/SMExt-SourceScramble

A SourceMod extension for dealing with memory-related operations.

Primary LanguageC++GNU General Public License v3.0GPL-3.0

Source Scramble

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A SourceMod extension that provides:

  • An easy way for plugins to validate and patch platform-specific address locations with a game configuration file.
  • A new handle type for plugins to allocate / free their own memory blocks.
  • Additional memory-related utilities.

The extension comes bundled with sourcescramble_manager, a helper plugin that reads gamedata file names and patch names from a config file, then loads them all in. For those simple patches that don't need further configuration other than being toggled on.

Installation

This is the installation process for end-users.

  1. Download and unpack the latest release (package.zip for Windows, package.tar.gz for Linux) into your game directory.
  2. Install sourcescramble_manager.smx into your SourceMod installation's plugins/ directory.

There are two ways patches can be applied:

  • managed patches, where sourcescramble_manager.smx handles installation / uninstallation in a set-and-forget fashion; these are installed by adding a configuration entry in configs/sourcescramble/
  • unmanaged patches, where another plugin (usually by the patch author) performs the patching

It's up to the developer of each patch to provide instructions on how to install them. Regardless, all patches do require a game configuration file installed in gamedata/.

Origin

This was originally just dedicated to memory patching. I had a number of gripes with existing solutions like Memory Patcher, No Thriller Taunt, and one-off plugins for this purpose:

  1. Plugins either hardcode the solution in the plugin, or use some custom conventions in their game config file (solutions I've seen / written myself use either pollute the Keys section or do their own config parsing with SMCParser).
  2. There is no verification on bytes to be patched (what if a game update modifies the function?).
  3. Reverting the patch would have to be manually implemented. Some plugins neglect to do this.

Writing it as an extension allows it to:

  1. Leverage SourceMod's game configuration parsing logic. No need to reparse the file, and this provides a uniform convention for patches.
  2. Use the SourceMod handle system; this allows for managed cleanup and provides a relatively nice API for developers to work with.

Developer usage

There are a number of things provided with this extension:

  • Memory patches, which are a game config-dedicated section that allows a plugin to safely overwrite and restore the contents of a memory location.
  • Memory blocks, which provide a Handle type to allocate memory.
  • Address-of natives.

Developing with this extension is intended for power users that are already getting their hands dirty with server internals. Most developers do not need this kind of flexibility.

Memory patches

Memory patches allow developers to declare a byte payload to be written to memory.

Creating new patches

Since patches generally operate on machine code, you'll need to be familiar with that to write patches.

A new MemPatches section is added at the same level of Addresses, Offsets, and Signatures in the game configuration file. An example of a section is below:

"MemPatches"
{
	// this patch makes buildings solid to TFBots by forcing certain code paths
	"CTraceFilterObject::ShouldHitEntity()::TFBotCollideWithBuildings"
	{
		"signature" "CTraceFilterObject::ShouldHitEntity()"
		"linux"
		{
			"offset"	"1A6h"
			"verify"	"\x75"
			"patch"		"\x70"
		}
		"windows"
		{
			"offset"	"9Ah"
			"verify"	"\x74"
			"patch"		"\x71"
		}
	}
}

A few things are present:

  • A subsection. The name of the section will be the name used when getting a MemoryPatch handle with MemoryPatch.CreateFromConf().
  • A function signature name referencing the name of a signature in a Signatures section somewhere else in the game config file.
  • The offset to patch. Hexadecimal notation is supported with the h suffix, for easy referencing in IDA or similar.
  • patch (required) and verify (optional) Hex strings (\x01\x02\x03 or 01 02 03 formats supported) indicating the byte payload and a signature to match against at the previously mentioned offset.
    • verify signatures can use \x2A to indicate wildcards, same as SourceMod.
  • An optional preserve hex string indicating which bits from the original location should be copied to the patch. (New in 0.7.x.)
    • For example, if you want to copy the high 4 bits in a byte from the original memory, that would be represented in binary as 0b11110000, and you would use \xF0.

Any values written on top of an applied patch will be reverted back when the patch is removed.

Automatically applying patches

Once you've created a game configuration file that gets stored in gamedata/, you can apply it in "managed" mode.

Create a new config file in configs/sourcescramble/, following the same format as configs/sourcescramble_manager.cfg. Key / value pairs should correspond to a gamedata file and patch name, respectively.

Reload the plugin using sm plugins reload sourcescramble_manager to reload the patches. No reload command is built-in, because the plugin intentionally leaks and doesn't keep track of handles. (The extension automatically disables patches when the handle is deleted, which happens when the owning plugin is unloaded or reloaded.)

Manually applying patches

For more complex cases (e.g., scoped hook memory patches or potentially dynamic patch modifications), you'll have to write your own plugin to patch / unpatch the memory as desired.

This should be fairly self-explanatory:

// Handle hGameConf = LoadGameConfigFile(...);

// as mentioned, patches are cleaned up when the handle is deleted
MemoryPatch patch = MemoryPatch.CreateFromConf(hGameConf, "CTraceFilterObject::ShouldHitEntity()::TFBotCollideWithBuildings");

if (!patch.Validate()) {
	ThrowError("Failed to verify patch.");
} else if (patch.Enable()) {
	LogMessage("Enabled patch.");
}

// ...

// restore the bytes that were in place when the patch was enabled
// any writes on top of the patched area are also wiped
patch.Disable();

Memory blocks

A MemoryBlock is a calloc-allocated chunk of memory that can be accessed with StoreToAddress and LoadFromAddress (indirectly via wrapped helper methods).

Some patches I've dealt with operate on fixed locations in memory (e.g., floating point load operations that don't take immediate values), so with this I can point to the MemoryBlock address space and put in whatever I need.

It's also a useful way of allocating structures for things like SDKCalls.

Basic use of the API:

// allocate and zero-initializes 4 bytes of memory
MemoryBlock block = new MemoryBlock(4);

block.StoreToOffset(0, view_as<int>(0.75), NumberType_Int32);

Address pFloatBlock = block.Address;

// frees the 4 bytes that was allocated
delete block;

Address-of natives

New to Source Scramble 0.6.x, this allows a plugin to get the address of one of its own variables (cell_t or char[]).

This replaces certain use cases of memory blocks; you can now point to an existing variable in the plugin's memory space in cases when you need to read a float value or more granular control in things like DHooks to send a fixed buffer.

float g_flValue;

Address pFloatLocation = GetAddressOfCell(g_flValue);
// patch an indirect load or whatever with the address of that float value

g_flValue = 0.75; // changes are reflected instantly wherever this memory location is referenced

Of course, this is all use-at-your-own-risk.