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https://github.com/Thracky/GlosSI.git
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38ba58ffa9
Now I shouldn't have to patch GloSC as often... * In the function we want to hook the appID of the Chord bindings get referenced, it takes 3 arguments (we can get that from the function prolog) and it is the only one that does both. (in steamclient.dll) We search for the constant appID of SteamChard bindings move a bit upward and search for the correct function prolog The function-prolog of the hooked function, get replaced with a jump to our hook Our hook, then executed the missing function prolog, patches the second function argument on the stack and jumps back to let Steam do the rest for us :)
210 lines
5.8 KiB
C++
210 lines
5.8 KiB
C++
/*
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Copyright 2016 Peter Repukat - FlatspotSoftware
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#include "EnforceBindings.h"
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#include <vector>
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//stuff for finding the function as well as the injected code
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//should probably be moved somewhere else
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DWORD address = NULL;
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DWORD JMPBack;
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int32_t currentBindings;
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const int32_t desktopBindingsID = 413080; //desktop_config appid
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const int32_t bigPictureBindingsID = 413090; //big_picture_config appid
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const int32_t steamChordBindingsID = 443510; //steam_chord_config appid
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int32_t enforceBindingsID = 413080;
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std::string fun_prolog = "\x55\x8B\xEC\x83\xEC\x10";
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////////////////////////////////// CODE ///////////////////////////////////////////
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__declspec(naked) void generalized_hookFn()
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{
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//excute original function prolog
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__asm
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{
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push ebp
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mov ebp, esp
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sub esp, 0x10
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}
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//our hook code...
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__asm
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{
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push eax //save eax
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mov eax, dword ptr ss : [ebp + 0xC] //move second function argument (bindings to set) in eax
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mov currentBindings, eax //move bindings to set in variable
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pop eax //restore eax
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}
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if (currentBindings != desktopBindingsID //if the current bindings aren't desktop, big picture, or steam-chord bindings
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&& currentBindings != bigPictureBindingsID //they have to be our game bindings
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&& currentBindings != steamChordBindingsID) //we can grab them here, because bindings switch right after we have injected and the target changes focused window
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{
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enforceBindingsID = currentBindings;
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}
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if (currentBindings == desktopBindingsID) //if steam wants to set desktop-bindings
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{
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__asm
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{
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mov eax, enforceBindingsID //move appid of bindings to enforce into eax register
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}
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}
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//jump back
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__asm
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{
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jmp[JMPBack] //jump back and continiue with original steam function
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}
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}
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void EnforceBindings::patchBytes()
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{
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address = FindHookFunctionAdress();
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if (address != NULL)
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{
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JMPBack = address + fun_prolog.length();
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PlaceJMP((BYTE*)address, (DWORD)generalized_hookFn, fun_prolog.length());
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}
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}
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void EnforceBindings::Unpatch()
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{
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if (address != NULL)
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{
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RestoreBytes((BYTE*)address, (BYTE*)fun_prolog.c_str(), fun_prolog.length());
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}
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}
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//places a jmp instruction to a __declspec(naked) function on a given adress
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//nops the rest of bytes to don't break any instructions
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//part of patched code may has to be executed in the hook function
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void EnforceBindings::PlaceJMP(BYTE * Address, DWORD jumpTo, DWORD lenght)
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{
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DWORD dwOldProtect, dwBkup, dwReloadAddr;
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VirtualProtect(Address, lenght, PAGE_EXECUTE_READWRITE, &dwOldProtect);
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dwReloadAddr = (jumpTo - (DWORD)Address) - 5; //5 == lenght of jump instruction (1byte + 4byte address)
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*Address = 0xE9; //jmp instrcution
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*((DWORD*)(Address + 0x1)) = dwReloadAddr;
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for (DWORD x = 5; x < lenght; x++)
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*(Address + x) = 0x90; //nop the rest
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VirtualProtect(Address, lenght, dwOldProtect, &dwBkup);
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}
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void EnforceBindings::RestoreBytes(BYTE * Address, BYTE * original, DWORD lenght)
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{
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DWORD dwOldProtect, dwBkup, dwReloadAddr;
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VirtualProtect(Address, lenght, PAGE_EXECUTE_READWRITE, &dwOldProtect);
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for (DWORD x = 0; x < lenght; x++)
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{
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*(Address + x) = *(original + x);
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}
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VirtualProtect(Address, lenght, dwOldProtect, &dwBkup);
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}
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MODULEINFO EnforceBindings::GetModInfo(char * szModule)
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{
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MODULEINFO ret = { NULL };
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HMODULE mod = GetModuleHandleA(szModule);
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if (mod != 0)
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GetModuleInformation(GetCurrentProcess(), mod, &ret, sizeof(MODULEINFO));
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return ret;
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}
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//returns memory address of given pattern ind given module
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DWORD EnforceBindings::FindPattern(char * module, const char * pattern, const char * mask)
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{
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MODULEINFO mInfo = GetModInfo(module);
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DWORD baseAddr = (DWORD)mInfo.lpBaseOfDll;
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DWORD size = mInfo.SizeOfImage;
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DWORD patLenght = strlen(mask);
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for (DWORD i = 0; i < size - patLenght; i++) //bad for loop btw...
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{
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bool found = true;
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for (DWORD j = 0; j < patLenght; j++)
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found &= mask[j] == '?' || pattern[j] == *(char*)(baseAddr + j + i);
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if (found)
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return baseAddr + i;
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}
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return NULL;
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}
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/*
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* Search for address of functrion we want to hook
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*
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* In the function we want to hook the appID of the Chord bindings get referenced,
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* it takes 3 arguments (we can get that from the function prolog)
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* and it is the only one that does both. (in steamclient.dll)
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*
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* We search for the constant appID of SteamChard bindings
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* move a bit upward and search for the correct function prolog (which will get patched in our hook function)
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*
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*/
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DWORD EnforceBindings::FindHookFunctionAdress()
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{
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MODULEINFO mInfo = GetModInfo("steamclient.dll");
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DWORD baseAddr = (DWORD)mInfo.lpBaseOfDll;
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DWORD size = mInfo.SizeOfImage;
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char pattern[4];
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pattern[3] = (steamChordBindingsID >> 24) & 0xFF;
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pattern[2] = (steamChordBindingsID >> 16) & 0xFF;
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pattern[1] = (steamChordBindingsID >> 8) & 0xFF;
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pattern[0] = steamChordBindingsID & 0xFF;
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for (DWORD i = 0; i < size - 4; i++)
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{
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bool found = true;
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for (DWORD j = 0; j < 4; j++)
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found &= pattern[j] == *(char*)(baseAddr + j + i);
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if (found)
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{
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DWORD addr = baseAddr + i;
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DWORD funStartSearchOffset = addr - 256;
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for (DWORD k = 0; k < 256; k++)
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{
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bool found2 = true;
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for (DWORD l = 0; l < fun_prolog.length(); l++)
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found2 &= fun_prolog[l] == *(char*)(funStartSearchOffset + l + k);
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if (found2)
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return funStartSearchOffset + k;
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}
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}
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}
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return NULL;
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}
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