#include #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(this))); } virtual void Func2(int x) { ADD_STATE(State_Func2_Called(reinterpret_cast(this), x)); } virtual short Func3() { ADD_STATE(State_Func3_Called(reinterpret_cast(this))); return 3; } virtual short Func4(int x) { ADD_STATE(State_Func4_Called(reinterpret_cast(this), x)); return 4; } virtual void Func5() { ADD_STATE(State_Func5_Called(reinterpret_cast(this))); } virtual const char *Func6() { return 0; } virtual char *Func7() { return 0; } }; 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); SH_DECL_MANUALHOOK0(TheWall_Func6, 5, 0, 0, const char *); SH_DECL_MANUALEXTERN0(TheWall_Func6, const char *); SH_DECL_MANUALHOOK0(TheWall_Func7, 6, 0, 0, char *); SH_DECL_MANUALEXTERN0(TheWall_Func7, char *); SH_DECL_MANUALEXTERN0_void(TheWall_Func1); SH_DECL_MANUALEXTERN1(TheWall_Func4, 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 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(); SH_MCALL(p, TheWall_Func1)(); CHECK_STATES((&g_States, new State_Func1H_Called(p), new State_Func5_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; }