54 Commits

Author SHA1 Message Date
215af6e3db v1.1.10 2023-07-08 23:44:25 +03:00
7aef85851c Fixed subtle core patch bug introduced by previous rework 2023-07-08 23:43:34 +03:00
f7c24f5ab7 v1.1.9 2023-07-08 21:24:17 +03:00
2ebd40b621 Internal rework to avoid a possible edge case 2023-07-08 21:17:28 +03:00
7f43a042e8 v1.1.8 2023-07-08 16:34:12 +03:00
8164694c8f Point user to Jadeite Readme 2023-07-08 15:11:52 +02:00
61e657b2e4 Readme maintenance 2023-07-07 14:14:28 +03:00
7a8087e8a1 Refactor resource gen script 2023-07-07 13:59:28 +03:00
351fe85e2f Move blob file to objects kwarg in target declaration 2023-07-06 00:04:41 +03:00
938b663bd9 Change blob file extension 2023-07-06 00:02:17 +03:00
df1f611199 Publish precompiled tp6.c blob (lots of dirty hacks) 2023-07-05 23:59:27 +03:00
94efee7496 Don't use narrow characters with widestring functions 2023-07-04 01:08:03 +03:00
06be53ad8e Fix an incredibly dumb bitflag error 2023-07-04 01:03:21 +03:00
ce427556a3 More efficient string comparisions 2023-07-03 17:04:32 +03:00
15f56c9e5a v1.1.7 2023-07-03 14:07:38 +03:00
b860834be1 Switch to using wide strings in the injector 2023-07-03 14:04:04 +03:00
8c900f93fc Fix freeing heap on directory check 2023-07-03 11:57:08 +03:00
a7d68776bd Update credits section 2023-07-02 23:48:54 +03:00
6d742b2a15 v1.1.6 2023-07-02 23:29:47 +03:00
cf5d87f7a7 Refuse to launch if the patcher is inside the game directory 2023-07-02 23:21:17 +03:00
181d14e4ce Minor readme styling changes 2023-07-02 20:51:49 +03:00
0067ceb85c Document AAT third-party launchers 2023-07-02 20:50:49 +03:00
33cf0a65e8 Document HI3 v6.7.0 support 2023-06-30 11:55:12 +03:00
d30a2aba9e Update comment in hi3.c 2023-06-29 12:58:57 +03:00
05ed4980c5 v1.1.5 2023-06-29 12:52:46 +03:00
1341e1600c Add tables for HI3 v6.7.0 glb 2023-06-29 12:52:08 +03:00
0e2b60aecb Move envvar defs into a separate header 2023-06-26 12:53:07 +03:00
33f7dd89a9 Optimize assembly payloads 2023-06-26 12:25:44 +03:00
851ebb5b9a Use nonvolatile registers for storage 2023-06-26 12:18:25 +03:00
a0e79dcea0 Major injector refactoring 2023-06-25 12:32:19 +03:00
55fd21feef Move common assembly into a separate file 2023-06-25 02:19:24 +03:00
22a7fb2a60 Use NASM local labels 2023-06-25 01:51:18 +03:00
39147ac049 Show a warning if someone tries to run build.sh 2023-06-25 01:47:32 +03:00
9a1405c828 Use winapi types in pe.c 2023-06-25 01:42:32 +03:00
5473908df4 Show invalid UnityPlayer.dll checksum in hex 2023-06-23 20:00:27 +03:00
6a237fd247 Only write the modified field in the exe header 2023-06-23 18:55:22 +03:00
95dec1b0fd Remove useless includes in hsr.c 2023-06-21 17:47:42 +03:00
661ef826c3 Move magic number into def 2023-06-21 16:24:16 +03:00
6209157cf2 v1.1.4 2023-06-21 15:42:19 +03:00
f26bcbd0fc HOTFIX: fix module unloading with SRFIX_DISABLE 2023-06-21 15:41:46 +03:00
14c90f7137 v1.1.3 2023-06-21 14:52:38 +03:00
8f96ec4eec Unpatch WriteTextureStatisticUserData after execution 2023-06-21 14:47:46 +03:00
5421487212 Counter-based unloading logic 2023-06-21 14:25:22 +03:00
326ccd188e v1.1.2 2023-06-11 18:05:58 +03:00
0b0216e41e Pass commandline arguments to the game process
Closes #4
2023-06-11 18:04:24 +03:00
4c0c35ba43 Mark HSR unsafe for third-party launchers 2023-06-10 19:39:57 +03:00
e299d264de Don't include metadata.json in the release archives 2023-06-10 19:37:09 +03:00
cba9b20171 v1.1.1 2023-06-10 19:24:07 +03:00
5640987ead metadata.json for third-party launchers 2023-06-10 19:19:11 +03:00
54a127b848 Minor injector and launcher payload refactoring 2023-06-10 18:28:19 +03:00
3994188b08 Add WAIT_BEFORE_RESUME envvar 2023-06-10 18:23:43 +03:00
7ffce8fe3a Update readme 2023-06-10 13:07:47 +03:00
5143dc0d56 Minor readme styling changes 2023-06-09 21:10:44 +03:00
0afdf60cc6 Add HSR logging servers to SERVERS.txt 2023-06-08 23:01:07 +03:00
32 changed files with 653 additions and 461 deletions

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@ -1,46 +1,51 @@
# PROOF OF CONCEPT. DO NOT USE IF YOU DON'T KNOW WHAT YOU'RE DOING
### Games and regions ### Games and regions
3rd: glb v6.6.0 - **3rd**: glb v6.7.0
- **SR**: os/cn v1.1.0 (unsafe, refer to [configuration](#configuration))
SR: os/cn v1.1.0 (unsafe, refer to [configuration](#configuration))
It may be possilbe to completely remove the region and version-specific data in the future. Refer to the source code in `game_payload/src` for details. It may be possilbe to completely remove the region and version-specific data in the future. Refer to the source code in `game_payload/src` for details.
### Information ### Information
The anticheat the games use is fundamentally incompatible with Wine in multiple ways. This tool launches the game without it (`injector/launcher_payload`) and imitates it's behaviour (`game_payload`). The anticheat the games use is fundamentally incompatible with Wine in multiple ways. This tool launches the game without it (`injector`) and imitates it's behaviour (`game_payload`).
Does not work on Windows. **SR-specific**: this tool disables the use of DirectX shared resources in a rather hacky way. It is required, as there is no (and most likely never will be) shared resources support in DirectX translation layers (WineD3D/DXVK). Refer to [configuration](#configuration) if you wish to run the game without the fix.
**Using third-party software (such as this tool) with the games violates their Terms of Service**. Therefore, **you may receive a ban**. No bans were ever reported with 3rd, however the legacy patch for SR did cause many. **Use at your own risk and only if you understand all the possible consequences**.
**This is not a cheating tool**. Using it with Windows is not possible, and Windows support is not planned or intended in any way. However, as it does not perform any on-disk file modifications, you may reuse the same game install for Windows if you have a dual-boot setup.
### Usage ### Usage
**Refer to [Third-party launchers](#third-party-launchers) (will be written later)** for convenient usage. If you don't want to (or can't) use third-party launchers, continue reading the section below. **Refer to [third-party launchers](#third-party-launchers)** for convenient usage. If you don't want to (or can't) use third-party launchers, continue reading the section below.
**Wine 8.0+ is recommended**, as lower versions leak "The Wine project" as the device identifier. Not critical, but taking a precaution never hurt anyone. **DXVK is strongly recommended.** **Wine 8.0+ is recommended**, as lower versions leak "The Wine project" as the device identifier. Not critical, but taking a precaution never hurt anyone. **DXVK is strongly recommended.**
3rd-specific: In some cases, and if you're not using Proton GE, **a fix for Media Foundation may be required to play videos. The Game may crash without it.** You can download it from [here](https://github.com/z0z0z/mf-install). You might need to [limit the number of cores available to the game](https://github.com/z0z0z/mf-install/issues/44) if your CPU has more than 8. **3rd-specific**: In some cases, and if you're not using Proton GE, **a fix for Media Foundation may be required to play videos. The Game may crash without it.** You can download it from [here](https://github.com/z0z0z/mf-install). You might need to [limit the number of cores available to the game](https://github.com/z0z0z/mf-install/issues/44) if your CPU has more than 8. **IMPORTANT: do not run the mfplat fix under Proton GE. Doing so may irreparably damage your game installation!**
Manual usage instructions: Manual usage instructions:
- Download the game you want to run - Download the game you want to run
- Download a release from this repository - Download a release from this repository
- Extract the archive (**NOT INTO THE GAME DIRECTORY! THIS IS IMPORTANT!**) - Extract the archive (**NOT INTO THE GAME DIRECTORY! THIS IS IMPORTANT!**)
- Block analytics servers in your `hosts` file. You can find the list in SERVERS.txt - Block analytics servers in your `hosts` file. You can find the list in SERVERS.txt
- Run `wine jadeite.exe "Z:\\wine\\path\\to\\game.exe"` - Run `wine jadeite.exe 'Z:\wine\path\to\game.exe'`
This tool is capable of starting the games from a different process. This may be useful for spoofing the parent process (SR is known to report it). Use `wine jadeite.exe "Z:\\wine\\path\\to\\game.exe" "Z:\\wine\\path\\to\\launcher.exe"`. `explorer.exe` is used as the default. This tool is capable of starting the games from a different process. This may be useful for spoofing the parent process (SR is known to report it). Use `wine jadeite.exe 'Z:\wine\path\to\game.exe' 'Z:\wine\path\to\launcher.exe'`. `explorer.exe` is used as the default.
To pass commandline arguments to the game, append them after the launcher path: `wine jadeite.exe 'Z:\wine\path\to\game.exe' 'Z:\wine\path\to\launcher.exe' -arg1 -arg2 -arg3`. To use the default launcher process, use `--`: `wine jadeite.exe 'Z:\wine\path\to\game.exe' -- -arg1 -arg2 -arg3`.
### Configuration ### Configuration
These environment variables can be used to configure the behaviour of the tool. These environment variables can be used to configure the behaviour of the tool. Any value except empty string counts as set. `1` will be used in all examples.
SR-exclusive: - `WAIT_BEFORE_RESUME=1` - show a messagebox and wait for user input before resuming the game process. Useful on my side for debugging
- `I_WANT_A_BAN=1` - allows to launch HSR. Please only use testing accounts, as there is an extremely high risk of getting banned
- `SRFIX_DISABLE=1` - disable shared resources fix **SR-exclusive**:
- `I_WANT_A_BAN=1` - allows to launch SR. Please only use testing accounts, as there is an extremely high risk of getting banned
- `SRFIX_DISABLE=1` - disable shared resources fix. Not recommended. Doing so will most likely cause the game to not run at all
### Internals ### Internals
This tool consists of three parts: the main injector (`injector`), the launcher payload (`injector/launcher_payload`) and the game payload (`game_payload`). This tool consists of three parts: the main injector (`injector/src/exe.c`), the launcher payload (`injector/src/dll.c`) and the game payload (`game_payload`).
I am very bad at explaining, so just take a look at the source code. Maybe I'll write a detailed explanation in the future. I am very bad at explaining, so just take a look at the source code. Maybe I'll write a detailed explanation in the future.
A part of the source code is witheld (`game_payload/src/tp6.c`). This is a forced measure to make abuse more difficult. A part of the source code is witheld (`game_payload/src/tp6.c`). This is a forced measure to make abuse more difficult. However, a precompiled blob is provided in the repo. `build.sh` will use it automatically.
### Guildelines ### Guildelines
1. **Please don't share this project in public.** This might attract unnecessary attention from either the Game Company or the Anticheat Company 1. **Please don't share this project in public.** This might attract unnecessary attention from either the Game Company or the Anticheat Company
@ -50,11 +55,13 @@ A part of the source code is witheld (`game_payload/src/tp6.c`). This is a force
Please do not report any issues with the Game to the official channels. Use the issue tracker of this repository Please do not report any issues with the Game to the official channels. Use the issue tracker of this repository
### Third-party launchers ### Third-party launchers
Will be written later - Honkers Launcher — Linux launcher for 3rd ([GitHub](https://github.com/an-anime-team/honkers-launcher) | [Codeberg](https://codeberg.org/an-anime-team/honkers-launcher))
- The Honkers Railway Launcher — Linux launcher for SR ([GitHub](https://github.com/an-anime-team/the-honkers-railway-launcher) | [Codeberg](https://codeberg.org/an-anime-team/the-honkers-railway-launcher))
### Credits ### Credits
- mkrsym1 — project leader, reverse engineering - mkrsym1 — project leader, reverse engineering
- Yor#1920 — major help with analyzing network activity - [EternalStudentDesuKa](https://github.com/EternalStudentDesuKa) — major help with analyzing network activity
- [An Anime Team](https://github.com/an-anime-team) — Honkers Launcher and The Honkers Railway Launcher
- Some others credited in the source code - Some others credited in the source code
License: MIT License: MIT

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@ -2,3 +2,11 @@
0.0.0.0 log-upload-os.hoyoverse.com 0.0.0.0 log-upload-os.hoyoverse.com
0.0.0.0 sg-public-data-api.hoyoverse.com 0.0.0.0 sg-public-data-api.hoyoverse.com
0.0.0.0 dump.gamesafe.qq.com 0.0.0.0 dump.gamesafe.qq.com
# Honkai Star Rail logging servers (oversea)
0.0.0.0 log-upload-os.hoyoverse.com
0.0.0.0 sg-public-data-api.hoyoverse.com
# Honkai Star Rail logging servers (China)
0.0.0.0 log-upload.mihoyo.com
0.0.0.0 public-data-api.mihoyo.com

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@ -1,4 +1,5 @@
#!/usr/bin/env bash #!/usr/bin/env bash
set -e
strip="x86_64-w64-mingw32-strip" strip="x86_64-w64-mingw32-strip"
@ -6,12 +7,12 @@ rm -f jadeite.zip
rm -rf out rm -rf out
sh setup.sh --buildtype=release sh setup.sh --buildtype=release
ninja -C build meson compile -C build
mkdir out mkdir out
cp ./build/injector/jadeite.exe ./out cp ./build/injector/jadeite.exe ./out
cp ./build/injector/launcher_payload/launcher_payload.dll ./out cp ./build/injector/launcher_payload.dll ./out
cp ./build/game_payload/game_payload.dll ./out cp ./build/game_payload/game_payload.dll ./out
cp ./LICENSE.txt ./out cp ./LICENSE.txt ./out

BIN
game_payload/blob/tp6c.o Normal file

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@ -0,0 +1,4 @@
#!/usr/bin/env sh
cp "$1" "$2"
cp "$1" "$3"

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@ -0,0 +1,4 @@
#pragma once
void unload_ctr_inc();
void unload_ctr_dec();

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@ -4,4 +4,4 @@
#include <game.h> #include <game.h>
void tp6_setup_patcher(struct game_data *game, HMODULE thisModule, HMODULE baseModule); void tp6_setup_patcher(struct game_data *game, HMODULE baseModule);

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@ -1,3 +1,7 @@
fs = import('fs')
include_dir = include_directories('include')
# Input files # Input files
sources = [ sources = [
'src/main.c', 'src/main.c',
@ -8,10 +12,7 @@ sources = [
'src/hi3.c', 'src/hi3.c',
'src/hsr.c', 'src/hsr.c',
'src/utils.c', 'src/utils.c',
'src/msg.c', 'src/msg.c'
# File withheld to make abuse more difficult
'src/tp6.c'
] ]
resources = [ resources = [
'res/hi3/glb/allocations.dat', 'res/hi3/glb/allocations.dat',
@ -24,17 +25,56 @@ resources = [
] ]
# Generate resource files for ./res # Generate resource files for ./res
res_files = custom_target( res_header = custom_target(
'resources.[ho]', 'resources.h',
output: [ 'resources.o', 'resources.h' ], output: 'resources.h',
input: resources, input: resources,
command: [ gen_res, meson.current_source_dir(), '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ] command: [ gen_res, '--header', meson.current_source_dir(), '@OUTPUT0@', '@INPUT@' ]
) )
res_object = custom_target(
'resources.o',
output: 'resources.o',
input: resources,
command: [ gen_res, '--object', meson.current_source_dir(), '@OUTPUT0@', '@INPUT@' ]
)
if fs.exists('src/tp6.c')
# Compile the real file first (dirty hack)
tp6c_fake_exe = executable(
'tp6c.o',
'src/tp6.c',
res_header,
link_args: [ '-r' ], # Output an object file
include_directories: include_dir
)
# another dirty hack
copy_tp6c = find_program('copy_tp6c.sh')
tp6c_target = [custom_target(
'copy_tp6c',
output: 'tp6c.o',
input: tp6c_fake_exe.extract_all_objects(recursive: false),
command: [
copy_tp6c,
'@INPUT0@',
'@OUTPUT0@', meson.current_source_dir() / 'blob/tp6c.o'
]
)]
tp6c_blob = []
else
message('Using precompiled tp6c blob. Refer to the readme for more details')
tp6c_target = []
tp6c_blob = [ 'blob/tp6c.o' ]
endif
shared_library( shared_library(
'game_payload', 'game_payload',
sources, sources,
res_files, res_header,
include_directories: 'include', res_object,
tp6c_target,
objects: tp6c_blob,
include_directories: include_dir,
name_prefix: '' name_prefix: ''
) )

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@ -17,7 +17,7 @@ const struct crc_id_pair HI3_REGIONS[] = {
// Only glb for now // Only glb for now
// It may be possible to get rid of region-specific data altogether in the future // It may be possible to get rid of region-specific data altogether in the future
{ 0x34bdec99, GAME_HI3_GLB } // glb v6.6.0 { 0x45221647, GAME_HI3_GLB } // glb v6.7.0
}; };
void hi3_fill_data(struct game_data *buf) { void hi3_fill_data(struct game_data *buf) {
@ -31,7 +31,7 @@ void hi3_fill_data(struct game_data *buf) {
} }
if (id == GAME_INVALID) { if (id == GAME_INVALID) {
msg_err_a("Invalid UnityPlayer.dll checksum: %d", crc); msg_err_a("Invalid UnityPlayer.dll checksum: %x", crc);
} }
buf->id = id; buf->id = id;

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@ -1,5 +1,6 @@
#include <utils.h> #include <utils.h>
#include <msg.h> #include <msg.h>
#include <main.h>
#include <game.h> #include <game.h>
@ -20,29 +21,58 @@ const struct crc_id_pair HSR_REGIONS[] = {
{ 0x3e644d26, GAME_HSR_CN } // cn v1.1.0 { 0x3e644d26, GAME_HSR_CN } // cn v1.1.0
}; };
#define JUMP_SIZE (6 + sizeof(void*))
// Temporarily hardcoded offset
// v1.1.0, same for os and cn
#define WTSUD_PATCH_OFFSET 0x16430
char wtsud_original_bytes[JUMP_SIZE];
char *wtsud_patch_addr;
static void _wtsud_stub() {
// Recover original bytes
DWORD oldProtect;
VirtualProtect(wtsud_patch_addr, JUMP_SIZE, PAGE_EXECUTE_READWRITE, &oldProtect);
memcpy(wtsud_patch_addr, wtsud_original_bytes, JUMP_SIZE);
VirtualProtect(wtsud_patch_addr, JUMP_SIZE, oldProtect, &oldProtect);
unload_ctr_dec();
}
static void _unityplayer_callback(HMODULE unityModule) { static void _unityplayer_callback(HMODULE unityModule) {
if (utils_env_enabled("SRFIX_DISABLE")) { if (utils_env_enabled("SRFIX_DISABLE")) {
msg_info_a("Shared resources fix disabled. The game may not work"); msg_info_a("Shared resources fix disabled. The game may not work");
return; return;
} }
// Disable shared resources
// Temporarily hardcoded offset // Remove dependency on shared resources by patching WriteTextureStatisticUserData
// v1.1.0, same for os and cn unload_ctr_inc();
unsigned char *srAddr = ((unsigned char*)unityModule) + 0x16430;
wtsud_patch_addr = ((char*)unityModule) + WTSUD_PATCH_OFFSET;
DWORD oldProtect; DWORD oldProtect;
VirtualProtect(srAddr, 1, PAGE_EXECUTE_READWRITE, &oldProtect); VirtualProtect(wtsud_patch_addr, JUMP_SIZE, PAGE_EXECUTE_READWRITE, &oldProtect);
*srAddr = 0xC3; // ret // Save original bytes
memcpy(wtsud_original_bytes, wtsud_patch_addr, JUMP_SIZE);
VirtualProtect(srAddr, 1, oldProtect, &oldProtect); // Write jump
const char JUMP_INST[] = { 0xFF, 0x25, 0x00, 0x00, 0x00, 0x00 }; // jmp [$ + 6]
memcpy(wtsud_patch_addr, JUMP_INST, sizeof(JUMP_INST));
// Write destination address
void *destAddr = &_wtsud_stub;
memcpy(wtsud_patch_addr + sizeof(JUMP_INST), &destAddr, sizeof(destAddr));
VirtualProtect(wtsud_patch_addr, JUMP_SIZE, oldProtect, &oldProtect);
} }
void hsr_fill_data(struct game_data *buf) { void hsr_fill_data(struct game_data *buf) {
if (!utils_env_enabled("I_WANT_A_BAN")) { if (!utils_env_enabled("I_WANT_A_BAN")) {
msg_err_a("Using this tool with HSR is unsafe. Refer to the readme for more details"); msg_err_a("Using this tool with HSR is unsafe. Refer to the readme for more details: https://codeberg.org/mkrsym1/jadeite");
} else { } else {
msg_warn_a("Using this tool with HSR will most likely result in a ban. Please only use testing accounts"); msg_warn_a("Using this tool with HSR will most likely result in a ban. Please only use testing accounts");
} }
@ -57,7 +87,7 @@ void hsr_fill_data(struct game_data *buf) {
} }
if (id == GAME_INVALID) { if (id == GAME_INVALID) {
msg_err_a("Invalid UnityPlayer.dll checksum: %d", crc); msg_err_a("Invalid UnityPlayer.dll checksum: %x", crc);
} }
buf->id = id; buf->id = id;

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@ -6,12 +6,31 @@
#include <tp6.h> #include <tp6.h>
#include <utils.h> #include <utils.h>
#include <main.h>
HMODULE this_module;
size_t unload_ctr = 0;
void unload_ctr_inc() {
unload_ctr++;
}
void unload_ctr_dec() {
unload_ctr--;
if (unload_ctr == 0) {
void *pFreeLibrary = GetProcAddress(GetModuleHandleA("kernel32.dll"), "FreeLibrary");
CreateThread(NULL, 0, pFreeLibrary, this_module, 0, NULL);
}
}
BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) { BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) {
// Only listen to attach // Only listen to attach
if (reason != DLL_PROCESS_ATTACH) { if (reason != DLL_PROCESS_ATTACH) {
return TRUE; return TRUE;
} }
this_module = instance;
// Dynamically link functions from ntdll // Dynamically link functions from ntdll
ntdll_link(); ntdll_link();
@ -27,7 +46,7 @@ BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) {
ace_load_driver_module(); ace_load_driver_module();
// ...magic // ...magic
tp6_setup_patcher(&game, instance, baseModule); tp6_setup_patcher(&game, baseModule);
// Load the UnityPlayer module and invoke the callback // Load the UnityPlayer module and invoke the callback
HMODULE unityModule = LoadLibraryA("UnityPlayer.dll"); HMODULE unityModule = LoadLibraryA("UnityPlayer.dll");

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@ -1,5 +1,3 @@
#include <stdint.h>
#include <pe.h> #include <pe.h>
void pe_find_section(HMODULE module, const char *section, MEMORY_BASIC_INFORMATION *buf) { void pe_find_section(HMODULE module, const char *section, MEMORY_BASIC_INFORMATION *buf) {
@ -8,11 +6,11 @@ void pe_find_section(HMODULE module, const char *section, MEMORY_BASIC_INFORMATI
IMAGE_DOS_HEADER* dosHeader = (IMAGE_DOS_HEADER*)module; IMAGE_DOS_HEADER* dosHeader = (IMAGE_DOS_HEADER*)module;
IMAGE_NT_HEADERS64* ntHeaders = (IMAGE_NT_HEADERS64*)(cModule + dosHeader->e_lfanew); IMAGE_NT_HEADERS64* ntHeaders = (IMAGE_NT_HEADERS64*)(cModule + dosHeader->e_lfanew);
uint16_t sectionCount = ntHeaders->FileHeader.NumberOfSections; WORD sectionCount = ntHeaders->FileHeader.NumberOfSections;
IMAGE_SECTION_HEADER* sectionHeader = (IMAGE_SECTION_HEADER*)(ntHeaders + 1); IMAGE_SECTION_HEADER* sectionHeader = (IMAGE_SECTION_HEADER*)(ntHeaders + 1);
void* targetAddress = 0x0; void* targetAddress = 0x0;
for (uint16_t i = 0; i < sectionCount; i++) { for (WORD i = 0; i < sectionCount; i++) {
if (strncmp((char*)sectionHeader->Name, section, 8) == 0) { if (strncmp((char*)sectionHeader->Name, section, 8) == 0) {
targetAddress = (void*)(cModule + sectionHeader->VirtualAddress); targetAddress = (void*)(cModule + sectionHeader->VirtualAddress);
break; break;

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@ -3,3 +3,9 @@
### 1.1.0 ### 1.1.0
- HSR support - HSR support
### 1.1.9
- Fixed a bug which could cause the game to crash in odd scenarios
### 1.1.10
- Fixed a subtle bug introduced in 1.1.9

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@ -31,5 +31,5 @@ uint32_t utils_file_crc32c(const char *filePath) {
char utils_env_enabled(const char *env) { char utils_env_enabled(const char *env) {
char *envText = getenv(env); char *envText = getenv(env);
return envText && strcmp(envText, "") != 0; return envText && *envText;
} }

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@ -2,19 +2,38 @@
linker="x86_64-w64-mingw32-ld" linker="x86_64-w64-mingw32-ld"
# Select output types
for i in {0..1}
do
case "$1" in
--header)
gen_header=1
shift
;;
--object)
gen_object=1
shift
;;
esac
done
# Read project directory # Read project directory
proj_dir=`realpath "$1"` proj_dir=`realpath "$1"`
shift shift
# Read output file destinations # Read output file destinations and make sure they don't exist
resources_o=`realpath "$1"` if [ "x${gen_object}" = "x1" ]; then
shift resources_o=`realpath "$1"`
resources_h=`realpath "$1"` shift
shift
# Make sure that the header does not exist rm -f "${resources_h}"
rm -f "${resources_h}" fi
rm -f "${resources_o}" if [ "x${gen_header}" = "x1" ]; then
resources_h=`realpath "$1"`
shift
rm -f "${resources_o}"
fi
# Recomupte relative paths to parameters # Recomupte relative paths to parameters
idx=0 idx=0
@ -26,24 +45,28 @@ do
idx="$(("${idx}" + 1))" idx="$(("${idx}" + 1))"
done done
# Create the object file if [ "x${gen_object}" = "x1" ]; then
pushd "${proj_dir}" >> /dev/null # Create the object file
$linker -r -b binary -o "${resources_o}" "${resource_files[@]}" pushd "${proj_dir}" >> /dev/null
popd >> /dev/null $linker -r -b binary -o "${resources_o}" "${resource_files[@]}"
popd >> /dev/null
fi
# Include stddef.h in the resources header (for size_t) if [ "x${gen_header}" = "x1" ]; then
echo "#include <stddef.h>" >> "${resources_h}" # Include stddef.h in the resources header (for size_t)
echo "#include <stddef.h>" >> "${resources_h}"
for resource in "${resource_files[@]}" for resource in "${resource_files[@]}"
do do
# Use relative path to the resource as the variable name # Use relative path to the resource as the variable name
var_name="_binary_${resource}" var_name="_binary_${resource}"
# Replace all non-alphanumeric characters with underscores # Replace all non-alphanumeric characters with underscores
var_name=`printf "${var_name}" | sed "s/[^a-zA-Z0-9]/_/g"` var_name=`printf "${var_name}" | sed "s/[^a-zA-Z0-9]/_/g"`
# Define externs in the header # Define externs in the header
echo "extern void *${var_name}_start;" >> "${resources_h}" echo "extern void *${var_name}_start;" >> "${resources_h}"
echo "extern void *${var_name}_size;" >> "${resources_h}" echo "extern void *${var_name}_size;" >> "${resources_h}"
echo "" >> "${resources_h}" echo "" >> "${resources_h}"
done done
fi

7
injector/include/envs.h Normal file
View File

@ -0,0 +1,7 @@
#pragma once
#define EPFX L"__JADEITE_"
#define ENV_EXE_PATH EPFX"TARGET_EXE_PATH"
#define ENV_DLL_PATH EPFX"INJECT_DLL_PATH"
#define ENV_PROC_CMD EPFX"PROCESS_COMMAND"

View File

@ -1,33 +1,5 @@
BITS 64 BITS 64
main: ; Replacement entry point
push rbp
mov rbp, rsp
sub rsp, 10h + 90h
call GetKernel32ModuleHandle
mov [rbp - 8h], rax ; kernel32.dll
mov rcx, rax
call GetAddressOf_GetProcAddress
mov [rbp - 10h], rax ; *GetProcAddress
mov rcx, [rbp - 8h] ; kernel32.dll
lea rdx, [rel s_LoadLibraryA]
mov rax, [rbp - 10h] ; *GetProcAddress
call rax ; rax = *LoadLibraryA
lea rcx, [rel dllPath]
call rax ; LoadLibraryA(dllPath)
add rsp, 10h + 90h
pop rbp
ret
; https://dennisbabkin.com/blog/?t=how-to-implement-getprocaddress-in-shellcode ; https://dennisbabkin.com/blog/?t=how-to-implement-getprocaddress-in-shellcode
GetKernel32ModuleHandle: GetKernel32ModuleHandle:
mov rax, gs:[60h] mov rax, gs:[60h]
@ -54,15 +26,15 @@ GetAddressOf_GetProcAddress:
mov r10, 41636f7250746547h ; "GetProcA" mov r10, 41636f7250746547h ; "GetProcA"
mov r11, 0073736572646441h ; "Address\0" mov r11, 0073736572646441h ; "Address\0"
GAO_GPA@1: .1:
mov r9d, [r8] mov r9d, [r8]
lea r9, [rcx + r9] lea r9, [rcx + r9]
; Function name comparision ; Function name comparision
cmp r10, [r9] cmp r10, [r9]
jnz GAO_GPA@2 jnz .2
cmp r11, [r9 + 7] cmp r11, [r9 + 7]
jnz GAO_GPA@2 jnz .2
; Found GetProcAddress ; Found GetProcAddress
neg rdx neg rdx
@ -79,20 +51,12 @@ GAO_GPA@1:
mov r10d, [r10 + rdx * 4] mov r10d, [r10 + rdx * 4]
lea rax, [rcx + r10] ; Function address lea rax, [rcx + r10] ; Function address
jmp GAO_GPA@end jmp .end
GAO_GPA@2: .2:
add r8, 4 add r8, 4
dec rdx dec rdx
jnz GAO_GPA@1 jnz .1
GAO_GPA@end: .end:
ret ret
; Strings
s_LoadLibraryA: db "LoadLibraryA", 0
dllPath:
; This will be filled out by the injector
; Path to the dll to inject into the launcher

View File

@ -0,0 +1,5 @@
#pragma once
#include <windows.h>
void inject(HANDLE process, const void *payload, size_t payloadSize, const wchar_t *dllPath);

View File

@ -1,18 +0,0 @@
# Assemble the payload that will be injected into the game
l_payload_bin = asm_gen.process('src/payload.asm')
# Embed it into the library
l_res_files = custom_target(
'lpayload.[oh]',
output: [ 'lpayload.o', 'lpayload.h' ],
input: [ l_payload_bin ],
command: [ gen_res, './injector/launcher_payload', '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ]
)
shared_library(
'launcher_payload',
'src/dll.c',
l_res_files,
include_directories: '../include',
name_prefix: ''
)

View File

@ -1,70 +0,0 @@
#include <stdio.h>
#include <injshared.h>
#include <lpayload.h>
static inline void read_env(const char *env, char *dest, size_t size) {
GetEnvironmentVariableA(env, dest, size);
SetEnvironmentVariableA(env, "");
}
BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved) {
// Only listen for attach
if (reason != DLL_PROCESS_ATTACH) {
return TRUE;
}
// Get target EXE path
char targetExe[MAX_PATH];
read_env(ENV_EXE_PATH, targetExe, sizeof(targetExe));
// Get the path of the DLL to inject
char injectDll[MAX_PATH];
read_env(ENV_DLL_PATH, injectDll, sizeof(injectDll));
// Compute the working directory path
char workdir[MAX_PATH];
strcpy(workdir, targetExe);
*(strrchr(workdir, '\\')) = '\0';
// Start the game
STARTUPINFO si;
ZeroMemory(&si, sizeof(si));
PROCESS_INFORMATION pi;
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
if (!CreateProcessA(
targetExe,
NULL,
NULL,
NULL,
FALSE,
CREATE_SUSPENDED,
NULL,
workdir,
&si,
&pi
)) {
char message[64];
sprintf(message, "Failed to start game process: %ld", GetLastError());
MessageBoxA(NULL, message, "Jadeite Launcher Payload", MB_OK | MB_ICONERROR);
exit(1);
}
// Inject
void *payloadStart = &_binary_lpayload_o_p_payload_bin_start;
size_t payloadSize = (size_t)&_binary_lpayload_o_p_payload_bin_size;
inject(pi.hProcess, payloadStart, payloadSize, injectDll);
// Resume the process
ResumeThread(pi.hThread);
// The launcher process should now hang untill the game terminates
WaitForSingleObject(pi.hProcess, INFINITE);
return TRUE;
}

View File

@ -1,137 +0,0 @@
BITS 64
main: ; Replacement entry point
push rbp
mov rbp, rsp
sub rsp, 30h + 90h
call GetKernel32ModuleHandle
mov [rbp - 8h], rax ; kernel32.dll
mov rcx, rax
call GetAddressOf_GetProcAddress
mov [rbp - 10h], rax ; *GetProcAddress
mov rcx, [rbp - 8h] ; kernel32.dll
lea rdx, [rel s_LoadLibraryA]
mov rax, [rbp - 10h] ; *GetProcAddress
call rax ; rax = *LoadLibraryA
lea rcx, [rel dllPath]
call rax ; LoadLibraryA(dllPath)
mov rcx, [rbp - 8h] ; kernel32.dll
lea rdx, [rel s_GetModuleHandleA]
mov rax, [rbp - 10h] ; *GetProcAddress
call rax ; rax = *GetModuleHandle
mov [rbp - 18h], rax
mov rcx, 0
call rax ; rax = .exe base address
mov [rbp - 20h], rax
mov rcx, [rbp - 8h] ; kernel32.dll
lea rdx, [rel s_GetCommandLineW]
mov rax, [rbp - 10h] ; *GetProcAddress
call rax ; rax = *GetCommandLineW
call rax ; rax = command line
mov [rbp - 28h], rax
lea rcx, [rel s_UnityPlayer.dll]
mov rax, [rbp - 18h] ; *GetModuleHandleA
call rax ; rax = UnityPlayer.dll
mov rcx, rax
lea rdx, [rel s_UnityMain]
mov rax, [rbp - 10h] ; *GetProcAddress
call rax ; rax = *UnityMain
mov rcx, [rbp - 20h] ; .exe base address
mov rdx, 0 ; hPrevInstance - 0
mov r8, [rbp - 28h] ; command line
mov r9, 1 ; SW_NORMAL
call rax ; UnityMain(...)
add rsp, 30h + 90h
pop rbp
ret
; https://dennisbabkin.com/blog/?t=how-to-implement-getprocaddress-in-shellcode
GetKernel32ModuleHandle:
mov rax, gs:[60h]
mov rax, [rax + 18h]
mov rax, [rax + 20h]
mov rax, [rax]
mov rax, [rax]
mov rax, [rax + 20h]
ret
GetAddressOf_GetProcAddress:
mov eax, [rcx + 3ch]
add rax, rcx
lea rax, [rax + 88h]
mov edx, [rax]
lea rax, [rcx + rdx]
mov edx, [rax + 18h]
mov r8d, [rax + 20h]
lea r8, [rcx + r8]
mov r10, 41636f7250746547h ; "GetProcA"
mov r11, 0073736572646441h ; "Address\0"
GAO_GPA@1:
mov r9d, [r8]
lea r9, [rcx + r9]
; Function name comparision
cmp r10, [r9]
jnz GAO_GPA@2
cmp r11, [r9 + 7]
jnz GAO_GPA@2
; Found GetProcAddress
neg rdx
mov r10d, [rax + 18h]
lea rdx, [r10 + rdx]
mov r10d, [rax + 24h]
lea r10, [rcx + r10]
movzx rdx, word [r10 + rdx * 2]
mov r10d, [rax + 1ch]
lea r10, [rcx + r10]
mov r10d, [r10 + rdx * 4]
lea rax, [rcx + r10] ; Function address
jmp GAO_GPA@end
GAO_GPA@2:
add r8, 4
dec rdx
jnz GAO_GPA@1
GAO_GPA@end:
ret
; Strings
s_LoadLibraryA: db "LoadLibraryA", 0
s_GetModuleHandleA: db "GetModuleHandleA", 0
s_GetCommandLineW: db "GetCommandLineW", 0
s_UnityPlayer.dll: db "UnityPlayer.dll", 0
s_UnityMain: db "UnityMain", 0
dllPath:
; This will be filled out by the launcher payload dll
; Path to the dll to inject into the game

View File

@ -1,21 +1,50 @@
# Assemble the payload that will be injected into the launcher include_dir = include_directories('include')
inj_payload_bin = asm_gen.process('src/payload.asm') str_include_dir = join_paths(meson.current_source_dir(), 'include')
# Embed it into the library # Assemble the payloads
inj_res_files = custom_target( launcher_payload_bin = asm_gen.process(
'ipayload.[oh]', 'src/launcher_p.asm',
output: [ 'ipayload.o', 'ipayload.h' ], extra_args: [ '-i', str_include_dir ]
input: [ inj_payload_bin ], )
command: [ gen_res, './injector', '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ]
game_payload_bin = asm_gen.process(
'src/game_p.asm',
extra_args: [ '-i', str_include_dir ]
)
# Embed them into .o files
exe_res_files = custom_target(
'launcher_p.[oh]',
output: [ 'launcher_p.o', 'launcher_p.h' ],
input: [ launcher_payload_bin ],
command: [ gen_res, '--header', '--object', './injector', '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ]
)
dll_res_files = custom_target(
'game_p.[oh]',
output: [ 'game_p.o', 'game_p.h' ],
input: [ game_payload_bin ],
command: [ gen_res, '--header', '--object', './injector', '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ]
) )
# Main injector exe # Main injector exe
executable( executable(
'jadeite', 'jadeite',
'src/injector.c', 'src/exe.c',
inj_res_files, 'src/inject.c',
include_directories: 'include', exe_res_files,
name_prefix: '' include_directories: include_dir,
name_prefix: '',
link_args: '-municode'
) )
subdir('launcher_payload') # Dll that will be injected into the launcher
shared_library(
'launcher_payload',
'src/dll.c',
'src/inject.c',
dll_res_files,
include_directories: include_dir,
name_prefix: '',
link_args: '-municode'
)

111
injector/src/dll.c Normal file
View File

@ -0,0 +1,111 @@
#include <stdio.h>
#include <inject.h>
#include <envs.h>
#include <game_p.h>
typedef char *(*wgufn_t)(wchar_t* path); // wine_get_unix_file_name
const wchar_t *J_MB_TITLE = L"Jadeite Launcher Payload";
BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved) {
// Only listen for attach
if (reason != DLL_PROCESS_ATTACH) {
return TRUE;
}
// Get target EXE path
wchar_t targetExe[MAX_PATH];
GetEnvironmentVariableW(ENV_EXE_PATH, targetExe, MAX_PATH);
// Get the path of the DLL to inject
wchar_t injectDll[MAX_PATH];
GetEnvironmentVariableW(ENV_DLL_PATH, injectDll, MAX_PATH);
// Get game commandline
wchar_t cmdline[8192];
GetEnvironmentVariableW(ENV_PROC_CMD, cmdline, sizeof(cmdline) / sizeof(wchar_t));
// Compute the working directory path
wchar_t workdir[MAX_PATH];
wcscpy(workdir, targetExe);
*(wcsrchr(workdir, L'\\')) = L'\0';
// SAFETY: verify that the injector is not inside the game directory
HMODULE kernel32 = GetModuleHandleA("kernel32.dll");
wgufn_t wine_get_unix_file_name = (wgufn_t)GetProcAddress(kernel32, "wine_get_unix_file_name");
if (wine_get_unix_file_name) {
char *unixInjectDll = wine_get_unix_file_name(injectDll);
char *unixWorkdir = wine_get_unix_file_name(workdir);
char *i = unixInjectDll, *w = unixWorkdir;
char startsWith = 0;
while (*i && *w) {
startsWith = *i == *w;
if (!startsWith) break;
i++, w++;
}
HANDLE heap = GetProcessHeap();
HeapFree(heap, 0, unixInjectDll);
HeapFree(heap, 0, unixWorkdir);
if (startsWith) {
MessageBoxW(NULL, L"Putting the patcher (or any other foreign PE binaries) inside the game directory is dangerous! Please move it elsewhere.", J_MB_TITLE, MB_OK | MB_ICONERROR);
exit(1);
}
} else {
MessageBoxW(NULL, L"Could not find wine_get_unix_file_name! Wine version too old?", J_MB_TITLE, MB_OK | MB_ICONWARNING);
}
// Start the game
STARTUPINFOW si;
ZeroMemory(&si, sizeof(si));
PROCESS_INFORMATION pi;
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
if (!CreateProcessW(
NULL,
cmdline,
NULL,
NULL,
FALSE,
CREATE_SUSPENDED,
NULL,
workdir,
&si,
&pi
)) {
wchar_t message[1024];
wsprintfW(message, L"Failed to start game process: %ld", GetLastError());
MessageBoxW(NULL, message, J_MB_TITLE, MB_OK | MB_ICONERROR);
exit(1);
}
// Inject
void *payloadStart = &_binary_game_p_o_p_game_p_bin_start;
size_t payloadSize = (size_t)&_binary_game_p_o_p_game_p_bin_size;
inject(pi.hProcess, payloadStart, payloadSize, injectDll);
// Optional: wait for user input before resuming (useful for debugging)
char *waitEnabled = getenv("WAIT_BEFORE_RESUME");
if (waitEnabled && *waitEnabled) {
wchar_t message[64];
wsprintfW(message, L"PID: %ld. Press OK to continue", pi.dwProcessId);
MessageBoxW(NULL, message, J_MB_TITLE, MB_OK | MB_ICONINFORMATION);
}
// Resume the process
ResumeThread(pi.hThread);
// The launcher process should now hang untill the game terminates
WaitForSingleObject(pi.hProcess, INFINITE);
return TRUE;
}

120
injector/src/exe.c Normal file
View File

@ -0,0 +1,120 @@
#include <stdio.h>
#include <inject.h>
#include <envs.h>
#include <launcher_p.h>
const wchar_t *LAUNCHER_INJECT_DLL = L"launcher_payload.dll";
const wchar_t *GAME_INJECT_DLL = L"game_payload.dll";
#define SHIFT(argc, argv) argc--, argv++
int wmain(int argc, wchar_t **argv) {
// Read arguments
wchar_t *gamePath = NULL;
wchar_t *launcherPath = NULL;
// Skip executable
SHIFT(argc, argv);
switch (argc) {
case 0:
wprintf(L"Usage: wine jadeite.exe [game path] <launcher path>\n");
return 0;
case 1:
gamePath = argv[0];
SHIFT(argc, argv);
launcherPath = L"--";
break;
default:
gamePath = argv[0];
SHIFT(argc, argv);
launcherPath = argv[0];
SHIFT(argc, argv);
break;
}
// Default launcher path
if (wcscmp(launcherPath, L"--") == 0) {
wprintf(L"No launcher process specified! Using explorer.exe\n");
launcherPath = L"C:\\Windows\\explorer.exe";
}
// cd into the injector directory
wchar_t injectorPath[MAX_PATH];
GetModuleFileNameW(GetModuleHandleW(NULL), injectorPath, MAX_PATH);
*(wcsrchr(injectorPath, L'\\')) = L'\0';
SetCurrentDirectoryW(injectorPath);
// Compute absolute paths
wchar_t gameExePath[MAX_PATH];
GetFullPathNameW(gamePath, MAX_PATH, gameExePath, NULL);
wchar_t gamePayloadPath[MAX_PATH];
GetFullPathNameW(GAME_INJECT_DLL, MAX_PATH, gamePayloadPath, NULL);
wchar_t launcherPayloadPath[MAX_PATH];
GetFullPathNameW(LAUNCHER_INJECT_DLL, MAX_PATH, launcherPayloadPath, NULL);
// Construct commandline for the game process
wchar_t cmdline[8192];
wsprintfW(cmdline, L"\"%ls\"", gameExePath);
while (argc) {
wchar_t arg[8192];
wsprintfW(arg, L" \"%ls\"", argv[0]);
wcscat(cmdline, arg);
SHIFT(argc, argv);
}
// Set envvars
SetEnvironmentVariableW(ENV_EXE_PATH, gameExePath);
SetEnvironmentVariableW(ENV_DLL_PATH, gamePayloadPath);
SetEnvironmentVariableW(ENV_PROC_CMD, cmdline);
// Start the launcher
wprintf(L"Starting '%ls' via '%ls'\n", gameExePath, launcherPath);
STARTUPINFOW si;
ZeroMemory(&si, sizeof(si));
PROCESS_INFORMATION pi;
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
if (!CreateProcessW(
launcherPath,
NULL,
NULL,
NULL,
FALSE,
CREATE_SUSPENDED,
NULL,
NULL,
&si,
&pi
)) {
fwprintf(stderr, L"Could not start process! (%ld)\n", GetLastError());
exit(1);
}
wprintf(L"Started launcher process (%ld)\n", pi.dwProcessId);
// Inject
void *payloadStart = &_binary_launcher_p_o_p_launcher_p_bin_start;
size_t payloadSize = (size_t)&_binary_launcher_p_o_p_launcher_p_bin_size; // yes this is valid
inject(pi.hProcess, payloadStart, payloadSize, launcherPayloadPath);
// Resume the process
ResumeThread(pi.hThread);
return 0;
}

78
injector/src/game_p.asm Normal file
View File

@ -0,0 +1,78 @@
BITS 64
main: ; Replacement entry point
push rsi
push rdi
push r12
push r13
push r14
call GetKernel32ModuleHandle
mov rsi, rax ; kernel32.dll
mov rcx, rax
call GetAddressOf_GetProcAddress
mov rdi, rax ; *GetProcAddress
mov rcx, rsi ; kernel32.dll
lea rdx, [rel s_LoadLibraryW]
call rdi ; rax = *LoadLibraryW
lea rcx, [rel dllPath]
call rax ; LoadLibraryW(dllPath)
mov rcx, rsi ; kernel32.dll
lea rdx, [rel s_GetModuleHandleA]
call rdi ; rax = *GetModuleHandle
mov r12, rax
mov rcx, 0
call rax ; rax = .exe base address
mov r13, rax
mov rcx, rsi ; kernel32.dll
lea rdx, [rel s_GetCommandLineW]
call rdi ; rax = *GetCommandLineW
call rax ; rax = command line
mov r14, rax
lea rcx, [rel s_UnityPlayer.dll]
call r12 ; rax = UnityPlayer.dll
mov rcx, rax
lea rdx, [rel s_UnityMain]
call rdi ; rax = *UnityMain
mov rcx, r13 ; .exe base address
mov rdx, 0 ; hPrevInstance - 0
mov r8, r14 ; command line
mov r9, 1 ; SW_NORMAL
call rax ; UnityMain(...)
pop r14
pop r13
pop r12
pop rdi
pop rsi
ret
%include "gpa.asm"
; Strings
s_LoadLibraryW: db "LoadLibraryW", 0
s_GetModuleHandleA: db "GetModuleHandleA", 0
s_GetCommandLineW: db "GetCommandLineW", 0
s_UnityPlayer.dll: db "UnityPlayer.dll", 0
s_UnityMain: db "UnityMain", 0
dllPath:
; This will be filled out by the launcher payload dll
; Path to the dll to inject into the game

View File

@ -1,7 +1,4 @@
#include <windows.h> #include <inject.h>
const char ENV_EXE_PATH[] = "JADEITE_TARGET_EXE_PATH";
const char ENV_DLL_PATH[] = "JADEITE_INJECT_DLL_PATH";
static inline void write_protected_process_memory(HANDLE process, void *address, const void *buf, size_t size) { static inline void write_protected_process_memory(HANDLE process, void *address, const void *buf, size_t size) {
DWORD oldProtect; DWORD oldProtect;
@ -13,11 +10,11 @@ static inline void write_protected_process_memory(HANDLE process, void *address,
VirtualProtectEx(process, address, size, oldProtect, &oldProtect); VirtualProtectEx(process, address, size, oldProtect, &oldProtect);
} }
static inline void inject(HANDLE process, const void *payload, size_t payloadSize, const char *dllPath) { void inject(HANDLE process, const void *payload, size_t payloadSize, const wchar_t *dllPath) {
size_t _; size_t _; // Contrary to the docs, {Write,Read}ProcessMemory likes to crash if the last arg is NULL
// Inject the loader into the module // Inject the loader into the module
size_t dllPathLen = strlen(dllPath) + 1; size_t dllPathLen = (wcslen(dllPath) + 1) * sizeof(wchar_t);
char *remoteAlloc = VirtualAllocEx(process, NULL, payloadSize + dllPathLen, MEM_COMMIT, PAGE_EXECUTE_READWRITE); char *remoteAlloc = VirtualAllocEx(process, NULL, payloadSize + dllPathLen, MEM_COMMIT, PAGE_EXECUTE_READWRITE);
WriteProcessMemory(process, remoteAlloc, payload, payloadSize, &_); WriteProcessMemory(process, remoteAlloc, payload, payloadSize, &_);
@ -48,7 +45,7 @@ static inline void inject(HANDLE process, const void *payload, size_t payloadSiz
} }
// Skip DLLs // Skip DLLs
if ((ntHeaders->FileHeader.Characteristics | IMAGE_FILE_DLL) == IMAGE_FILE_DLL) { if ((ntHeaders->FileHeader.Characteristics & IMAGE_FILE_DLL) == IMAGE_FILE_DLL) {
goto cont; goto cont;
} }
@ -84,7 +81,8 @@ static inline void inject(HANDLE process, const void *payload, size_t payloadSiz
write_protected_process_memory(process, importDescriptors, &firstDescriptor, sizeof(firstDescriptor)); write_protected_process_memory(process, importDescriptors, &firstDescriptor, sizeof(firstDescriptor));
// Step 2: break the image data directory entry // Step 2: break the image data directory entry
ntHeaders->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IMPORT].Size = 0; size_t ddOffset = ((char*)&(ntHeaders->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IMPORT].Size)) - exeHeader;
DWORD newSize = 0;
write_protected_process_memory(process, exe, exeHeader, sizeof(exeHeader)); write_protected_process_memory(process, exe + ddOffset, &newSize, sizeof(newSize));
} }

View File

@ -1,93 +0,0 @@
#include <stdio.h>
#include <injshared.h>
#include <ipayload.h>
const char LAUNCHER_INJECT_DLL[] = "launcher_payload.dll";
const char GAME_INJECT_DLL[] = "game_payload.dll";
int main(int argc, char **argv) {
// Read arguments
char *gamePath = NULL;
char *launcherPath = NULL;
switch (argc) {
case 1:
printf("Usage: wine jadeite.exe [game path] <launcher path>\n");
return 0;
case 2:
printf("No launcher process specified! Using explorer.exe\n");
gamePath = argv[1];
launcherPath = "C:\\Windows\\explorer.exe";
break;
case 3:
gamePath = argv[1];
launcherPath = argv[2];
break;
default:
fprintf(stderr, "Too many arguments! (%d)\n", argc);
return 1;
}
// cd into the injector directory
char injectorPath[MAX_PATH];
GetModuleFileNameA(GetModuleHandleA(NULL), injectorPath, sizeof(injectorPath));
char *lastSep = strrchr(injectorPath, '\\');
*lastSep = '\0';
SetCurrentDirectoryA(injectorPath);
// Compute absolute paths
char gameExePath[MAX_PATH];
GetFullPathNameA(gamePath, sizeof(gameExePath), gameExePath, NULL);
char gamePayloadPath[MAX_PATH];
GetFullPathNameA(GAME_INJECT_DLL, sizeof(gamePayloadPath), gamePayloadPath, NULL);
char launcherPayloadPath[MAX_PATH];
GetFullPathNameA(LAUNCHER_INJECT_DLL, sizeof(launcherPayloadPath), launcherPayloadPath, NULL);
printf("Starting \"%s\" via \"%s\"\n", gameExePath, launcherPath);
// Set envvars
SetEnvironmentVariableA(ENV_EXE_PATH, gameExePath);
SetEnvironmentVariableA(ENV_DLL_PATH, gamePayloadPath);
// Start the launcher
STARTUPINFO si;
ZeroMemory(&si, sizeof(si));
PROCESS_INFORMATION pi;
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
if (!CreateProcessA(
launcherPath,
NULL,
NULL,
NULL,
FALSE,
CREATE_SUSPENDED,
NULL,
NULL,
&si,
&pi
)) {
fprintf(stderr, "Could not start process! (%ld)\n", GetLastError());
exit(1);
}
printf("Started launcher process (%ld)\n", pi.dwProcessId);
// Inject
void *payloadStart = &_binary_ipayload_o_p_payload_bin_start;
size_t payloadSize = (size_t)&_binary_ipayload_o_p_payload_bin_size; // yes this is valid
inject(pi.hProcess, payloadStart, payloadSize, launcherPayloadPath);
// Resume the process
ResumeThread(pi.hThread);
return 0;
}

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@ -0,0 +1,34 @@
BITS 64
main: ; Replacement entry point
push rsi
call GetKernel32ModuleHandle
mov rsi, rax ; kernel32.dll
mov rcx, rax
call GetAddressOf_GetProcAddress
mov rcx, rsi ; kernel32.dll
lea rdx, [rel s_LoadLibraryW]
call rax ; rax = *LoadLibraryW
lea rcx, [rel dllPath]
call rax ; LoadLibraryA(dllPath)
pop rsi
ret
%include "gpa.asm"
; Strings
s_LoadLibraryW: db "LoadLibraryW", 0
dllPath:
; This will be filled out by the injector
; Path to the dll to inject into the launcher

View File

@ -1,4 +1,4 @@
project('jadeite', 'c', version: '1.1.0') project('jadeite', 'c', version: '1.1.10')
nasm = find_program('nasm') nasm = find_program('nasm')
gen_res = find_program('gen_resources.sh') gen_res = find_program('gen_resources.sh')
@ -8,6 +8,7 @@ asm_gen = generator(
nasm, nasm,
output: '@BASENAME@.bin', output: '@BASENAME@.bin',
arguments: [ arguments: [
'@EXTRA_ARGS@',
'-f', 'bin', '-f', 'bin',
'@INPUT@', '@INPUT@',
'-o', '@OUTPUT@' '-o', '@OUTPUT@'

23
metadata.json Normal file
View File

@ -0,0 +1,23 @@
{
"jadeite": {
"version": "1.1.10"
},
"games": {
"hi3rd": {
"global": {
"status": "verified",
"version": "6.7.0"
}
},
"hsr": {
"global": {
"status": "unsafe",
"version": "1.1.0"
},
"china": {
"status": "unsafe",
"version": "1.1.0"
}
}
}
}