arxan class [skip ci]
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src/client/component/arxan.cpp
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164
src/client/component/arxan.cpp
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@ -0,0 +1,164 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "scheduler.hpp"
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#include "game/game.hpp"
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#include <utils/hook.hpp>
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namespace arxan
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{
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namespace
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{
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utils::hook::detour nt_close_hook;
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utils::hook::detour nt_query_information_process_hook;
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NTSTATUS WINAPI nt_query_information_process_stub(const HANDLE handle, const PROCESSINFOCLASS info_class,
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const PVOID info,
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const ULONG info_length, const PULONG ret_length)
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{
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auto* orig = static_cast<decltype(NtQueryInformationProcess)*>(nt_query_information_process_hook.
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get_original());
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const auto status = orig(handle, info_class, info, info_length, ret_length);
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if (NT_SUCCESS(status))
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{
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if (info_class == ProcessBasicInformation)
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{
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static DWORD explorer_pid = 0;
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if (!explorer_pid)
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{
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auto* const shell_window = GetShellWindow();
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GetWindowThreadProcessId(shell_window, &explorer_pid);
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}
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static_cast<PPROCESS_BASIC_INFORMATION>(info)->Reserved3 = PVOID(DWORD64(explorer_pid));
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}
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else if (info_class == 30) // ProcessDebugObjectHandle
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{
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*static_cast<HANDLE*>(info) = nullptr;
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return 0xC0000353;
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}
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else if (info_class == 7) // ProcessDebugPort
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{
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*static_cast<HANDLE*>(info) = nullptr;
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}
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else if (info_class == 31)
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{
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*static_cast<ULONG*>(info) = 1;
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}
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}
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return status;
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}
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NTSTATUS NTAPI nt_close_stub(const HANDLE handle)
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{
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char info[16];
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if (NtQueryObject(handle, OBJECT_INFORMATION_CLASS(4), &info, 2, nullptr) >= 0 && size_t(handle) != 0x12345)
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{
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auto* orig = static_cast<decltype(NtClose)*>(nt_close_hook.get_original());
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return orig(handle);
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}
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return STATUS_INVALID_HANDLE;
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}
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LONG WINAPI exception_filter(const LPEXCEPTION_POINTERS info)
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{
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if (info->ExceptionRecord->ExceptionCode == STATUS_INVALID_HANDLE)
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{
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return EXCEPTION_CONTINUE_EXECUTION;
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}
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return EXCEPTION_CONTINUE_SEARCH;
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}
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void hide_being_debugged()
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{
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auto* const peb = PPEB(__readgsqword(0x60));
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peb->BeingDebugged = false;
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*reinterpret_cast<PDWORD>(LPSTR(peb) + 0xBC) &= ~0x70;
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}
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void remove_hardware_breakpoints()
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{
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CONTEXT context;
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ZeroMemory(&context, sizeof(context));
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context.ContextFlags = CONTEXT_DEBUG_REGISTERS;
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auto* const thread = GetCurrentThread();
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GetThreadContext(thread, &context);
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context.Dr0 = 0;
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context.Dr1 = 0;
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context.Dr2 = 0;
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context.Dr3 = 0;
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context.Dr6 = 0;
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context.Dr7 = 0;
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SetThreadContext(thread, &context);
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}
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BOOL WINAPI set_thread_context_stub(const HANDLE thread, CONTEXT* context)
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{
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if (!game::environment::is_sp()
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&& game::dwGetLogOnStatus() == game::DW_LIVE_CONNECTED
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&& context->ContextFlags == CONTEXT_DEBUG_REGISTERS)
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{
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return TRUE;
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}
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return SetThreadContext(thread, context);
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}
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}
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int just_return()
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{
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return 1;
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}
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class component final : public component_interface
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{
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public:
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void* load_import(const std::string& library, const std::string& function) override
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{
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if (function == "SetThreadContext")
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{
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//return set_thread_context_stub;
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}
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if (function == "LoadStringA" || function == "LoadStringW")
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{
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return just_return;
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}
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return nullptr;
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}
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void post_load() override
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{
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hide_being_debugged();
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scheduler::loop(hide_being_debugged, scheduler::pipeline::async);
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const utils::nt::library ntdll("ntdll.dll");
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nt_close_hook.create(ntdll.get_proc<void*>("NtClose"), nt_close_stub);
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nt_query_information_process_hook.create(ntdll.get_proc<void*>("NtQueryInformationProcess"),
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nt_query_information_process_stub);
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AddVectoredExceptionHandler(1, exception_filter);
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}
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void post_unpack() override
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{
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// cba to implement sp, not sure if it's even needed
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if (game::environment::is_sp()) return;
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// some of arxan crashes
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utils::hook::nop(0x14CDEFCAA, 6);
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utils::hook::call(0x1405BCAD1, &just_return);
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}
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};
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}
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REGISTER_COMPONENT(arxan::component)
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@ -51,7 +51,7 @@ launcher::mode detect_mode_from_arguments()
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}
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FARPROC load_binary(const launcher::mode mode)
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FARPROC load_binary(const launcher::mode mode, uint64_t* base_address)
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{
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loader loader;
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utils::nt::library self;
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@ -97,11 +97,11 @@ FARPROC load_binary(const launcher::mode mode)
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if (!utils::io::read_file(binary, &data))
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{
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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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"Failed to read game binary (%s)!\nPlease copy the h1x.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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}
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return loader.load_library(binary);
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return loader.load_library(binary, base_address);
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}
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void remove_crash_file()
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@ -111,10 +111,10 @@ void remove_crash_file()
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void enable_dpi_awareness()
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{
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const utils::nt::library user32{"user32.dll"};
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const utils::nt::library user32{ "user32.dll" };
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const auto set_dpi = user32
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? user32.get_proc<BOOL(WINAPI*)(DPI_AWARENESS_CONTEXT)>("SetProcessDpiAwarenessContext")
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: nullptr;
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? user32.get_proc<BOOL(WINAPI*)(DPI_AWARENESS_CONTEXT)>("SetProcessDpiAwarenessContext")
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: nullptr;
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if (set_dpi)
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{
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set_dpi(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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@ -149,48 +149,60 @@ void limit_parallel_dll_loading()
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int main()
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{
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ShowWindow(GetConsoleWindow(), SW_HIDE);
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FARPROC entry_point;
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enable_dpi_awareness();
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// This requires admin privilege, but I suppose many
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// people will start with admin rights if it crashes.
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limit_parallel_dll_loading();
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srand(uint32_t(time(nullptr)));
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remove_crash_file();
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{
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auto premature_shutdown = true;
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const auto _ = gsl::finally([&premature_shutdown]()
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{
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if (premature_shutdown)
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{
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component_loader::pre_destroy();
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}
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});
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if (premature_shutdown)
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{
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component_loader::pre_destroy();
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}
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});
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try
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{
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remove_crash_file();
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if (!component_loader::post_start()) return 0;
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if (!component_loader::post_start())
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{
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return 0;
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}
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auto mode = detect_mode_from_arguments();
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if (mode == launcher::mode::none)
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{
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const launcher launcher;
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mode = launcher.run();
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if (mode == launcher::mode::none) return 0;
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if (mode == launcher::mode::none)
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{
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return 0;
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}
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}
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game::environment::set_mode(mode);
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entry_point = load_binary(mode);
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uint64_t base_address{};
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entry_point = load_binary(mode, &base_address);
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if (!entry_point)
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{
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throw std::runtime_error("Unable to load binary into memory");
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}
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if (!component_loader::post_load()) return 0;
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game::base_address = base_address;
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//verify_version();
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if (!component_loader::post_load())
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{
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return 0;
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}
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premature_shutdown = false;
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}
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