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#
include
<
std_include.hpp
>
#
include
"
loader/component_loader.hpp
"
#
include
"
game/game.hpp
"
#
include
<
utils/string.hpp
>
#
include
<
utils/flags.hpp
>
#
include
<
utils/io.hpp
>
#
include
<
utils/nt.hpp
>
#
include
<
utils/hook.hpp
>
#
include
<
ShellScalingApi.h
>
#
include
<
optional
>
#
include
"
component/engine/patches/xlive.hpp
"
#
ifdef
DEBUG
#
include
<
crtdbg.h
>
#
endif
namespace
{
static
BYTE
original_code[
5
];
static
PBYTE
original_ep =
0
;
constexpr
auto
unsupported_update_url =
"
https://community.pcgamingwiki.com/files/file/1089-007-quantum-of-solace-patch/
"
;
constexpr
auto
gfwl_update_url =
"
https://community.pcgamingwiki.com/files/file/1012-microsoft-games-for-windows-live/
"
;
constexpr
std::
uint32_t
multiplayer_marker_rva =
0x0050502C
;
bool
has_system_xlive
()
{
char
system_directory[
MAX_PATH
] = {};
const
auto
length =
GetSystemDirectoryA
(system_directory,
sizeof
(system_directory));
if
(length ==
0
|| length >=
sizeof
(system_directory))
{
return
false
;
}
const
auto
xlive_path =
std::string
(system_directory) +
"
\\
xlive.dll
"
;
const
auto
attributes =
GetFileAttributesA
(xlive_path.
data
());
return
attributes !=
INVALID_FILE_ATTRIBUTES
&& !(attributes &
FILE_ATTRIBUTE_DIRECTORY
);
}
DECLSPEC_NORETURN
void
show_missing_gfwl_and_exit
()
{
const
auto
result =
MessageBoxA
(
nullptr
,
"
Project: Consolation requires Games for Windows - LIVE.
\n\n
"
"
Install Games for Windows - LIVE via:
\n
"
"
https://community.pcgamingwiki.com/files/file/1012-microsoft-games-for-windows-live/
\n\n
"
"
For other troubleshooting, go to:
\n
"
"
https://github.com/ProjectConsolation/Client/wiki
\n\n
"
"
Press Yes to open the Games for Windows - LIVE download page.
\n
"
"
Consolation will now exit.
"
,
"
Project: Consolation
"
,
MB_ICONERROR
|
MB_YESNO
|
MB_DEFBUTTON1
);
if
(result ==
IDYES
)
{
ShellExecuteA
(
nullptr
,
"
open
"
, gfwl_update_url,
nullptr
,
nullptr
,
SW_SHOWNORMAL
);
}
utils::nt::terminate
(
1
);
}
bool
has_supported_multiplayer_marker
(
const
std::filesystem::path& game_root)
{
const
auto
module_path = game_root /
"
jb_mp_s.dll
"
;
const
auto
marker =
utils::io::read_pe_string_rva
(module_path.
generic_string
(), multiplayer_marker_rva);
return
marker.
has_value
() &&
_stricmp
(marker->
c_str
(),
"
multiplayer
"
) ==
0
;
}
std::string
read_multiplayer_marker_for_log
(
const
std::filesystem::path& game_root)
{
const
auto
module_path = game_root /
"
jb_mp_s.dll
"
;
const
auto
marker =
utils::io::read_pe_string_rva
(module_path.
generic_string
(), multiplayer_marker_rva);
return
marker.
value_or
(
"
<missing>
"
);
}
DECLSPEC_NORETURN
void
show_unsupported_version_and_exit
()
{
const
auto
result =
MessageBoxA
(
nullptr
,
"
Project: Consolation does not support this version of Quantum of Solace 1.0.
\n\n
"
"
Update the game to 1.1 via:
\n
"
"
https://community.pcgamingwiki.com/files/file/1089-007-quantum-of-solace-patch/
\n\n
"
"
After updating, place the shipped Consolation nightly/release files into the game folder
"
"
and overwrite all existing files if prompted to.
\n\n
"
"
For other troubleshooting, go to:
\n
"
"
https://github.com/ProjectConsolation/Client/wiki
\n\n
"
"
Press Yes to open the update page.
\n
"
"
Consolation will now exit.
"
,
"
Project: Consolation
"
,
MB_ICONERROR
|
MB_YESNO
|
MB_DEFBUTTON1
);
if
(result ==
IDYES
)
{
ShellExecuteA
(
nullptr
,
"
open
"
, unsupported_update_url,
nullptr
,
nullptr
,
SW_SHOWNORMAL
);
}
utils::nt::terminate
(
1
);
}
void
validate_supported_install
()
{
if
(!
has_system_xlive
())
{
printf
(
"
consolation: Games for Windows - LIVE runtime not detected, aborting startup
\n
"
);
show_missing_gfwl_and_exit
();
}
const
auto
game_root =
std::filesystem::path
(
utils::nt::get_host_module
().
get_folder
());
const
auto
marker =
read_multiplayer_marker_for_log
(game_root);
printf
(
"
consolation: jb_mp_s.dll marker @ 0x%08X = '%s'
\n
"
, multiplayer_marker_rva, marker.
c_str
());
if
(!
has_supported_multiplayer_marker
(game_root))
{
printf
(
"
consolation: unsupported install detected, aborting startup
\n
"
);
show_unsupported_version_and_exit
();
}
printf
(
"
consolation: supported multiplayer marker detected, continuing startup
\n
"
);
}
DECLSPEC_NORETURN
void
WINAPI
exit_hook
(
const
int
code)
{
component_loader::pre_destroy
();
exit
(code);
}
void
enable_dpi_awareness
()
{
const
utils::nt::library user32{
"
user32.dll
"
};
{
const
auto
set_dpi = user32
? user32.
get_proc
<
BOOL
(
WINAPI
*)(
DPI_AWARENESS_CONTEXT
)>(
"
SetProcessDpiAwarenessContext
"
)
:
nullptr
;
if
(set_dpi)
{
set_dpi
(
DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
);
return
;
}
}
{
const
utils::nt::library shcore{
"
shcore.dll
"
};
const
auto
set_dpi = shcore
? shcore.
get_proc
<
HRESULT
(
WINAPI
*)(
PROCESS_DPI_AWARENESS
)>(
"
SetProcessDpiAwareness
"
)
:
nullptr
;
if
(set_dpi)
{
set_dpi
(
PROCESS_PER_MONITOR_DPI_AWARE
);
return
;
}
}
{
const
auto
set_dpi = user32
? user32.
get_proc
<
BOOL
(
WINAPI
*)()>(
"
SetProcessDPIAware
"
)
:
nullptr
;
if
(set_dpi)
{
set_dpi
();
}
}
}
#
ifdef
DEBUG
void
configure_debug_crt
()
{
_CrtSetReportMode
(_CRT_WARN, _CRTDBG_MODE_DEBUG);
_CrtSetReportMode
(_CRT_ERROR, _CRTDBG_MODE_DEBUG);
_CrtSetReportMode
(_CRT_ASSERT, _CRTDBG_MODE_DEBUG);
}
#
endif
void
unprotect_module
(
HMODULE
module
)
{
auto
header =
reinterpret_cast
<
PIMAGE_DOS_HEADER
>(
module
);
auto
nt_header =
reinterpret_cast
<
PIMAGE_NT_HEADERS
>(
reinterpret_cast
<
DWORD
>(
module
) + header->
e_lfanew
);
DWORD
old_protect;
VirtualProtect
(
reinterpret_cast
<
LPVOID
>(
module
), nt_header->
OptionalHeader
.
SizeOfImage
,
PAGE_EXECUTE_READWRITE
, &old_protect);
}
bool
main
()
{
enable_dpi_awareness
();
srand
(
uint32_t
(
time
(
nullptr
)));
validate_supported_install
();
try
{
#
ifdef
DEBUG
configure_debug_crt
();
//
xlive early patching is still unstable during bring-up.
//
Keep it disabled until the xlive port is proven safe again.
//
xlive::apply_early();
//
MessageBoxA(NULL, "ATTACH DEBUGGER NOW", "DEBUG", MB_DEFBUTTON1);
#
endif
//
attach here - patches already in place, xlive already patched
if
(!
component_loader::post_start
())
throw
"
post start failed
"
;
if
(!
component_loader::post_load
())
throw
"
post load failed
"
;
#
ifdef
DEBUG
//
MessageBoxA(NULL, "GAME LOADED", "DEBUG", MB_DEFBUTTON1);
#
endif
return
true
;
}
catch
(
const
std::exception& error)
{
component_loader::pre_destroy
();
MessageBoxA
(
nullptr
, error.
what
(),
"
ERROR
"
,
MB_ICONERROR
);
return
false
;
}
catch
(
const
char
* error)
{
component_loader::pre_destroy
();
MessageBoxA
(
nullptr
, error,
"
ERROR
"
,
MB_ICONERROR
);
return
false
;
}
catch
(
const
std::string& error)
{
component_loader::pre_destroy
();
MessageBoxA
(
nullptr
, error.
data
(),
"
ERROR
"
,
MB_ICONERROR
);
return
false
;
}
catch
(...)
{
component_loader::pre_destroy
();
MessageBoxA
(
nullptr
,
"
Unknown startup failure
"
,
"
ERROR
"
,
MB_ICONERROR
);
return
false
;
}
}
}
int
WINAPI
DllMain
(
HINSTANCE
module
,
const
DWORD
reason,
LPVOID
)
{
if
(reason ==
DLL_PROCESS_ATTACH
)
{
DisableThreadLibraryCalls
(
module
);
if
(!
main
())
{
return
FALSE
;
}
}
return
TRUE
;
}
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