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path: root/csgo-loader/csgo-client/Client.cpp
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#include <Client.hpp>

/*
	TODO:
	- Finish off security on client:
		- Hook OpenProcess, ExitProcess, WSARecv, WSASend and check if function is OOB.
		- Use VM check that Nave gave me.
		- Run a thread to check for blacklisted drivers periodically (also blacklist VBox)
		- Run a thread to check if there is more than X threads running in the loader.
		- Add dump protection (closes csgo.exe if a handle is detected, probably explorer shellcode)
		- Add HWID generation
		- Hook DbgBreakPoint and DbgUiRemoteBreakin (instead of bytepatching, some debuggers will check that)
			- If the hook is triggered, ban the user.
		- Don't forget about the security callback; leave implementation up to Nave.

	- Apply Themida macros inside important functions:
		- Apply mutation on Security hooks and main function.
		- Apply fast VM on syscall manager, process functions
		- Apply robust VM on TCP, login
		- Apply heavy VM on Encryption, recv/send wrappers.

	- Finish off shellcode execution wrapper:
		- The shellcode can be executed via two ways
		- Either the code is mapped and called via CreateRemoteThread (allows custom param)
		- or the code is mapped and called via DX9 (does not allow custom param)
		- This will probably be the easiest thing to do.

	- Finish off injection wrapper:
		- Everything is already laid out, tbh.

	- Have the loader inject a .DLL :^)

	TODO (Nave):
		- Make the UI look nice.
		- Adapt the server to work with your backend.
*/

int __stdcall WinMain(HINSTANCE inst, HINSTANCE prev, char* str, int cmdshow)
{
	WRAP_IF_DEBUG(Utils::OpenConsole());

	// Autistic workaround for Hooked_OpenProcess crashing
	// when Device->CreateDevice is invoked...
	std::atomic<bool> UserInterfaceReady = false;

	// Create a thread to handle UI.
	std::thread WindowThread([&UserInterfaceReady]
	{	
		// Create a window, initialise DirectX context.
		if(!UserInterface->Start())
			ERROR_ASSERT("[000F:00001C00] Failed to initialize. Please contact an administrator.");

		// Signal initialization.
		UserInterfaceReady = true;

		UserInterface->RunUiFrame();
	}); WindowThread.detach();

	while(!UserInterfaceReady) { Sleep(1); }

	// Initialize the runtime protection system.
	WRAP_IF_RELEASE(
		if(!Protection->Start())
			ERROR_ASSERT("[000F:00001A00] Failed to initialize. Please contact an administrator.");
	);

	// Initialize the syscall manager.
	if(!Syscalls->Start())
		ERROR_ASSERT("[000F:00001B00] Failed to initialize. Please contact an administrator.");

	// Wait for connection.
	UserInterface->m_Data.m_ExecutionState = UserExperience::EXECUTION_WAITING;

	// Attempt to connect to the remote server.
	Networking::TCPClient Client;
	if(!Client.Start(LOCAL_IP, SERVER_PORT))
		ERROR_ASSERT("[000F:0002A000] Server did not accept the connection.");

	// Allow the user to input their log-in data.
	UserInterface->m_Data.m_ExecutionState = UserExperience::EXECUTION_LOG_IN;

	while(UserInterface->m_Data.m_ExecutionState != UserExperience::EXECUTION_WAITING) { Sleep(1); }

	// TODO: Add game selection.
	while(1) { if(GetAsyncKeyState(VK_END) & 0x8000) break; Sleep(1); }
}