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ff8849671a
* Enable write to memory and improve logging * Update tamper machine opcodes and improve reporting * Add Else support * Add missing private statement
168 lines
5.6 KiB
C#
168 lines
5.6 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.HLE.Exceptions;
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using Ryujinx.HLE.HOS.Kernel;
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using Ryujinx.HLE.HOS.Kernel.Process;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Tamper;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.HLE.HOS
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{
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public class TamperMachine
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{
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// Atmosphere specifies a delay of 83 milliseconds between the execution of the last
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// cheat and the re-execution of the first one.
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private const int TamperMachineSleepMs = 1000 / 12;
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private Thread _tamperThread = null;
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private ConcurrentQueue<ITamperProgram> _programs = new ConcurrentQueue<ITamperProgram>();
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private long _pressedKeys = 0;
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private void Activate()
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{
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if (_tamperThread == null || !_tamperThread.IsAlive)
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{
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_tamperThread = new Thread(this.TamperRunner);
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_tamperThread.Name = "HLE.TamperMachine";
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_tamperThread.Start();
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}
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}
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internal void InstallAtmosphereCheat(string name, IEnumerable<string> rawInstructions, ProcessTamperInfo info, ulong exeAddress)
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{
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if (!CanInstallOnPid(info.Process.Pid))
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{
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return;
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}
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ITamperedProcess tamperedProcess = new TamperedKProcess(info.Process);
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AtmosphereCompiler compiler = new AtmosphereCompiler(exeAddress, info.HeapAddress, info.AliasAddress, info.AslrAddress, tamperedProcess);
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ITamperProgram program = compiler.Compile(name, rawInstructions);
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if (program != null)
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{
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program.TampersCodeMemory = false;
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_programs.Enqueue(program);
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}
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Activate();
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}
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private bool CanInstallOnPid(long pid)
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{
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// Do not allow tampering of kernel processes.
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if (pid < KernelConstants.InitialProcessId)
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{
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Logger.Warning?.Print(LogClass.TamperMachine, $"Refusing to tamper kernel process {pid}");
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return false;
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}
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return true;
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}
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private bool IsProcessValid(ITamperedProcess process)
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{
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return process.State != ProcessState.Crashed && process.State != ProcessState.Exiting && process.State != ProcessState.Exited;
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}
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private void TamperRunner()
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{
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Logger.Info?.Print(LogClass.TamperMachine, "TamperMachine thread running");
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int sleepCounter = 0;
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while (true)
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{
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// Sleep to not consume too much CPU.
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if (sleepCounter == 0)
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{
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sleepCounter = _programs.Count;
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Thread.Sleep(TamperMachineSleepMs);
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}
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else
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{
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sleepCounter--;
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}
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if (!AdvanceTamperingsQueue())
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{
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// No more work to be done.
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Logger.Info?.Print(LogClass.TamperMachine, "TamperMachine thread exiting");
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return;
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}
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}
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}
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private bool AdvanceTamperingsQueue()
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{
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if (!_programs.TryDequeue(out ITamperProgram program))
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{
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// No more programs in the queue.
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return false;
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}
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// Check if the process is still suitable for running the tamper program.
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if (!IsProcessValid(program.Process))
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{
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// Exit without re-enqueuing the program because the process is no longer valid.
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return true;
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}
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// Re-enqueue the tampering program because the process is still valid.
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_programs.Enqueue(program);
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Logger.Debug?.Print(LogClass.TamperMachine, $"Running tampering program {program.Name}");
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try
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{
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ControllerKeys pressedKeys = (ControllerKeys)Thread.VolatileRead(ref _pressedKeys);
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program.Process.TamperedCodeMemory = false;
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program.Execute(pressedKeys);
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// Detect the first attempt to tamper memory and log it.
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if (!program.TampersCodeMemory && program.Process.TamperedCodeMemory)
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{
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program.TampersCodeMemory = true;
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Logger.Warning?.Print(LogClass.TamperMachine, $"Tampering program {program.Name} modifies code memory so it may not work properly");
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}
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}
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catch (Exception ex)
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{
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Logger.Debug?.Print(LogClass.TamperMachine, $"The tampering program {program.Name} crashed, this can happen while the game is starting");
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if (!string.IsNullOrEmpty(ex.Message))
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{
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Logger.Debug?.Print(LogClass.TamperMachine, ex.Message);
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}
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}
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return true;
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}
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public void UpdateInput(List<GamepadInput> gamepadInputs)
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{
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// Look for the input of the player one or the handheld.
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foreach (GamepadInput input in gamepadInputs)
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{
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if (input.PlayerId == PlayerIndex.Player1 || input.PlayerId == PlayerIndex.Handheld)
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{
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Thread.VolatileWrite(ref _pressedKeys, (long)input.Buttons);
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return;
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}
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}
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// Clear the input because player one is not conected.
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Thread.VolatileWrite(ref _pressedKeys, 0);
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}
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}
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}
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