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