// used: [win] shgetknownfolderpath #include #include "core.h" // used: features setup #include "features.h" // used: string copy #include "utilities/crt.h" // used: mem #include "utilities/memory.h" // used: l_print #include "utilities/log.h" // used: inputsystem setup/restore #include "utilities/inputsystem.h" // used: draw destroy #include "utilities/draw.h" // used: interfaces setup/destroy #include "core/interfaces.h" // used: sdk setup #include "core/sdk.h" // used: config setup & variables #include "core/variables.h" // used: hooks setup/destroy #include "core/hooks.h" // used: schema setup/dump #include "core/schema.h" // used: convar setup #include "core/convars.h" // used: menu #include "core/menu.h" // used: product version #include "sdk/interfaces/iengineclient.h" bool CORE::GetWorkingPath(wchar_t* wszDestination) { //const wchar_t* wszModuleName = MEM::GetModuleBaseFileName(static_cast(hDll), true); CRT::StringCopy(wszDestination, L"C:\\.asphyxia\\"); // create directory if it doesn't exist if (!::CreateDirectoryW(wszDestination, nullptr)) { if (const DWORD dwError = ::GetLastError(); dwError != ERROR_ALREADY_EXISTS) { L_PRINT(LOG_ERROR) << CS_XOR("failed to create default working directory, because one or more intermediate directories don't exist"); return false; } } return true; } static bool Setup(HMODULE hModule) { #if 1 #ifdef CS_LOG_CONSOLE if (!L::AttachConsole(CS_XOR(L"asphyxia developer-mode"))) { CS_ASSERT(false); // failed to attach console return false; } #endif #ifdef CS_LOG_FILE if (!L::OpenFile(CS_XOR(L"asphyxia.log"))) { CS_ASSERT(false); // failed to open file return false; } #endif L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("logging system initialization completed"); // setup game's exported functions if (!MEM::Setup()) { CS_ASSERT(false); // failed to setup memory system return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("memory system initialization completed"); if (!MATH::Setup()) { CS_ASSERT(false); // failed to setup math system return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("math system initialization completed"); // grab game's interfaces if (!I::Setup()) { CS_ASSERT(false); // failed to setup interfaces return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("interfaces initialization completed"); if (!SDK::Setup()) { CS_ASSERT(false); // failed to setup sdk return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("sdk initialization completed"); // setup input system and replace game's window messages processor with our if (!IPT::Setup()) { CS_ASSERT(false); // failed to setup input system return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("input system initialization completed"); // @note: sleep to wait finishing font building D::Setup(IPT::hWindow, I::Device, I::DeviceContext); MENU::UpdateStyle(nullptr); while (D::bInitialized == false) ::Sleep(200U); L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("renderer backend initialization completed"); // initialize feature-related stuff if (!F::Setup()) { CS_ASSERT(false); // failed to setup features return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("features initialization completed"); // iterate all valid modules for schema std::vector vecNeededModules = { CS_XOR("client.dll"), CS_XOR("engine2.dll"), CS_XOR("schemasystem.dll") }; for (auto& szModule : vecNeededModules) { if (!SCHEMA::Setup(CS_XOR(L"schema.txt"), szModule.c_str())) { CS_ASSERT(false); // failed to setup schema system return false; } } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("schema system initialization completed"); if (!CONVAR::Dump(CS_XOR(L"convars.txt"))) { CS_ASSERT(false); // failed to setup convars system return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("convars dumped completed, output: \"convars.txt\""); if (!CONVAR::Setup()) { CS_ASSERT(false); // failed to setup convars system return false; } L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("convars system initialization completed"); // setup hooks if (!H::Setup()) { CS_ASSERT(false); // failed to setup hooks return false; } L_PRINT(LOG_NONE) << CS_XOR("hooks initialization completed"); // setup values to save/load cheat variables into/from files and load default configuration if (!C::Setup(CS_XOR(CS_CONFIGURATION_DEFAULT_FILE_NAME))) // this error is not critical, only show that L_PRINT(LOG_WARNING) << CS_XOR("failed to setup and/or load default configuration"); else L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("configuration system initialization completed"); // @note: this doesn't affect much, but it's good to know if we're using different version of the game if (CRT::StringCompare(I::Engine->GetProductVersionString(), CS_PRODUCTSTRINGVERSION) != 0) L_PRINT(LOG_WARNING) << L::SetColor(LOG_COLOR_FORE_YELLOW | LOG_COLOR_FORE_INTENSITY) << CS_XOR("version mismatch! local CS2 version: ") << CS_PRODUCTSTRINGVERSION << CS_XOR(", current CS2 version: ") << I::Engine->GetProductVersionString() << CS_XOR(". asphyxia might not function as normal."); L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_CYAN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("asphyxia initialization completed, version: ") << CS_STRINGIFY(CS_VERSION); return true; #endif } // @todo: some of those may crash while closing process, because we dont have any dependencies from the game modules, it means them can be unloaded and destruct interfaces etc before our module | modify ldrlist? static void Destroy() { // restore window messages processor to original IPT::Destroy(); // restore hooks H::Destroy(); // destroy renderer backend D::Destroy(); // destroy chams dependent stuff F::Destroy(); #ifdef CS_LOG_CONSOLE L::DetachConsole(); #endif #ifdef CS_LOG_FILE L::CloseFile(); #endif } DWORD WINAPI PanicThread(LPVOID lpParameter) { // don't let proceed unload until user press specified key while (!IPT::IsKeyReleased(C_GET(unsigned int, Vars.nPanicKey))) ::Sleep(500UL); // call detach code and exit this thread ::FreeLibraryAndExitThread(static_cast(lpParameter), EXIT_SUCCESS); } extern "C" BOOL WINAPI _CRT_INIT(HMODULE hModule, DWORD dwReason, LPVOID lpReserved); BOOL APIENTRY CoreEntryPoint(HMODULE hModule, DWORD dwReason, LPVOID lpReserved) { // Disables the DLL_THREAD_ATTACH and DLL_THREAD_DETACH notifications for the specified dynamic-link library (DLL). This can reduce the size of the working set for some applications DisableThreadLibraryCalls(hModule); // process destroy of the cheat before crt calls atexit table if (dwReason == DLL_PROCESS_DETACH) Destroy(); // dispatch reason for c-runtime, initialize/destroy static variables, TLS etc if (!_CRT_INIT(hModule, dwReason, lpReserved)) return FALSE; if (dwReason == DLL_PROCESS_ATTACH) { CORE::hProcess = MEM::GetModuleBaseHandle(nullptr); // basic process check if (CORE::hProcess == nullptr) return FALSE; /* * check did all game modules have been loaded * @note: navsystem.dll is the last loaded module */ if (MEM::GetModuleBaseHandle(NAVSYSTEM_DLL) == nullptr) return FALSE; // save our module handle CORE::hDll = hModule; // check did we perform main initialization successfully if (!Setup(hModule)) { // undo the things we've done Destroy(); return FALSE; } // create panic thread, it isn't critical error if it fails if (const HANDLE hThread = ::CreateThread(nullptr, 0U, &PanicThread, hModule, 0UL, nullptr); hThread != nullptr) ::CloseHandle(hThread); } return TRUE; }