As the title says, i'm trying to hook DirectX 9 V-Table and show some information on screen, I've been studying detours and hooking for a couple days now and i thought i understood it to a fair extent, but now i'm not too sure how to debug this issue.
My hook is calling another function ShowMsg()
, which will eventually be a draw function, but for now it just shows a message-box.
My ShowMsg()
function is called, but then the program is crashing.
I'm using the DirectX Feb 2010 "SimpleSample" application.
Here's my code, the commented parts are from a previous test at hooking a function from another test application.
// 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;
}
Can someone please give me an idea of what i might be doing wrong here, so i can fix this, and for future reference.
Here's updated code, i realised i shouldn't be calling the function directly so i changed that, also changed it to try hook/detour EndScene, also using MS Detours instead of the other method which i think is V-Table patching, it seems like my EndScene hook is being called, as the MessageBox is continuously called. However, the program still crashes if i comment out the MessageBox.
#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;
}
It has to be something simple that i just can't see as a problem..