h1-mod/src/client/main.cpp

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#include <std_include.hpp>
#include "launcher/launcher.hpp"
#include "loader/loader.hpp"
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include <utils/string.hpp>
#include <utils/flags.hpp>
#include <utils/io.hpp>
DECLSPEC_NORETURN void WINAPI exit_hook(const int code)
{
component_loader::pre_destroy();
exit(code);
}
BOOL WINAPI system_parameters_info_a(const UINT uiAction, const UINT uiParam, const PVOID pvParam, const UINT fWinIni)
{
component_loader::post_unpack();
return SystemParametersInfoA(uiAction, uiParam, pvParam, fWinIni);
}
launcher::mode detect_mode_from_arguments()
{
if (utils::flags::has_flag("dedicated"))
{
return launcher::mode::server;
}
if (utils::flags::has_flag("multiplayer"))
{
return launcher::mode::multiplayer;
}
if (utils::flags::has_flag("singleplayer"))
{
return launcher::mode::singleplayer;
}
return launcher::mode::none;
}
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bool apply_aslr_patch(std::string* data)
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{
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// mp binary, sp binary
if (data->size() != 0x1B97788 && data->size() != 0x1346D88)
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return false;
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auto* dos_header = reinterpret_cast<PIMAGE_DOS_HEADER>(&data->at(0));
auto* nt_headers = reinterpret_cast<PIMAGE_NT_HEADERS>(&data->at(dos_header->e_lfanew));
auto* optional_header = &nt_headers->OptionalHeader;
if(optional_header->DllCharacteristics & IMAGE_DLLCHARACTERISTICS_DYNAMIC_BASE)
optional_header->DllCharacteristics &= ~(IMAGE_DLLCHARACTERISTICS_DYNAMIC_BASE);
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return true;
}
void get_aslr_patched_binary(std::string* binary, std::string* data)
{
std::string patched_binary = "h1-mod\\" + *binary;
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if (!apply_aslr_patch(data) ||
(!utils::io::file_exists(patched_binary) &&
!utils::io::write_file(patched_binary, *data, false)))
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{
throw std::runtime_error(utils::string::va(
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"Could not create aslr patched binary!\n(%s)",
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binary->data()
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));
}
*binary = patched_binary;
}
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FARPROC load_binary(const launcher::mode mode, uint64_t* base_address)
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{
loader loader;
utils::nt::library self;
loader.set_import_resolver([self](const std::string& library, const std::string& function) -> void*
{
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if (library == "steam_api64.dll"
&& function != "SteamAPI_GetSteamInstallPath") // Arxan requires one valid steam api import - maybe SteamAPI_Shutdown is better?
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{
return self.get_proc<FARPROC>(function);
}
else if (function == "ExitProcess")
{
return exit_hook;
}
else if (function == "SystemParametersInfoA")
{
return system_parameters_info_a;
}
return component_loader::load_import(library, function);
});
std::string binary;
switch (mode)
{
case launcher::mode::server:
case launcher::mode::multiplayer:
binary = "h1_mp64_ship.exe";
break;
case launcher::mode::singleplayer:
binary = "h1_sp64_ship.exe";
break;
case launcher::mode::none:
default:
throw std::runtime_error("Invalid game mode!");
}
std::string data;
if (!utils::io::read_file(binary, &data))
{
throw std::runtime_error(utils::string::va(
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"Failed to read game binary (%s)!\nPlease copy the h1-mod.exe into your Call of Duty: Modern Warfare Remastered installation folder and run it from there.",
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binary.data()));
}
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get_aslr_patched_binary(&binary, &data);
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#ifdef INJECT_HOST_AS_LIB
return loader.load_library(binary, base_address);
#else
*base_address = 0x140000000;
return loader.load(self, data);
#endif
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}
void remove_crash_file()
{
utils::io::remove_file("__h1Exe");
}
void enable_dpi_awareness()
{
const utils::nt::library user32{"user32.dll"};
const auto set_dpi = user32
? user32.get_proc<BOOL(WINAPI*)(DPI_AWARENESS_CONTEXT)>("SetProcessDpiAwarenessContext")
: nullptr;
if (set_dpi)
{
set_dpi(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
}
}
void limit_parallel_dll_loading()
{
const utils::nt::library self;
const auto registry_path = R"(Software\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\)" + self.
get_name();
HKEY key = nullptr;
if (RegCreateKeyA(HKEY_LOCAL_MACHINE, registry_path.data(), &key) == ERROR_SUCCESS)
{
RegCloseKey(key);
}
key = nullptr;
if (RegOpenKeyExA(
HKEY_LOCAL_MACHINE, registry_path.data(), 0,
KEY_ALL_ACCESS, &key) != ERROR_SUCCESS)
{
return;
}
DWORD value = 1;
RegSetValueExA(key, "MaxLoaderThreads", 0, REG_DWORD, reinterpret_cast<const BYTE*>(&value), sizeof(value));
RegCloseKey(key);
}
// solution for other processes that may launch the mod
void apply_proper_directory()
{
char module_path[MAX_PATH];
GetModuleFileNameA(nullptr, module_path, MAX_PATH);
PathRemoveFileSpecA(module_path);
SetCurrentDirectoryA(module_path);
SetDllDirectoryA(module_path);
}
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int main()
{
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ShowWindow(GetConsoleWindow(), SW_HIDE);
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FARPROC entry_point;
enable_dpi_awareness();
// This requires admin privilege, but I suppose many
// people will start with admin rights if it crashes.
limit_parallel_dll_loading();
srand(uint32_t(time(nullptr)));
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remove_crash_file();
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{
auto premature_shutdown = true;
const auto _ = gsl::finally([&premature_shutdown]()
{
if (premature_shutdown)
{
component_loader::pre_destroy();
}
});
try
{
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//apply_proper_directory();
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if (!component_loader::post_start()) return 0;
auto mode = detect_mode_from_arguments();
if (mode == launcher::mode::none)
{
const launcher launcher;
mode = launcher.run();
if (mode == launcher::mode::none) return 0;
}
game::environment::set_mode(mode);
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uint64_t base_address{};
entry_point = load_binary(mode, &base_address);
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if (!entry_point)
{
throw std::runtime_error("Unable to load binary into memory");
}
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game::base_address = base_address;
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if (!component_loader::post_load()) return 0;
premature_shutdown = false;
}
catch (std::exception& e)
{
MessageBoxA(nullptr, e.what(), "ERROR", MB_ICONERROR);
return 1;
}
}
return static_cast<int>(entry_point());
}
int __stdcall WinMain(HINSTANCE, HINSTANCE, PSTR, int)
{
return main();
}