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API for hooking upon SSE's sub-system, Papyrus API and maybe other functions.

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SSE Hooks

API for labeling and rerouting of functions, or data fields, in a process. Main purpose being used for uniform patch framework of Skyrim SE implemented as SKSE plugin.

General features:

Usage

API sample

extern decltype (GetWindowText) original;
if (sseh_detour ("GetWindowText@user32.dll", (void*) my_window_text, (void*) &original))
    sseh_apply ();

and somewhere else in the code:

int my_window_text (HWND h, LPSTR s, int c)
{
    std::cout << "Hello from here!" << std::endl;
    return original (h, s, c);
}

SKSE plugins

Need only the headers from include and the DLL itself installed as SKSE plugin. Then just take the pointer to the API during mod load-load and use.

#include <sse-hooks/sse-hooks.h>

extern "C" SSEH_API bool SSEH_CCONV
SKSEPlugin_Load (SKSEInterface const* skse)
{
    auto p = (SKSEMessagingInterface*) skse->QueryInterface (kInterface_Messaging);
    p->RegisterListener (plugin, "SKSE", handle_skse_message);
}

void handle_skse_message (SKSEMessagingInterface::Message* m)
{
    if (m->type == SKSEMessagingInterface::kMessage_PostLoad)
        messages->RegisterListener (plugin, "SSEH", handle_sseh_message);
}

void assign_sseh_interface (SKSEMessagingInterface::Message* m)
{
    if (m->type != SSEH_API_VERSION)
        return;
    if (m->dataLen == 0) // after sseh_apply ()
        // likely okay, but may check with sseh_last_error ()
        return;
    auto sseh = *reinterpret_cast<sseh_api*> (m->data);
    //...
}

End users

Not much. For example, as SSE/SKSE is updated, you need just to have the correct address in a JSON file. This can be community driven so that everybody can benefit. In the case of module based functions, nothing needs to even change. In the example below, only /map/ConsoleManager/target is subject to change:

{
    "_" : {
        "version": "1.0.0"
    },
    "map" : 
    {
        "ConsoleManager" :
        {
            "target" : "0x4002800"
        }
    }
}

Note that while mappings to addresses are done mainly for functions, the same mechanism can be used for any data field or function which are not going to be detoured later on.

General flow

  1. Initialize the library once, by calling sseh_init ()
  2. Load pre-defined set of named targets by:
    1. Loading a database file using sseh_load ()
    2. And/or call sseh_map_name ()
  3. Create detours of function(s) with sseh_detour ().
  4. Apply one or more hooks through sseh_enable () and at then end - sseh_apply ()

If the operating environment for SSEH is as SKSE plugin, then most of these operations are handled by the default implementation of the bundled plugin. SKSE plugin developers need only to get the interface, detour functions and wait for them to be called. The plugin takes care to initialize the library, wait for any detours and apply all of them on the go:

  1. During SKSE Post Load, register a listener for handling SSEH messages
  2. When the SSEH handled is invoked, it is called only once with the interface pointers supplied
  3. Do any detours
  4. During Post-Post Load, SSEH will apply the detours and broadcast again, but with zero message
  5. Maybe check whether detours are okay by calling sseh_last_error()

See the example above.

API details

Error handling

If there is an error, you can retreive some useful text by callying sseh_last_error ():

std::size_t n;
if (sseh_last_error (&n, nullptr) && n)
{
    std::string s (n, '\0');
    sseh_last_error (&n, &s[0]);
    std::cout << s << std::endl;
}

Loading a configuration

Naming an address of function or variable helps later. The name will stay, but the address behind it may change, depending on the implementation of the hooked application. When a call to sseh_load () is made, all internal mapping are replaced with the content in that file. Custom keys are kept (in fact, ignored) and content is validated. Mappings which are not valid will be deleted.

if (sseh_load ("sseh.json"))
    //...

All names and addresses should be unique. Subsequent dublicates are deleted.

The SKSE plugin added, will sort alphabetically and then merge all Data\SKSE\Plugins\sseh-hooks\*.json patches (see below). This is an automatic mechanism for patching existing mods relying on pre-defined addresses.

New mappings at runtime

If the loaded JSON is not enough, a new mapping may be added through sseh_map_name ().

if (sseh_map_name ("ConsoleManager", 0x400200))
    //...

If the name already exists with the same address, the function will succeed. But if either that address has another name, or that name has another address - it will fail. This helps keep the map tight and clean it also matches the behaviour for functions based in dynamically loaded libraries.

Collisions and simple registry queries

As the names of addresses and the addresses themeselves have to be unique across the registry, it is useful to find the colliding elements.

std::uintptr_t target;
if (sseh_find_target ("ConsoleManager", &target))
    //...
if (sseh_find_target ("GetWindowText@user32.dll", &target))
    //...
std::size_t n;
if (sseh_find_name (0x400200, &n, nullptr))
    //...

Detours

After there are unique names for each address, they can be used to create the actual detours and queue them for an actual patching (i.e. enable & apply them). For that purpose, sseh_detour () is used. It accepts the mapped name, the address of the detour and optionally, the address to the new function which will call the original. If the passed in name is recognized as module name (e.g. GetWindowText@user32) its target address is searched for.

void* original;
if (sseh_detour ("GetWindowText@user32.dll", my_window_text, &original))
    //...

After a detour is created, it must be enabled. Note again, that detour is needed only for functions which are hooked, detouring is not needed when the function or the variables are just to be referenced. Also, the original can be called only after sseh_apply().

Enabling target detours

As mentioned, after having a detour, it must be queued for enabling, or disabling if already created and after that, apply the queue at once. This is a bit cumbersome for single enable/disable operations, but it helps to structure the code so that performance can be improved - applying is costly operation. The parameter name is the name of the target.

sseh_enable (const char* name);
sseh_disable (const char* name);
sseh_enable_all ();
sseh_disable_all ();
sseh_apply ();

Multihooks

In order to support many clients hooking the same target, profiles were introduced. Each profile is represents an unique state for functions which detour, enable, disable or apply hooks. There is one global profile by default (the empty "" string), and this may suffice for applications where one client is hooking the same function, but if there are many clients who wants the same function - it is advised that each one of them has its unique profile.

sseh_profile ("MyPlugin");
sseh_detour ("GetWindowText@user32.dll", my_window_text, &original);
sseh_apply ();
sseh_profile ("AnotherPlugin");
sseh_detour ("GetWindowText@user32.dll", other_window_text, &other_original);
sseh_apply ();

Accessing the registry

SSEH allows direct access to its JSON registry. This allows as advanced manipulations, workarounds, custom extensions and so on. To allow these functionalities there are two workhorses for use: sseh_merge_patch () and sseh_identify (). One is to modify the registry, the other is to retreive information from it.

sseh_merge_patch () implements the https://tools.ietf.org/html/rfc6902 JSON patch merging.

std::string foo = R"([{ "op":"add", "path":"/map/ConsoleManager/target", "value":"0x400200" }])";

if (sseh_merge_patch (foo.c_str ()))
{
    //... sseh_apply ();
}

And sseh_identify () implements the https://tools.ietf.org/html/rfc6901 JSON pointer semantic.

std::size_t n;
if (sseh_identify ("/map/ConsoleManager/target", &n, nullptr))
{
    std::string s (n);
    sseh_identify ("/map/ConsoleManager/target", &n, &s[0]));
    auto target = std::stoull (s, nullptr, 0);
    //...
}

JSON structure

The internal registry is updated at runtime, whether it was loaded at first from a file or not. Some fields like made detours, the kept originals, statuses and etc, are added and updated during work. Below is an example of such document:

{
    "_comment": "Keys prefixed with underscore are not actually part of the document.",

    "SSEH" : {
        "version": "1.0.0"
    },

    "map" : 
    {
        "ConsoleManager" :
        {
            "target" : "0x4002800",
            "detours":
            {
                "0x120ab000":
                {
                    "original": "0x4002800"
                },
                "0x12012000":
                {
                    "original": "0x120ab000"
                }
            }
        },

        "GetWindowText@user32.dll":
        {
            "_comment": "Module based detours are remembered too",

            "target" : "0x12000",
            "detours":
            {
                "0x120fff00":
                {
                    "original": "0x80020"
                }
            }
        }
    }
}

Development

  • All incoming or outgoing strings are UTF-8 compatible. Internally, SSEH converts these to the Windows Unicode when needed.
  • The API is not thread safe as in SKSE environment where hooks are done at load time, it is unlikely to be needed.

Required tools

  • Python 3.x for the build system (2.x may work too)
  • C++14 compatible compiler available on the PATH

For building under Windows10/WSL with MinGW, use:

CXX=x86_64-w64-mingw32-g++-posix AR=x86_64-w64-mingw32-ar ./waf configure

License

LGPLv3, see the LICENSE.md file. Parts in the share/ folder have their own license.

The idea is to promote this library as open source project, but still keep it as shared resource. LGPL allows closed source projects to use SSEH, but only when it is used as DLL. If a project wants to bundle inside SSEH, it should open its source to the public. If many people start bundling this project, most likely the main idea, to have a central shared file where to update the target addresses will vanish, as everybody will have its own file and mappings.

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