242 lines
8.4 KiB
C++
242 lines
8.4 KiB
C++
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id: detours.h 257 2008-09-23 03:12:13Z pred $
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*/
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#ifndef _INCLUDE_SOURCEMOD_DETOURS_H_
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#define _INCLUDE_SOURCEMOD_DETOURS_H_
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#include "extension.h"
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#include <jit/jit_helpers.h>
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#include <jit/x86/x86_macros.h>
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#include "detourhelpers.h"
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/**
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* CDetours class for SourceMod Extensions by pRED*
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* detourhelpers.h entirely stolen from CSS:DM and were written by BAILOPAN (I assume).
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* asm.h/c from devmaster.net (thanks cybermind) edited by pRED* to handle gcc -fPIC thunks correctly
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* Concept by Nephyrin Zey (http://www.doublezen.net/) and Windows Detour Library (http://research.microsoft.com/sn/detours/)
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* Member function pointer ideas by Don Clugston (http://www.codeproject.com/cpp/FastDelegate.asp)
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*/
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#define DETOUR_MEMBER_CALL(name) (this->*name##_Actual)
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#define DETOUR_STATIC_CALL(name) (name##_Actual)
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#define DETOUR_DECL_STATIC0(name, ret) \
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ret (*name##_Actual)(void) = NULL; \
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ret name(void)
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#define DETOUR_DECL_STATIC1(name, ret, p1type, p1name) \
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ret (*name##_Actual)(p1type) = NULL; \
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ret name(p1type p1name)
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#define DETOUR_DECL_STATIC4(name, ret, p1type, p1name, p2type, p2name, p3type, p3name, p4type, p4name) \
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ret (*name##_Actual)(p1type, p2type, p3type, p4type) = NULL; \
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ret name(p1type p1name, p2type p2name, p3type p3name, p4type p4name)
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#define DETOUR_DECL_MEMBER0(name, ret) \
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class name##Class \
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{ \
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public: \
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ret name(); \
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static ret (name##Class::* name##_Actual)(void); \
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}; \
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ret (name##Class::* name##Class::name##_Actual)(void) = NULL; \
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ret name##Class::name()
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#define DETOUR_DECL_MEMBER1(name, ret, p1type, p1name) \
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class name##Class \
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{ \
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public: \
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ret name(p1type p1name); \
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static ret (name##Class::* name##_Actual)(p1type); \
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}; \
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ret (name##Class::* name##Class::name##_Actual)(p1type) = NULL; \
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ret name##Class::name(p1type p1name)
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#define DETOUR_DECL_MEMBER2(name, ret, p1type, p1name, p2type, p2name) \
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class name##Class \
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{ \
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public: \
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ret name(p1type p1name, p2type p2name); \
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static ret (name##Class::* name##_Actual)(p1type, p2type); \
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}; \
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ret (name##Class::* name##Class::name##_Actual)(p1type, p2type) = NULL; \
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ret name##Class::name(p1type p1name, p2type p2name)
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#define DETOUR_DECL_MEMBER3(name, ret, p1type, p1name, p2type, p2name, p3type, p3name) \
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class name##Class \
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{ \
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public: \
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ret name(p1type p1name, p2type p2name, p3type p3name); \
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static ret (name##Class::* name##_Actual)(p1type, p2type, p3type); \
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}; \
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ret (name##Class::* name##Class::name##_Actual)(p1type, p2type, p3type) = NULL; \
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ret name##Class::name(p1type p1name, p2type p2name, p3type p3name)
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#define DETOUR_DECL_MEMBER4(name, ret, p1type, p1name, p2type, p2name, p3type, p3name, p4type, p4name) \
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class name##Class \
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{ \
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public: \
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ret name(p1type p1name, p2type p2name, p3type p3name, p4type p4name); \
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static ret (name##Class::* name##_Actual)(p1type, p2type, p3type, p4type); \
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}; \
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ret (name##Class::* name##Class::name##_Actual)(p1type, p2type, p3type, p4type) = NULL; \
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ret name##Class::name(p1type p1name, p2type p2name, p3type p3name, p4type p4name)
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#define GET_MEMBER_CALLBACK(name) (void *)GetCodeAddress(&name##Class::name)
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#define GET_MEMBER_TRAMPOLINE(name) (void **)(&name##Class::name##_Actual)
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#define GET_STATIC_CALLBACK(name) (void *)&name
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#define GET_STATIC_TRAMPOLINE(name) (void **)&name##_Actual
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#define DETOUR_CREATE_MEMBER(name, gamedata) CDetourManager::CreateDetour(GET_MEMBER_CALLBACK(name), GET_MEMBER_TRAMPOLINE(name), gamedata);
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#define DETOUR_CREATE_STATIC(name, gamedata) CDetourManager::CreateDetour(GET_STATIC_CALLBACK(name), GET_STATIC_TRAMPOLINE(name), gamedata);
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class GenericClass {};
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typedef void (GenericClass::*VoidFunc)();
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inline void *GetCodeAddr(VoidFunc mfp)
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{
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return *(void **)&mfp;
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}
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/**
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* Converts a member function pointer to a void pointer.
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* This relies on the assumption that the code address lies at mfp+0
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* This is the case for both g++ and later MSVC versions on non virtual functions but may be different for other compilers
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* Based on research by Don Clugston : http://www.codeproject.com/cpp/FastDelegate.asp
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*/
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#define GetCodeAddress(mfp) GetCodeAddr(reinterpret_cast<VoidFunc>(mfp))
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class CDetourManager;
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class CDetour
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{
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public:
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bool IsEnabled();
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/**
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* These would be somewhat self-explanatory I hope
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*/
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void EnableDetour();
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void DisableDetour();
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void Destroy();
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friend class CDetourManager;
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protected:
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CDetour(void *callbackfunction, void **trampoline, const char *signame);
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bool Init(ISourcePawnEngine *spengine, IGameConfig *gameconf);
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private:
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/* These create/delete the allocated memory */
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bool CreateDetour();
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void DeleteDetour();
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bool enabled;
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bool detoured;
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patch_t detour_restore;
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/* Address of the detoured function */
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void *detour_address;
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/* Address of the allocated trampoline function */
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void *detour_trampoline;
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/* Address of the callback handler */
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void *detour_callback;
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/* The function pointer used to call our trampoline */
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void **trampoline;
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const char *signame;
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ISourcePawnEngine *spengine;
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IGameConfig *gameconf;
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};
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class CDetourManager
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{
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public:
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static void Init(ISourcePawnEngine *spengine, IGameConfig *gameconf);
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/**
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* Creates a new detour
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*
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* @param callbackfunction Void pointer to your detour callback function.
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* @param trampoline Address of the trampoline pointer
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* @param signame Section name containing a signature to fetch from the gamedata file.
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* @return A new CDetour pointer to control your detour.
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*
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* Example:
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*
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* CBaseServer::ConnectClient(netadr_s &, int, int, int, char const*, char const*, char const*, int)
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*
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* Define a new class with the required function and a member function pointer to the same type:
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*
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* class CBaseServerDetour
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* {
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* public:
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* bool ConnectClient(void *netaddr_s, int, int, int, char const*, char const*, char const*, int);
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* static bool (CBaseServerDetour::* ConnectClient_Actual)(void *netaddr_s, int, int, int, char const*, char const*, char const*, int);
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* }
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*
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* void *callbackfunc = GetCodeAddress(&CBaseServerDetour::ConnectClient);
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* void **trampoline = (void **)(&CBaseServerDetour::ConnectClient_Actual);
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*
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* Creation:
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* CDetourManager::CreateDetour(callbackfunc, trampoline, "ConnectClient");
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*
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* Usage:
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*
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* CBaseServerDetour::ConnectClient(void *netaddr_s, int, int, int, char const*, char const*, char const*, int)
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* {
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* //pre hook code
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* bool result = (this->*ConnectClient_Actual)(netaddr_s, rest of params);
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* //post hook code
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* return result;
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* }
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*
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* Note we changed the netadr_s reference into a void* to avoid needing to define the type
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*/
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static CDetour *CreateDetour(void *callbackfunction, void **trampoline, const char *signame);
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friend class CBlocker;
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friend class CDetour;
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private:
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static ISourcePawnEngine *spengine;
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static IGameConfig *gameconf;
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};
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#endif // _INCLUDE_SOURCEMOD_DETOURS_H_
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