t7x/src/client/main.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
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#include "loader/loader.hpp"
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#include <utils/finally.hpp>
#include <utils/hook.hpp>
#include <utils/nt.hpp>
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#include <utils/io.hpp>
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#include <utils/flags.hpp>
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#include <steam/steam.hpp>
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#include "game/game.hpp"
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#include "launcher/launcher.hpp"
#include "component/updater.hpp"
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namespace
{
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volatile bool g_call_tls_callbacks = false;
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std::pair<void**, void*> g_original_import{};
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DECLSPEC_NORETURN void WINAPI exit_hook(const uint32_t code)
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{
component_loader::pre_destroy();
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ExitProcess(code);
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}
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std::pair<void**, void*> patch_steam_import(const std::string& func, void* function)
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{
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static const utils::nt::library game{};
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const auto game_entry = game.get_iat_entry("steam_api64.dll", func);
if (!game_entry)
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{
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//throw std::runtime_error("Import '" + func + "' not found!");
return {nullptr, nullptr};
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}
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const auto original_import = game_entry;
utils::hook::set(game_entry, function);
return {game_entry, original_import};
}
bool restart_app_if_necessary_stub()
{
const std::string steam_path = steam::SteamAPI_GetSteamInstallPath();
if (steam_path.empty() || !::utils::io::file_exists(steam_path + "/steam.exe"))
{
game::show_error("Steam must be installed for the game to run. Please install Steam!");
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ShellExecuteA(nullptr, "open", "https://store.steampowered.com/about/", nullptr, nullptr, SW_SHOWNORMAL);
TerminateProcess(GetCurrentProcess(), 1);
}
utils::hook::set(g_original_import.first, g_original_import.second);
patch_steam_import("SteamAPI_Shutdown", steam::SteamAPI_Shutdown);
component_loader::post_unpack();
return steam::SteamAPI_RestartAppIfNecessary();
}
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BOOL set_process_dpi_aware_stub()
{
component_loader::post_unpack();
return SetProcessDPIAware();
}
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void patch_imports()
{
patch_steam_import("SteamAPI_RegisterCallback", steam::SteamAPI_RegisterCallback);
patch_steam_import("SteamAPI_RegisterCallResult", steam::SteamAPI_RegisterCallResult);
patch_steam_import("SteamGameServer_Shutdown", steam::SteamGameServer_Shutdown);
patch_steam_import("SteamGameServer_RunCallbacks", steam::SteamGameServer_RunCallbacks);
patch_steam_import("SteamGameServer_GetHSteamPipe", steam::SteamGameServer_GetHSteamPipe);
patch_steam_import("SteamGameServer_GetHSteamUser", steam::SteamGameServer_GetHSteamUser);
patch_steam_import("SteamInternal_GameServer_Init", steam::SteamInternal_GameServer_Init);
patch_steam_import("SteamAPI_UnregisterCallResult", steam::SteamAPI_UnregisterCallResult);
patch_steam_import("SteamAPI_UnregisterCallback", steam::SteamAPI_UnregisterCallback);
patch_steam_import("SteamAPI_RunCallbacks", steam::SteamAPI_RunCallbacks);
patch_steam_import("SteamInternal_CreateInterface", steam::SteamInternal_CreateInterface);
patch_steam_import("SteamAPI_GetHSteamUser", steam::SteamAPI_GetHSteamUser);
patch_steam_import("SteamAPI_GetHSteamPipe", steam::SteamAPI_GetHSteamPipe);
patch_steam_import("SteamAPI_Init", steam::SteamAPI_Init);
//patch_steam_import("SteamAPI_Shutdown", steam::SteamAPI_Shutdown);
g_original_import = patch_steam_import("SteamAPI_RestartAppIfNecessary", restart_app_if_necessary_stub);
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const utils::nt::library game{};
utils::hook::set(game.get_iat_entry("kernel32.dll", "ExitProcess"), exit_hook);
utils::hook::set(game.get_iat_entry("user32.dll", "SetProcessDPIAware"), set_process_dpi_aware_stub);
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}
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void remove_crash_file()
{
const utils::nt::library game{};
const auto game_file = game.get_path();
auto game_path = std::filesystem::path(game_file);
game_path.replace_extension(".start");
utils::io::remove_file(game_path);
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}
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PIMAGE_TLS_CALLBACK* get_tls_callbacks()
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{
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const utils::nt::library game{};
const auto& entry = game.get_optional_header()->DataDirectory[IMAGE_DIRECTORY_ENTRY_TLS];
if (!entry.VirtualAddress || !entry.Size)
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{
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return nullptr;
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}
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const auto* tls_dir = reinterpret_cast<IMAGE_TLS_DIRECTORY*>(game.get_ptr() + entry.VirtualAddress);
return reinterpret_cast<PIMAGE_TLS_CALLBACK*>(tls_dir->AddressOfCallBacks);
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}
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void run_tls_callbacks(const DWORD reason)
{
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if (!g_call_tls_callbacks)
{
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return;
}
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auto* callback = get_tls_callbacks();
while (callback && *callback)
{
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(*callback)(GetModuleHandleA(nullptr), reason, nullptr);
++callback;
}
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}
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[[maybe_unused]] thread_local struct tls_runner
{
tls_runner()
{
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run_tls_callbacks(DLL_THREAD_ATTACH);
}
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~tls_runner()
{
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run_tls_callbacks(DLL_THREAD_DETACH);
}
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} tls_runner;
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FARPROC load_process(const std::string& procname)
{
const auto proc = loader::load_binary(procname);
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auto* const peb = reinterpret_cast<PPEB>(__readgsqword(0x60));
peb->Reserved3[1] = proc.get_ptr();
static_assert(offsetof(PEB, Reserved3[1]) == 0x10);
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return FARPROC(proc.get_ptr() + proc.get_relative_entry_point());
}
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bool handle_process_runner()
{
const auto* const command = "-proc ";
const char* parent_proc = strstr(GetCommandLineA(), command);
if (!parent_proc)
{
return false;
}
const auto pid = DWORD(atoi(parent_proc + strlen(command)));
const utils::nt::handle<> process_handle = OpenProcess(SYNCHRONIZE, FALSE, pid);
if (process_handle)
{
WaitForSingleObject(process_handle, INFINITE);
}
return true;
}
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void enable_dpi_awareness()
{
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const utils::nt::library user32{"user32.dll"};
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{
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);
return;
}
}
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{
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const utils::nt::library shcore{"shcore.dll"};
const auto set_dpi = shcore
? shcore.get_proc<HRESULT(WINAPI*)(PROCESS_DPI_AWARENESS)>(
"SetProcessDpiAwareness")
: nullptr;
if (set_dpi)
{
set_dpi(PROCESS_PER_MONITOR_DPI_AWARE);
return;
}
}
{
const auto set_dpi = user32
? user32.get_proc<BOOL(WINAPI*)()>(
"SetProcessDPIAware")
: nullptr;
if (set_dpi)
{
set_dpi();
}
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}
}
void trigger_high_performance_gpu_switch()
{
// Make sure to link D3D11, as this might trigger high performance GPU
static volatile auto _ = &D3D11CreateDevice;
const auto key = utils::nt::open_or_create_registry_key(
HKEY_CURRENT_USER, R"(Software\Microsoft\DirectX\UserGpuPreferences)");
if (!key)
{
return;
}
const auto self = utils::nt::library::get_by_address(&trigger_high_performance_gpu_switch);
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const auto path = self.get_path().make_preferred().wstring();
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if (RegQueryValueExW(key, path.data(), nullptr, nullptr, nullptr, nullptr) != ERROR_FILE_NOT_FOUND)
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{
return;
}
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const std::wstring data = L"GpuPreference=2;";
RegSetValueExW(key, self.get_path().make_preferred().wstring().data(), 0, REG_SZ,
reinterpret_cast<const BYTE*>(data.data()),
static_cast<DWORD>((data.size() + 1u) * 2));
}
void validate_non_network_share()
{
const auto self = utils::nt::library::get_by_address(&validate_non_network_share);
const auto path = self.get_path().make_preferred();
const auto wpath = path.wstring();
if (wpath.size() >= 2 && wpath[0] == L'\\' && wpath[1] == L'\\')
{
throw std::runtime_error(
"You seem to be using a network share:\n\n" + path.string() + "\n\nNetwork shares are not supported!");
}
}
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}
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int main()
{
if (handle_process_runner())
{
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return 0;
}
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FARPROC entry_point{};
srand(uint32_t(time(nullptr)) ^ ~(GetTickCount() * GetCurrentProcessId()));
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enable_dpi_awareness();
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{
auto premature_shutdown = true;
const auto _ = utils::finally([&premature_shutdown]
{
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if (premature_shutdown)
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{
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component_loader::pre_destroy();
}
});
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try
{
validate_non_network_share();
remove_crash_file();
updater::update();
if (!utils::io::file_exists(launcher::get_launcher_ui_file().generic_wstring()))
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{
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throw std::runtime_error("BOIII needs an active internet connection for the first time you launch it.");
}
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const auto client_binary = "BlackOps3.exe"s;
const auto server_binary = "BlackOps3_UnrankedDedicatedServer.exe"s;
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const auto has_client = utils::io::file_exists(client_binary);
const auto has_server = utils::io::file_exists(server_binary);
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const auto is_server = utils::flags::has_flag("dedicated") || (!has_client && has_server);
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if (!has_client && !has_server)
{
throw std::runtime_error(
"Can't find a valid BlackOps3.exe or BlackOps3_UnrankedDedicatedServer.exe. Make sure you put boiii.exe in your Black Ops 3 installation folder.");
}
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if (!is_server)
{
trigger_high_performance_gpu_switch();
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const auto launch = utils::flags::has_flag("launch");
if (!launch && !utils::nt::is_wine() && !launcher::run())
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{
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return 0;
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}
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}
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if (!component_loader::activate(is_server))
{
return 1;
}
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entry_point = load_process(is_server ? server_binary : client_binary);
if (!entry_point)
{
throw std::runtime_error("Unable to load binary into memory");
}
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if (is_server != game::is_server())
{
throw std::runtime_error("Bad binary loaded into memory");
}
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if (!is_server && !game::is_client())
{
if (game::is_legacy_client())
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{
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throw std::runtime_error(
"You are using the outdated BlackOps3.exe. This version is not supported anymore. Please use the latest binary from Steam.");
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}
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throw std::runtime_error("Bad binary loaded into memory");
}
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patch_imports();
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if (!component_loader::post_load())
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{
return 1;
}
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premature_shutdown = false;
}
catch (std::exception& e)
{
game::show_error(e.what());
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return 1;
}
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}
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g_call_tls_callbacks = true;
return static_cast<int>(entry_point());
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}
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int __stdcall WinMain(HINSTANCE, HINSTANCE, PSTR, int)
{
return main();
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}