mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
Moved hooks calls and added hook retry
With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization. Added a retry count.
This commit is contained in:
parent
5b0306dccc
commit
ca0ef4380a
8 changed files with 83 additions and 106 deletions
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@ -14,7 +14,8 @@ bool DX10_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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if (!Windows_Hook::Inst().start_hook())
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return false;
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IDXGISwapChain* pSwapChain;
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ID3D10Device* pDevice;
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@ -37,8 +38,11 @@ bool DX10_Hook::start_hook()
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if (pDevice != nullptr && pSwapChain != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 10\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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loadFunctions(pDevice, pSwapChain);
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UnhookAll();
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@ -50,7 +54,6 @@ bool DX10_Hook::start_hook()
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);
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EndHook();
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if (Windows_Hook::Inst().start_hook())
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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@ -24,7 +24,8 @@ bool DX11_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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if (!Windows_Hook::Inst().start_hook())
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return false;
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IDXGISwapChain* pSwapChain;
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ID3D11Device* pDevice;
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@ -47,8 +48,11 @@ bool DX11_Hook::start_hook()
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if (pDevice != nullptr && pSwapChain != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 11\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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loadFunctions(pDevice, pSwapChain);
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UnhookAll();
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@ -60,7 +64,6 @@ bool DX11_Hook::start_hook()
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);
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EndHook();
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if (Windows_Hook::Inst().start_hook())
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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@ -14,6 +14,9 @@ bool DX12_Hook::start_hook()
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{
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if (!_hooked)
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{
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//if (!Windows_Hook::Inst().start_hook())
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// return false;
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PRINT_DEBUG("Hooked DirectX 12\n");
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return false;
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}
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@ -16,7 +16,8 @@ bool DX9_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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if (!Windows_Hook::Inst().start_hook())
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return false;
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IDirect3D9Ex* pD3D;
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IDirect3DDevice9Ex* pDeviceEx;
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@ -33,8 +34,11 @@ bool DX9_Hook::start_hook()
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if (pDeviceEx != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 9\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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loadFunctions(pDeviceEx);
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UnhookAll();
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@ -47,7 +51,6 @@ bool DX9_Hook::start_hook()
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);
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EndHook();
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if (Windows_Hook::Inst().start_hook())
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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@ -28,112 +28,74 @@ decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx;
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decltype(wglMakeCurrent)* _wglMakeCurrent;
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HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags)
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{
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Hook_Manager& inst = Hook_Manager::Inst();
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if (!inst.stop_retry())
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{
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IUnknown* pDevice;
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_this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice);
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if (pDevice)
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{
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Hook_Manager::Inst().UnHookAllRendererDetector();
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DX10_Hook* hook = DX10_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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}
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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else
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{
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_this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice);
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if (pDevice)
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{
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Hook_Manager::Inst().UnHookAllRendererDetector();
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DX11_Hook* hook = DX11_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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}
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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else
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{
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_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice);
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DX12_Hook* hook = DX12_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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}
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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}
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if (pDevice) pDevice->Release();
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}
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return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
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{
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Hook_Manager::Inst().UnHookAllRendererDetector();
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Hook_Manager& inst = Hook_Manager::Inst();
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if (!inst.stop_retry())
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{
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DX9_Hook* hook = DX9_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
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}
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HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
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{
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Hook_Manager::Inst().UnHookAllRendererDetector();
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Hook_Manager& inst = Hook_Manager::Inst();
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if (!inst.stop_retry())
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{
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DX9_Hook* hook = DX9_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
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}
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BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
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{
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Hook_Manager::Inst().UnHookAllRendererDetector();
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Hook_Manager& inst = Hook_Manager::Inst();
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if (!inst.stop_retry())
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{
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OpenGL_Hook* hook = OpenGL_Hook::Inst();
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if (!hook->start_hook())
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{
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// Hook failed, start over
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delete static_cast<Base_Hook*>(hook);
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Hook_Manager::Inst().HookRenderer();
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if (hook->start_hook())
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inst.AddHook(hook);
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}
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else
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{
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Hook_Manager::Inst().AddHook(hook);
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}
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return _wglMakeCurrent(hDC, hGLRC);
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}
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@ -369,6 +331,20 @@ HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFil
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return res;
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}
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bool Hook_Manager::stop_retry()
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{
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// Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames"
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bool stop = ++_hook_retries >= 200;
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if (stop)
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{
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PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
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FoundRenderer(nullptr);
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}
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return stop;
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}
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void Hook_Manager::HookLoadLibrary()
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{
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if (!_renderer_found && !_loadlibrary_hooked)
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@ -393,24 +369,8 @@ void Hook_Manager::HookLoadLibrary()
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#endif
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void Hook_Manager::UnHookAllRendererDetector()
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{
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auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook);
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if (it != _hooks.end())
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{
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_hooks.erase(it);
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delete rendererdetect_hook;
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rendererdetect_hook = nullptr;
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}
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_loadlibrary_hooked = false;
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_ogl_hooked = false;
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#ifdef STEAM_WIN32
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_dxgi_hooked = _dx9_hooked = false;
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#endif
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}
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Hook_Manager::Hook_Manager():
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_hook_retries(0),
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#ifdef STEAM_WIN32
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_loadlibrary_hooked(false),
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_dxgi_hooked(false),
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@ -31,6 +31,7 @@ protected:
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// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
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std::vector<Base_Hook*> _hooks;
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unsigned int _hook_retries;
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bool _renderer_found; // Is the renderer hooked ?
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bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
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Base_Hook* rendererdetect_hook;
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@ -39,10 +40,10 @@ protected:
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Hook_Manager();
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virtual ~Hook_Manager();
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void UnHookAllRendererDetector();
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// Setup opengl device
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void hook_opengl();
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bool stop_retry();
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void HookLoadLibrary();
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#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
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@ -18,14 +18,20 @@ bool OpenGL_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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if (!Windows_Hook::Inst().start_hook())
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return false;
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GLenum err = glewInit();
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if (err == GLEW_OK)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked OpenGL\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast<HMODULE>(_library), "wglSwapBuffers");
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UnhookAll();
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BeginHook();
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HookFuncs(
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@ -33,7 +39,6 @@ bool OpenGL_Hook::start_hook()
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);
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EndHook();
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if (Windows_Hook::Inst().start_hook())
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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@ -62,7 +67,6 @@ void OpenGL_Hook::resetRenderState()
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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void OpenGL_Hook::prepareForOverlay(HDC hDC)
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{
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HWND hWnd = WindowFromDC(hDC);
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RECT rect;
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@ -11,7 +11,7 @@
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class Windows_Hook : public Base_Hook
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{
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public:
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//static constexpr const char* DLL_NAME = "user32.dll";
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static constexpr const char* DLL_NAME = "user32.dll";
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private:
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// Variables
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