Ryujinx/src/Ryujinx.HLE/HOS/TamperMachine.cs

189 lines
6.2 KiB
C#

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