编辑
2024-03-01
逆向编译
0
请注意,本文编写于 78 天前,最后修改于 77 天前,其中某些信息可能已经过时。

目录

方法1
方法2
绘制文字
效果

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: image.png

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

cpp
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

cpp
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

cpp
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..

cpp
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; }

效果

注意左上角出现了我们绘制的"Hello World"

本章完整源码

hook D3D函数可以实现在游戏中显示自己的UI(播放Bad Apple),或者在绘制某些东西的时候禁用Z轴缓冲实现透视

原文链接:https://blog.csdn.net/xfgryujk/article/details/52739486