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Core.cs
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Core.cs
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using LiveSplit.ComponentUtil;
using System;
using System.Diagnostics;
using System.Linq;
using System.Net;
using System.Runtime.InteropServices;
using System.Threading;
using System.Windows.Forms;
namespace alyx_multiplayer
{
class Core
{
private static Process game;
private static IntPtr _entListPtr;
private static IntPtr _gamePathPtr;
private static IntPtr _mapNamePtr => _gamePathPtr + 0x100;
private static StringWatcher _mapName;
private static MemoryWatcherList _watchers = new MemoryWatcherList();
public static NetworkHandler networkHandler = new NetworkHandler();
private const int ENT_INFO_SIZE = 120;
private const int TICK_MS = 20;
private static UI ui;
private static RichTextBox textBoxLog;
private static ToolStripStatusLabel labelIP;
public static bool isInfoOpen = false;
private static bool isConsoleEnabled = false;
[DllImport("kernel32.dll")]
private static extern IntPtr GetConsoleWindow();
[DllImport("user32.dll")]
private static extern void ShowWindow(IntPtr one, int two);
const int CONSOLE_HIDE = 0;
const int CONSOLE_SHOW = 5;
private static bool hasFoundPtr = false;
private const string defaultScriptPath = @"C:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\game\hlvr_addons\alyx_multiplayer\scripts\vscripts";
public static string scriptPath;
private static string entPrefix = "ex1d_";
public static int entPrefixIndex = 1;
private static string cachedMapName = "";
/// <summary>
/// Main method. Establish the events thread, then run the UI.
/// </summary>
/// <param name="args">Command-line arguments.</param>
[STAThread]
public static void Main(string[] args)
{
ConfigureConsole(isConsoleEnabled);
Application.SetCompatibleTextRenderingDefault(false);
Application.EnableVisualStyles();
ui = new UI();
scriptPath = defaultScriptPath;
Thread eventsThread = new Thread(EventsThread.Begin);
eventsThread.Start();
Application.Run(ui);
}
/// <summary>
/// Show or hide the console window.
/// </summary>
/// <param name="showWindow">If true, show the window. Else, hide the window.</param>
private static void ConfigureConsole(bool showConsole)
{
var handle = GetConsoleWindow();
if (showConsole) ShowWindow(handle, CONSOLE_SHOW);
else ShowWindow(handle, CONSOLE_HIDE);
}
public static void ToggleConsole()
{
isConsoleEnabled = !isConsoleEnabled;
ConfigureConsole(isConsoleEnabled);
}
/// <summary>
/// We can run our events while the UI is also running.
/// </summary>
private class EventsThread {
/// <summary>
/// Run init, then update continuously.
/// </summary>
public static void Begin()
{
FindUIControls();
DisplayIP();
bool isGameRunning = false;
while (!isGameRunning)
{
try
{
game = Process.GetProcessesByName("hlvr")[0];
isGameRunning = true;
}
catch (IndexOutOfRangeException)
{
Log("[MAIN] Game not running! Checking again in five seconds.");
Thread.Sleep(5000);
}
}
Console.Clear();
Init();
Console.SetCursorPosition(0, 10);
while (true)
{
Update();
Thread.Sleep(TICK_MS);
Console.SetCursorPosition(0, 10);
}
}
}
/// <summary>
///
/// </summary>
public class InfoThread
{
/// <summary>
///
/// </summary>
public static void ShowInfo()
{
Application.Run(new Info());
}
}
/// <summary>
/// Find and define all the controls from the UI.
/// </summary>
private static void FindUIControls()
{
textBoxLog = ui.Controls.Find("textBoxLog", true).FirstOrDefault() as RichTextBox;
StatusStrip statusStrip = ui.Controls.Find("statusStrip", true).FirstOrDefault() as StatusStrip;
labelIP = statusStrip.Items.Find("labelIP", true).FirstOrDefault() as ToolStripStatusLabel;
}
/// <summary>
/// Output text to the UI log.
/// </summary>
/// <param name="text">The text to output.</param>
delegate void CallbackLog(string text, bool writeToConsole = true);
public static void Log(String text, bool writeToConsole = true)
{
if (textBoxLog.InvokeRequired)
{
CallbackLog callbackLog = new CallbackLog(Log);
textBoxLog.Invoke(callbackLog, new object[] { text, writeToConsole });
}
else
{
if (writeToConsole) Console.WriteLine(text);
if (textBoxLog.Text.Equals("")) textBoxLog.Text = text;
else textBoxLog.Text = textBoxLog.Text + "\n" + text;
}
}
/// <summary>
/// Figure out and display the local public IP.
/// </summary>
delegate void CallbackDisplayIP();
private static void DisplayIP()
{
String ip = "Not found!";
try
{
ip = new WebClient().DownloadString("https://api.ipify.org");
} catch
{
Console.WriteLine("Error in IP fetch!");
ip = "Error in IP fetch! Are you connected to the internet?";
}
Console.WriteLine("[DISPLAYIP] Client public IP is " + ip);
labelIP.Text = ip;
}
/// <summary>
/// Get a static pointer from the local pointer of an instruction.
/// </summary>
/// <param name="ptr">Location of the instruction.</param>
/// <param name="trgOperandOffset">Where the pointer sits inside this instruction.</param>
/// <param name="totalSize">Size of the instruction.</param>
/// <returns></returns>
private static IntPtr GetPointer(IntPtr ptr, int trgOperandOffset, int totalSize)
{
byte[] bytes = game.ReadBytes(ptr + trgOperandOffset, 4);
if (bytes == null)
{
return IntPtr.Zero;
}
Array.Reverse(bytes);
int offset = Convert.ToInt32(BitConverter.ToString(bytes).Replace("-", ""), 16);
IntPtr actualPtr = IntPtr.Add(ptr + totalSize, offset);
return actualPtr;
}
/// <summary>
/// Initialize signature scanners and sigscan.
/// </summary>
private static void Init()
{
Log("Starting with default values", false);
Action<string, IntPtr> SigReport = (name, ptr) =>
{
Console.WriteLine("[INIT] " + name + (ptr == IntPtr.Zero ? " WAS NOT FOUND" : " is 0x" + ptr.ToString("X")));
};
SigScanTarget _entListSig = new SigScanTarget(6,
"40 ?? 48 ?? ?? ??",
"48 ?? ?? ?? ?? ?? ??", // MOV RAX,qword ptr [DAT_1814e3bc0]
"8b ?? 48 ?? ?? ?? ?? ?? ?? 48 ?? ?? ff ?? ?? ?? ?? ?? 4c ?? ??");
_entListSig.OnFound = (proc, scanner, ptr) => GetPointer(ptr, 3, 7);
SigScanTarget _gamePathSig = new SigScanTarget(7,
"48 8B 97 ?? ?? ?? ??",
"48 8D 0D ?? ?? ?? ??", // LEA RCX,[mapname]
"48 8B 5C 24 ??");
_gamePathSig.OnFound = (proc, scanner, ptr) => GetPointer(ptr, 3, 7);
ProcessModuleWow64Safe[] modules = game.ModulesWow64Safe();
ProcessModuleWow64Safe server = modules.FirstOrDefault(x => x.ModuleName.ToLower() == "server.dll");
ProcessModuleWow64Safe engine = modules.FirstOrDefault(x => x.ModuleName.ToLower() == "engine2.dll");
while (server == null || engine == null)
{
Console.WriteLine("[INIT] Modules aren't yet loaded! Waiting 1 second until next try");
Thread.Sleep(1000);
}
var serverScanner = new SignatureScanner(game, server.BaseAddress, server.ModuleMemorySize);
var engineScanner = new SignatureScanner(game, engine.BaseAddress, engine.ModuleMemorySize);
_entListPtr = serverScanner.Scan(_entListSig); SigReport("entity list", _entListPtr);
_gamePathPtr = engineScanner.Scan(_gamePathSig); SigReport("game path / map name", _gamePathPtr);
Console.WriteLine("gamepath " + game.ReadString(_gamePathPtr, 255) + " ");
_mapName = new StringWatcher(_mapNamePtr, 255);
_watchers.Add(_mapName);
}
/// <summary>
/// Get the pointer of an entity using its index.
/// </summary>
private static IntPtr GetEntPtrFromIndex(int index)
{
// The game splits the entity pointer list into blocks with seemingly a certain size.
// This function is taken from the game's decompiled code!
int block = 24 + (index >> 9) * 8;
int pos = (index & 511) * ENT_INFO_SIZE;
new DeepPointer(_entListPtr, block, 0x0).DerefOffsets(game, out IntPtr blockPtr);
IntPtr entPtr = blockPtr + pos;
return entPtr;
}
/// <summary>
/// Get the name of an entity using a pointer.
/// </summary>
/// <param name="ptr">The pointer.</param>
/// <param name="isTargetName">Whether the supplied name is the entity's name or its class name.</param>
/// <returns></returns>
private static string GetNameFromPtr(IntPtr ptr, bool isTargetName = false)
{
DeepPointer nameptr = new DeepPointer(ptr, 0x10, (isTargetName) ? 0x18 : 0x20, 0x0);
string name = "";
nameptr.DerefString(game, 128, out name);
return name;
}
/// <summary>
/// Get the pointer of an entity using its name.
/// </summary>
/// <param name="name">The entity name.</param>
/// <param name="isTargetName">If true, the name parameter is the entity's class name. Otherwise, it's the entity's actual name.</param>
/// <returns></returns>
private static IntPtr GetPtrByName(string entNameNoPrefix, bool isTargetName = false)
{
// Refresh entPrefix, if need be
if (!_mapName.Current.Equals(cachedMapName))
{
entPrefix = FindEntPrefix(entNameNoPrefix, isTargetName);
cachedMapName = _mapName.Current;
}
string name = entPrefix + entNameNoPrefix;
var prof = Stopwatch.StartNew();
// 2838: theorectically the index can go all the way up to 32768 but it never does even on the biggest of maps
for (int i = 0; i <= 20000; i++)
{
IntPtr entPtr = GetEntPtrFromIndex(i);
if (entPtr != IntPtr.Zero)
{
if (GetNameFromPtr(entPtr, isTargetName) == name)
{
prof.Stop();
if (!hasFoundPtr)
{
hasFoundPtr = true;
Log("Found " + name + " pointer!", false);
}
Console.WriteLine("[ENTFINDING] Successfully found " + name + "'s pointer after " + prof.ElapsedMilliseconds * 0.001f + " seconds, index #" + i);
return entPtr;
}
else continue;
}
}
prof.Stop();
if (hasFoundPtr)
{
hasFoundPtr = false;
Log("Lost track of " + name + " pointer!", false);
} Console.WriteLine("[ENTFINDING] Can't find " + name + "'s pointer! Time spent: " + prof.ElapsedMilliseconds * 0.001f + " seconds");
return IntPtr.Zero;
}
/// <summary>
/// Get the position of an entity using a pointer.
/// </summary>
/// <param name="ptr">The pointer.</param>
/// <returns></returns>
private static Vector3f GetEntPosFromPtr(IntPtr ptr)
{
new DeepPointer(ptr, 0x1a0, 0x108).DerefOffsets(game, out IntPtr posPtr);
return game.ReadValue<Vector3f>(posPtr);
}
/// <summary>
/// Get the angles of an entity using a pointer.
/// </summary>
/// <param name="ptr">The pointer.</param>
/// <returns></returns>
private static Vector3f GetEntAngleFromPtr(IntPtr ptr)
{
new DeepPointer(ptr, 0x1a0, 0x114).DerefOffsets(game, out IntPtr angPtr);
return game.ReadValue<Vector3f>(angPtr);
}
/// <summary>
/// Search for the entity prefix that works for this map.
/// </summary>
/// <param name="entNameNoPrefix">The entity's name without a prefix.</param>
/// <param name="isTargetName">If true, the name parameter is the entity's class name. Otherwise, it's the entity's actual name.</param>
/// <returns></returns>
private static string FindEntPrefix(string entNameNoPrefix, bool isTargetName = false)
{
string testEntPrefix = entPrefix;
entPrefixIndex = 1;
int indexCap = 100; // Will the player ever load more than 100 maps?
Log("Finding new ent prefix...", false);
bool stillSearching = true;
while (stillSearching)
{
Log("Testing " + testEntPrefix, false);
string name = testEntPrefix + entNameNoPrefix;
for (int i = 0; i <= 20000; i++)
{
IntPtr entPtr = GetEntPtrFromIndex(i);
if (entPtr != IntPtr.Zero)
{
if (GetNameFromPtr(entPtr, isTargetName) == name)
{
if (!hasFoundPtr)
{
hasFoundPtr = true;
Log("Found " + name + " pointer!", false);
}
stillSearching = false;
}
else continue;
}
}
if (stillSearching)
{
entPrefixIndex++;
if (entPrefixIndex >= indexCap) entPrefixIndex = 1;
testEntPrefix = "ex" + entPrefixIndex + "d_";
}
}
return testEntPrefix;
}
/// <summary>
/// Update the console with current position, angles, and mapname.
/// </summary>
private static void Update()
{
_watchers.UpdateAll(game);
// Original code for local coords fetch
// IntPtr localPtr = GetEntPtrFromIndex(1);
// Now we're using an empty at the local's head!
IntPtr localPtr = GetPtrByName("localHead", true);
Vector3f localPos = GetEntPosFromPtr(localPtr);
Vector3f localAng = GetEntAngleFromPtr(localPtr);
networkHandler.SendCoords(localPos.ToString() + "," + localAng.ToString() + " ");
string[] unparsedCoords;
try
{
unparsedCoords = networkHandler.GetCoords().Split(',');
} catch (NullReferenceException)
{
unparsedCoords = new string[] { "0 0 0", "0 0 0" };
}
string[] unparsedPos = unparsedCoords[0].Split(' ');
string[] unparsedAng = unparsedCoords[1].Split(' ');
System.Globalization.CultureInfo invariantCulture = System.Globalization.CultureInfo.InvariantCulture;
Vector3f networkPos = new Vector3f(float.Parse(unparsedPos[0], invariantCulture), float.Parse(unparsedPos[1], invariantCulture), float.Parse(unparsedPos[2], invariantCulture));
Vector3f networkAng = new Vector3f(float.Parse(unparsedAng[0], invariantCulture), float.Parse(unparsedAng[1], invariantCulture), float.Parse(unparsedAng[2], invariantCulture));
// Write networkPos and networkAng to the script we use to move the avatar
LuaUtils.WriteCoordsToScript(scriptPath, entPrefix, networkPos, networkAng);
Console.WriteLine("localPos " + localPos + " ");
Console.WriteLine("localAng " + localAng + " ");
Console.WriteLine("networkPos " + networkPos + " ");
Console.WriteLine("networkAng " + networkAng + " ");
Console.WriteLine("map " + _mapName.Current + " ");
}
}
}