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#pragma once
#include <windows.h>
#include <cstdint>
#include <vector>
using ByteArray = std::vector<uint8_t>;
namespace RemoteCode
{
// What the server sends to the client upon transaction start.
struct RemoteServerHeader
{
// Does the cheat support the DirectX thread execution exploit?
bool m_ThreadExploitSupported;
// This will be used for allocating the remote memory.
uintptr_t m_SizeOfImage;
// OPTIONAL: The cheat might be using the DllMain function
// to do injection. Make sure to call that.
uintptr_t m_EntryPoint;
// OPTIONAL: The cheat might be using TLS callbacks to
// do injection. Make sure to call that.
uintptr_t m_TlsCallbackDirectory;
};
// Requests supported by the server.
// These are stored in a vector and later looked up.
struct RemoteServerRequest
{
// Hash to look up requests by.
uint64_t m_LookupHash;
// Name printed on the console when a user injects.
char m_DebugName[128];
// File name that's used to load the DLL server-side.
char m_FileName[260];
// Does the cheat support the DirectX exploit for creating threads?
bool m_ThreadExploitSupported;
};
// The initial header we receive from the client.
struct RemoteClientRequest
{
uint64_t m_LookupHash;
};
// The response we receive from the client upon transaction start.
struct RemoteClientHeader
{
// Address of remote allocation.
uintptr_t m_RemoteAddress;
// Up to six remote modules.
// NOTE: Stop iterating once a module is NULL.
uintptr_t m_RemoteModules[6];
};
class RemoteInjectionServer
{
public:
// Receive hash of selected cheat.
// Reply with size of image to allocate.
ByteArray Start(ByteArray &Response);
// Receive client header, send over list of imported functions
ByteArray TransactionStart(ByteArray &Response);
// Receive list of modules & export addresses
ByteArray TransactionContinue(ByteArray &Response);
};
}
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