mirror of
https://github.com/goatcorp/Dalamud.git
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130 lines
3.7 KiB
C#
130 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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#if !DEBUG
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using Dalamud.Configuration.Internal;
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#endif
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using Serilog;
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namespace Dalamud.Game.Internal;
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/// <summary>
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/// This class disables anti-debug functionality in the game client.
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/// </summary>
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[ServiceManager.EarlyLoadedService]
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internal sealed partial class AntiDebug : IServiceType
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{
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private readonly byte[] nop = new byte[] { 0x31, 0xC0, 0x90, 0x90, 0x90, 0x90 };
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private byte[] original;
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private IntPtr debugCheckAddress;
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[ServiceManager.ServiceConstructor]
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private AntiDebug(TargetSigScanner sigScanner)
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{
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try
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{
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this.debugCheckAddress = sigScanner.ScanText("FF 15 ?? ?? ?? ?? 85 C0 74 11 41");
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}
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catch (KeyNotFoundException)
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{
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this.debugCheckAddress = IntPtr.Zero;
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}
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Log.Verbose($"Debug check address 0x{this.debugCheckAddress.ToInt64():X}");
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if (!this.IsEnabled)
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{
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#if DEBUG
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this.Enable();
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#else
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if (Service<DalamudConfiguration>.Get().IsAntiAntiDebugEnabled)
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this.Enable();
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#endif
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}
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}
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/// <summary>
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/// Gets a value indicating whether the anti-debugging is enabled.
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/// </summary>
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public bool IsEnabled { get; private set; } = false;
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/// <summary>
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/// Enables the anti-debugging by overwriting code in memory.
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/// </summary>
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public void Enable()
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{
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this.original = new byte[this.nop.Length];
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if (this.debugCheckAddress != IntPtr.Zero && !this.IsEnabled)
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{
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Log.Information($"Overwriting debug check at 0x{this.debugCheckAddress.ToInt64():X}");
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SafeMemory.ReadBytes(this.debugCheckAddress, this.nop.Length, out this.original);
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SafeMemory.WriteBytes(this.debugCheckAddress, this.nop);
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}
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else
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{
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Log.Information("Debug check already overwritten?");
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}
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this.IsEnabled = true;
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}
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/// <summary>
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/// Disable the anti-debugging by reverting the overwritten code in memory.
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/// </summary>
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public void Disable()
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{
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if (this.debugCheckAddress != IntPtr.Zero && this.original != null)
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{
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Log.Information($"Reverting debug check at 0x{this.debugCheckAddress.ToInt64():X}");
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SafeMemory.WriteBytes(this.debugCheckAddress, this.original);
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}
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else
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{
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Log.Information("Debug check was not overwritten?");
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}
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this.IsEnabled = false;
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}
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}
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/// <summary>
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/// Implementing IDisposable.
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/// </summary>
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internal sealed partial class AntiDebug : IDisposable
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{
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private bool disposed = false;
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/// <summary>
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/// Finalizes an instance of the <see cref="AntiDebug"/> class.
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/// </summary>
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~AntiDebug() => this.Dispose(false);
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/// <summary>
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/// Disposes of managed and unmanaged resources.
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/// </summary>
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Disposes of managed and unmanaged resources.
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/// </summary>
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/// <param name="disposing">If this was disposed through calling Dispose() or from being finalized.</param>
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private void Dispose(bool disposing)
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{
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if (this.disposed)
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return;
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if (disposing)
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{
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// If anti-debug is enabled and is being disposed, odds are either the game is exiting, or Dalamud is being reloaded.
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// If it is the latter, there's half a chance a debugger is currently attached. There's no real need to disable the
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// check in either situation anyways. However if Dalamud is being reloaded, the sig may fail so may as well undo it.
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this.Disable();
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}
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this.disposed = true;
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}
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}
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