Support handling networking packets

This commit is contained in:
momo5502 2022-10-24 19:57:33 +02:00
parent 55a4e498ed
commit ee86be0cf5

View File

@ -1,17 +1,18 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "scheduler.hpp"
#include "game/game.hpp"
#include <utils/hook.hpp>
#include "utils/string.hpp"
#include <utils/string.hpp>
namespace network
{
namespace
{
using callback = std::function<void(const game::netadr_t&, const std::basic_string_view<uint8_t>&)>;
using data_view = std::basic_string_view<uint8_t>;
using callback = std::function<void(const game::netadr_t&, const data_view&)>;
std::unordered_map<std::string, callback>& get_callbacks()
{
@ -19,34 +20,30 @@ namespace network
return callbacks;
}
bool handle_command(game::netadr_t* address, const char* command, const game::msg_t* message)
bool handle_command(const game::netadr_t* address, const char* command, const game::msg_t* message)
{
/*const auto cmd_string = utils::string::to_lower(command);
const auto cmd_string = utils::string::to_lower(command);
auto& callbacks = get_callbacks();
const auto handler = callbacks.find(cmd_string);
const auto offset = cmd_string.size() + 5;
if (message->cursize < offset || handler == callbacks.end())
if (message->cursize < 0 || static_cast<size_t>(message->cursize) < offset || handler == callbacks.end())
{
return false;
return false;
}
const std::basic_string_view data(message->data + offset, message->cursize - offset);
handler->second(*address, data);
return true;*/
OutputDebugStringA(command);
return false;
return true;
}
void handle_command_stub(utils::hook::assembler& a)
{
a.pushad64();
a.mov(r8, r12);
a.mov(r8, r12); // msg
a.mov(rdx, rcx); // command
a.lea(rcx, qword_ptr(rsp, 0x30 + 0x80)); // address
a.mov(rcx, r15); // address
a.call_aligned(handle_command);
@ -73,6 +70,10 @@ namespace network
}
s = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (s == INVALID_SOCKET)
{
throw std::runtime_error("Unable to create socket");
}
socket_set_blocking(s, false);
@ -90,6 +91,11 @@ namespace network
throw std::runtime_error("Failed to bind socket");
}
}
void on(const std::string& command, const callback& callback)
{
get_callbacks()[utils::string::to_lower(command)] = callback;
}
}
class component final : public component_interface
@ -98,7 +104,7 @@ namespace network
void post_unpack() override
{
// redirect dw_sendto to raw socket
utils::hook::jump(0x14233307E_g, 0x1423330C7_g);
//utils::hook::jump(0x14233307E_g, 0x1423330C7_g);
utils::hook::nop(0x142333056_g, 5); // don't add sock to packet
utils::hook::set<uint8_t>(0x14233305E_g, 0); // don't add checksum to packet
@ -114,6 +120,17 @@ namespace network
// intercept command handling
utils::hook::jump(0x14134D146_g, utils::hook::assemble(handle_command_stub));
on("getServersResponse", [](const game::netadr_t& /*source*/, const data_view& data)
{
OutputDebugStringA(utils::string::va("%.*s", static_cast<int>(data.size()), data.data()));
});
// TODO: Fix that
scheduler::once([]
{
create_ip_socket();
}, scheduler::main);
/*std::thread([]
{
while (true)
@ -121,8 +138,6 @@ namespace network
{
MessageBoxA(0, 0, 0, 0);
create_ip_socket();
std::string data = utils::string::va("\xFF\xFF\xFF\xFF" "getservers S1 %i full empty", 1);
game::netadr_t addr{};