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CGameIntegrity.h
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CGameIntegrity.h
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#pragma once
#include <thread>
#include <atomic>
typedef struct {
void* curCamera;
void* curWorld;
uint16_t renderFrame;
uint16_t lightFrame;
uint16_t pad[2];
void (*Initialise)();
void (*Shutdown)();
void (*ProcUniqueLibrary)(void*);
void (*ProcConvertBufferToObject)(void*);
void (*HookCriticalFunctions)();
void (*UnFuck)(uintptr_t);
void (*WriteMemory)(uintptr_t, uintptr_t, size_t);
void (*ReadMemory)(uintptr_t, uintptr_t, size_t);
void (*InitHookStuff)();
void (*JMPCode)(uintptr_t, uintptr_t);
void (*WriteHookProc)(uintptr_t, uintptr_t);
void (*SetUpHook)(uintptr_t, uintptr_t, uintptr_t*);
void (*ProcCheckLibraries)(void*);
void (*CheckForRetnAddr)(uintptr_t);
} ObfuscatedCalls;
extern ObfuscatedCalls* g_sGameIntegrityCalls;
// have to call hookCriticalFunctions from JNI_OnLoad
// have to call alc functions from java
// critical function hook only hooks functions
// CGameIntegrity::Initialise enables integrity checks
class CGameIntegrity
{
static std::atomic<bool> m_bWorking;
static std::thread* m_pThreadUniqueLibrary;
static std::thread* m_pProcConvertBuffer;
static std::thread* m_pProcCheckLibraries;
public:
static uint8_t m_aProtectedBytes[0x64];
static void Initialise();
static void Shutdown();
static void ProcUniqueLibrary(void*);
static void ProcConvertBufferToObject(void*);
static void HookCriticalFunctions();
static void ProcCheckLibraries(void*);
static void CheckForRetnAddr(uintptr_t lr);
};
class CObfuscatedHook
{
static uintptr_t mmap_start;
static uintptr_t mmap_end;
static uintptr_t memlib_start;
static uintptr_t memlib_end;
public:
static void UnFuck(uintptr_t ptr);
static void WriteMemory(uintptr_t dest, uintptr_t src, size_t size);
static void ReadMemory(uintptr_t dest, uintptr_t src, size_t size);
static void InitHookStuff();
static void JMPCode(uintptr_t func, uintptr_t addr);
static void WriteHookProc(uintptr_t addr, uintptr_t func);
static void SetUpHook(uintptr_t addr, uintptr_t func, uintptr_t* orig);
};
void __fillArray();