1、协议型网络游戏外挂制作之APIHOOK 上一节中我们说了外挂平台的搭建,我们做完了Hook.dll和wg.exe,但如何让wg.exe调用Hook.dll中的函数,可以自己查看CB的教程或者到网上查查。在这里我是在wg.exe的Hook按钮事件中添加了下面的语句来实现:if(gamethreadid)if(EnableHook(gamethreadid)=false)ShowMessage(error);你可以点击Hook按钮在游戏界面出来之后,然后在游戏界面中按F12键调出外挂的窗口。昨天的尾巴完事之后,开始今天的教程。今天我想说说APIHOOK。虽然APIHOOK在大话游戏的外挂制作中不是
2、必须的,但为了按照一般的制作流程顺序,就先将这部分加入到里面去了。使用APIHOOK的原因也很简单,游戏肯定要调用某些系统函数,使用APIHOOK可以简单的查看一些关键的信息并进行修改(就这么简单的理由?是的,我们一向再用杀牛的刀宰鸡的。)。Jeffrey Richter用了大量的篇幅来讲如何插入DLL和挂接API,如果你不知道Jeffrey Richter是谁的话,总该知道Windows核心编程的作者吧,如果不知道,我倒,系统抛出例外,你是外星人吧。我们的程序运行在用户层上,J。R提出了两种办法,一种是改写代码,我刚开始也试图用这种办法,后来发现这种办法确实存在的漏洞多多,和J。R说的一样。
3、最后还是采用操作模块的输入节了。在查看资料的过程中,我发现J。R的代码在中文Windows 2000上并不能运行(难道是外国人用的系统和中国的不一样?),后来只好J。R的思路,重新安排了一下函数,但大部分函数都一样的。为了方便,我没有在类中捕获LoadLibraryA、LoadLibraryW、LoadLibraryExA和LoadLibraryExW,也是因为我们的外挂程序运行的时候游戏的窗口已经出来了,该加载的一般都加载了。下面是我的APIHOOK类的源代码,该源代码是根据J.R的思路重新整理他的源代码来的:/*HookAPI.h*/#include windows.h class CAP
4、IHOOKpublic:CAPIHOOK(PSTR pszCalleeModName,PSTR pszFuncName,PROC pfnHook,HANDLE prochandle,HMODULE hmod);CAPIHOOK();operator PROC()return (m_pfnOrig);public:static PVOID sm_pvMaxAppAddr;static CAPIHOOK* sm_pHead;CAPIHOOK* m_pNext;PCSTR m_pszCalleeModName;PCSTR m_pszFuncName;PROC m_pfnOrig;PROC m_pfn
5、Hook;BOOL m_fExcludeAPIHookMod;HMODULE m_module;HANDLE m_handle;private:pfnOrig,PROC pfnHook,BOOL fExcludeAPIHookMod);void WINAPI ReplaceIATEntryInOneMod(PCSTR pszCalleeModName,PROC pfnOrig,PROC pfnHook,HMODULE hmodcaller,HANDLE handle);void WINAPI FixupNewlyLoadedModule(HMODULE hmod,DWORD dwFlags);
6、FARPROC WINAPI GetProcAddress(HMODULE hmod,PCSTR pszProcName);/*HookApi.cpp*/#include hookapi.h#include #include imagehlp.hPVOID CAPIHOOK:sm_pvMaxAppAddr = NULL;const BYTE cPushOpCode = 0x68;CAPIHOOK *CAPIHOOK:sm_pHead = NULL;CAPIHOOK:CAPIHOOK(PSTR pszCalleeModName, PSTR pszFuncName, PROC pfnHook,HA
7、NDLE prochandle, HMODULE hmod)m_handle = prochandle;if (sm_pvMaxAppAddr = NULL)SYSTEM_INFO si;GetSystemInfo(&si);sm_pvMaxAppAddr = si.lpMaximumApplicationAddress;m_pNext = sm_pHead;sm_pHead = this;m_pszCalleeModName = pszCalleeModName;m_pszFuncName = pszFuncName;m_pfnHook = pfnHook;m_pfnOrig = :GetP
8、rocAddress(GetModuleHandleA(pszCalleeModName),m_pszFuncName);assert(m_pfnOrig != NULL);if (m_pfnOrig = NULL)return;if (m_pfnOrig sm_pvMaxAppAddr)PBYTE pb = (PBYTE)m_pfnOrig;if (pb0 = cPushOpCode)PVOID pv = *(PVOID*) &pb1;m_pfnOrig = (PROC)pv;m_module = GetModuleHandle(pszCalleeModName);ReplaceIATEnt
9、ryInOneMod(m_pszCalleeModName, m_pfnOrig, m_pfnHook, m_module,prochandle);CAPIHOOK:CAPIHOOK()ReplaceIATEntryInOneMod(m_pszCalleeModName, m_pfnHook, m_pfnOrig, m_module,m_handle);CAPIHOOK *p = sm_pHead;if (p = this)sm_pHead = p-m_pNext;elseBOOL fFound = FALSE;for (; !fFound & (p-m_pNext != NULL); p =
10、 p-m_pNext)if (p-m_pNext = this)p-m_pNext = p-m_pNext-m_pNext;break;assert(fFound);void WINAPI CAPIHOOK:FixupNewlyLoadedModule(HMODULE hmod, DWORD dwFlags)if (hmod != NULL) & (dwFlags &LOAD_LIBRARY_AS_DATAFILE) = 0)for (CAPIHOOK *p = sm_pHead; p != NULL; p = p-m_pNext)ReplaceIATEntryInOneMod(p-m_psz
11、CalleeModName, p-m_pfnOrig, p-m_pfnHook,hmod, m_handle);FARPROC WINAPI CAPIHOOK:GetProcAddress(HMODULE hmod, PCSTR pszProcName)FARPROC pfn = :GetProcAddress(hmod, pszProcName);CAPIHOOK *p = sm_pHead;for (; (pfn != NULL) & (p != NULL); p = p-m_pNext)if (pfn = p-m_pfnOrig)pfn = p-m_pfnHook;break;retur
12、n (pfn);void WINAPI CAPIHOOK:ReplaceIATEntryInOneMod(PCSTR pszCalleeModName, PROCpfnCurrent, PROC pfnHook, HMODULE hmodcaller, HANDLE handle)ULONG ulSize;PIMAGE_IMPORT_DESCRIPTOR pImportDesc = (PIMAGE_IMPORT_DESCRIPTOR)ImageDirectoryEntryToData(hmodcaller, TRUE, IMAGE_DIRECTORY_ENTRY_IMPORT,&ulSize)
13、;if (pImportDesc = NULL)return ;for (; pImportDesc-Name; pImportDesc+)PSTR pszModName = (PSTR)(PBYTE)hmodcaller + pImportDesc-Name);if (lstrcmpiA(pszModName, pszCalleeModName) = 0)break;if (pImportDesc-Name = 0)return ;PIMAGE_THUNK_DATA pThunk = (PIMAGE_THUNK_DATA)(PBYTE)hmodcaller +pImportDesc-Firs
14、tThunk);for (; pThunk-u1.Function; pThunk+)PROC *ppfn = (PROC*) &pThunk-u1.Function;BOOL fFound = (*ppfn = pfnCurrent);if (!fFound & (*ppfn sm_pvMaxAppAddr)PBYTE pbInFunc = (PBYTE) *ppfn;if (pbInFunc0 = cPushOpCode)ppfn = (PROC*) &pbInFunc1;fFound = (*ppfn = pfnCurrent);if (fFound)HANDLE handle1 = O
15、penProcess(PROCESS_ALL_ACCESS, FALSE,GetCurrentProcessId();DWORD dwIdOld;VirtualProtectEx(handle1, ppfn, sizeof(pfnHook), PAGE_READWRITE, &dwIdOld);if (WriteProcessMemory(handle1, ppfn, &pfnHook, sizeof(pfnHook), NULL) = false)return ;elseVirtualProtectEx(handle1, ppfn, sizeof(pfnHook), dwIdOld, &dw
16、IdOld);return ;上面是APIHOOK的完整代码。下面是使用的例子(拦截WString2ID函数):typedef unsigned long(_stdcall *WString2ID)(char const*);unsigned long _stdcall myWString2ID(char const*);CAPIHOOK *My_WString2ID;My_WString2ID = new CAPIHOOK(windsoul.dll, ?WString2IDYGKPBDZ,(PROC)myWString2ID, gamehandle, gameInstance);自己的myW
17、String2ID的实现:unsigned long _stdcall myWString2ID(char const *a)/ SendMessage(wghandle,WM_USER+1,(WPARAM)a,NULL);return (WString2ID)My_WString2ID-m_pfnOrig)(a);下面是用来拦截游戏的WndProc函数的,当时写的时候为了全面,至于如何去用,随便自己了,反正我没有用。gamehWnd = GetActiveWindow();gamehandle =GetCurrentProcess();gameInstance = (HINSTANCE)Ge
18、tWindowLong(gamehWnd, GWL_HINSTANCE);gameproc = (WNDPROC)SetWindowLong(gamehWnd, GWL_WNDPROC, (LONG) MyMsgProc);自己用来替换游戏的WndProc函数:LRESULT APIENTRY MyMsgProc(HWND hwnd, UINT message, WPARAM wParam, LPARAMlParam)/*在这里做自己想做的事情,剩下的让游戏的WndProc来处理*/return CallWindowProc(gameproc, hwnd, message, wParam, lParam);这一节到这里就结束了,下一节开始游戏程序的研究。最好准备大话客户端9.16更新之前的最后一个版本,不使用最新的版本有下面的原因:1、 如果对现在客户端作过多的透漏的话,将会发现做盗号类的程序比做外挂要简单,这不是我所希望看到的。2、 新版本采用的加密办法(双精度浮点数加密)在讲解上非常的麻烦,不是一般人容易入门的,但解决的办法和9.16之前的版本一样,只是繁琐而以。3、 脱壳后的程序有更多的需要人工识别的部分,这会造成不必要的麻烦,免得误导大家。