1. 程式人生 > >遊戲修改器製作教程八:D3D函式hook

遊戲修改器製作教程八:D3D函式hook

教程面向有C\C++基礎的人,最好還要懂一些Windows程式設計知識
程式碼一律用Visual Studio 2013編譯,如果你還在用VC6請趁早丟掉它...
寫這個教程只是為了讓玩家更好地體驗所愛的單機遊戲,順便學到些逆向知識,我不會用網路遊戲做示範,請自重

_(:з」∠)_因為沉迷於學習和遊戲已經大半年沒有更新教程了,國慶有點時間就過來填下坑...)

目前講的內容已經足夠製作大部分遊戲的修改器了,主要看你對API的熟悉程度和逆向除錯的經驗

再深入講的話就是系統核心層了,比如SSDT hook什麼的,而一般單機遊戲不會用到核心層的保護(但是大部分網遊會),而且除錯和修改核心層的東西比較麻煩,很容易藍屏,所以不打算講核心的東西

本章介紹怎麼hook D3D函式,實現在遊戲畫面中顯示自己的文字,閱讀之前最好補習下D3D程式設計的知識,本章以D3D9、32位程式為例,編譯程式需要安裝DirectX 9 SDK

虛擬函式表hook

要在D3D程式裡繪製自己的東西一般要hook IDirect3DDevice9的EndScene函式,呼叫這個函式時原程式的繪製已經完成,可以輪到我們繪製了

可以用inline hook來hook這個函式,但是流行的做法是虛擬函式表hook

先來看看EndScene是怎麼被呼叫的:

虛擬函式表hook的原理就是修改虛擬函式表中的函式地址,使它指向我們的函式(是不是很像IAT hook)

這裡說明一下一般成員函式的呼叫約定預設是__thiscall,也就是從ecx暫存器傳入this指標

但是也可以手動宣告成其他呼叫約定,比如__stdcall,這時就從堆疊傳入this指標,相當於this指標是函式的第一個引數

D3D所有成員函式的呼叫約定都是__stdcall,這就方便了我們獲取this指標,直接宣告成第一個引數就行了(否則要用內聯彙編取ecx的值)

虛擬函式表hook實現

BOOL hookVTable(void* pInterface, int index, void* hookFunction, void** oldAddress)
{
	void** address = &(*(void***)pInterface)[index];
	if (address == NULL)
		return FALSE;

	// 儲存原函式地址
	if (oldAddress != NULL)
		*oldAddress = *address;

	// 修改虛擬函式表中地址為hookFunction
	DWORD oldProtect, oldProtect2;
	VirtualProtect(address, sizeof(DWORD), PAGE_READWRITE, &oldProtect);
	*address = hookFunction;
	VirtualProtect(address, sizeof(DWORD), oldProtect, &oldProtect2);

	return TRUE;
}

BOOL unhookVTable(void* pInterface, int index, void* oldAddress)
{
	// 修改回原函式地址
	return hookVTable(pInterface, index, oldAddress, NULL);
}

(其實就是拿IATHook改的)

hook EndScene

方法1

為了在程式初始化前hook我們要在主執行緒執行前遠執行緒注入,首先hook Direct3DCreate9,然後是CreateDevice和EndScene

typedef IDirect3D9* (WINAPI* Direct3DCreate9Type)(UINT SDKVersion);
typedef HRESULT(STDMETHODCALLTYPE* CreateDeviceType)(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface);
typedef HRESULT(STDMETHODCALLTYPE* EndSceneType)(IDirect3DDevice9* thiz);
Direct3DCreate9Type RealDirect3DCreate9 = NULL;
CreateDeviceType RealCreateDevice = NULL;
EndSceneType RealEndScene = NULL;

IDirect3D9* g_d3d9 = NULL;
IDirect3DDevice9* g_device = NULL;


HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
	// 這裡放我們的繪製程式碼
	return RealEndScene(thiz);
}

HRESULT STDMETHODCALLTYPE MyCreateDevice(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
	unhookVTable(g_d3d9, 16, RealCreateDevice);
	HRESULT res = RealCreateDevice(thiz, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
	g_device = *ppReturnedDeviceInterface;
	hookVTable(g_device, 42, MyEndScene, &RealEndScene); // EndScene是IDirect3DDevice9第43個函式
	return res;
}

IDirect3D9* WINAPI MyDirect3DCreate9(UINT SDKVersion)
{
	unhookIAT(GetModuleHandle(NULL), "d3d9.dll", "Direct3DCreate9");
	g_d3d9 = RealDirect3DCreate9(SDKVersion);
	hookVTable(g_d3d9, 16, MyCreateDevice, &RealCreateDevice); // CreateDevice是IDirect3D9第17個函式
	return g_d3d9;
}


BOOL APIENTRY DllMain( HMODULE hModule,
                       DWORD  ul_reason_for_call,
                       LPVOID lpReserved
					 )
{
	switch (ul_reason_for_call)
	{
	case DLL_PROCESS_ATTACH:
		hookIAT(GetModuleHandle(NULL), "d3d9.dll", "Direct3DCreate9", MyDirect3DCreate9, &RealDirect3DCreate9);
		break;

	case DLL_PROCESS_DETACH:
		if (g_device != NULL && RealEndScene != NULL)
			unhookVTable(g_device, 42, RealEndScene);
		break;

	case DLL_THREAD_ATTACH:
	case DLL_THREAD_DETACH:
		break;
	}
	return TRUE;
}

方法2

這個方法不需要在主執行緒執行前注入,CE和直播軟體OBS也是用了這個方法,所以推薦使用

理論上同一個類的虛擬函式地址是一樣的,所以我們可以自己建立一個IDirect3DDevice9,然後就能獲取虛擬函式地址了

經測試不同IDirect3DDevice9的虛擬函式表指標不一樣,所以只能用inline hook,不能用虛擬函式表hook

void* endSceneAddr = NULL;
BYTE endSceneOldCode[sizeof(JmpCode)];


HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
	// 這裡放我們的繪製程式碼

	unhook(endSceneAddr, endSceneOldCode);
	HRESULT hr = thiz->EndScene();
	hook(endSceneAddr, MyEndScene, endSceneOldCode);
	return hr;
}

DWORD WINAPI initHookThread(LPVOID dllMainThread)
{
	// 等待DllMain(LoadLibrary執行緒)結束
	WaitForSingleObject(dllMainThread, INFINITE);
	CloseHandle(dllMainThread);

	// 建立一個視窗用於初始化D3D

	WNDCLASSEX wc = {};
	wc.cbSize = sizeof(wc);
	wc.style = CS_OWNDC;
	wc.hInstance = GetModuleHandle(NULL);
	wc.lpfnWndProc = DefWindowProc;
	wc.lpszClassName = _T("DummyWindow");
	if (RegisterClassEx(&wc) == 0)
	{
		MessageBox(NULL, _T("註冊視窗類失敗"), _T(""), MB_OK);
		return 0;
	}

	HWND hwnd = CreateWindowEx(0, wc.lpszClassName, _T(""), WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, NULL, NULL, wc.hInstance, NULL);
	if (hwnd == NULL)
	{
		MessageBox(NULL, _T("建立視窗失敗"), _T(""), MB_OK);
		return 0;
	}

	// 初始化D3D

	IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
	if (d3d9 == NULL)
	{
		MessageBox(NULL, _T("建立D3D失敗"), _T(""), MB_OK);
		DestroyWindow(hwnd);
		return 0;
	}

	D3DPRESENT_PARAMETERS pp = {};
	pp.Windowed = TRUE;
	pp.SwapEffect = D3DSWAPEFFECT_COPY;

	IDirect3DDevice9* device;
	if (FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, 
		D3DCREATE_SOFTWARE_VERTEXPROCESSING, &pp, &device)))
	{
		MessageBox(NULL, _T("建立裝置失敗"), _T(""), MB_OK);
		d3d9->Release();
		DestroyWindow(hwnd);
		return 0;
	}

	// hook EndScene
	endSceneAddr = (*(void***)device)[42]; // EndScene是IDirect3DDevice9第43個函式
	hook(endSceneAddr, MyEndScene, endSceneOldCode);

	// 釋放
	d3d9->Release();
	device->Release();
	DestroyWindow(hwnd);
	return 0;
}


BOOL APIENTRY DllMain(HMODULE hModule,
	DWORD  ul_reason_for_call,
	LPVOID lpReserved
	)
{
	switch (ul_reason_for_call)
	{
	case DLL_PROCESS_ATTACH:
		// 取當前執行緒控制代碼
		HANDLE curThread;
		if (!DuplicateHandle(GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &curThread, SYNCHRONIZE, FALSE, 0))
			return FALSE;
		// DllMain中不能使用COM元件,所以要在另一個執行緒初始化
		CloseHandle(CreateThread(NULL, 0, initHookThread, curThread, 0, NULL));
		break;

	case DLL_PROCESS_DETACH:
		if (endSceneAddr != NULL)
			unhook(endSceneAddr, endSceneOldCode);
		break;

	case DLL_THREAD_ATTACH:
	case DLL_THREAD_DETACH:
		break;
	}
	return TRUE;
}

繪製文字

這部分就直接用D3D的API了,不懂的去看看D3D教程...

HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
	static RECT rect = { 0, 0, 200, 200 };
	g_font->DrawText(NULL, _T("Hello World"), -1, &rect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(255, 0, 0));

	return RealEndScene(thiz);
}

HRESULT STDMETHODCALLTYPE MyCreateDevice(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
	unhookVTable(g_d3d9, 16, RealCreateDevice);
	HRESULT res = RealCreateDevice(thiz, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
	g_device = *ppReturnedDeviceInterface;

	D3DXFONT_DESC d3dFont = {};
	d3dFont.Height = 25;
	d3dFont.Width = 12;
	d3dFont.Weight = 500;
	d3dFont.Italic = FALSE;
	d3dFont.CharSet = DEFAULT_CHARSET;
	wcscpy_s(d3dFont.FaceName, L"Times New Roman");
	D3DXCreateFontIndirect(g_device, &d3dFont, &g_font);

	// 測試中不知道為什麼第一次呼叫DrawText後device的虛擬函式表會恢復,沒辦法只好在hook前呼叫一次
	static RECT rect = { 0, 0, 200, 200 };
	g_font->DrawText(NULL, _T("Hello World"), -1, &rect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(255, 0, 0));

	hookVTable(g_device, 42, MyEndScene, &RealEndScene); // EndScene是IDirect3DDevice9第43個函式

	return res;
}

效果

注意左上角出現了我們繪製的"Hello World"

hook D3D函式可以實現在遊戲中顯示自己的UI(播放Bad Apple),或者在繪製某些東西的時候禁用Z軸緩衝實現透視