目前讲的内容已经足够制作大部分游戏的修改器了,主要看你对API的熟悉程度和逆向调试的经验
再深入讲的话就是系统内核层了,比如SSDT hook什么的,而一般单机游戏不会用到内核层的保护(但是大部分网游会),而且调试和修改内核层的东西比较麻烦,很容易蓝屏,所以不打算讲内核的东西
本章介绍怎么hook D3D函数,实现在游戏画面中显示自己的文字,阅读之前最好补习下D3D编程的知识,本章以D3D9、32位程序为例,编译程序需要安装DirectX 9 SDK
虚函数表hook
要在D3D程序里绘制自己的东西一般要hook IDirect3DDevice9的EndScene函数,调用这个函数时原程序的绘制已经完成,可以轮到我们绘制了
可以用inline hook来hook这个函数,但是流行的做法是虚函数表hook
先来看看EndScene是怎么被调用的:
虚函数表hook的原理就是修改虚函数表中的函数地址,使它指向我们的函数(是不是很像IAT hook)
这里说明一下一般成员函数的调用约定默认是__thiscall,也就是从ecx寄存器传入this指针
但是也可以手动声明成其他调用约定,比如__stdcall,这时就从堆栈传入this指针,相当于this指针是函数的第一个参数
D3D所有成员函数的调用约定都是__stdcall,这就方便了我们获取this指针,直接声明成第一个参数就行了(否则要用内联汇编取ecx的值)
虚函数表hook实现
- BOOL hookVTable(void* pInterface, int index, void* hookFunction, void** oldAddress)
- {
- void** address = &(*(void***)pInterface)[index];
- if (address == NULL)
- return FALSE;
- // 保存原函数地址
- if (oldAddress != NULL)
- *oldAddress = *address;
- // 修改虚函数表中地址为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)
- {
- // 修改回原函数地址
- return hookVTable(pInterface, index, oldAddress, NULL);
- }
(其实就是拿IATHook改的)
hook EndScene
方法1
为了在程序初始化前hook我们要在主线程运行前远线程注入,首先hook Direct3DCreate9,然后是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)
- {
- // 这里放我们的绘制代码
- 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个函数
- 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个函数
- 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
这个方法不需要在主线程运行前注入,CE和直播软件OBS也是用了这个方法,所以推荐使用
理论上同一个类的虚函数地址是一样的,所以我们可以自己创建一个IDirect3DDevice9,然后就能获取虚函数地址了
经测试不同IDirect3DDevice9的虚函数表指针不一样,所以只能用inline hook,不能用虚函数表hook
- void* endSceneAddr = NULL;
- BYTE endSceneOldCode[sizeof(JmpCode)];
- HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
- {
- // 这里放我们的绘制代码
- unhook(endSceneAddr, endSceneOldCode);
- HRESULT hr = thiz->EndScene();
- hook(endSceneAddr, MyEndScene, endSceneOldCode);
- return hr;
- }
- DWORD WINAPI initHookThread(LPVOID dllMainThread)
- {
- // 等待DllMain(LoadLibrary线程)结束
- WaitForSingleObject(dllMainThread, INFINITE);
- CloseHandle(dllMainThread);
- // 创建一个窗口用于初始化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("注册窗口类失败"), _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("创建窗口失败"), _T(""), MB_OK);
- return 0;
- }
- // 初始化D3D
- IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
- if (d3d9 == NULL)
- {
- MessageBox(NULL, _T("创建D3D失败"), _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("创建设备失败"), _T(""), MB_OK);
- d3d9->Release();
- DestroyWindow(hwnd);
- return 0;
- }
- // hook EndScene
- endSceneAddr = (*(void***)device)[42]; // EndScene是IDirect3DDevice9第43个函数
- hook(endSceneAddr, MyEndScene, endSceneOldCode);
- // 释放
- 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:
- // 取当前线程句柄
- HANDLE curThread;
- if (!DuplicateHandle(GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &curThread, SYNCHRONIZE, FALSE, 0))
- return FALSE;
- // DllMain中不能使用COM组件,所以要在另一个线程初始化
- 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;
- }
绘制文字
这部分就直接用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);
- // 测试中不知道为什么第一次调用DrawText后device的虚函数表会恢复,没办法只好在hook前调用一次
- 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个函数
- return res;
- }