341 lines
9.3 KiB
C++
341 lines
9.3 KiB
C++
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace integrity
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{
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namespace
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{
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const std::vector<std::pair<uint8_t*, size_t>>& get_text_sections()
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{
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static const std::vector<std::pair<uint8_t*, size_t>> text = []
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{
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std::vector<std::pair<uint8_t*, size_t>> texts{};
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const utils::nt::library game{};
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for (const auto& section : game.get_section_headers())
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{
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if (section->Characteristics & IMAGE_SCN_MEM_EXECUTE)
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{
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texts.emplace_back(game.get_ptr() + section->VirtualAddress, section->Misc.VirtualSize);
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}
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}
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return texts;
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}();
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return text;
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}
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bool is_in_texts(const uint64_t addr)
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{
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const auto& texts = get_text_sections();
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for (const auto& text : texts)
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{
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const auto start = reinterpret_cast<ULONG_PTR>(text.first);
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if (addr >= start && addr <= (start + text.second))
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{
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return true;
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}
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}
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return false;
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}
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bool is_in_texts(const void* addr)
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{
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return is_in_texts(reinterpret_cast<uint64_t>(addr));
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}
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struct integrity_handler_context
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{
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uint32_t* computed_checksum;
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uint32_t* original_checksum;
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};
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bool is_on_stack(uint8_t* stack_frame, const void* pointer)
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{
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const auto stack_value = reinterpret_cast<uint64_t>(stack_frame);
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const auto pointer_value = reinterpret_cast<uint64_t>(pointer);
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const auto diff = static_cast<int64_t>(stack_value - pointer_value);
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return std::abs(diff) < 0x1000;
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}
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// Pretty trashy, but working, heuristic to search the integrity handler context
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bool is_handler_context(uint8_t* stack_frame, const uint32_t computed_checksum, const uint32_t frame_offset)
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{
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const auto* potential_context = reinterpret_cast<integrity_handler_context*>(stack_frame + frame_offset);
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return is_on_stack(stack_frame, potential_context->computed_checksum)
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&& *potential_context->computed_checksum == computed_checksum
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&& is_in_texts(potential_context->original_checksum);
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}
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integrity_handler_context* search_handler_context(uint8_t* stack_frame, const uint32_t computed_checksum)
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{
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for (uint32_t frame_offset = 0; frame_offset < 0x90; frame_offset += 8)
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{
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if (is_handler_context(stack_frame, computed_checksum, frame_offset))
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{
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return reinterpret_cast<integrity_handler_context*>(stack_frame + frame_offset);
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}
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}
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return nullptr;
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}
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uint32_t adjust_integrity_checksum(const uint64_t return_address, uint8_t* stack_frame,
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const uint32_t current_checksum)
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{
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const auto handler_address = reverse_b(return_address - 5);
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const auto* context = search_handler_context(stack_frame, current_checksum);
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if (!context)
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{
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MessageBoxA(nullptr, utils::string::va("No frame offset for: %llX", handler_address), "Error",
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MB_ICONERROR);
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TerminateProcess(GetCurrentProcess(), 0xBAD);
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return current_checksum;
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}
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const auto correct_checksum = *context->original_checksum;
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*context->computed_checksum = correct_checksum;
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if (current_checksum != correct_checksum)
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{
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#ifndef NDEBUG
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/*printf("Adjusting checksum (%llX): %X -> %X\n", handler_address,
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current_checksum, correct_checksum);*/
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#endif
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}
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return correct_checksum;
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}
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void patch_intact_basic_block_integrity_check(void* address)
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{
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const auto game_address = reinterpret_cast<uint64_t>(address);
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constexpr auto inst_len = 3;
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const auto next_inst_addr = game_address + inst_len;
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const auto next_inst = *reinterpret_cast<uint32_t*>(next_inst_addr);
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if ((next_inst & 0xFF00FFFF) != 0xFF004583)
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{
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throw std::runtime_error(utils::string::va("Unable to patch intact basic block: %llX", game_address));
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}
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const auto other_frame_offset = static_cast<uint8_t>(next_inst >> 16);
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static const auto stub = utils::hook::assemble([](utils::hook::assembler& a)
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{
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a.push(rax);
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a.mov(rax, qword_ptr(rsp, 8));
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a.sub(rax, 2); // Skip the push we inserted
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a.push(rax);
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a.pushad64();
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a.mov(r8, qword_ptr(rsp, 0x88));
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a.mov(rcx, rax);
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a.mov(rdx, rbp);
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a.call_aligned(adjust_integrity_checksum);
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a.mov(qword_ptr(rsp, 0x80), rax);
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a.popad64();
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a.pop(rax);
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a.add(rsp, 8);
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a.mov(dword_ptr(rdx, rcx, 4), eax);
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a.pop(rax); // return addr
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a.xchg(rax, qword_ptr(rsp)); // switch with push
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a.add(dword_ptr(rbp, rax), 0xFFFFFFFF);
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a.mov(rax, dword_ptr(rdx, rcx, 4)); // restore rax
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a.ret();
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});
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// push other_frame_offset
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utils::hook::set<uint16_t>(game_address, static_cast<uint16_t>(0x6A | (other_frame_offset << 8)));
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utils::hook::call(game_address + 2, stub);
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}
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void patch_split_basic_block_integrity_check(void* address)
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{
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const auto game_address = reinterpret_cast<uint64_t>(address);
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constexpr auto inst_len = 3;
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const auto next_inst_addr = game_address + inst_len;
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if (*reinterpret_cast<uint8_t*>(next_inst_addr) != 0xE9)
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{
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throw std::runtime_error(utils::string::va("Unable to patch split basic block: %llX", game_address));
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}
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const auto jump_target = utils::hook::extract<void*>(reinterpret_cast<void*>(next_inst_addr + 1));
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const auto stub = utils::hook::assemble([jump_target](utils::hook::assembler& a)
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{
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a.push(rax);
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a.mov(rax, qword_ptr(rsp, 8));
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a.push(rax);
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a.pushad64();
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a.mov(r8, qword_ptr(rsp, 0x88));
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a.mov(rcx, rax);
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a.mov(rdx, rbp);
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a.call_aligned(adjust_integrity_checksum);
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a.mov(qword_ptr(rsp, 0x80), rax);
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a.popad64();
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a.pop(rax);
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a.add(rsp, 8);
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a.mov(dword_ptr(rdx, rcx, 4), eax);
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a.add(rsp, 8);
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a.jmp(jump_target);
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});
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utils::hook::call(game_address, stub);
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}
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void search_and_patch_integrity_checks()
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{
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// There seem to be 1219 results.
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// Searching them is quite slow.
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// Maybe precomputing that might be better?
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const auto intact_results = "89 04 8A 83 45 ? FF"_sig;
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const auto split_results = "89 04 8A E9"_sig;
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for (auto* i : intact_results)
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{
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patch_intact_basic_block_integrity_check(i);
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}
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for (auto* i : split_results)
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{
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patch_split_basic_block_integrity_check(i);
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}
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}
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void* original_first_tls_callback = nullptr;
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void** get_tls_callbacks()
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{
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const utils::nt::library game{};
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const auto& entry = game.get_optional_header()->DataDirectory[IMAGE_DIRECTORY_ENTRY_TLS];
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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);
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return reinterpret_cast<void**>(tls_dir->AddressOfCallBacks);
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}
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void disable_tls_callbacks()
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{
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auto* tls_callbacks = get_tls_callbacks();
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if (tls_callbacks)
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{
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original_first_tls_callback = *tls_callbacks;
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}
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utils::hook::set(tls_callbacks, nullptr);
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}
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void restore_tls_callbacks()
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{
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auto* tls_callbacks = get_tls_callbacks();
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if (tls_callbacks)
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{
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utils::hook::set(tls_callbacks, original_first_tls_callback);
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}
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}
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utils::hook::detour create_thread_hook;
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HANDLE WINAPI create_thread_stub(const LPSECURITY_ATTRIBUTES thread_attributes, const SIZE_T stack_size,
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const LPTHREAD_START_ROUTINE start_address, const LPVOID parameter,
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const DWORD creation_flags,
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const LPDWORD thread_id)
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{
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if (utils::nt::library::get_by_address(start_address) == utils::nt::library{})
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{
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restore_tls_callbacks();
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create_thread_hook.clear();
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return CreateThread(thread_attributes, stack_size, start_address, parameter, creation_flags,
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thread_id);
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}
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return create_thread_hook.invoke<HANDLE>(thread_attributes, stack_size, start_address, parameter,
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creation_flags, thread_id);
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}
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utils::hook::detour get_thread_context_hook;
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BOOL WINAPI get_thread_context_stub(const HANDLE thread_handle, const LPCONTEXT context)
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{
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constexpr auto debug_registers_flag = (CONTEXT_DEBUG_REGISTERS & ~CONTEXT_AMD64);
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if (context && (context->ContextFlags & debug_registers_flag))
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{
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auto* source = _ReturnAddress();
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const auto game = utils::nt::library{};
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const auto source_module = utils::nt::library::get_by_address(source);
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if (source_module == game)
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{
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context->ContextFlags &= ~debug_registers_flag;
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}
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}
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return get_thread_context_hook.invoke<BOOL>(thread_handle, context);
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}
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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 pre_start() override
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{
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disable_tls_callbacks();
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create_thread_hook.create(CreateThread, create_thread_stub);
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auto* get_thread_context_func = utils::nt::library("kernelbase.dll").get_proc<void*>("GetThreadContext");
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get_thread_context_hook.create(get_thread_context_func, get_thread_context_stub);
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/*************************************************************************************************************
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** TODO : There is some kind of dormant defence mechanism. works so random makes it harder to investigate
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** It will Exit process with code zero in case gets induced mid-game or just prevent initialization
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** causing to get black screened if tripped boot-time. Apparently it verifies IAT's integrity.
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**
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**
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*************************************************************************************************************/
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}
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void post_unpack() override
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{
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search_and_patch_integrity_checks();
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}
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int priority() override
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{
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return 9999;
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}
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};
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}
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REGISTER_COMPONENT(integrity::component)
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