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Add dynamic detour support #1
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Commits on Mar 2, 2020
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The custom return value was lost when calling the original function. Save and restore our own return value, if we're about to call the original function.
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Save this pointer on windows after calling original function
ecx might get cleared before the original function returns leading to garbage in the post handler.
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Fix not clearing return address cache after use
The esp pointer wasn't removed from the map after the function was called and the original return address was retrieved. If the same function was called again with the same esp this would fail due to there already being an (old) return address associated with the esp.
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Add support for custom calling convention passing arguments in registers
If the compiler decided to pass an argument in a register on an internal function instead of pushing it on the stack to save time, allow us to specify the register the parameter is going to be in. DHookAddParam received another parameter to set the register.
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Fix assert when the pre-hook was fired, but the post hook was skipped
The post hook would have cleared the esp value from the return address map, but there seems to be a case where the post hook isn't called, but the function gets called with the same esp again. This is probably just masking a different error :(
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Fix saving arguments in custom registers in combination with argument…
…s on the stack If a function was optimized to only pass one parameter in a register, but still pass other parameters on the stack, save the registers at the correct offset in the buffer.
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Fix passing this pointer to callback even if the detour was setup to …
…ignore it The this pointer was always passed to the plugin callback if the calling convention was a thiscall. Even if the plugin author set the this pointer type to ThisPointer_Ignore.
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Add support to define function signatures in gamedata
A "Functions" section is parsed in gamedata files that allow you to define the signature of functions including metadata like the calling convention and specifying the register an argument is passed in. A new native DHookCreateFromConf can be used to setup a hook or detour from one of that function sections in the "Functions" section.
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Fix detouring |thiscall| on linux
The this-pointer is always pushed first on the stack.
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Fix crash when accessing invalid argument index
Just return null if a user tries to access an invalid argument that wasn't defined when detouring the function.
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Fix typos in "Functions" section parsing
Some registers were upper case and HookParamType_CBaseEntity didn't follow the naming scheme of the other types.
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Remove optional callback parameter from DHookCreateFromConf
Encourage passing the callback when hooking instead of when setting the hook up.
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Cleanup detour callback MRES return value handling
Deduplicate code for changed return values. Add comments for non-trivial code.
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Fix saving arguments in wrong order when parsing "Functions" section …
…in gamedata ke::HashMap doesn't keep the order the elements are added of course. Switch to a vector structure instead.
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Fix changing return value of detoured function
AutoPtr boxing fuckup here.
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Don't call sourcepawn detour callbacks from threads other than the ma…
…in thread The SourcePawn VM isn't threadsafe.
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Fix defining virtual hooks in gamedata "Functions" section
The "offset" key wasn't included in the validation of having the target function set. https://bitbucket.org/Peace_Maker/dhooks2/issues/1/missing-check-for-offsets
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Fix |thiscall| on linux for functions with arguments
The previous fix messed up parameter getters and setters.
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Fix skipping plugin callbacks on plugin unload
When removing a plugin's callback from the list of callbacks of a detour the next callback in the list would be skipped. Don't only check every second callback, but every single one!
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Fix adding arguments multiple times when reloading a gamedata file
If the Functions section was parsed before and the gamedata file is loaded again, the arguments were all added again instead of keeping the old number of arguments.
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Fix detour of functions returning a float
Floats are always returned in FPU register st0. Since the value in st0 doesn't matter in a pre-hook before the function was executed, don't try to save and restore the value of the FPU stack top for a pre-hook. Only replace st0 after a post hook.
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Fix crash on unaligned SSE instructions
movaps requires the memory address to be 16-byte aligned. Make sure our buffer is properly aligned for the xmm0-7 registers.
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Fix crash when trying to decode NULL this pointer
When the this pointer is set to ThisPointer_CBaseEntity and the address is null, just return INVALID_ENT_REFERENCE instead of trying to access the pointer.
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Fix compilation against SourceMod 1.10
MacroAssembler base is now in the |sp| namespace.
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Add support for the "fastcall" calling convention
Callee cleans the stack and first two arguments are passed in registers ecx and edx. You could emulate this by choosing stdcall and setting the custom_registers on the arguments manually, but this is easier.
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Fix changing of charptr and vectorptr returns and parameters
The new buffer/vector was freed before the old function was called with the new parameters or the return value could be used by the called. This caused undefined behavior which seemed to be fine before, where free didn't change the user-payload. free does change the user data now, causing the changed values to be garbage. Wait until the next frame before deleting the newly allocated buffers/vectors, so the original code had a chance to use the live pointers. AddFrameAction might be a bad choice if our hook happens before the game ticks, but we can tackle that problem when it happens ;)
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Add |this|-ptr save and restore from pre to post hooks on linux
This workaround already exists for the windows thiscall calling convention. Since the this-ptr of CBaseEntity's is automatically dereferenced, there's no way for plugin authors to avoid a crash if the pointer gets invalid.
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Commits on Apr 21, 2020
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Fix parsing of platform specific sections in "Functions" gamedata
The "Functions" section gamedata parser didn't skip the event of leaving an ignored sub section (like a "windows" section on a linux host) correctly, but counted it as leaving the parent section instead. This corrupted the parser state and made it parse the following entries in the wrong level. Thanks vanz.
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Commits on May 14, 2020
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Fix recursive calls when the ESP register is reused #3
This fix was pushed to DynamicHooks a few hours ago. The stack space of the return address can be reused in recursive calls, causing us to overwrite the return address of the parent. See the PR by L'In20Cible @jordanbriere Ayuto/DynamicHooks#4
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Commits on May 15, 2020
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Fix skipping and overriding return values of recursive calls #3
The saved values of the inner, recursive call would overwrite the values of the outer calls. Save them in a stack as well.
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Commits on May 26, 2020
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Commits on May 28, 2020
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Commits on May 29, 2020
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Commits on May 30, 2020
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Fix parsing of multiple argument flags in gamedata
Thanks Alienmario!
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Commits on Jun 4, 2020
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Fix regression crash with post-only detours #3
If there were no pre-detour handlers registered for a detour, there was no return Action of the pre hook available in a post hook, so don't try to access it.
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Commits on Jun 5, 2020
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Include sdktools.inc in include file #4
Needed when using the DHookSetFromConf native for the SDKFuncConfSource enum.
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Commits on Jun 7, 2020
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Fix trying to call hook removal callback on unloaded plugin
When a plugin which registered an entity vtable hook with a remove callback is unloaded OnMapEnd, dhooks still tried to call the removal callback on the next frame after the map ended and all entities were destroyed. Remove the plugin's hooks from the removal list when a plugin is unloaded. The hooks are free'd anyways. Drifter321#3
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Commits on Jun 9, 2020
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More regression fixes for post-only detours #3
Don't try to pop values from any other stacks if there was nothing pushed in a pre-hook.
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Commits on Jun 17, 2020
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Fix regression when unloading plugins with entity vhooks on mapchange
The previous fix in ac44af9 did not remove the hook itself instead of only not calling the removal callback. So yes, the removal callback wouldn't be called anymore, but the hook wouldn't be removed causing the normal hook callback to fire after the plugin unloaded. Drifter321#3
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Commits on Oct 14, 2020
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Vtable hooks are wrapped in a `DynamicHook` methodmap and detours in a `DynamicDetour` methodmap. Parameters and return values pushed to the callbacks are of methodmap types `DHookParam` and `DHookReturn` to easily access the values. Most functions are mapped 1:1 with the exception of creating vtable hooks, where the callback function has to be passed in the hook function instead of during setup. `HookRaw` dropped the `removecb` parameter, since it was never called. There currently is no way to know when to unhook the raw object. This change doesn't affect the legacy API at all.
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Commits on Oct 15, 2020
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Save all arguments before calling the original function
Save the value of arguments in a seperate buffer for the post callback. Compiler optimizations might cause the registers or stack space to be reused and overwritten during function execution if the value isn't needed anymore at some point. This leads to different values in the post hook.
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Print nicer error message on wrong callback signature
When the callback signature is missing a parameter that gets pushed due to the hook setup, print a nicer error message telling the user they tried to call e.g. DHookGetParam(hReturn, 1).
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Commits on Oct 16, 2020
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Fix the saving and restoring part..
Forgot to increase the buffer offset.
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Commits on Oct 17, 2020
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Merge pull request #8 from peace-maker/saveargs_post
Save all arguments before calling the original function
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Commits on Oct 19, 2020
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Commits on Oct 21, 2020
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When the server is shutdown the map ends which destroys all entities. DHooks listens on OnEntityDestroyed and adds all vhooks on that entity to a list to call the removal callback on the next frame. SourceMod unloads all plugins first before unloading extensions. All plugins are unloaded on the same frame, so the removal callbacks aren't worked down on the next frame. The second plugin to be unloaded runs through the list of removed entity vhooks and checks which one belongs to itself. The first plugin was unloaded already though and left a dangling pointer in that list which is accessed by the second plugin unloading. Clear the plugin callback reference as well. Hopefully no hook is fired on the same frame after entity removal.. Will have to revisit in that case.
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Commits on Oct 28, 2020
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Switch to std::vector and std::string
Allows to compile against SourceMod 1.11+ which uses an updated AMTL without ke::Vector.
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Commits on Nov 16, 2020
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Avoid reference to GameData methodmap
The GameData methodmap was added in SourceMod 1.10. Strip all references from the include file to support compilation with older SourceMod versions.
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Commits on Jan 28, 2021
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Bump version to v2.2.0-detours16
Also update the author list in the extension info.
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Some servers (e.g. l4d2) ship an outdated libstdc++.so.6 which lacks the features we need.
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Commits on Mar 1, 2021
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Commits on Mar 11, 2021
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Commits on May 1, 2021
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Fix SourceHook contextstack mismatch on MRES_Supercede
We setup a Recall (changing the parameters of the called function from within the hook handler) when a plugin wants to supercede, but never call the function again. This causes a copy of the current context to be pushed, but never properly removed by actually calling the function. This is wrong, since the original function should be skipped, so don't setup a Recall in SourceHook. This fixes a long standing issue causing a growth of the internal context stack in SourceHook. This caused very long delays on unhook during iteration of the context stack. Another issue was that the hook result further up the call stack would be misaligned due to the additional unused context pushed in DoRecall. Drifter321#2
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Commits on Jun 23, 2021
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Commits on Jun 24, 2021
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Fix DHookIsNullParam checking wrong parameter #15
If the function is optimized to expect some parameter through a register instead of the stack, DHookParam.IsNull might validate the wrong parameter. First we store the stack parameters, then the register parameters in orgParams.
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Commits on Jun 28, 2021
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Fix mismatching new[] + delete[]
The return buffer wasn't constructed correctly.
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Commits on Jun 30, 2021
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Commits on Jul 26, 2021
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Add native to get address of pointer parameters (#24)
* #23 `DHookGetParamAddress` + `DHookParam.GetAddress` * Update dhooks.inc
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Commits on Aug 25, 2021
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Commits on Nov 17, 2021
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