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https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 13:14:01 +08:00
Added hook retry.
Handed hook detection to a thread that can then retry. With that, don't need to wait for loadLibrary. Will remove all those commented functions in another version.
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5893b69d1f
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c99628a88a
@ -17,22 +17,17 @@
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#include <algorithm>
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#include <algorithm>
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#ifdef STEAM_WIN32
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#ifdef STEAM_WIN32
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decltype(LoadLibraryA )* _LoadLibraryA = LoadLibraryA;
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static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present;
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decltype(LoadLibraryW )* _LoadLibraryW = LoadLibraryW;
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static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present;
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decltype(LoadLibraryExA )* _LoadLibraryExA = LoadLibraryExA;
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static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx;
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decltype(LoadLibraryExW )* _LoadLibraryExW = LoadLibraryExW;
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static decltype(wglMakeCurrent)* _wglMakeCurrent;
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decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present;
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decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present;
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decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx;
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decltype(wglMakeCurrent)* _wglMakeCurrent;
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HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags)
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HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags)
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{
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{
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Hook_Manager& inst = Hook_Manager::Inst();
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Hook_Manager& inst = Hook_Manager::Inst();
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if (!inst.stop_retry())
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if (!inst.stop_retry())
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{
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{
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IUnknown* pDevice;
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IUnknown* pDevice = nullptr;
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_this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice);
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_this->GetDevice(__uuidof(ID3D10Device), (void**)&pDevice);
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if (pDevice)
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if (pDevice)
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{
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{
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@ -324,7 +319,7 @@ void Hook_Manager::hook_opengl()
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}
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}
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}
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}
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void Hook_Manager::create_hookA(const char* libname)
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void Hook_Manager::create_hook(const char* libname)
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{
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{
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if (!_stricmp(libname, "d3d9.dll"))
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if (!_stricmp(libname, "d3d9.dll"))
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Hook_Manager::Inst().hook_dx9();
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Hook_Manager::Inst().hook_dx9();
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@ -338,47 +333,47 @@ void Hook_Manager::create_hookA(const char* libname)
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Hook_Manager::Inst().hook_opengl();
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Hook_Manager::Inst().hook_opengl();
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}
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}
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void Hook_Manager::create_hookW(const wchar_t *libname)
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//void Hook_Manager::create_hookW(const wchar_t *libname)
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{
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//{
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if (!_wcsicmp(libname, L"d3d9.dll"))
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// if (!_wcsicmp(libname, L"d3d9.dll"))
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Hook_Manager::Inst().hook_dx9();
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// Hook_Manager::Inst().hook_dx9();
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else if (!_wcsicmp(libname, L"d3d10.dll"))
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// else if (!_wcsicmp(libname, L"d3d10.dll"))
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Hook_Manager::Inst().hook_dx10();
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// Hook_Manager::Inst().hook_dx10();
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else if (!_wcsicmp(libname, L"d3d11.dll"))
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// else if (!_wcsicmp(libname, L"d3d11.dll"))
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Hook_Manager::Inst().hook_dx11();
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// Hook_Manager::Inst().hook_dx11();
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else if (!_wcsicmp(libname, L"d3d12.dll"))
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// else if (!_wcsicmp(libname, L"d3d12.dll"))
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Hook_Manager::Inst().hook_dx12();
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// Hook_Manager::Inst().hook_dx12();
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else if (!_wcsicmp(libname, L"opengl32.dll"))
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// else if (!_wcsicmp(libname, L"opengl32.dll"))
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Hook_Manager::Inst().hook_opengl();
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// Hook_Manager::Inst().hook_opengl();
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}
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//}
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//
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HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName)
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//HMODULE WINAPI Hook_Manager::MyLoadLibraryA(LPCTSTR lpLibFileName)
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{
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//{
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auto res = _LoadLibraryA(lpLibFileName);
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// auto res = _LoadLibraryA(lpLibFileName);
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Hook_Manager::Inst().create_hookA(lpLibFileName);
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// Hook_Manager::Inst().create_hookA(lpLibFileName);
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return res;
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// return res;
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}
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//}
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//
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HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName)
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//HMODULE WINAPI Hook_Manager::MyLoadLibraryW(LPCWSTR lpLibFileName)
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{
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//{
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auto res = _LoadLibraryW(lpLibFileName);
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// auto res = _LoadLibraryW(lpLibFileName);
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Hook_Manager::Inst().create_hookW(lpLibFileName);
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// Hook_Manager::Inst().create_hookW(lpLibFileName);
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return res;
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// return res;
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}
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//}
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//
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HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
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//HMODULE WINAPI Hook_Manager::MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
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{
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//{
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auto res = _LoadLibraryA(lpLibFileName);
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// auto res = _LoadLibraryA(lpLibFileName);
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Hook_Manager::Inst().create_hookA(lpLibFileName);
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// Hook_Manager::Inst().create_hookA(lpLibFileName);
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return res;
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// return res;
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}
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//}
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//
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HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
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//HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags)
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{
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//{
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auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags);
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// auto res = _LoadLibraryExW(lpLibFileName, hFile, dwFlags);
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Hook_Manager::Inst().create_hookW(lpLibFileName);
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// Hook_Manager::Inst().create_hookW(lpLibFileName);
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return res;
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// return res;
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}
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//}
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bool Hook_Manager::stop_retry()
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bool Hook_Manager::stop_retry()
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{
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{
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@ -394,25 +389,33 @@ bool Hook_Manager::stop_retry()
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return stop;
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return stop;
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}
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}
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void Hook_Manager::HookLoadLibrary()
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void Hook_Manager::find_renderer(Hook_Manager* _this)
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{
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{
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if (!_renderer_found && !_loadlibrary_hooked)
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_this->rendererdetect_hook = new Base_Hook();
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_this->AddHook(_this->rendererdetect_hook);
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std::vector<std::string> const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" };
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while (!_this->_renderer_found && !_this->stop_retry())
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{
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{
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_loadlibrary_hooked = true;
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std::vector<std::string>::const_iterator it = libraries.begin();
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while (it != libraries.end())
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{
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it = std::find_if(it, libraries.end(), [](std::string const& name) {
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auto x = GetModuleHandle(name.c_str());
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if (x != NULL)
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return true;
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return false;
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});
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rendererdetect_hook = new Base_Hook();
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if (it == libraries.end())
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AddHook(rendererdetect_hook);
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break;
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rendererdetect_hook->BeginHook();
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_this->create_hook(it->c_str());
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++it;
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}
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rendererdetect_hook->HookFuncs(
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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std::pair<void**, void*>((PVOID*)& _LoadLibraryA, &Hook_Manager::MyLoadLibraryA),
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std::pair<void**, void*>((PVOID*)& _LoadLibraryW, &Hook_Manager::MyLoadLibraryW),
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std::pair<void**, void*>((PVOID*)& _LoadLibraryExA, &Hook_Manager::MyLoadLibraryExA),
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std::pair<void**, void*>((PVOID*)& _LoadLibraryExW, &Hook_Manager::MyLoadLibraryExW)
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);
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rendererdetect_hook->EndHook();
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}
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}
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}
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}
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@ -444,24 +447,7 @@ Hook_Manager& Hook_Manager::Inst()
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void Hook_Manager::HookRenderer()
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void Hook_Manager::HookRenderer()
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{
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{
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#ifdef STEAM_WIN32
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#ifdef STEAM_WIN32
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HookLoadLibrary();
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_hook_thread = new std::thread(&Hook_Manager::find_renderer, this);
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std::vector<std::string> const libraries = { "opengl32.dll", "d3d12.dll", "d3d11.dll", "d3d10.dll", "d3d9.dll" };
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std::vector<std::string>::const_iterator it = libraries.begin();
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while (it != libraries.end())
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{
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it = std::find_if(it, libraries.end(), [](std::string const& name) {
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auto x = GetModuleHandle(name.c_str());
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if (x != 0 && x != INVALID_HANDLE_VALUE)
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return true;
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return false;
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});
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if (it == libraries.end())
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break;
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create_hookA(it->c_str());
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++it;
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}
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#endif
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#endif
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}
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}
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@ -471,6 +457,9 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook)
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{
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{
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_renderer_found = true;
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_renderer_found = true;
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_hook_thread->join();
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delete _hook_thread;
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// Remove all hooks that are unused
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// Remove all hooks that are unused
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_hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) {
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_hooks.erase(std::remove_if(_hooks.begin(), _hooks.end(), [&hook](Base_Hook* it_hook) {
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if (hook != it_hook)
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if (hook != it_hook)
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@ -480,8 +469,6 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook)
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}
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}
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return false;
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return false;
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}), _hooks.end());
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}), _hooks.end());
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_loadlibrary_hooked = false;
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}
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}
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}
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}
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@ -6,6 +6,7 @@
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#ifndef NO_OVERLAY
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#ifndef NO_OVERLAY
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#include <vector>
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#include <vector>
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#include <thread>
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#if defined(_WIN32) || defined(WIN32)
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#if defined(_WIN32) || defined(WIN32)
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#include <Windows.h>
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#include <Windows.h>
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@ -31,6 +32,7 @@ protected:
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// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
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// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
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std::vector<Base_Hook*> _hooks;
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std::vector<Base_Hook*> _hooks;
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std::thread *_hook_thread;
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unsigned int _hook_retries;
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unsigned int _hook_retries;
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bool _renderer_found; // Is the renderer hooked ?
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bool _renderer_found; // Is the renderer hooked ?
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bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
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bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
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@ -44,7 +46,7 @@ protected:
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void hook_opengl();
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void hook_opengl();
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bool stop_retry();
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bool stop_retry();
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void HookLoadLibrary();
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//void HookLoadLibrary();
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#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
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#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
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bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ?
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bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ?
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@ -66,13 +68,15 @@ protected:
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// Setup DX12 Device and get vtable
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// Setup DX12 Device and get vtable
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void hook_dx12();
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void hook_dx12();
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void create_hookA(const char* libname);
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void create_hook(const char* libname);
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void create_hookW(const wchar_t* libname);
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//void create_hookW(const wchar_t* libname);
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static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName);
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static void find_renderer(Hook_Manager* _this);
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static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName);
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static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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//static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName);
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static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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//static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName);
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//static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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//static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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// If this is called, then DX10, DX11 or DX12 will be used to render overlay
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// If this is called, then DX10, DX11 or DX12 will be used to render overlay
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static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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// If any of theses is called, then DX9 will be used to render overlay
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// If any of theses is called, then DX9 will be used to render overlay
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