Files
djhackersdev_bemanitools/src/main/jbhook-util/eamuse.c
T

145 lines
3.8 KiB
C

#define LOG_MODULE "eamuse-hook"
#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <iphlpapi.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include "hook/table.h"
#include "util/defs.h"
#include "util/log.h"
#include "util/net.h"
#include "util/str.h"
static const char *jbhook_eamuse_konami_url = "eamuse.konami.";
static int(STDCALL *real_getaddrinfo)(
PCSTR pNodeName,
PCSTR pServiceName,
const ADDRINFOA *pHints,
PADDRINFOA *ppResult);
static int STDCALL my_getaddrinfo(
PCSTR pNodeName,
PCSTR pServiceName,
const ADDRINFOA *pHints,
PADDRINFOA *ppResult);
static DWORD WINAPI my_GetIpAddrTable(
PMIB_IPADDRTABLE pIpAddrTable,
PULONG pdwSize,
BOOL bOrder
);
static const struct hook_symbol eamuse_hook_syms[] = {
{
.name = "getaddrinfo",
.ordinal = 176,
.patch = my_getaddrinfo,
.link = (void **) &real_getaddrinfo,
},
};
static const struct hook_symbol network_hook_syms[] = {
{
.name = "GetIpAddrTable",
.patch = my_GetIpAddrTable,
},
};
static int STDCALL my_getaddrinfo(
PCSTR pNodeName,
PCSTR pServiceName,
const ADDRINFOA *pHints,
PADDRINFOA *ppResult)
{
log_misc("my_getaddrinfo: %s, %s", pNodeName, pServiceName);
/* resolve eamuse.konami.fun/com to 127.0.0.1 to avoid lag spikes every
150 seconds which might happen in-game as well */
if (!strncmp(
pNodeName,
jbhook_eamuse_konami_url,
strlen(jbhook_eamuse_konami_url))) {
log_info("Resolve konami.eamuse.XXX -> localhost");
pNodeName = "localhost";
}
return real_getaddrinfo(pNodeName, pServiceName, pHints, ppResult);
}
static DWORD get_best_ip(void) {
PIP_ADAPTER_INFO info = NULL;
struct net_addr addr;
// fallback to a very obviously wrong value
DWORD ret = (5 << 24) | (7 << 16) | (3 << 8) | (0 << 0);
ULONG sz = 0;
// this uses our hooked GetAdaptersInfo from hooklib/adapter.c, thus using
// the preferred interface instead of the default order
log_assert(GetAdaptersInfo(info, &sz) == ERROR_BUFFER_OVERFLOW);
info = malloc(sz);
if(GetAdaptersInfo(info, &sz) != NO_ERROR) {
goto CLEANUP;
}
if(!net_str_parse(info->IpAddressList.IpAddress.String, &addr)) {
goto CLEANUP;
}
// MS docs say this should be in network byte order, but we need to return
// host byte order for the game to not throw the IP error
ret = addr.ipv4.addr;
CLEANUP:
free(info);
return ret;
}
/**
* In new games via network.dll:network_addr_is_changed and in old games
* directly, this function is called to compare the current IP address vs the IP
* address when the game was first loaded. If the two are different, an error is
* printed. It can be dismissed but will show up every ~10 seconds, impeding
* gameplay. Because GetAdaptersInfo is hooked to return a (sometimes) different
* adapter, computers with multiple interfaces will often fail this comparison
* check. By also hooking this function, the IP addresses of the two calls will
* agree.
*/
static DWORD WINAPI my_GetIpAddrTable(
PMIB_IPADDRTABLE pIpAddrTable,
PULONG pdwSize,
BOOL bOrder
) {
ULONG in = *pdwSize;
// 1 element return table
*pdwSize = sizeof(MIB_IPADDRTABLE) + sizeof(MIB_IPADDRROW);
if(in < *pdwSize) {
return ERROR_INSUFFICIENT_BUFFER;
}
pIpAddrTable->dwNumEntries = 1;
pIpAddrTable->table[0].dwAddr = get_best_ip();
return NO_ERROR;
}
void jbhook_util_eamuse_hook_init(void)
{
hook_table_apply(
NULL, "ws2_32.dll", eamuse_hook_syms, lengthof(eamuse_hook_syms));
hook_table_apply(
NULL, "iphlpapi.dll", network_hook_syms, lengthof(network_hook_syms));
log_info("Inserted eamuse hooks");
}