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#pragma once
#include <cstdint>
#include <cstdio>
#include <fstream>
#include <iterator>
#include <vector>
// if we compile on linux, we won't have access to windows.h (?)
// i'll put there here just so we can access them anyway
namespace nt {
struct data_directory_t {
uint32_t virtual_address;
uint32_t size;
};
struct optional_header_t {
uint16_t magic;
uint8_t major_link_version;
uint8_t minor_link_version;
uint32_t size_of_code;
uint32_t size_of_init_data;
uint32_t size_of_uninit_data;
uint32_t entry_point;
uint32_t base_of_code;
uint32_t base_of_data;
uint32_t image_base;
uint32_t section_align;
uint32_t file_align;
uint16_t major_os_version;
uint16_t minor_os_version;
uint16_t major_img_version;
uint16_t minor_img_version;
uint16_t major_sub_version;
uint16_t minor_sub_version;
uint32_t win32_version;
uint32_t size_image;
uint32_t size_headers;
uint32_t checksum;
uint16_t subsystem;
uint16_t dll_characteristics;
uint32_t size_of_stack_reserve;
uint32_t size_of_stack_commit;
uint32_t size_of_heap_reserve;
uint32_t size_of_heap_commit;
uint32_t ldr_flags;
uint32_t number_of_rva_and_sizes;
data_directory_t data_directory[16];
};
struct file_header_t {
uint16_t machine;
uint16_t number_of_sections;
uint32_t time_stamp;
uint32_t ptr_symbol_table;
uint32_t sym_number;
uint16_t opt_header_size;
uint16_t characteristics;
};
struct dos_header_t {
uint16_t e_magic;
uint16_t e_cblp;
uint16_t e_cp;
uint16_t e_crlc;
uint16_t e_cparhdr;
uint16_t e_minalloc;
uint16_t e_maxalloc;
uint16_t e_ss;
uint16_t e_sp;
uint16_t e_csum;
uint16_t e_ip;
uint16_t e_cs;
uint16_t e_lfarlc;
uint16_t e_ovno;
uint16_t e_res[4];
uint16_t e_oemid;
uint16_t e_oeminfo;
uint16_t e_res2[10];
int32_t e_lfanew;
};
struct nt_headers_t {
uint32_t signature;
file_header_t file_header;
optional_header_t opt_header;
};
}
// here's the game plan:
// - client runs, waits for game to start and whatnot
// - we wait for serverbrowser.dll to load (if source game, we should have an option in the game struct to wait for module)
// - client walks peb of process, dumps exports and packs them into { fnv, addy }, sends to server
// - server sends module size, client allocates and replies back with module address
// - server resolves imports through { fnv, addy } that were networked to us
// - server fixes reloc
// - we send back addy, then section data to client
// - server packs shellcode with data from client, sends to client
// - client runs shellcode, we're injected
namespace inject {
class c_pe_file {
protected:
std::vector< uint8_t > m_file;
public:
c_pe_file(const char *file);
bool valid();
uint8_t *data();
size_t size() const;
};
}
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