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HLMetaModOfficial/sourcehook/test/testmanual.cpp

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#include <string>
#include "sourcehook.h"
#include "sourcehook_test.h"
#include "testevents.h"
// TESTMANUAL
// Test manual hooks
// :TODO: test more extensively
namespace
{
StateList g_States;
SourceHook::ISourceHook *g_SHPtr;
SourceHook::Plugin g_PLID;
MAKE_STATE_1(State_Func1_Called, void*); // param1: This pointer
MAKE_STATE_2(State_Func2_Called, void*, int); // param1: This pointer; param2: parameter
MAKE_STATE_1(State_Func3_Called, void*); // param1: This pointer
MAKE_STATE_2(State_Func4_Called, void*, int); // param1: This pointer; param2: parameter
MAKE_STATE_1(State_Func5_Called, void*); // param1: This pointer
MAKE_STATE_1(State_Func1H_Called, void*);
MAKE_STATE_2(State_Func2H_Called, void*, int);
MAKE_STATE_1(State_Func3H_Called, void*);
MAKE_STATE_2(State_Func4H_Called, void*, int);
MAKE_STATE_1(State_Return, short);
class TheWall
{
public:
virtual void Func1()
{
ADD_STATE(State_Func1_Called(reinterpret_cast<void*>(this)));
}
virtual void Func2(int x)
{
ADD_STATE(State_Func2_Called(reinterpret_cast<void*>(this), x));
}
virtual short Func3()
{
ADD_STATE(State_Func3_Called(reinterpret_cast<void*>(this)));
return 3;
}
virtual short Func4(int x)
{
ADD_STATE(State_Func4_Called(reinterpret_cast<void*>(this), x));
return 4;
}
virtual void Func5()
{
ADD_STATE(State_Func5_Called(reinterpret_cast<void*>(this)));
}
};
SH_DECL_HOOK0_void(TheWall, Func1, SH_NOATTRIB, 0);
SH_DECL_HOOK1_void(TheWall, Func2, SH_NOATTRIB, 0, int);
SH_DECL_HOOK0(TheWall, Func3, SH_NOATTRIB, 0, short);
SH_DECL_HOOK1(TheWall, Func4, SH_NOATTRIB, 0, short, int);
SH_DECL_MANUALHOOK0_void(TheWall_Func1, 0, 0, 0);
SH_DECL_MANUALHOOK1_void(TheWall_Func2, 1, 0, 0, int);
SH_DECL_MANUALHOOK0(TheWall_Func3, 2, 0, 0, short);
SH_DECL_MANUALHOOK1(TheWall_Func4, 3, 0, 0, short, int);
typedef void (SourceHook::EmptyClass::*MFP_Func1)();
typedef void (SourceHook::EmptyClass::*MFP_Func2)(int);
typedef short (SourceHook::EmptyClass::*MFP_Func3)();
typedef short (SourceHook::EmptyClass::*MFP_Func4)(int);
void Handler_Func1()
{
ADD_STATE(State_Func1H_Called(META_IFACEPTR(void)));
}
void Handler_Func2(int x)
{
ADD_STATE(State_Func2H_Called(META_IFACEPTR(void), x));
RETURN_META_MNEWPARAMS(MRES_IGNORED, TheWall_Func2, (0x87654321));
}
short Handler_Func3()
{
ADD_STATE(State_Func3H_Called(META_IFACEPTR(void)));
return 0;
}
short Handler_Func4(int x)
{
ADD_STATE(State_Func4H_Called(META_IFACEPTR(void), x));
// newparams (recall) using the manual hook declaration!
RETURN_META_VALUE_MNEWPARAMS(MRES_IGNORED, 0, TheWall_Func4, (0x12345678));
}
struct AnotherBrick
{
void Handler_Func1()
{
ADD_STATE(State_Func1H_Called(META_IFACEPTR(void)));
RETURN_META(MRES_SUPERCEDE);
}
};
TheWall *MyInstanceFactory()
{
return new TheWall;
}
}
bool TestManual(std::string &error)
{
GET_SHPTR(g_SHPtr);
g_PLID = 1337;
TheWall *p = MyInstanceFactory();
CAutoPtrDestruction<TheWall> apd(p);
SourceHook::ManualCallClass *cc = SH_GET_MCALLCLASS(p, sizeof(void*));
// 1)
// Call each function
p->Func1();
p->Func2(200);
ADD_STATE(State_Return(p->Func3()));
ADD_STATE(State_Return(p->Func4(400)));
CHECK_STATES((&g_States,
new State_Func1_Called(p),
new State_Func2_Called(p, 200),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4_Called(p, 400),
new State_Return(4),
NULL), "Part 1");
// 1.1)
// Now call each function through the manual call class, using the hook decl and manually
SH_MCALL(cc, TheWall_Func1)();
SH_MCALL2(cc, MFP_Func1(), 0, 0, 0)();
SH_MCALL(cc, TheWall_Func2)(200);
SH_MCALL2(cc, MFP_Func2(), 1, 0, 0)(200);
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func3)()));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func3(), 2, 0, 0)()));
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func4)(400)));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func4(), 3, 0, 0)(400)));
CHECK_STATES((&g_States,
new State_Func1_Called(p),
new State_Func1_Called(p),
new State_Func2_Called(p, 200),
new State_Func2_Called(p, 200),
new State_Func3_Called(p),
new State_Return(3),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4_Called(p, 400),
new State_Return(4),
new State_Func4_Called(p, 400),
new State_Return(4),
NULL), "Part 1.1");
// 2)
// Hook each function normally, call them
SH_ADD_HOOK(TheWall, Func1, p, SH_STATIC(Handler_Func1), false);
SH_ADD_HOOK(TheWall, Func2, p, SH_STATIC(Handler_Func2), false);
SH_ADD_HOOK(TheWall, Func3, p, SH_STATIC(Handler_Func3), false);
SH_ADD_HOOK(TheWall, Func4, p, SH_STATIC(Handler_Func4), false);
p->Func1();
p->Func2(200);
ADD_STATE(State_Return(p->Func3()));
ADD_STATE(State_Return(p->Func4(400)));
CHECK_STATES((&g_States,
new State_Func1H_Called(p),
new State_Func1_Called(p),
new State_Func2H_Called(p, 200),
new State_Func2_Called(p, 0x87654321),
new State_Func3H_Called(p),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4H_Called(p, 400),
new State_Func4_Called(p, 0x12345678),
new State_Return(4),
NULL), "Part 2");
// Call them through the mcallclass
// 2.1)
// Now call each function through the manual call class, using the hook decl and manually
SH_MCALL(cc, TheWall_Func1)();
SH_MCALL2(cc, MFP_Func1(), 0, 0, 0)();
SH_MCALL(cc, TheWall_Func2)(200);
SH_MCALL2(cc, MFP_Func2(), 1, 0, 0)(200);
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func3)()));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func3(), 2, 0, 0)()));
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func4)(400)));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func4(), 3, 0, 0)(400)));
CHECK_STATES((&g_States,
new State_Func1_Called(p),
new State_Func1_Called(p),
new State_Func2_Called(p, 200),
new State_Func2_Called(p, 200),
new State_Func3_Called(p),
new State_Return(3),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4_Called(p, 400),
new State_Return(4),
new State_Func4_Called(p, 400),
new State_Return(4),
NULL), "Part 2.1");
// Unhook them
SH_REMOVE_HOOK(TheWall, Func1, p, SH_STATIC(Handler_Func1), false);
SH_REMOVE_HOOK(TheWall, Func2, p, SH_STATIC(Handler_Func2), false);
SH_REMOVE_HOOK(TheWall, Func3, p, SH_STATIC(Handler_Func3), false);
SH_REMOVE_HOOK(TheWall, Func4, p, SH_STATIC(Handler_Func4), false);
// 3)
// Hook each function manually, call them
SH_ADD_MANUALHOOK(TheWall_Func1, p, SH_STATIC(Handler_Func1), false);
SH_ADD_MANUALHOOK(TheWall_Func2, p, SH_STATIC(Handler_Func2), false);
SH_ADD_MANUALHOOK(TheWall_Func3, p, SH_STATIC(Handler_Func3), false);
SH_ADD_MANUALHOOK(TheWall_Func4, p, SH_STATIC(Handler_Func4), false);
p->Func1();
p->Func2(200);
ADD_STATE(State_Return(p->Func3()));
ADD_STATE(State_Return(p->Func4(400)));
CHECK_STATES((&g_States,
new State_Func1H_Called(p),
new State_Func1_Called(p),
new State_Func2H_Called(p, 200),
new State_Func2_Called(p, 0x87654321),
new State_Func3H_Called(p),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4H_Called(p, 400),
new State_Func4_Called(p, 0x12345678),
new State_Return(4),
NULL), "Part 3");
// Now through the mcallclass
// Call them through the mcallclass
// 3.1)
// Now call each function through the manual call class, using the hook decl and manually
SH_MCALL(cc, TheWall_Func1)();
SH_MCALL2(cc, MFP_Func1(), 0, 0, 0)();
SH_MCALL(cc, TheWall_Func2)(200);
SH_MCALL2(cc, MFP_Func2(), 1, 0, 0)(200);
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func3)()));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func3(), 2, 0, 0)()));
ADD_STATE(State_Return(SH_MCALL(cc, TheWall_Func4)(400)));
ADD_STATE(State_Return(SH_MCALL2(cc, MFP_Func4(), 3, 0, 0)(400)));
CHECK_STATES((&g_States,
new State_Func1_Called(p),
new State_Func1_Called(p),
new State_Func2_Called(p, 200),
new State_Func2_Called(p, 200),
new State_Func3_Called(p),
new State_Return(3),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4_Called(p, 400),
new State_Return(4),
new State_Func4_Called(p, 400),
new State_Return(4),
NULL), "Part 3.1");
// Unhook them
SH_REMOVE_MANUALHOOK(TheWall_Func1, p, SH_STATIC(Handler_Func1), false);
SH_REMOVE_MANUALHOOK(TheWall_Func2, p, SH_STATIC(Handler_Func2), false);
SH_REMOVE_MANUALHOOK(TheWall_Func3, p, SH_STATIC(Handler_Func3), false);
SH_REMOVE_MANUALHOOK(TheWall_Func4, p, SH_STATIC(Handler_Func4), false);
// 4)
// Hook each function manually, then normally, call, unhook
AnotherBrick handler_inst;
// Why this?
// 1) tests sh_add_manualhook
// 2) in my tests, the proto of the manual hook was not equal to the proto of the auto hook
// (because there are no attribs for manual hooks).
// sourcehook.cpp did a !strcmp(..), so it assigned a new hook manager even though there
// already was one for this vfnptr. This hook manager stored the pointer of the original
// hook manager's hookfunc as the orig pointer - everything seemingly worked.
// The problem with this is that returning MRES_SUPERCEDE (as AnotherBrick::Handler_Func1
// does) will supercede the second hook func from being called - thus bypassing the call
// of the auto hook here.
SH_ADD_MANUALHOOK(TheWall_Func1, p, SH_MEMBER(&handler_inst, &AnotherBrick::Handler_Func1), false);
SH_ADD_MANUALHOOK(TheWall_Func2, p, SH_STATIC(Handler_Func2), false);
SH_ADD_MANUALHOOK(TheWall_Func3, p, SH_STATIC(Handler_Func3), false);
SH_ADD_MANUALHOOK(TheWall_Func4, p, SH_STATIC(Handler_Func4), false);
SH_ADD_HOOK(TheWall, Func1, p, SH_STATIC(Handler_Func1), false);
SH_ADD_HOOK(TheWall, Func2, p, SH_STATIC(Handler_Func2), false);
SH_ADD_HOOK(TheWall, Func3, p, SH_STATIC(Handler_Func3), false);
SH_ADD_HOOK(TheWall, Func4, p, SH_STATIC(Handler_Func4), false);
p->Func1();
p->Func2(200);
ADD_STATE(State_Return(p->Func3()));
ADD_STATE(State_Return(p->Func4(400)));
CHECK_STATES((&g_States,
new State_Func1H_Called(p),
new State_Func1H_Called(p),
//new State_Func1_Called(p),
new State_Func2H_Called(p, 200),
new State_Func2H_Called(p, 0x87654321),
new State_Func2_Called(p, 0x87654321),
new State_Func3H_Called(p),
new State_Func3H_Called(p),
new State_Func3_Called(p),
new State_Return(3),
new State_Func4H_Called(p, 400),
new State_Func4H_Called(p, 0x12345678),
new State_Func4_Called(p, 0x12345678),
new State_Return(4),
NULL), "Part 4");
SH_REMOVE_MANUALHOOK(TheWall_Func1, p, SH_MEMBER(&handler_inst, &AnotherBrick::Handler_Func1), false);
SH_REMOVE_MANUALHOOK(TheWall_Func2, p, SH_STATIC(Handler_Func2), false);
SH_REMOVE_MANUALHOOK(TheWall_Func3, p, SH_STATIC(Handler_Func3), false);
SH_REMOVE_MANUALHOOK(TheWall_Func4, p, SH_STATIC(Handler_Func4), false);
SH_REMOVE_HOOK(TheWall, Func1, p, SH_STATIC(Handler_Func1), false);
SH_REMOVE_HOOK(TheWall, Func2, p, SH_STATIC(Handler_Func2), false);
SH_REMOVE_HOOK(TheWall, Func3, p, SH_STATIC(Handler_Func3), false);
SH_REMOVE_HOOK(TheWall, Func4, p, SH_STATIC(Handler_Func4), false);
// 5) Reconfigure TheWall_Func1 to actually hook Func5:
SH_MANUALHOOK_RECONFIGURE(TheWall_Func1, 4, 0, 0);
SH_MANUALHOOK_RECONFIGURE(TheWall_Func1, 4, 0, 0);
SH_ADD_MANUALHOOK(TheWall_Func1, p, SH_STATIC(Handler_Func1), false);
p->Func5();
CHECK_STATES((&g_States,
new State_Func1H_Called(p),
new State_Func5_Called(p),
NULL), "Part 5");
// 6) Test auto-remove on reconfig
SH_MANUALHOOK_RECONFIGURE(TheWall_Func1, 0, 0, 0);
p->Func1();
p->Func5();
CHECK_STATES((&g_States,
new State_Func1_Called(p),
new State_Func5_Called(p),
NULL), "Part 6");
return true;
}