40 Commits

Author SHA1 Message Date
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
26 changed files with 542 additions and 417 deletions

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@ -1,38 +1,43 @@
# PROOF OF CONCEPT. DO NOT USE IF YOU DON'T KNOW WHAT YOU'RE DOING
### Games and regions
3rd: glb v6.6.0
SR: os/cn v1.1.0 (unsafe, refer to [configuration](#configuration))
- **3rd**: glb v6.7.0
- **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.
### 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`).
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
**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.**
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.
Manual usage instructions:
- Download the game you want to run
- Download a release from this repository
- 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
- 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
These environment variables can be used to configure the behaviour of the tool.
SR-exclusive:
- `I_WANT_A_BAN=1` - allows to launch HSR. Please only use testing accounts, as there is an extremely high risk of getting banned
- `WAIT_BEFORE_RESUME=1` - show a messagebox and wait for user input before resuming the game process. Useful on my side for debugging
**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
### Internals
@ -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
### 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
- 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
License: MIT

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@ -2,3 +2,11 @@
0.0.0.0 log-upload-os.hoyoverse.com
0.0.0.0 sg-public-data-api.hoyoverse.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 +1,11 @@
#!/usr/bin/env bash
set -e
if ! [ "x$1" = "xdo" ]; then
echo "A part of the source code is witheld (game_payload/src/tp6.c) to make abuse more difficult. Please download a binary release"
exit
fi
shift
strip="x86_64-w64-mingw32-strip"
@ -6,12 +13,12 @@ rm -f jadeite.zip
rm -rf out
sh setup.sh --buildtype=release
ninja -C build
meson compile -C build
mkdir 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 ./LICENSE.txt ./out

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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>
void tp6_setup_patcher(struct game_data *game, HMODULE thisModule, HMODULE baseModule);
void tp6_setup_patcher(struct game_data *game, HMODULE baseModule);

Binary file not shown.

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@ -17,7 +17,7 @@ const struct crc_id_pair HI3_REGIONS[] = {
// Only glb for now
// 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) {
@ -31,7 +31,7 @@ void hi3_fill_data(struct game_data *buf) {
}
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;

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@ -1,5 +1,6 @@
#include <utils.h>
#include <msg.h>
#include <main.h>
#include <game.h>
@ -20,24 +21,53 @@ const struct crc_id_pair HSR_REGIONS[] = {
{ 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) {
if (utils_env_enabled("SRFIX_DISABLE")) {
msg_info_a("Shared resources fix disabled. The game may not work");
return;
}
// Disable shared resources
// Remove dependency on shared resources by patching WriteTextureStatisticUserData
unload_ctr_inc();
// Temporarily hardcoded offset
// v1.1.0, same for os and cn
unsigned char *srAddr = ((unsigned char*)unityModule) + 0x16430;
wtsud_patch_addr = ((char*)unityModule) + WTSUD_PATCH_OFFSET;
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) {
@ -57,7 +87,7 @@ void hsr_fill_data(struct game_data *buf) {
}
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;

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@ -6,12 +6,31 @@
#include <tp6.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) {
// Only listen to attach
if (reason != DLL_PROCESS_ATTACH) {
return TRUE;
}
this_module = instance;
// Dynamically link functions from ntdll
ntdll_link();
@ -27,7 +46,7 @@ BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) {
ace_load_driver_module();
// ...magic
tp6_setup_patcher(&game, instance, baseModule);
tp6_setup_patcher(&game, baseModule);
// Load the UnityPlayer module and invoke the callback
HMODULE unityModule = LoadLibraryA("UnityPlayer.dll");

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@ -1,5 +1,3 @@
#include <stdint.h>
#include <pe.h>
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_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);
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) {
targetAddress = (void*)(cModule + sectionHeader->VirtualAddress);
break;

7
injector/include/envs.h Normal file
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@ -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"

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@ -1,33 +1,5 @@
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
GetKernel32ModuleHandle:
mov rax, gs:[60h]
@ -54,15 +26,15 @@ GetAddressOf_GetProcAddress:
mov r10, 41636f7250746547h ; "GetProcA"
mov r11, 0073736572646441h ; "Address\0"
GAO_GPA@1:
.1:
mov r9d, [r8]
lea r9, [rcx + r9]
; Function name comparision
cmp r10, [r9]
jnz GAO_GPA@2
jnz .2
cmp r11, [r9 + 7]
jnz GAO_GPA@2
jnz .2
; Found GetProcAddress
neg rdx
@ -79,20 +51,12 @@ GAO_GPA@1:
mov r10d, [r10 + rdx * 4]
lea rax, [rcx + r10] ; Function address
jmp GAO_GPA@end
jmp .end
GAO_GPA@2:
.2:
add r8, 4
dec rdx
jnz GAO_GPA@1
jnz .1
GAO_GPA@end:
.end:
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

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

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@ -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: ''
)

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@ -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;
}

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@ -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

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@ -1,21 +1,50 @@
# Assemble the payload that will be injected into the launcher
inj_payload_bin = asm_gen.process('src/payload.asm')
include_dir = include_directories('include')
str_include_dir = join_paths(meson.current_source_dir(), 'include')
# Embed it into the library
inj_res_files = custom_target(
'ipayload.[oh]',
output: [ 'ipayload.o', 'ipayload.h' ],
input: [ inj_payload_bin ],
# Assemble the payloads
launcher_payload_bin = asm_gen.process(
'src/launcher_p.asm',
extra_args: [ '-i', str_include_dir ]
)
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, './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, './injector', '@OUTPUT0@', '@OUTPUT1@', '@INPUT@' ]
)
# Main injector exe
executable(
'jadeite',
'src/injector.c',
inj_res_files,
include_directories: 'include',
name_prefix: ''
'src/exe.c',
'src/inject.c',
exe_res_files,
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
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@ -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, '\\')) = '\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 != '\0' && *w != '\0') {
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 && strcmp(waitEnabled, "") != 0) {
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
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@ -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
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@ -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>
const char ENV_EXE_PATH[] = "JADEITE_TARGET_EXE_PATH";
const char ENV_DLL_PATH[] = "JADEITE_INJECT_DLL_PATH";
#include <inject.h>
static inline void write_protected_process_memory(HANDLE process, void *address, const void *buf, size_t size) {
DWORD oldProtect;
@ -13,11 +10,11 @@ static inline void write_protected_process_memory(HANDLE process, void *address,
VirtualProtectEx(process, address, size, oldProtect, &oldProtect);
}
static inline void inject(HANDLE process, const void *payload, size_t payloadSize, const char *dllPath) {
size_t _;
void inject(HANDLE process, const void *payload, size_t payloadSize, const wchar_t *dllPath) {
size_t _; // Contrary to the docs, {Write,Read}ProcessMemory likes to crash if the last arg is NULL
// 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);
WriteProcessMemory(process, remoteAlloc, payload, payloadSize, &_);
@ -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));
// 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));
}

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@ -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

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@ -1,4 +1,4 @@
project('jadeite', 'c', version: '1.1.0')
project('jadeite', 'c', version: '1.1.7')
nasm = find_program('nasm')
gen_res = find_program('gen_resources.sh')
@ -8,6 +8,7 @@ asm_gen = generator(
nasm,
output: '@BASENAME@.bin',
arguments: [
'@EXTRA_ARGS@',
'-f', 'bin',
'@INPUT@',
'-o', '@OUTPUT@'

23
metadata.json Normal file
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@ -0,0 +1,23 @@
{
"jadeite": {
"version": "1.1.7"
},
"games": {
"hi3rd": {
"global": {
"status": "verified",
"version": "6.7.0"
}
},
"hsr": {
"global": {
"status": "unsafe",
"version": "1.1.0"
},
"china": {
"status": "unsafe",
"version": "1.1.0"
}
}
}
}