1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
|
/*
* 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 "gamedata.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:
// 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;
const uchar *insns = (const uchar*)VFUNC(gameuifuncs, GetDesktopResolution);
for (const uchar *p = insns; p - insns < 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: insns = (const uchar *)VFUNC(cgame, DispatchAllStoredGameMessages);
for (const uchar *p = insns; p - insns < 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
|