[英]Hooking/Detouring d3d9 (Present/EndScene) - Seems to call my function then crashes
如标题所示,我试图钩住DirectX 9 V-Table并在屏幕上显示一些信息,我已经研究绕行和钩住了几天,我认为我已经相当了解了,但是现在我我不太确定如何调试此问题。
我的钩子正在调用另一个函数ShowMsg()
,该函数最终将是绘制函数,但现在它仅显示一个消息框。
我的ShowMsg()
函数被调用,但是程序崩溃了。
我正在使用DirectX 2010年2月的“ SimpleSample”应用程序。
这是我的代码,注释的部分来自先前的测试,该测试将功能与另一个测试应用程序挂钩。
// dllmain.cpp : Defines the entry point for the DLL application.
#include "stdafx.h"
#include <iostream>
#include <Windows.h>
#include "VirtualTable.h"
#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")
#include <d3dx9.h>
#pragma comment(lib, "d3dx9.lib")
#include <detours.h>
#pragma comment(lib, "detours.lib")
using namespace std;
typedef void(__thiscall* Present)(IDirect3DDevice9* device);
Present g_org_Present;
void ShowMsg()
{
MessageBoxA(0, "This function was called.", "", 0);
}
void __fastcall hk_Present(IDirect3DDevice9* device)
{
ShowMsg();
//call the original function
g_org_Present(device);
}
void InitiateHooks()
{
HWND game_window = FindWindowA(NULL, "SimpleSample");
auto d3dpp = D3DPRESENT_PARAMETERS{};
auto d3d = Direct3DCreate9(D3D_SDK_VERSION);
IDirect3DDevice9* device;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = game_window;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
d3dpp.Windowed = TRUE;
if (SUCCEEDED(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, game_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &device)))
{
void** vmt = *(void***)device;
DWORD oldProtection;
VirtualProtect(&vmt[17], 4, PAGE_EXECUTE_READWRITE, &oldProtection);
g_org_Present = (Present)vmt[17];
vmt[17] = &hk_Present;
VirtualProtect(&vmt[17], 4, oldProtection, 0);
device->Present(NULL, NULL, NULL, NULL);
}
// VirtualTable* myTable = new VirtualTable();
//get the pointer to the actual virtual method table from our pointer to our class instance
// void** base = *(void***)myTable;
// DWORD oldProtection;
//one way to remove page protection(not the best but this is an example only)
// VirtualProtect(&base[1], 4, PAGE_EXECUTE_READWRITE, &oldProtection);
//save the original function
// g_org_VirtualFunction01 = (VirtualFunction01_t)base[1];
//overwrite
// base[1] = &hk_VirtualFunction01;
//restore page protection
// VirtualProtect(&base[1], 4, oldProtection, 0);
//call the virtual function (now hooked) from our class instance
// myTable->VirtualFunction01();
}
#pragma endregion
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
CreateThread(0, 0x1000, (LPTHREAD_START_ROUTINE)InitiateHooks, 0, 0, NULL);
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
有人可以告诉我我在这里可能做错了什么,以便我可以解决此问题,以供将来参考。
这是更新后的代码,我意识到我不应该直接调用该函数,所以我对此进行了更改,还对其进行了更改以尝试执行挂接/绕行EndScene,还使用了MS Detours代替了我认为是V-Table修补的另一种方法,就像我的EndScene钩子一样被调用,而MessageBox被连续调用。 但是,如果我注释掉MessageBox,程序仍然会崩溃。
#include "stdafx.h"
#include <iostream>
#include <Windows.h>
#include <intrin.h>
#include <tchar.h>
#include <tlhelp32.h>
#include <Psapi.h>
#include <winsock2.h>
#include <vector>
#include <ws2tcpip.h>
#pragma comment( lib, "Ws2_32.lib" )
#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")
#include <d3dx9.h>
#pragma comment(lib, "d3dx9.lib")
#include <detours.h>
#pragma comment(lib, "detours.lib")
using namespace std;
D3DCOLOR RED = D3DCOLOR_ARGB(255, 255, 0, 0);
typedef HRESULT(__stdcall* EndScene) (IDirect3DDevice9*);
EndScene EndScene_orig;
HRESULT __stdcall EndScene_hook(IDirect3DDevice9* pDevice)
{
// D3DRECT rec = { 100,100,200,200 };
// pDevice->Clear(1, &rec, D3DCLEAR_TARGET, RED, 0, 0);
// MessageBoxA(0, "We made it here...2", "", 0); // <<<<----- This function is called over and over when not commented.
return EndScene_orig(pDevice);
}
void InitHook()
{
HWND game_window = FindWindow(NULL, _T("Skinned Mesh"));
auto d3dpp = D3DPRESENT_PARAMETERS{};
auto d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d)
{
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = game_window;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
d3dpp.Windowed = TRUE;
IDirect3DDevice9* Device;
if (SUCCEEDED(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, game_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &Device)))
{
// MessageBoxA(0, "We made it here...", "", 0);
DWORD* pVTable = *reinterpret_cast<DWORD**>(Device);
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
EndScene_orig = (EndScene)pVTable[42];
DetourAttach(&(LPVOID&)pVTable[42], (PBYTE)EndScene_hook);
DetourTransactionCommit();
}
}
}
void SetupConsole()
{
AllocConsole();
freopen("CONOUT$", "wb", stdout);
freopen("CONOUT$", "wb", stderr);
freopen("CONIN$", "rb", stdin);
SetConsoleTitle("CSGOHAX");
}
BOOL APIENTRY DllMain(HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
SetupConsole();
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)InitHook, 0, 0, NULL);
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
它必须是简单的东西,我认为这不是问题。
我弄清楚了,在IDA中反转了二进制文件,找到了模块地址和EndScene函数以及它的地址,计算了偏移量。 然后使用ollydbg并再次找到该功能,并从中获得签名,现在我可以使用签名扫描功能动态地找到它。
这样我就可以获得带有此签名的函数地址。
DWORD dwEndScene = FindPattern("d3d9.dll",
"\x6A\x18\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x8B\x7D\x08\x8B\xDF\x8D\x47\x04\xF7\xDB\x1B\xDB\x23\xD8\x89\x5D\xE0\x33\xF6\x89\x75\xE4\x39\x73\x18\x75\x73",
"xxx????x????xxxxxxxxxxxxxxxxxxxxxxxxxxx");
然后我只是绕过功能
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
EndScene_orig = (oEndScene)(dwEndScene);
DetourAttach(&(LPVOID&)EndScene_orig, EndScene_hook);
这比尝试像以前一样使用虚拟设备在V表中查找功能要容易得多。
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