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hooks.c
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hooks.c
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#define _GNU_SOURCE
#define __STDC_FORMAT_MACROS
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <dlfcn.h>
#include "patterns.h"
#include "common.h"
#include "quake_common.h"
#include "simple_hook.h"
#include "patches.h"
#ifndef NOPY
#include "pyminqlx.h"
#endif
// qagame module.
void* qagame;
void* qagame_dllentry;
qboolean skipFrameDispatcher;
static void SetTag(void);
void __cdecl My_Cmd_AddCommand(char* cmd, void* func) {
if (!common_initialized) InitializeStatic();
Cmd_AddCommand(cmd, func);
}
void __cdecl My_Sys_SetModuleOffset(char* moduleName, void* offset) {
// We should be getting qagame, but check just in case.
if (!strcmp(moduleName, "qagame")) {
// Despite the name, it's not the actual module, but vmMain.
// We use dlinfo to get the base of the module so we can properly
// initialize all the pointers relative to the base.
qagame_dllentry = offset;
Dl_info dlinfo;
int res = dladdr(offset, &dlinfo);
if (!res) {
DebugError("dladdr() failed.\n", __FILE__, __LINE__, __func__);
qagame = NULL;
}
else {
qagame = dlinfo.dli_fbase;
}
DebugPrint("Got qagame: %#010x\n", qagame);
}
else
DebugPrint("Unknown module: %s\n", moduleName);
Sys_SetModuleOffset(moduleName, offset);
if (common_initialized) {
SearchVmFunctions();
HookVm();
InitializeVm();
patch_vm();
}
}
void __cdecl My_G_InitGame(int levelTime, int randomSeed, int restart) {
G_InitGame(levelTime, randomSeed, restart);
if (!cvars_initialized) { // Only called once.
SetTag();
}
InitializeCvars();
#ifndef NOPY
if (restart)
NewGameDispatcher(restart);
#endif
}
// USED FOR PYTHON
#ifndef NOPY
void __cdecl My_SV_ExecuteClientCommand(client_t *cl, char *s, qboolean clientOK) {
char* res = s;
if (clientOK && cl->gentity) {
res = ClientCommandDispatcher(cl - svs->clients, s);
if (!res)
return;
}
SV_ExecuteClientCommand(cl, res, clientOK);
}
void __cdecl My_SV_SendServerCommand(client_t* cl, char* fmt, ...) {
va_list argptr;
char buffer[MAX_MSGLEN];
va_start(argptr, fmt);
vsnprintf((char *)buffer, sizeof(buffer), fmt, argptr);
va_end(argptr);
char* res = buffer;
if (cl && cl->gentity)
res = ServerCommandDispatcher(cl - svs->clients, buffer);
else if (cl == NULL)
res = ServerCommandDispatcher(-1, buffer);
if (!res)
return;
SV_SendServerCommand(cl, res);
}
void __cdecl My_SV_ClientEnterWorld(client_t* client, usercmd_t* cmd) {
clientState_t state = client->state; // State before we call real one.
SV_ClientEnterWorld(client, cmd);
// gentity is NULL if map changed.
// state is CS_PRIMED only if it's the first time they connect to the server,
// otherwise the dispatcher would also go off when a game starts and such.
if (client->gentity != NULL && state == CS_PRIMED) {
ClientLoadedDispatcher(client - svs->clients);
}
}
void __cdecl My_SV_SetConfigstring(int index, char* value) {
// Indices 16 and 66X are spammed a ton every frame for some reason,
// so we add some exceptions for those. I don't think we should have any
// use for those particular ones anyway. If we don't do this, we get
// like a 25% increase in CPU usage on an empty server.
if (index == 16 || (index >= 662 && index < 670)) {
SV_SetConfigstring(index, value);
return;
}
if (!value) value = "";
char* res = SetConfigstringDispatcher(index, value);
// NULL means stop the event.
if (res)
SV_SetConfigstring(index, res);
}
void __cdecl My_SV_DropClient(client_t* drop, const char* reason) {
ClientDisconnectDispatcher(drop - svs->clients, reason);
SV_DropClient(drop, reason);
}
void __cdecl My_Com_Printf(char* fmt, ...) {
char buf[4096];
va_list args;
va_start(args, fmt);
vsnprintf(buf, sizeof(buf), fmt, args);
va_end(args);
char* res = ConsolePrintDispatcher(buf);
// NULL means stop the event.
if (res)
Com_Printf(buf);
}
void __cdecl My_SV_SpawnServer(char* server, qboolean killBots) {
skipFrameDispatcher = qtrue;
SV_SpawnServer(server, killBots);
skipFrameDispatcher = qfalse;
// We call NewGameDispatcher here instead of G_InitGame when it's not just a map_restart,
// otherwise configstring 0 and such won't be initialized and we can't instantiate minqlx.Game.
NewGameDispatcher(qfalse);
}
void __cdecl My_G_RunFrame(int time) {
// Dropping frames is probably not a good idea, so we don't allow cancelling.
if (!skipFrameDispatcher) {
// Skip running frame hooks while game is not initialized
FrameDispatcher();
}
G_RunFrame(time);
}
char* __cdecl My_ClientConnect(int clientNum, qboolean firstTime, qboolean isBot) {
if (firstTime) {
char* res = ClientConnectDispatcher(clientNum, isBot);
if (res && !isBot) {
return res;
}
}
return ClientConnect(clientNum, firstTime, isBot);
}
void __cdecl My_ClientSpawn(gentity_t* ent) {
ClientSpawn(ent);
// Since we won't ever stop the real function from being called,
// we trigger the event after calling the real one. This will allow
// us to set weapons and such without it getting overriden later.
ClientSpawnDispatcher(ent - g_entities);
}
void __cdecl My_G_StartKamikaze(gentity_t* ent) {
int client_id, is_used_on_demand;
if (ent->client) {
// player activated kamikaze item
ent->client->ps.eFlags &= ~EF_KAMIKAZE;
client_id = ent->client->ps.clientNum;
is_used_on_demand = 1;
} else if (ent->activator) {
// dead player's body blast
client_id = ent->activator->r.ownerNum;
is_used_on_demand = 0;
} else {
// I don't know
client_id = -1;
is_used_on_demand = 0;
}
if (is_used_on_demand)
KamikazeUseDispatcher(client_id);
G_StartKamikaze(ent);
if (client_id != -1)
KamikazeExplodeDispatcher(client_id, is_used_on_demand);
}
#endif
// Hook static functions. Can be done before program even runs.
void HookStatic(void) {
int res, failed = 0;
DebugPrint("Hooking...\n");
res = Hook((void*)Cmd_AddCommand, My_Cmd_AddCommand, (void*)&Cmd_AddCommand);
if (res) {
DebugPrint("ERROR: Failed to hook Cmd_AddCommand: %d\n", res);
failed = 1;
}
res = Hook((void*)Sys_SetModuleOffset, My_Sys_SetModuleOffset, (void*)&Sys_SetModuleOffset);
if (res) {
DebugPrint("ERROR: Failed to hook Sys_SetModuleOffset: %d\n", res);
failed = 1;
}
// ==============================
// ONLY NEEDED FOR PYTHON
// ==============================
#ifndef NOPY
res = Hook((void*)SV_ExecuteClientCommand, My_SV_ExecuteClientCommand, (void*)&SV_ExecuteClientCommand);
if (res) {
DebugPrint("ERROR: Failed to hook SV_ExecuteClientCommand: %d\n", res);
failed = 1;
}
res = Hook((void*)SV_ClientEnterWorld, My_SV_ClientEnterWorld, (void*)&SV_ClientEnterWorld);
if (res) {
DebugPrint("ERROR: Failed to hook SV_ClientEnterWorld: %d\n", res);
failed = 1;
}
res = Hook((void*)SV_SendServerCommand, My_SV_SendServerCommand, (void*)&SV_SendServerCommand);
if (res) {
DebugPrint("ERROR: Failed to hook SV_SendServerCommand: %d\n", res);
failed = 1;
}
res = Hook((void*)SV_SetConfigstring, My_SV_SetConfigstring, (void*)&SV_SetConfigstring);
if (res) {
DebugPrint("ERROR: Failed to hook SV_SetConfigstring: %d\n", res);
failed = 1;
}
res = Hook((void*)SV_DropClient, My_SV_DropClient, (void*)&SV_DropClient);
if (res) {
DebugPrint("ERROR: Failed to hook SV_DropClient: %d\n", res);
failed = 1;
}
res = Hook((void*)Com_Printf, My_Com_Printf, (void*)&Com_Printf);
if (res) {
DebugPrint("ERROR: Failed to hook Com_Printf: %d\n", res);
failed = 1;
}
res = Hook((void*)SV_SpawnServer, My_SV_SpawnServer, (void*)&SV_SpawnServer);
if (res) {
DebugPrint("ERROR: Failed to hook SV_SpawnServer: %d\n", res);
failed = 1;
}
#endif
if (failed) {
DebugPrint("Exiting.\n");
exit(1);
}
}
/*
* Hooks VM calls. Not all use Hook, since the VM calls are stored in a table of
* pointers. We simply set our function pointer to the current pointer in the table and
* then replace the it with our replacement function. Just like hooking a VMT.
*
* This must be called AFTER Sys_SetModuleOffset, since Sys_SetModuleOffset is called after
* the VM DLL has been loaded, meaning the pointer we use has been set.
*
* PROTIP: If you can, ALWAYS use VM_Call table hooks instead of using Hook().
*/
void HookVm(void) {
DebugPrint("Hooking VM functions...\n");
#if defined(__x86_64__) || defined(_M_X64)
pint vm_call_table = *(int32_t*)OFFSET_RELP_VM_CALL_TABLE + OFFSET_RELP_VM_CALL_TABLE + 4;
#elif defined(__i386) || defined(_M_IX86)
pint vm_call_table = *(int32_t*)OFFSET_RELP_VM_CALL_TABLE + 0xCEFF4 + (pint)qagame;
#endif
G_InitGame = *(G_InitGame_ptr*)(vm_call_table + RELOFFSET_VM_CALL_INITGAME);
*(void**)(vm_call_table + RELOFFSET_VM_CALL_INITGAME) = My_G_InitGame;
G_RunFrame = *(G_RunFrame_ptr*)(vm_call_table + RELOFFSET_VM_CALL_RUNFRAME);
#ifndef NOPY
*(void**)(vm_call_table + RELOFFSET_VM_CALL_RUNFRAME) = My_G_RunFrame;
int res, failed = 0, count = 0;
res = Hook((void*)ClientConnect, My_ClientConnect, (void*)&ClientConnect);
if (res) {
DebugPrint("ERROR: Failed to hook ClientConnect: %d\n", res);
failed = 1;
}
count++;
res = Hook((void*)G_StartKamikaze, My_G_StartKamikaze, (void*)&G_StartKamikaze);
if (res) {
DebugPrint("ERROR: Failed to hook G_StartKamikaze: %d\n", res);
failed = 1;
}
count++;
res = Hook((void*)ClientSpawn, My_ClientSpawn, (void*)&ClientSpawn);
if (res) {
DebugPrint("ERROR: Failed to hook ClientSpawn: %d\n", res);
failed = 1;
}
count++;
if (failed) {
DebugPrint("Exiting.\n");
exit(1);
}
if ( !seek_hook_slot( -count ) ) {
DebugPrint("ERROR: Failed to rewind hook slot\nExiting.\n");
exit(1);
}
#endif
}
/////////////
// HELPERS //
/////////////
static void SetTag(void) {
// Add minqlx tag.
char tags[1024]; // Surely 1024 is enough?
cvar_t* sv_tags = Cvar_FindVar("sv_tags");
if (strlen(sv_tags->string) > 2) { // Does it already have tags?
snprintf(tags, sizeof(tags), "sv_tags \"" SV_TAGS_PREFIX ",%s\"", sv_tags->string);
Cbuf_ExecuteText(EXEC_INSERT, tags);
}
else {
Cbuf_ExecuteText(EXEC_INSERT, "sv_tags \"" SV_TAGS_PREFIX "\"");
}
}