + 2);
cgame = *indirect;
goto ok;
}
NEXT_INSN(p, "CGame instance pointer");
}
errmsg_errorx("couldn't find pointer to CGame instance");
return false;
ok: DispatchAllStoredGameMessages_func DispatchAllStoredGameMessages =
VFUNC(cgame, DispatchAllStoredGameMessages);
for (uchar *p = (uchar *)DispatchAllStoredGameMessages;
p - (uchar *)DispatchAllStoredGameMessages < 128;) {
if (p[0] == X86_CALL) {
orig_DispatchInputEvent = (DispatchInputEvent_func)(p + 5 +
mem_loadoffset(p + 1));
// Note: we could go further and dig HandleEngineKey from Key_Event,
// but it seems like Key_Event isn't directly called from
// DispatchInputEvent in L4D2 (or has a much different structure,
// requiring another function call to lead to HandleEngineKey).
return true;
}
NEXT_INSN(p, "DispatchInputEvent function");
}
errmsg_errorx("couldn't find DispatchInputEvent function");
#else
#warning TODO(linux): more find-y stuff
#endif
return false;
}
INIT {
#if defined(_WIN32)
if (!win32_init()) return false;
#elif defined(__linux__)
// TODO(linux): call init things
#endif
if (!find_DispatchInputEvent()) return false;
orig_DispatchInputEvent = (DispatchInputEvent_func)hook_inline(
(void *)orig_DispatchInputEvent, (void *)&hook_DispatchInputEvent);
if (!orig_DispatchInputEvent) {
errmsg_errorsys("couldn't hook DispatchInputEvent function");
return false;
}
return true;
}
END {
#if defined(_WIN32)
win32_end();
#elif defined(__linux__)
// TODO(linux): call cleanup things
#endif
ac_disable();
unhook_inline((void *)orig_DispatchInputEvent);
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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